Micheal White

Micheal Lee White (a.k.a. Mike)

Holy Books & Codes

An it harm none, do as thou wilt
-Wiccan Rede

Tenets of Faith

Pantheism

Everything that is in existence is but an aspect of a single thing. All of it is an energy that flows through various states of being. While aspects die and cease to be, that energy is never destroyed but rather transformed into yet another state of being. This is the Life Stream, the eternal and unending flow of existence from whence all creation is derived and all destruction returns. This is the Unity to which all things belong. This wholeness, in its entirety, is the Divine. The unknowable, inconceivable force that eternally drives that flow of energy is the Divine.  

Atheist

Meaning they do not believe that there is a sentient divine figure that has any creative power or authority over our lives.

Physical Description

Special abilities

Savant

Your strengths are not in your endurance, speed, or ability to shoot something with pinpoint accuracy. You use a part of the body most of your comrades seem to let necrotize, your brain. You're the one with all the answers, an encyclopedia of knowledge. You understand that you may be on the border between genius and madness, but all the great minds of the world balance that knife-edge. In your spare time, you read.  

Skills

Animal Handling +20, Arcana +16, History +22, Investigation +16, Nature +22, Religion +16, Survival +20, Computer Use +16, Demolitions +16, Sciences +16, Engineering +16  

Wild Shape

As an action, you can magically assume the shape of a beast (CR 1 or lower) that you have seen before an unlimited number of times. You can stay in beast shape for 10 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die). You can ignore V, S, and M components (with no cost and aren't consumed) when casting in normal or wild shape forms.  

Opus

Additionally, anytime you roll an ability check, skill check, or saving throw with your primary savant ability, you can set your die roll to your primary savant ability score. Meaning you automatically roll a 30.  

Archetype: Authority

When attempting any Intelligence skill, it only takes a bonus action instead of an action. Additionally, if you roll less than 10 for an Intelligence check, increase the result to 10. You can use the Search action as a bonus action. When rolling a History check, you always get a result of a 42.

Mental characteristics

Personal history

Mike was born and raised in Tacoma Washington where they have spent their entire lives. They have always enjoyed the outdoors and have spent a great deal of their personal time in outdoors activities such as hiking and hunting. While on a hike in they found themselves in the Greenhand Settlement. The Druids there were surprised that they had been able to find their way as it is magically warded to allow only those with Druidic abilities to find it. That was in 2127 and they have been training with the Druids there ever since. They now live with one foot in two worlds since they still embrace the modern technology of the Mundane world having gone as far as having cybernetics implanted. They have considered getting genetics modifications, but have not done so because the cost it too high for them.

Sexuality

heterosexual

Education

They have a high school diploma. Otherwise, their education has been informal. They were trained by their father who owned the taxidermy business before they did. They worked as an apprentice at the shop for years before taking over completely when their father died in 2131. They read and research topics of interest veraciously with history being their primary focus.

Employment

They own and run Nature's Way Taxidermy.

Intellectual Characteristics

  • I’m willing to listen to every side of an argument before I make my own judgment.
  • I am horribly, horribly awkward in social situations.
  • Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
  • I work to preserve a library, university, scriptorium, or monastery. (For the Greenhand)
  • I speak without really thinking through my words, invariably insulting others.

Morality & Philosophy

True Neutral characters don’t like to take sides. They see Good, Evil, Order and Chaos as restrictive perspectives and none of which are right. They are relative. What is considered Good in one situation and society, could be considered Evil in another. Because of these beliefs, True Neutral characters are pragmatic and independent in their decisions and actions. Rather than choosing the path which they feel they should take according to society or laws, they can make up their own mind. What they choose is likely to be driven by their own personal motivations.   There will be times when a Neutral character has to make a choice between siding with Good or Evil, perhaps casting the deciding vote in a party. In these situations, they usually side with whichever decision they will gain the most from. Generally, a True Neutral will follow the rules and favour Good over Evil, but only because it makes their life easier and they may be rewarded for it, not because they are obliged to by their morals or ethics.   Neutral characters don’t believe in upholding the rules and laws of society, but nor do they feel the need to rebel against them. They will follow orders from people in authority, but only if it suits them. If that authority tries to get in their way, or is disrespectful, they will not follow them. A True Neutral character takes a very balanced view of relationships. They will show respect to people who respect them, harm those who harm them, and be kind to those who show them kindness. This means they will help and defend their allies, and hinder and take out bad guys. If someone is in need and they don’t know them, a True Neutral character will weigh up if helping them is worth it or not. In their everyday life, they don’t get involved in the lives and business of people they don’t know.

Personality Characteristics

Motivation

His primary motivation is to learn everything that he can about history. His primary loyalty is to the Greenhand.

Social

Social Aptitude

They are socially awkward. They are not good at reading paralanguage and often misread these cues. They have alexithymia which makes it difficult for them to talk about their feelings and understand what others are feeling.

Mannerisms

They never make direct eye contact for any length of time.

Speech

They speak too loud without realizing that they are being loud.
Alignment
True Neutral
Current Location
Species
Year of Birth
2107 40 Years old
Birthplace
Seattle Washington
Children
Current Residence
Tacoma Washington
Pronouns
They/Their/Them
Sex
Male
Gender
Androgyne: both masculine and feminine
Presentation
Male
Eyes
Blue
Hair
Light Brown
Skin Tone/Pigmentation
Almond
Height
5' 10"
Weight
175#
Aligned Organization
Known Languages
Druidic, English
Ruled Locations
Character Prototype
Ultra Modern Human, Druid without a circle, Archetype Authority, Savant Ladder
 

Comments

Author's Notes

Character images generated using Hero Forge


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