Charles Graham, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears suspenders and green workpants. His shirt is black, and he wears a heavy green leather apron most of the time. His hair is red and curly. He wears crescent spectacles with a black brim.
Personality: He is mildly Human supremacist, though he does not identify as such. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Charles was born in the south. At a young age he loved to build and create. As a young adult he joined a group advocating for an improvement in Human conditions. Recently he has begun working with bootleggers and crooks.
Motivation: To reunite with his old friends; and he is being blackmailed/forced/etc and this influences his actions
Ideals: Joker, Persistence. Flaws: Racist. Bonds: Criminal record, Adventurer. Occupation: Laborer
Voice: Mousy voice
Attributes [hide]
Medium (5'9") Human, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 27 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 11 (+0) | 14 (+2) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Dwarven, Infernal
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 300 gp.
Simon Hale, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he wears white leather gloves, a white jacket, and tight pants. His golden hair is heavily combed to the left. His fair skin shows little sign of his aristocratic breeding.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-sister.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Being born in the west, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the west for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way east. Due to his spouse's obsession with being a Interpreter they were divorced and he won custody of their daughter. He worked as a Mason, and he later adopted a second daughter.
Motivation: To reunite with his absent mother; and find a way to reverse the transformation of his sister
Ideals: Gifted. Flaws: Antagonistic. Bonds: Attractive, Family. Occupation: Mason
Voice: Low and grunting
Attributes [hide]
Medium (5'5") Human, Lawful Neutral (CR 3)
Armor Class 8
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 6 (-2) | 8 (-1) | 14 (+2) | 15 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Undercommon, Dwarven
Attacks Melee +1 / 1d8-1, Ranged +0 / 1d8-2, Grapple +1
Possessions: 2500 sp.
Ralf Blakely, Male Human [Permalink]
Personal [hide]
Description: This fat southern man has a bulbous nose and wears a faded coat and loose pants complete with wide-brimmed hat. His skin is also unnaturally pale. He keeps his auburn hair in a pixie cut. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He disdains his fellow southerners, claiming they make him look unintelligent just for using an accent.
History: A child with a great deal of singing talent his parents made sure he got the chance to thrive. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Ralf grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Ralf. He left for the south, certain he would find work there.
Motivation: He feels that his past leaves him morally obligated to help; and he has decided he is irredeemable
Ideals: Fighting, Artistic. Flaws: Ugly. Bonds: Immigrant, Criminal record. Occupation: Fortune-teller
Voice: German accent
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 4)
Armor Class 13
Hit Points 38 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 17 (+3) | 13 (+1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 500 gp. 1 Minor magic item.
Anselm Marlee, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who is dressed in an above average manner. His hair is always cut to a buzz. His fair skin shows little sign of his aristocratic breeding.
Personality: He is fixated on the number 44. 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 also hits on women, regardless of circumstances.
History: He is the product a well kept family trust fund and as such has never really known need. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He has gone from town to town working and never settling down anywhere, but has fallen for a local Navigator. He hasn't told them the truth, but wants to settle down with them.
Motivation: He's in love; and wants a kiss
Flaws: Insane, Racist. Bonds: Attractive, Has a crush, Rich. Occupation: Mayor
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 14 (+2) | 11 (+0) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 11000 cp.
Trym Walpole, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears an old set of leather armor, nicked and torn by the ravages of time and battle. His chestnut hair is braided into rings. His eyes are likewise blue.
Personality: He is witty, but his monotone delivery comes off as unnerving He receives visions of the future at random moments
History: He was born to a pair of big game hunters, but was frequently ill as a child. After coming to the age of reason, Trym took it upon himself to study the necromantic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: He feels the way he acts is they only way to get by in the world.
Ideals: Joker, Gifted. Flaws: Ugly, Disease. Occupation: Navigator
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 11 (+0) | 14 (+2) | 12 (+1) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Ignan, Abyssal
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 3000 cp. Eyepatch with mock eye of sapphire and moonstone (400 gp). A miniature golden chest with tiny emeralds lining the top (90 gp). A detailed rose, with petals and thorns, constructed of silver and electrum (100 gp).
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Their contribution stands as a beacon of hope for all adventurers!
