Fenriz Muse, Male Tiefling [Permalink]
Personal [hide]
Description: This eastern man is abnormally tall. He is dressed in a clean black cloak covering his clean studded leather. His whole body is exceptionally muscular. His hair is short and chestnut. He wears a mask on his face.
Personality: He is happy with his job as a Dyer. He turns his eye from what people do, preferring to live and let live. Fenriz is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: He was raised in a white middle class family as the only child. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. By chance he met his sister recently and the two have been together since.
Motivation: Wants to raise his children well; and to be a dilettante again
Flaws: Mundane. Bonds: Immigrant, Job, Family, Military. Occupation: Dyer
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'7") Tiefling, Chaotic Good (CR 1)
Armor Class 10
Hit Points 13 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 12 (+1) | 8 (-1) | 10 (+0) | 5 (-3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d4-1, Ranged +2 / 1d4+0, Grapple +0
Possessions: Amethyst (80 gp).
Bertram Wesley, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears very tight pants and wife beaters, though occasionally he sports a grey coat. His hair is brown and curly. His eyes, though not visible through his cowl, are violet.
Personality: Bertram is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Bertram was raised in a hard working conservative environment. From his teen years he was always beautiful and desirable, so people have always doted on him. He tends to his Crown-heir job now, and dutifully fulfills any obligations he has.
Motivation: Further expansion of business.
Ideals: Extrovert. Bonds: Adventurer, Job, Attractive. Occupation: Crown-heir
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 1 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 8 (-1) | 5 (-3) | 11 (+0) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 2 |
Possessions: 3000 cp. 1 Average lock.
Mogg Quinton, Male Half-Orc [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right hand, he wears a black collared shirt and red pants. He accessorizes with a black scarf around the waist and a strap diagonally across his shirt. He has a white handlebar mustache and slicked back white hair. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He is fixated on the number 10. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: Mogg was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. When money was particularly tight he was walking through alleys when he overheard a Locksmith hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He hasn't been sleeping well lately.
Motivation: To get a good night's sleep.
Ideals: Justice. Flaws: Insomniac, Insane. Bonds: Poor. Occupation: Locksmith
Voice: Rolls R's
Attributes [hide]
Medium (5'7") Half-Orc, Lawful Good (CR 1)
Armor Class 10
Hit Points 4 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 6 (-2) | 12 (+1) | 7 (-2) | 8 (-1) |
Senses Passive Perception 8
Languages Common, Orc, Undercommon
Attacks Melee +5 / 1d4+3, Ranged +2 / 1d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 10 pp. 1 Masterwork studded leather.
Trym Alton, Male Human [Permalink]
Personal [hide]
Description: He wears tight fighting clothing, which leaves very little to the imagination. His chestnut hair is smooth and relatively long. His violet eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He snorts whenever he laughs or is feeling confident. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: He was born to a criminal king-pin and mafia family He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. Being a Crown-heir kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: To protect his home; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Fighting. Bonds: Family, Criminal record, Job, Guardian. Occupation: Crown-heir
Voice: Raspy
Attributes [hide]
Medium (6'4") Human, Chaotic Neutral (CR 1)
Armor Class 9
Hit Points 6 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 8 (-1) | 10 (+0) | 16 (+3) | 13 (+1) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Goblin, Undercommon, Celestial
Attacks Melee +1 / 1d4-1, Ranged +1 / 1d4-1, Grapple -1
Possessions: 80 gp.
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