Picture might be changed or replaced with a custom drawing, Captain Jack here is more of a good place holder.
You'll see why momentarily.
GENERAL INFO
Full name: - Micheal Williams
Alias/Nicknames: - None
Gender: - Male
Species/Race: – Human
Nationality: – Neutral
Birth Date: - March 9
Age: - 26
Zodiac Sign: - Pisces
Descendent(of): - George and Beth Williams
Current Residence: - Vagrant
Job/Profession: - Blue Moon Caravan Acquisitions
Title: - None
Allegiance/Alignment: - Neutral Good
APPEARANCE
Height: - 5' 11"
Weight: - 190
Build: - Slim
Eye Color: - Brown
Hair Color: - Brown
Handedness: - Ambidextrous
Skin Shade/Color: - Tanned
Scars/Tattoos/Piercings: - Small nicks and scars, nothing out of the ordinary. Some good stories.
MENTALITY
Sexuality/Preference: - Omnisexual
Relationship/Marital status: - Single
Family/relatives: - Caravan personnel of the Blue Moon Caravan
Sanity: - Bent, but not broken
Friends: - Interacted with many caravans; friendly with many, trusted by few
Mental Skills: - Mnemonics, memorization (not photographic)
Likes: - Books, Fornication, Puzzles, Spell Crafting
Dislikes: - Mold, Radial patterns in living creatures, Redundancy
Hobbies: - Knitting, Shagging, Spell Crafting, and Whittling
Personality: – Crazed, but not insane. Slow to trust, but quick to help. He's a man who tries to keep both sides of the coin in sight at all times; if he can't decide between one or the other his resulting allegiance to one party could be considered nothing but a flip of the coin, but he considers it a sincere and honest allegiance.
EQUIPMENT
Weapons: – Enchanted woollen crochet fingerless gloves (self made), increases kinetic force of a strike while simultaneously protecting hand from breaking itself under the same force.
Combat Attire: – Basic common wool greatcoat with a enchanted under-knit that resists tearing. Mostly just protects the coat itself from wear and tear; slashing weapons are somewhat deflected, but stabbing and crushing go right through.
Accessories: – Simple wooden rings enchanted to create a bright flash and smoke when blown through and thrown, created by siphoning off the light and smoke from a fire (six count)
Miscellaneous: – Common copper penny, engraved with a likeness of a king. When spat on and rubbed it super-heats and can melt through inch thick metal. Needs at least ten or fifteen fires in order to build up enough heat, or a few days at a forge's furnace. (half-way finished creating)
FIGHTING STYLE(S)
General/Preferred Style: – Brawling / Unarmed
Hand-to-Hand: – Boxing
Weapons Style: – None
Special Abilities: – Enchanted woollen crochet fingerless gloves (self made) increases kinetic force of a strike while simultaneously protecting hand from breaking itself under the same force. This is achieved by siphoning off kinetic force generated by general movement, or charged at an accelerated rate by a sort of 'Shadow Boxing.' A full charge is good for four strikes; then takes about a minute of rapid movement to recharge to full capacity. When kinetic force is released before contact is made, the strike works in effect as a stun or hard shove. With contact, it's akin to being hit by a mace. Can be worn under regular leather gloves.
STYLES OF MAGIC
Chant Magic: - Slightly better than common knowledge, good for enchanting something that can be carved or easily shaped like wool, fabric, or leather.
Rune Magic: - Somewhat more reliable way to enchant something, good for things like metal or wood.
Elemental Magic: - Enchanting something requires energy, but if you're desired effect is already present in nature harnessing it is a good idea. To make the "smoke rings" or the burning penny, elemental magic comes in handy to take in the light and smoke from a common fire and transfer it into the enchantment. George is capable of nothing more than that. He's to afraid of engulfing himself in flames.
Psychic Magic: – None
Conjuring Magic: – None
Enchantment Magic: – Well of course George is good with enchanting. He grew up with magically infused artefacts and so has learned how to imbue, remove, and modify most simple enchantments like weight or durability, even trap some elemental components like light. But anything complicated, like a ward or curse (let alone souls) are just out of his reach.
Space/Time Magic: – None
Arcane Magic: – None
Chants and Runes are great for making Enchanting easier, plus Elemental and Arcane magic to gather certain parts of the world into the enchantment; things like smoke, fire, or weight.
HISTORY
Relationship Status: – Single
Family: – George and Beth Williams; Blue Moon Caravan, acquisitions. Nice people, a bit loony.
Known Languages: – Common, some non-human dialects
Proficiency(Affinity): – Enchanting, Crafting
Personal History/Background: - Child of a neutral travelling caravan, he's gone off to make more contacts and open new lines of trade; failing that, find some interesting items that could sell well or be of use. He's grown up taught to be neutral in the lives of those not in the caravan, but a sense of morals usually gets him in trouble anyway.
Clans (Family Clan or Otherwise): - Closest thing to a 'Clan' would be the Blue Moon Caravan, maybe the Moon Caravans in general.
ANY OTHER INFORMATION:
From Micheal's Journal-
Currently working on socks that should do the same effect as gloves, but for kicks; they may possibly share the same charge.
Musing on a way to boost charge of kinetic energy by siphoning energy from full body movement, or store extra kinetic energy in greatcoat.
Thinking on way to add reactive parries to greatcoat by taking kinetic energy from charge.
Storing up fire in a sword for burning slices?