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Thread: Jericho Joshua Jordan

  1. #1
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    Faustus's Avatar
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    Jericho Joshua Jordan


    Off topic:
    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 has since dropped the country drawl and adopted a film noir detective diction.

    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.

    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.
    Jericho has visited a hundred 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.

    MartiansThe 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.


    NorjawA 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

    Purchased
    Spoiler:

    • Premium Adventure Kit: Silk rope (100 feet, lighter and can be coiled tighter to occupy less space), 10 potions of sustenance, arcane first aid kit (4 healing potions included into mundane kit), hiking boots, plastic tarp, water purification tablets (20), hand axe, survival knife, flint, phoenix coal (10), bedroll and backpack of holding to carry it all in.
    • Map of Terrenus: A cloth map that displays the whole of Terrenus. At the press of a button an electrical current, so miniscule that it draws its power from the human body's naturally existing electromagnetic field, the cloth grows rigid and takes on the texture of plexi-glass. Central areas on the map, such as the twelve main cities or other large landmarks, will display information upon voice command or the touch of a finger. This item can be used to legitimize a character knowing all of the information in the Lore articles for Terrenus.
    • Programmable Compass: A compass that can point to either true North, magnetic North, or can be set to point to a specific geographical location. This manner of compass, upon switching modes by way of a small button (one of three) located near the top, can lead one back home or even to a specific person (stationary or moving objects). In the case of people, the target must agree to be tracked.
    • Safe Balls (5): Used to capture beasts and make them allies. Health must be at 1/10 original for successful capture. One for each category: Small, medium, large, heavy, colossal.
    • Potion of Stoneskin: This tinted glass is filled with a gritty liquid. Upon drinking, the user grows tough scales all over their skin that can buffer most forms of conventional weaponry, from blade to mace to sap.


    Acquisitions
    1. Star-metal, enough to gild the edge of a sword.
    2. Ash from an exploded spaceship

    Accomplishments

    See: Jericho Joshua Jordan, a personal history

    Credits: Carlos, for information.
    Karen, for picture.
    Last edited by Faustus; 03-04-2012 at 03:12 PM.

  2. #2
    Unwavering Devotee
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    Faustus's Avatar
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    ¬Name: Chestnut.
    Combat Rank: C.
    Animal: Horse.
    Size: Large.
    Description:
    Chestnut is a chestnut colored horse with a white patch over his left eye. Chestnut is a Terran bred horse, the unique diet and positive atmosphere making Terran horses stronger and larger than your average, is nonetheless larger than an average Terran horse. He is a wall of lithe muscle capable of running 100 miles in a day without any serious complaint and is intelligent enough to understand human speech, though he can't speak it.
    Abilities
    • Strength: Chestnut is, really, unreasonably strong. Although Jericho has not gone out of his way to put Chestnut's strength to the test, there has as yet been no feat of strength or force that Chestnut has not been capable of executing.
    • Speed: Chestnut is a horse bred for endurance riding, more than speed riding, and as such can easily be bested by the smaller, more nimble breeds. Thanks to a magical inscription scrawled onto the side of Chestnut's reins, when alone and afraid Chestnut can effectively triple his speed.
    • Intelligence: Chestnut is capable of understanding human speech and following complex instructions, executing simple mathematics, and seems to have an inherent ability to distinguish truth from lie, even on the level of illusion.
    • Locator: The charms on Chestnut's forehead allow Chestnut to locate his rider anywhere on the planet. Nonetheless due to Jericho's constant zeal for adventure it is not uncommon for Jericho to leave the horse untethered, and for Chestnut to find his way to his rider at a leisurely, over a period of time, but always unfailingly.
    Last edited by Faustus; 03-03-2012 at 12:46 PM.

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