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Oliver

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The young lad Oliver in his early days.

A young boy of 12 years of age, Oliver has been inducted into the Cyrinthmeir Hashshashin quite recently, and has found himself enjoying his new life of training to a good extent. He has a social personality and is surprisingly strong for his size and age. He is excelling exceptionally fast, even for Hashshashin standards.


Contents

Description

Oliver is 4'4" 80lbs. He's got short dark hair with a tan complexion. He’s often only wearing his black pants because of training. He has a deep scar across his chest and several scars on his back from lashings. He is a polite kid, especially to adults he admires. He seems like a legit kid but one might notice him eyeing expensive items. A habit he has yet to kick from his orphanage days.


After months of training Oliver has acquired several scars on his back and a nice sized scar on the left side of his neck and shoulder area. The most important scar to Oliver is the one across his chest, the deepest one.


History

Oliver spent the first 10 years of his life in an Antica orphanage and hated every minute of it. The people taking care of him were always overworking the kids and he became resentful of his orphan life when he saw other kids got to play and have families. The orphanage often under fed the orphans so he turned to a life of stealing. He would either steal food or trade stolen goods for food to stay alive and healthy. Oliver gets along with most everyone outside the orphanage having a very friendly attitude to people hoping someone would take him in. Just the opposite he resents everyone in the orphanage even some orphans.


Oliver spent most of his time in the orphanage trying to devise ways to escape. After several attempts the town guards quickly learned his face and it became increasingly difficult to escape. Oliver's solution to this was to escape the town completely by stowing away on a ship to Cyrinthmeir. The ship ride was uneventful but after only being in town for a week he was picked up by town guards, for stealing, and brought to the Cryrinthmeir orphanage. He found himself in almost the exact same situation. Forced labor (leatherworking) to pay for his stay and drunk, angry, and violent keepers that barely feed him and often take out their frustration on him.


Oliver was often in fights with other orphans and at one point considered murdering another orphan. Hell, prison has got to be better than this place right?


Oliver was more than ecstatic when he finally was chosen to leave the god forsaken orphanage and live with someone who would give him some freedom. Although he still gets some beatings he enjoys the freedom of living in the castle and being well fed. He is currently training in dual blades but has a little bit of training in daggers and wrestling from his former orphan life. Oliver is currently working on his skills in farming poisons, tracking and firing crossbows.


Oliver started training in the mid summer months when the warm weather opened the icy passages through the mountains. Compared to the places Oliver has been this is better than anything he could imagine. His life is still hard because he is forced to train in martial combat. He accepts this as his future because he has free will here and it gives him a sense of power to be able to decide his fate.


Oliver has met many people at the training camp. The friend he is getting along with most is a recent initiate by the name of Nicolas. Although they play pranks and get into the occasional scuffle, Oliver would help Nicolas in a pinch without a doubt. They both seem to possess similar skills in manipulating people which should make for an interesting duo.


On a training mission Oliver met Clara. I street girl who seems to be efficient at stealing and pan handling. She seems to be cut from the same tattered cloth as Oliver.


On another training assignment Oliver got into quite the scuffle with some dogs, almost killing one of them. Another dog came very close to leaving Oliver dead in the woods. The resulting injury was a very deep neck wound and now scar.


Oliver just got back from a field mission to Ahr. He has successfully been "Assessed." Although he doesn't know what he was "Assessed" on, he does know he will be more prepared when he goes back. People say you change when you come back from Ahr. They were right. His anger for the dark skins is driving his training to the next level.

Chapter 1 Session History

  • Session 01 - Induction
  • Session 02 - Herbalism
  • Session 03 - Kata Application
  • Session 04 - Terrain Training
  • Session 05 - Tracking and Archery Training
  • Session 06 - Recruiting and Animal Handling
  • Session 07 - Ahr: Part 1
  • Session 08 - Ahr: Part 2
  • Session 09 - Ahr: Part 3
  • Session 10 - Ahr: Part 4

Chapter 2 Session History

  • Session 11 - Delivery

Beliefs & Outlook

After Months of training with the Hashshashin Oliver has developed a love for the balance in things. Not just the literal balance to weight of a blade in each hand but the ability to know when to balance out offensive and defensive maneuvers. Oliver believes that in the future he will have to make choices on letting men die or survive based on their actions. Oliver's traveling mate, James, has a similar outlook on life.

Spiritual Attributes

  • Belief: Everything must eventually find balance
  • Drive: Prepare for his return to Ahr
  • Oath: The Hashshashin Code
  • Destiny: Unknown


Martial Abilities


Growth & Development

  • Insight: 43

Available Skills

  • Acrobatics (Became Available in Elapsed Time)
  • Animal Handling (Became Available in Session 06)
  • Body Language (Became Available in Session 03)
  • Breaking and Entering (Became Available in Elapsed Time)
  • Camouflage (Became Available in Elapsed Time)
  • Churgery (Became Available in Session 06)
  • Climbing (Became Available in Elapsed Time)
  • Disguise (Became Available in Session 09)
  • Etiquette (Hashshashin) (Became Available in Session 01)
  • First Aid (Became Available in Session 01)
  • Forgery (Became Available in Session 09)
  • Games (Became Available in Prelude)
  • Herbalism (Became Available in Session 08)
  • Hunting (Became Available in Session 06)
  • Intrigue (Became Available in Session 06)
  • Intimidate (Became Available in Session 10)
  • Meditation (Became Available in Session 10)
  • Orienteering (Became Available in Elapsed Time)
  • Persuasion (Became Available in Prelude)
  • Ridicule (Became Available in Prelude)
  • Riding (Became Available in Elapsed Time)
  • Scrounging (Became Available in Prelude)
  • Search (Became Available in Elapsed Time)
  • Sincerity (Became Available in Prelude)
  • Sneak (Became Available in Session 06)
  • Style Analysis (Became Available in Elapsed Time)
  • Survival (Became Available in Elapsed Time)
  • Tracking (Became Available in Session 05)
  • Traps (Became Available in Elapsed Time)
  • Weapon Art (Became Available in Session 01)
  • Weather Sense (Became Available in Elapsed Time)

Available Attributes

  • Agility (Became Available in Session 03)
  • Endurance (Became Available in Session 10)
  • Health (Became Available in Session 10)
  • Mental Aptitude (Became Available in Session 04)
  • Perception (Became Available in Elapsed Time)
  • Strength (Became Available in Session 05)
  • Toughness (Became Available in Prelude)
  • Will Power (Became Available in Elapsed Time)
  • Wit (Became Available in Prelude)

Available Proficiencies

  • Brawling (Became Available in Prelude)
  • Crossbow (Became Available in Session 08)
  • Duel Blade (Became Available in Session 10)
  • Wrestling (Became Available in Prelude)

Available Gifts

  • Animal Kin (minor) (Became Available in Session 06)
  • Blind Fighting (major) (Became Available in Session 10)
  • Absolute Belief (major) (Became Available in Elapsed Time)
  • Glorious Destiny (major) (Became Available in Elapsed Time)
  • High Pain Threshold (minor or major) (Became Available in Elapsed Time)
  • Jack of all Trades (major) (Became Available in Prelude)
  • Light Sleeper (minor) (Became Available in Session 01)

Growth & Development So Far

  • Increased Willpower attribute from 2 to 3 (Became Available in Session 01; 2 SA points)
  • Gained Duel Blade weapon proficiency at rank 1 (Became Available in Session 01; 1 SA points)
  • Gained Farming skill at rank 9 (Became Available in Session 02; 2 SA points)
  • Increased Willpower attribute from 3 to 4 (Became Available in Session 03; 4 SA points)
  • Gained Read / Write skill at rank 9 (Became Available in Session 03; 2 SA points)
  • Increased Duel Blade weapon proficiency from 1 to 2 (Became Available in Session 03; 1 SA points)
  • Increased Read / Write skill to rank 8 (Became Available in Session 04; 2 SA points)
  • Increased Duel Blade weapon proficiency from 2 to 3 (Became Available in Session 04; 2 SA points)
  • Increased Farming skill to rank 8 (Became Available in Session 04; 2 SA points)
  • Increased Perception attribute from 3 to 4 (Became Available in Session 02; 4 SA points)
  • Increased Crossbow ranged weapon proficiency from 0 to 1 (Became Available in Session 05; 1 SA points)
  • Increased Duel Blade weapon proficiency from 3 to 4 (Became Available in Elapsed Time; 3 SA points)
  • Increased Crossbow ranged weapon proficiency from 1 to 2 (Became Available in Elapsed Time; 1 SA points)
  • Increased Farming skill to rank 7 (Became Available in Elapsed Time; 2 SA points)
  • Increased Read / Write skill to rank 7 (Became Available in Elapsed Time; 2 SA points)
  • Increased Lock Picking skill to rank 9 (Became Available in Elapsed Time; 2 SA points)
  • Increased Sneak skill to rank 8 (Became Available in Elapsed Time; 2 SA points)
  • Gained Herbalism skill at rank 9 (Became Available in Session 02; 2 SA points)
  • Increased Endurance attribute from 2 to 3 (Became Available in Session 01; 2 SA points)
  • Increased Health attribute from 2 to 3 (Became Available in Session 05; 2 SA points)
  • Changed Drive from "Assimilate into the Hashshashin" to "Prepare for his return to Ahr" (2 SA points)