Gunter Colton, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. He is bald on top and has large white tufts of hair around his ears. He is baby faced.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: He was born to a criminal king-pin and mafia family He moved out east to avoid the crime he committed. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: He has money and likes to spend it.
Ideals: Justice. Flaws: Ugly, Selfish. Bonds: Rich, Criminal record. Occupation: Performer
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (5'4") Human, Chaotic Evil (CR 5)
Armor Class 13
Hit Points 11 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 7 (-2) | 16 (+3) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Aquan, Terran, Gnome
Attacks Melee +3 / 2d4+0, Ranged +6 / 2d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 gp. White pearl (130 gp). Deep blue spinel (300 gp). Banded agate (11 gp).
Robert Ainsworth, Male Human [Permalink]
Personal [hide]
Description: He has a missing right arm. He wears tight fitting clothing which further accentuates his frame. He keeps his black hair in a pixie cut. His half smiles and brown eyes are beguiling and draw you in.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. 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: When he was but 8 years old his parents immigrated from the east. There was a wharf not far from home where he often wandered off to fish. He moves from town to town, unable to find a place to settle.
Motivation: Doesn't want to be a Dyer and was forced into it by his family.
Ideals: Joker. Bonds: Attractive, Family, Immigrant, Nature. Occupation: Dyer
Voice: Posh accent
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 5)
Armor Class 9
Hit Points 42 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 9 (-1) | 13 (+1) | 12 (+1) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Celestial
Attacks Melee +6 / 2d4+3, Ranged +2 / 2d4-1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 600 gp. Brown-green garnet (100 gp). Rhodochrosite (14 gp). Sardonyx (30 gp).
Isabella Sherwood, Female Human [Permalink]
Personal [hide]
Description: A woman with thick toned arms and a paunchy gut. She wears baggy violet pantaloons and a black scarf. Her brown hair is braided into rings. Her eyes are a pleasant gray.
Personality: Aggressive, abrasive, and angry, Isabella embodies much of what other species detest in the Humans. She is submissive, is generally bored by everything, but will take part in whatever people ask of her. She is by nature obliging.
History: She was raised in a white middle class family as the only child. She dropped out of school before completing her studies. She was betrayed by a partner and left for dead, teaching her a humbling lesson in trusting others.
Motivation: To find somewhere to settle down.
Ideals: Athletic, Logical. Flaws: Antagonistic, Shy, Mundane. Occupation: Carter
Voice: High pitched and raspy
Attributes [hide]
Medium (5'4") Human, Neutral Evil (CR 5)
Armor Class 11
Hit Points 34 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 2d4-1, Ranged +4 / 2d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 200 gp. Black velvet mask with numerous citrines (60 gp). Solid gold idol (900 gp). Carved harp of exotic wood with ivory inlay and zircon gems (900 gp). 1 Minor magic item. 1 Minor magic item.
Mary Everleigh, Female Human [Permalink]
Personal [hide]
Description: She is a physically imposing light-skinned woman. She wears brown leather gloves, a brown jacket, and tight pants. Her hair is blonde and curly. Her half smiles and amber eyes are beguiling and draw you in.
Personality: She's a bit of a prankster. She knows she is clumsy and seen as such and will often feign amnesia after injury. She can see the true alignment of people by looking at them, and uses this to pass judgement.
History: Her necromantic talent manifested at a young age. Aiming to upstage a rival house, her parents had her trained. In her 17th year, while out on a day-trip, she returned to find her hometown burning and destroyed. She found her mother impaled in their home, and her father beheaded. She saw the woman who walked out, and charged her in a blind rage. The woman easily evaded and defeated her, leaving her to live broken and terrified. Being a Weaver kept her interest for a while, but then she became depressed and bored. So she turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: She is terrified, and will act out of fear; and she is wracked by social anxiety
Ideals: Joker, Gifted. Flaws: Fearful. Bonds: Attractive, Criminal record. Occupation: Weaver
Voice: Strong lisp
Attributes [hide]
Medium (4'8") Human, Chaotic Neutral (CR 5)
Armor Class 10
Hit Points 25 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 8 (-1) | 10 (+0) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
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