__________________
Oh well uh, you might think I'm delirious, The way I run you down
But somewhere sometimes, When you're curious, I'll be back around - The Cars
Last edited by Code H; Nov 11th, 2019 at 04:31 PM.
Background: Feylin has spent the majority of his life as a scout and guide to some of the more dangerous parts of the world. The money if fine, and living in the wild is no problem, but after decades of seeing the same parts to the same forests, the scenery gets dull. To be honest, Feylin didn't want a change in career as much as he wanted a change in scenery. Hunting, exploring, guiding, these were all things he loved to do.
So naturally he was intrigued when he heard that people had ventured into the aether. He was even more intrigued when he heard that he too could go to see the stars. The worlds that could be, no, would be out there.... He had to see them....
That was a little while ago.... A little while ago that he booked fare on a ship heading to the moon. Who knew that interstellar travel was so expensive? But no matter. He had a set of skills, a set of skills most valuable to people travelling in unknown worlds. After all, what is the point of going if you don't know that you can survive once you're there? All he had to do was find a way to get out of here... Find a way to get... Out there... Maybe if he could find a group going on an expedition?
Description: Feylin is about 5'9 or 10 depending on if you ask him or someone else. He has long brown hair and stormy grey eyes. A slender frame compliments an equally slender face. The only other notably striking feature perhaps may be his pointed ears, but nothing abnormal from your typical elf.
Personality: He smiles often, laughs frequently, and thinks of himself as humorous, but being used to seclusion in the wild he does also have a tendency to be a bit of an introvert. Not unfriendly, he just enjoys his "me" time. Notably, he thinks of himself as a master of anything that shoots anything. Deep inside he has a passion for anything that fires projectiles. If you need something shot, he is there. Count on it. He is a natural survivalist, but this makes him less proficient in the finer things of life. He doesn't give much to frivolity. He is kindly and trusting, but wary of anything that he "doesn't have a good feeling about."
Goal: To explore the putter reaches of the world and, should the opportunity arise, to explore new and foreign forms of weaponry.
What they can bring: Honestly he may not be great at building, but he has a knack for navigation. He is also a gifted explorer and survivalist, so being thrust into new hostile atmospheres might not phase him as it would most. In addition, being of Fey descent he is accustomed to strange creatures and plant life, some of which defy even the normal laws of nature. But he is also an excellent marksman. If there is any need for a ship to use anything projectile related ... Count him in.
Name: Rorik Thunderoak Race: Dwarf Gender: Male Background: Guild Artisan
Description: Rorik is a simple dwarf, preferring simple clothing that is tough and practical. He keeps his beard and hair long, does his best to stay clean, and generally smells like sawdust. He is about as tall as the average dwarf, and is possessed of powerful arms and a burly visage.
Personality: Humble and reliable, Rorik is in charge of Rorik, thank you very much, and can only try to help others as best he can. Because of this, Rorik tends to possess a sort of wise calm, a quiet attentiveness that makes for a good listener and friend.
[Backstory:[/B] Rorik doesn't talk much about his life before journeying to the moon. Still, one can surmise a little information; raised in a small family, Rorik's father, also named Rorik, taught him carpentry at a young age. As he got older, Rorik opened a simple furniture shop that nonetheless became well known due to the dwarf's craftsmanship and honest demeanor. Eventually, somebody offered him a contract working to put together aether ships at the shipyard on the moon, and as he had never married and had a number of journeyman craftsman that could run the store on the world below, Rorik took to the stars and has spent the years since toiling away quietly, building aether ships and learning the ins and outs of the trade.
Goal: Rorik has few goals; perhaps someday he'd find a wife, but until then, he was content with his lot in life.
What they can bring: Rorik has spent the last few years helping to build and maintain aether ships, and so would make an excellent addition to any crew.
Aethersuit: Rorik has an aethersuit made of flexible fabric, overlaid with hardened leather plates across his body including a breastplate, pauldrons, vambraces, cuisses, greaves, as well as heavy leather boots. These plates have protected him from numerous dangers, including spars of metal that would have punctured a normal suit, and sparks from welding rigs that might've burned through the fabric otherwise. He recently used a year or so's wages to order a customized suit that would allow him to join a crew as their resident engineer, but it has yet to be delivered.
__________________ Current Status: ON SABBATICAL
Last edited by ParzivalFair; Nov 20th, 2019 at 10:49 AM.
Character name:Misery Race: Feral Tiefling Class: Rogue (Arcane Trickster) Gender: Male Alignment: Chaotic Neutral Appearance: Misery is your standard tiefling with protruding horn-like structures atop his head. His black hair and red eyes give many people the shivers as it quickly reminds them that devils walk among them. He has an average height - about 5 feet, 8 inches and a small build. His stature allows him to hide among places that people would generally overlook. His darkened, ash grey skin is also a functional asset of his birth furthering his skills in stealth and subterfuge. Background: Urchin What Can He Bring: He's quite adept at collecting things that originally belong to others and not getting caught. He has contacts with a like minded nature in Footfall to further aid this pursuit Goals:
To get as far away from his pursuers as possible.
To see the universe as very few have ever done (queue Star Trek music)
History: Misery is his name, and he comes by it naturally. Nobody, not even he, knows what his real name may be. Misery was orphaned when he was just a babe suckling at his mother's breast. Born in Baldur's Gate to a simple merchant who dealt in leather goods, Misery lived a hard life. His parents loved him unconditionally even though their heritage was often met with disdain. One night when Misery was about two years old, some of the local ruffians from the the thieves guild tried to extort money from his father for 'protection.' Misery's father refused. In the early hours of predawn they returned and killed Misery's mother and father. Perhaps they did not have the heart to kill a baby or Asmodeus stepped in and saved the young tiefling, who knows.
Found by the city watch a few days later, Misery was alone and scared. He was turned over to a local orphanage where he would spend his childhood. There, he learned the harsh reality of the streets. Misery was a survivor and became adept at hiding and stealing whatever he needed, whether it be food, clothing, or trinkets. The orphanage kept him clothed and somewhat educated, but he knew that eventually he would be turned out. So, he prepared himself for the life ahead. He was recruited by the Twin Daggers, unknowingly the ones responsible for Misery's parents death. He quickly climbed the ladder within the nefarious organization and became one of the more profitable recruits for the guild. He was looked upon favorably as being a reliable contribution to their underhanded causes.
Then, he had learned the truth about his mother and father when one of the guildmasters spoke of local townsfolk refusing to make their 'protection payments.' He joked about the killing of the tiefling that ran an old leather shop so many years ago. Misery connected the dots and knew right away that it was this man who was responsible for the years of torment, punishment, and chiding that he had received as an outcast.
Misery snuck into the man's stateroom one dark night and executed him. He stood over the guildmaster's lifeless body and and just spat in his cold, dead face. Knowing that he would be tied to the murder, he fled Baldur's Gate to the South. He had to find his freedom from the menace that would be stalking his every turn.
After a fortunate run in with a Yuan-Ti, he wound up in Chult among the slums of Mezro. Here, he honed his talent of thievery and magic. After years of milking the city to his delight, Misery became interested in the growing buzz around the Aethernauts. The snakelike people had learned to hone their evil scarifices into a way to enter space and leave Toril. This intrigued Misery, and at his first available opportunity, he joined the next flight out.
After what would be described as a harrowing journey, he found himself in a new city with eager young faces around him. Footfall was only a stepping point in his journey, though Misery had spent every last coin to procure a flight aboard the ship to the moon. The city was ripe for fleecing, and so he went to work on utilizing his specific skillset to earn more coin from the fool hearty dreamers in Footfall. In character sample writing:
Misery had been on the road a long time. It seemed that every small village he had visited turned an evil eye his way and wanted nothing to do with him, except to see him quickly out of the town proper. Sure, the tiefling had grown up with these sorts of insults, but they never made it easier. he was able to meet up with a traveling band of gypsies who liked to perform their act at the various festivals. This group had just finished up performing at Hydelback's Great Corn Ear Festival and was en route to Wormford.
As Misery heard the sound of the approaching carts from behind, he stopped at the side of the road to allow them to pass. He quickly conjured up an illusion of a large, green hand that happened to wave at the approaching gypsies. The lead wagon pulled up and stopped on the road where he stood.
"Ho there, friends! Where might you be traveling?"
A very tattooed goliath was at the front of the covered cart, and he placed the reigns of the horses onto a small post at his feet. He looked at Misery closely. But, to the tiefling's delight, he did not look on with disdain or curiosity. It was a purely genuine look of acceptance. Well, to Wormford, of course. "We have a few shows to perform, and a bit of coin to earn. How about yourself?" he asked earnestly.
"It seems that we are heading to the same place!" Misery said, which was a bit of a white lie, but he was tired of traveling just with his illusionary green hand. "Would you happen to have a bit of room for me? I'll gladly pay ya."
Just then, the back door of the cart opened and a figure stepped down to the dry, gravel road. She was stunningly beautiful and exotic in one fell swoop. Misery's jaw dropped as she walked towards the front to address the rogue. Her movements were full of grace and nearly mesmerizing. "Hargal, who might thisss be?" she asked the goliath.
"Lady Usissis, a traveler. I think he's looking for a ride." he responded to her.
Just then, her features became clearer to Misery. She was humanoid, that was no doubt, but her features were serpentine. Before him stood a yuan-ti. He had only heard of them in rumors, but before him was one of the most beautiful women he had ever seen. This was a woman who was born with the grace of movement to put men on their knees.
"Iss that ssso," she said looking Misery up and down. "We are jusst a ssmall band of performerss, but we can probably find sssome room ssomewhere for you." With that, Misery got a cold feeling running up and down his spine. He instantly became nervous and started to ponder whether it would be safe to travel with this woman. "Does she want to feed on me? Love on me? Both?" he thought to himself.
"What sort of show do you put on?" he asked with a shaken voice.
"Oh, it'sss wonderful, indeed. There are eight of usss. Three belly dancersss and five mussicians. You really should sssee usss."
Misery considered his options, and responded. "Oh, I would like that indeed. Your man said that you were traveling to Wormford. That exactly where I am going as well. Would you mind if I tagged along?"
"Of courssse," she said. " I can find a good use for you." With that she led him into the back of the cart, and they were on their way.
The journey was a delight for Misery. He saw the few dancers perform and practice along the way. They were an amazing group of talented musicians as well playing their music with lyres, tamborines, and drums. The melodies were just as exotic as the women who danced to them. They had so much fun, and Misery was enriched with the stories of their travels.
After about three days of traveling, the group made it to their destination. Wormford was considered to be a medium sized village. It was on the cusp of being considered a town, but it was a still a bit rural. The roads and houses were adorned for the great Pie Eating Contest in celebration of Chauntea. Preparations were being made for the magnificent feast that was being prepared, and the stage was nearly complete being constructed. Lady Usissis's group was set to perform as part of the dinner's music and entertainment. The Contest was to be performed as the concluding event of the night. There was clearly a buzz around town as villagers went hither an to.
Misery bid Usissis and her ladies good luck on their performance and a good day. He left them to walk the streets and take in the sights. He had become quite comfortable amongst the 'misfits' in the carts. But here, in the village, the usual looks and stares returned. Nobody gave him any trouble, but he could sense that he was not completely welcomed either. People tried to avert their gaze when he looked at them in the eyes. Others whispered to each other as he walked by. It was familiar to Misery and quite lonely. But, he was ready for a party, and it seemed the night had many opportunities for merriment.
Posting Rate: Multiple times during workday(M-F); once to none on weekends
1) Answer Your Question - To be Forgotten
2) Let me know who you're going to meet - Misery would have gained access to the thieves guild, smugglers, and fences. Anyone who dealt into clandestine procurement of goods and services.
3) Get me your suit wish list: Ordered
Does your character have a suit already? Not ordered yet
Buy a base armour with GP - Only clothing as armor. Assume Mage Armor spell still applies to AC
Upgrade life support- 4hr Life Support Tank 200GP
Helmet Upgrades- a permanent magical force field that is generated from the suit's neck, which in addition allows eating and drinking while in the suit. - 1 SP
Communication Upgrades - Two Way, 500 ft - 1 SP
Movement Upgrades - winged boots for 2 hours, would be 30ft/turn and total Delta V of 360 ft/turn - 1 SP
Other upgrades - A) Spellcasting Gloves - 1 SP, as long as I still use Booming Blade and Green Flame Blade cantrips effectively in space; B) Basic Tether, launched by small crossbow, hemp rope, 100ft long, 25 pounds. 100GP; C) Long Range Target Assist Illusion, permanent on the helm, +2 for all ranged weapons, and +2 for ship piloting to intercept a distant target. For One Ship Point.
Total Cost - 300 GP, 5 SP
4) Starting gold - Taking 1700 gold
5) Additional Skill - Aethership Piloting
Misery
IC-TEXT
OOC-TEXT
Move: Action: Bonus: Reaction:Racial Spell; Casting Time: 1 Reaction; Range: 60ft; Components: V,S; Duration: Instantaneous; Save: DEX11; You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.Hellish Rebuke (1/1) | When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.Uncanny Dodge Current Effect:You have resistance to fire damage.Hellish Resistance
Misery | Chaotic Neutral | Male | Feral Tiefling | Rogue | Level 5 Armor Class 16 Hit Points 24/24 Speed 30 ft Str 10 Dex 17 Con 10 Int 14 Wis 10 Cha 11 Saving throws DEX +6, INT +5 | Initiative +3 TraitsYou have resistance to fire damage.Hellish Resistance | You can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. CHA is your spellcasting ability (DC11)Infernal Legacy (1/1) | You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets Acrobatics +6, Animal Handling +0, Arcana +5, Athletics +0, Deception +0, History +2, Insight +0, Intimidation +0, Investigation +5,
Medicine +0, Nature +2, Perception +3, Performance +0, Persuasion +0, Religion +2, Sleight of Hand +9, Stealth +9, Survival +0, Aethership Piloting +6 Senses Darkvision 60 ft. | Passive Perception 13 | Passive Investigation 15 | Languages Common, Infernal, Thieves Cant Shortbow +6 (1d6+3 Piercing 80ft/320ft) | Rapier +6 (1d8+3 Piercing) Class SkillsYou can deal a extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.Sneak Attack 3d6 | You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action | When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:You can stow one object the hand is holding in a container worn or carried by another creature.ou can retrieve an object in a container worn or carried by another creature.
You can use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.Mage Hand Legerdemain SpellcastingCantrips:Casting Time: 1 action, Range: 5ft, Components: V,M; Duration: 1 Round; Save: N/A;As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.Booming Blade | Casting Time: 1 action, Range: 5ft, Components: V,M; Duration: 1 Round; Save: N/A;As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.Green Flame Blade | Casting Time: 1 action, Range: 30ft, Components: V,S; Duration: 1 Minute; Save: N/A;A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.Mage Hand | Casting Time: 1 Action, Range: 30ft, Components: V; Duration: 1 Minute; Save: N/A; You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy 1st level (3/3 slots) Casting Time: 1 Action; Range: Self; Components: V,S; Duration: 1 hour; Save: None; You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self | Casting Time: 1 Action; Range: 120ft, 20ft Sphere; Components: V,S; Duration: 1 hour, Concentration; Save: None; You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.Fog Cloud | Casting Time: 1 minute; Range: Touch; Components: V,S,M; Duration: Instantaneous; Save: N/A; You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.Identify | Casting Time: 1 Action; Range: Touch; Components: V,S,M; Duration: 8 hours; Save: None;You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.Mage Armor 2nd levelRacial Spell; Casting Time: 1 Action; Range: 60ft, 15 ft Sphere; Components: V,M; Duration: Concentration, 10 minutes; Save: N/A;Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.Darkness (1/1) | Racial Spell; Casting Time: 1 Reaction; Range: 60ft; Components: V,S; Duration: Instantaneous; Save: DEX11; You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.Hellish Rebuke (1/1)
__________________
Posting Status (December):Multiple times per workday (M-F); Maybe once to none on weekends. Week of Christmas is very hit and miss.
Last edited by Shaede; Nov 12th, 2019 at 01:40 PM.
Background: Sailor - she was never content to dwell among the trees and forests like many of her kin. Instead, she had always felt a pull toward the sea. As a young girl, she would travel for days to reach the coast that bordered the deep elven forests, and watch the waves crash in, straining her eyes to find the ships passing by just off the horizon. Rather than the perfume of blossoming flowers, she enjoyed the sting of salt in the air. Instead of leaves brushing her skin, she longed for the invigorating spray of the ocean. She had less love for the call of the birds and beasts of the forest than for the piercing wail of the seagull and the crack of the flapping sails above.
She left her home before she had officially come of age, not even a century old...still a child, by elven standards...to travel to the nearest port city. Most of the jobs she was offered had less to do with sailing, and more to do with fending off "amorous" advances. Fortunately, she had not neglected her self-defense training, and was able to dispatch many a would-be attacker. This, and her impressive presence, eventually landed her a berth on a trader's ship. Luckily, the captain was a good man, and the crew not as lecherous and base as many other crews, and she learned her duties quickly to earn the respect of the crew and captain. Eventually, after years of sailing experience, she moved up the ranks to captain a ship of her own.
Since she only needed to trance for four hours a day, she was often on deck at night, where her elven sight made for an excellent lookout. With most of the crew asleep in the small hours, and the ship quieter than the bustle of the day, she often had time to reflect. She watched the waves rolling in the dark, and the shadows dance before the lanterns. But, most often she would cast her eyes upward toward the heavens. Far out at sea, with no city lights to block the sky, she stared at the uncountable stars that seemed so close, she could reach out her hand and scoop up a handful. Eventually, she came to enjoy sailing at night more than during the day, for she had seen all there was to see of the colors of the ocean. Now, she longed for the light of the stars, blazing against the stark blackness of night. And she felt like she had as a little girl, stuck on land while staring out at a vast, empty world of adventure, and wondered if she would ever reach her new ocean of light and dark.
Description: A far cry from the traditional formal or woodland dress encountered with most elves, Iara sports the garb of a ship's captain, with a broad-rimmed hat covering a scarf to keep her long hair tied back, a greatcoat faded with years of sun and salt spray, loose tunic and breeches for easy movement on deck, and a wide sash that can be easily cut free if she falls overboard. She's of middling height for an elf, weighing in at about five-and-a-half feet, with the light, quick build typical of her race, though a bit sturdier, due to her seafaring background. Her long blonde hair is usually tied back into a ponytail that reaches her waist to prevent interference by the sea breezes, and her almond-shaped blue eyes are shot through with speckles of violet. Compared to the smooth, sometimes porcelain skin of her kinfolk, her skin possesses a bronze glow from constant exposure to the sun, her heritage working constantly to heal damage to her skin. Her eyes, whether by coincidence or influenced by her usual surroundings, are the deep blue-green cast of the ocean she's spent years of her life sailing. Somehow, she manages to make the "sea-legged" walk of a sailor look graceful, and her stance is wide-spread for balance, giving her an air of confidence and stability.
Personality: Iara is friendly and extroverted, accustomed to keeping ragtag sailor crews together by sheer will and force of personality alone. Rejecting the patient demeanor of her long-lived kin, she is determined to wring every drop of life from her centuries that she can manage to squeeze out, though she can display her traditional elven patience, and even aloofness, when she needs to. When it's time to get serious, however, she's all business, and makes decisions quickly and with the expectation that her commands will be obeyed.
Goal: She's sailed the seas for decades. Now she wants to sail the stars.
What they can bring: All these geniuses and experts, mages and tinkerers...and nobody to actually use the ship once it's actually built?
"Yeah, but who's gonna fly it, kid? You?" - Han Solo
__________________
Can't think of anything clever, just got tired of updating all my active characters! ♥
Last edited by The Rat Queen; Nov 8th, 2019 at 03:16 PM.
Javern has yellowish white hair that falls just below his shoulders. He has a large jawline, solid forehead and strong cheekbones that rest within a square shaped face. His upper lip, full of hair, sits underneath a hawkish nose with wide nostrils. His long thin sideburns, braided, fall down to chest alongside the long braids of his mustache. All four braids end with a decorative dwarven facial ornaments and rest on a full thick beard. His head is supported by a solid neck that rests on a short, heavy sculpted body. He emits an aroma of coal smoke forged with beeswax. He has fiery brownish red skin, marbled with yellowish white dots, covered by the soft natural clay-ish colors of his clothing. Over his back covering his pack is a stone-grey hooded cloak.
Javern had two items, gained from his early days as a soldier. His personal ballistic shield, decorated with multiple scratches, made of synthetic fibers with a clear armored viewing port and ambidextrous handles, which he hung off his left shoulder. The shield could be swiftly shifted into place by a shrug and adjusting a clip with his left hand. He hung off his right hip the second item, a side handle wooden truncheon whose inner core is made of one piece of dark heavy wood that has been coated with a poly-carbonate. Peeking out over his right shoulder is the handle of a double-bladed ax. On his forearms and thighs are sheaths containing wooden and iron spikes. Quick release straps run from his back over his shoulders and under his arms supporting a backpack loaded with supplies and equipment.
Javern dwarven upbringing has been driven into his core being. Javern expresses this upbringing with the following saying If not broken don’t replace it. If broken, fix it, don’t replace it. Like most dwarves he has his own smith tools and loves with metal. This basic skills as a blacksmith has led to him to gained a knowledge on the workings of various vehicles that cross along the land. Javern in stressful situations will trust his gut over logic. After getting to know someone allows Javern to have a general idea of their intentions or on predicting what they will do next.
Javern has a memory for maps and great understanding of geography. He always has an idea of his general location when traveling. He has a good awareness, with all of his senses, of his surroundings. Javern continues to study nature along with surviving within: He easily recognizes plants and knows their effects when consumed, can identify signs of the animals, follow their tracks and moves easily around various terrains. His understanding of their needs and wants allows Javern to provide a calming effect on some animals.
All of this has given Javern the reputation of being very reliable thrifty individual.
Javern wants to continues with his life on the move. He wants to travel to as many major cities as possible. Yet it is the actual voyage that is more important than the destination. When traveling from place to place he likes to take the backroads and find the shortcuts. As he travels he marks down the best inns, location of water sources and reliable campsites.
Javern has a good working knowledge of land vehicles that has taken him from city to city. To be able to work on ships that take you from one world to another world. Now wouldn’t that be amazing. Javern believes his basic understanding of engines should transfer over to a ship. Javern is good in a fight; can deal out damage along with heal the damage of allies. His understanding of people and creatures would be very beneficial in many circumstances. Lastly, his knowledge of natural magic along with those of a clerical nature can provide many benefits to a group.
Hide armor
4hr Life Support Tank 200GP
Gem Dome 300GP
Sippy straw """water""" skin is 50GP
Two-way communications in 20ft - 200 GP
Basic Tether, launched by small crossbow, hemp rope, 100ft long, 25 pounds. 100GP
Wing boots for 2 hours 30ft/turn and total delta V of 360ft/turn 1 ship point
Decanter of Endless water
__________________
Goblins, Kobolds or any other small race !!! If you are allowing or want one sign me up.
Name:Blizz'rt the White Dwarf Race: Duergar Class:Barbarian, Path of the Zealot Background: Hermit
Description: What could be considered resting dwarf face of a particularly ugly specimen is just the result of years of repeated abuse, both internal and external. Blizz'rt (he goes by that one name) is missing an ear, and an eye, and two fingers on his left hand. Scars cover the pinkish-purple skin like the dwarf never bothered to seek a healer or drink a potion in his life. On the moon, people have taken to calling him the White Dwarf, something he doesn't react to positively or negatively. He keeps to himself, mostly, pulling himself from a chair at the tavern and from a hard drink rarely and with an effort, it seems, like Atlas lifting the world. You know, he's a dwarf, so there is a warhammer. And a beat up shield that matches its owner, hangs at the ready. Blizz'rt shakes involuntarily, both his hands and his body, leading many to joke that he is perpetually cold. The truth is sadder.
Personality: Everything is a chore to Blizz'rt but like most of his kin, he endures it. His god and his brother both conspired together to curse him. Blizz'rt has died and been raised more times than he has fingers left on his hands. That torture of not being given a rest has left him weary of life. He drinks, not like a Dwarf, but like a true alcoholic, furtively and destructively. That his liver was half pecked out by a vulture on the battlefield doesn't help his processing of it though a normal person might not even know he is perpetually wasted. He is introverted and disgruntled. But despite all that, Blizz'rt knows he is only the vessel of a greater power and knows that wherever he goes or wherever he hides, his God's destructive rage will be channeled through him again and again, and his soul raised when that mortal body is not up to the task.
Goals: Blizz'rt has seemingly given up the underdark for the overdark. He is running away, but from what he won't say.
What he brings: Someone has to do the heavy lifting. Buncha wizards.
Blizz'rt's suit is definitely on order. His positioning in space is not planned in any way and so he has been playing catch up on the needs of his new environment.
In the meantime, he has a cheapo suit (clothing with minimum life support)
On order is: Wrecking Ball suit: Breastplate (450gp base+ 4 SP + 500gp)
Survival:
Gem Visor + Flippable Sun Visor (removes his sunlight sensitivity) 200gp
4 hour life support 200gp
Alchemist jug (drinkable liquids only)with sippy straw. 1SP