I think it's time we start posting up our characters then in a central place. It seems like we have just about everything ready so hopefully in a few more days we'll get the game started off. Go ahead and posts up your characters and your stat blocks.
Alfgar Vincetti, Human Rogue Init +5 HP 20/20 Bloodied 10 Healing Surge 5 (0 used /7) AC 17 Fort 14 Reflex 18 Will 14 Speed 6 Str 14 (+2) Con 13 (+1) Dex 18 (+4) Int 10 (0) Wis 8 (-1) Cha 14 (+2)
Deft Srike
At-will, Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: you must be wielding a crossbow, light blade, or a sling.
Target: One Creature
Special: You can move two squares before the attack
Attack: Dexterity vs. AC
Hit: 1[W]+Dexterity modifier damage
Increase to 2[W]+Dexterity modifier at 21st level.
Piercing Strike
At-will, Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light blade
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W]+Dexterity modifier damage
Increase to 2[W]+Dexterity modifier at 21st level.
Sly Flourish
At-will, Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, sling, or a light blade
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W]+Dexterity modifier +Charisma modifier damage
Increase to 2[W]+Dexterity modifier + Charisma modifier at 21st level.
Torturous Strike
Encounter, Martial, Weapon
Standard Action Mele weapon
Requirement: You must be wielding a light blade
Target: One crature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage
Brutal Scoundrel: You gain a bonus to the damage equal to your strength modifier.
Handspring Assault
Daily, Martial, Reliable Weapon
Standard Action Melee weapon
Requirement: You must be trained in acrobatics
Requirement: you must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you can shift 2 squares.
Special: When charging, you can use this power in place of a melee basic attack.
Tumble
Encounter, Martial
Minor Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.
Once per round, when you have combat advantage against an enemy, and you attack with light blades, slings, or crossbow, you do sneak attack damage (+2d6)
Rakaneth the Fated, Voidsoul Genasi Swordmage Init +1 HP 36/36 Bloodied 18 Healing Surge 9 (0 used /10) AC 20 Fort 13 Reflex 15 Will 14 Speed Str 15 (+2) Con 15 (+2) Dex 10 (0) Int 19 (+4) Wis 10 (0) Cha 8 (-1)
Aegis of Shielding
At-Will ✦ Arcane
Minor Action Close burst 2
Target: One creature in the burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark another creature using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to the attack roll. If that attack hits, and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by the attack to any one creature by an amount equal to 5 + your constitution modifier.
Frigid Blade
At-will ✦ Arcane, Cold, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligcen vs AC
Hit: 1[W] + Intelligence modifier cold damage. If the target starts its turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Swordburst
At-will ✦ Arcane, Force, Implement
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifer force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Sword of Sigils
Encounter ✦ Arcane, Force, Weapon
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Intelligence vs AC
Hit: 1[W] + Intelligence modifier damage, and the target is marked until the end of your next turn. Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your intelligence modifier after the attack is resolved.
Aegis of Shielding: If a target marked by this power hits a creature within 10 squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by the attack to any single creature by an amount equal to your Constitution modifier.
Void Assumption
Encounter ✦
Minor Action Personal
Effect: You cease to exist and can take no actions until the start of your next turn. You have line of sight and line of effect to no creature, and no creature has line of sight or line of effect to you. At the start of your next turn, you reappear in the square of your choice within 3 squares of the square you left.
Dimensional Warp
Encounter ✦ Arcane, Teleportation
Minor Action Close burst 3
Targets: You and one ally in burst or two allies in burst.
Effect: Each target teleports into the other's space. Both targets must occupy the same size space, or the power fails.
By spending 1 hour of meditation with a chose light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away. You can forge a bond with a different blade using the same meditation process. If you forge a bond with a different blade, the old bond dissipates. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragmant.
While you are conscious and wielding either a light blade or a heavy blade, you maintain a field of magical force around you. This field provieds a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand ahave your other hand free (not carrying a shield, an off-hand weapon, or a two-handed weapon, or anything else). If you become unconscious, your Swordmage Warding benefit disappears. You can restore it by taking a short rest or an extended rest.
When an enemy you hit with an arcane at-will attack power attacks you before the start of your next turn, that enemy takes damage (of teh same type the attack power deals) equal to the ability modifier to the attack power's damage.
Yaga Dayreth, Bladeling Seeker Init +3 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /8) AC 15 Fort 14 Reflex 13 Will 15 Speed 6 Str 16 (+3) Con 12 (+1) Dex 14 (+2) Int 8 (-1) Wis 18 (+4) Cha 10 (0)
Elemental Spirits
At-Will Primal, Varies, Weapon
Standard Action Ranged weapon
Target: One creature
Special: Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the power’s damage type.
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage of the chosen type. Until the end of your next turn, any creature that starts its turn adjacent to the target takes damage of the chosen type equal to your Dexterity modifier.
Level 21: 2[W] + Wisdom modifier damage of the chosen type.
Guadrian Harrier
At-Will Primal, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. If the target doesn’t end its next turn at least 2 squares away from its starting position, it takes damage equal to your Strength modifier.
Level 21: 2[W] + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.
Hit: 1d6 + Dexterity modifier damage.
Increase to +4 bonus and 2d6 + Dexterity modifier damage at 11th level, and to +6 bonus and 3d6 + Dexterity modifier damage at 21st level.
Inevitable Shot
Encounter Primal
Free Action Personal
Trigger: You miss a creature with a ranged attack
Effect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature’s space as the attack’s origin square.
Special: You regain the use of this power when you spend an action point.
Evil Eye of the Vistani
Encounter Charm
Minor Action Ranged 10
Target: One creature
Attack: Intelligence, Wisdom, or Charisma + 3 vs. Will
Level 11: Intelligence, Wisdom, or Charisma + 6 vs. Will
Level 21: Intelligence, Wisdom, or Charisma + 9 vs. Will
Hit: Until the end of your next turn, the target grants combat advantage to you and cannot willingly move closer to you.
Swarm of Bats
Daily Primal, Weapon, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage.
Effect: You slide each target 1 square. The burst creates a zone of difficult terrain that lasts until the end of your next turn. The zone is also difficult terrain for flying creatures. While within the zone, enemies grant combat advantage. As a move action, you can move the zone 4 squares.
Far Sight
Until the end of your next turn, your ranged weapon attack rolls take no penalty from Long Range, and they ignore Cover and Concealment but not Superior Cover or Total Concealment.
Race: Bladeling (Manual of the Planes)
Class: Seeker (Spiritbond)
Alignment: Unaligned
Occupation: Stone Cutter / Construction Day Laborer. Occasional Vistani Street Tough.
Place of Residence: The Vistani Shantytown in the Gymnasium District, at the edge of the Grand Bazaar
Character Overview: Yaga Dayreth is a day laborer and occasional Vistani street enforcer living in a communal shantytown on the edge of the Grand Bazaar. He often hangs around his “Grandmamma” Ilya Dayreth, working as a bouncer while she tells fortunes to passersby on the street. Otherwise Yaga does construction work, either scavenging building materials for wealthy patrons or simply working with his hands whenever such work is available. Yaga is married, and making a life for himself and his beautiful bride is his life’s primary motivation.
In game terms, Yaga is a Spiritbond seeker who uses Heavy Thrown weapons rather than two-handed Military Ranged weapons. The upside of this is that Yaga can fight in melee almost as well as he can fight at range, and he ought to hit VERY well. On the other hand, Yaga doesn’t really have the hit points to go toe-to-toe with enemies every round and he doesn’t have quite the maneuverability or damage output of a bow-wielding Seeker.
I took the Vistani Heritage feat because there’s not much racial support for Bladelings in the published materials. The Vistani feats are mostly about forcing enemies to grant Combat Advantage and/or increasing damage output—a useful feat-set for a race that seems to favor close combat controllers. I also think that the Vistani thing makes make an interesting story hook. I love the idea of a wacko knife-wielding street porcupine being married to a beautiful, cosmopolitan city girl. They can’t have babies together, but that doesn’t stop them from trying really, really hard.
Character Appearance: Yaga is tall, broad-shouldered, and physically powerful. He stands approximately 6’3”. Like all bladelings, Yaga is bald, and his body is covered with short, sharp spikes which react strongly to his emotions. However, where most bladelings are fierce looking and mean, Yaga has a ready smile and kind eyes, perhaps owing to the fact that he was raised amongst Vistani rather than amongst his own people. Yaga prefers to wear an open shirt with tight-fitting leather pants. He believes that this combination allows him to show off his chest, legs, and calves to their best advantage.
Personality: Yaga is a young, outwardly macho Vistani male, but he has the soft inner nature of the happily married man. Though he is attractive and flirtatious, in truth Yaga is a devoted and faithful husband who will do nothing to jeopardize his marital contentment.
Background: Yaga was born on an isle in the Astral Sea off the Coast of Arvandor, the only survivor of a githyanki raid that decimated both his birthplace and his natural family. Fortunately, he was soon found and adopted by an itinerant Vistani troupe that wandered the byways of reality until finally settling permanently in Sigil the year after Yaga’s adoption. This clan, Clan Dayreth, has thus spent the last two decades working on the very un-Vistani project of building a permanent home for itself on the outskirts of the Grand Bazaar in the City of Doors. Though not wealthy by any means, Clan Dayreth has earned a certain level of financial success and security by leading trading expeditions from the City along its old migration routes through the Astral Sea and other selected planes of reality.
Within his clan, Yaga was adopted by an ancient drow matron, “Grandmamma” Ilya Dayreth. It was from Ilya that Yaga first learned to speak with the spirits and cast the Evil Eye, and indeed, the adult Yaga would go on to marry one of his Grandmamma’s own natural grand-daughters, a drow maid named Ivanka. These days, Yaga and Ivanka have their own space in a corner of the Dayreth communal yurt, but it is close living, and they would very much like to find a place of their own in the City. In the meantime, the young couple keeps an eye out for potential children that they might adopt, adoption being an accepted part of Vistani life since Vistani partners often cannot procreate naturally (for example, you’ll note that there is no such thing as a “Half-Bladeling”).
Location Reason: Gathering building materials in Sigil is a sketchy occupation, best accomplished at night. This is because Sigil has no natural resources of its own, making such mundane objects as building stone and lumber as valuable as gold. On this particular night, Yaga was out scouting derelict buildings for a potential scavenging mission for a wealthy patron from the Noble District.
Roleplay Sample: Yaga slid between shadows, ghosting up to the old building without a lot of fuss but also without attracting any unwanted attention. In the Lower Ward, attracting attention was a bad idea—especially when looking for stone. First, because nobody likes to have parts of the house stolen, even if they’re just squatting temporarily, and also because stonecutters often get paid a part in advance. In the Lower Ward, a man could die for a stonecutter’s advance. And Yaga wanted to live. He had things to live for.
Yaga smiled to himself. There was plenty to live for. For example, Ivanka just bought that bustier… Yaga hadn’t even seen her in it yet. It just wouldn’t do to die before seeing her model it for him. Afterwards, though, well, maybe then Yaga could die a happy man. Who knew? He wanted to get home fast and find out, however.
Yaga stopped. He heard low voices a few steps away. And footsteps. Three men? Yaga shook his head; he couldn’t tell. Silently, he drew a long knife, let himself fall into communion with the spirits around him. He didn’t need to see his mark, didn’t really need to throw the knife with his own hand. What he needed was to feel the spirits. It was they who would guide his strike to the target. It was they who would ensure Yaga got home safely.
Ogdurnan Svillindernhammer, Gnome Bard Init +2 HP 27/27 Bloodied 13 Healing Surge 6 (0 used /7) AC 16 Fort 11 Reflex 15 Will 16 Speed 5 Str 8 (-1) Con 10 (0) Dex 13 (+1) Int 17 (+3) Wis 13 (+1) Cha 18 (+4)
Misdirected Mark
At-Will Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma (-3) vs. Reflex
Hit: 1d8 + Charisma modifier (+4) damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
Vicious Mockery
At-Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma (+5) vs. Will
Hit: 1d6 + Charisma modifier (+4) psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Blunder
Encounter Arcane, Charm, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma (+5) vs. Will
Hit: 1d6 + Charisma modifier (+4) damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll equals 1 + your Intelligence modifier (+3).
Improved Majestic Word
Encounter (Special) Arcane, Healing
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points and temporary hp each equal to your Charisma modifier (+4). You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Fade Away
Encounter Illusion
Immediate Reaction Personal
Trigger: You take damage.
Effect: You are invisible until you attack or until the end of your next turn.
Words of Friendship
Encounter Arcane, Charm
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Ghost Sound
Encounter Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
Stirring Shout
Daily Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
Canon of Avoidance
Daily Arcane
Standard Action Ranged 10
Target: One ally
Effect: The target gains a +2 power bonus to all defenses until the end of your next turn.
Sustain Minor: The effect persists. When you sustain the effect, you can transfer it to another ally within 10 squares of you.
Name: Ogdurnan Svillindernhammer
Gender: Male
Race: Gnome
Class: Bard (Cunning Build)
Alignment: Unaligned (though all in all a pretty nice guy)
Occupation: For the last couple of years, Ogdurnan's been a courier for one of the organizations that supplies hallucinogens to the pleasure dens. Occasionally, this position allows him to be "accidentally" privy to some information that can make him some coin on the side.
Place of Residence: Ogdurnan lives in the Lower Ward in the modest home of his adopted parents, Edge and Vala.
Character Overview: Ogdurnan's a quirky fellow with a gift for words, though he tends to avoid being the center of attention.
Character Appearance: He's a small, unassuming gnome with slightly unkempt light brown hair and no facial hair to speak of. His drab attire makes him fairly easy to overlook.
Personality: Ogdurnan is a nice guy with quirky sense of humor. Every now and then someone gets on his bad side, though, and they see how spiteful a gnome can be. Like most gnomes, Ogdurnan gives off the impression of being absent-minded/unaware and more than a little crazy. However, he often gets more than he lets on. He knows most people tend to disregard little people as unimportant, and he plays up an unassuming air to capitalize on that. Over the years, he's learned more than a few secrets.
Background:
Ogdurnan was orphaned quite young (age five or six). He doesn't know what happened to his parents - they may have run off, been killed, or otherwise. He remembers nothing from that time, but he gets a sick feeling every time he thinks about it. But his is not a sob story. Shortly after he lost his parents, he was adopted by a truly loving pair of reformed chain devils, and they raised him quite well. Now, this has made Dispater rather peeved. It's not that he's upset about Ogdurnan's parents defecting. In fact, to the extent that a devil can forgive, he's put that behind him (chain devils that don't like torture just aren't worth keeping around). No, he's pissed that they adopted a gnome after that stunt Garl Glittergold pulled a few centuries back. He's done his best to make Ogdurnan's family miserable over the years, but so far he hasn't really succeeded.
Ogdurnan's always had a natural talent for stories and music. When he was growing up, his two best friends, a pair of elven brothers, nurtured his skills and taught him a few tricks. The brothers were high-up entertainers in the Cage, and they performed at a lot of high class events. Sadly, their career was cut short when a venue they were playing at in Little Arcadia was attacked for political reasons. One of the brothers disappeared that night, and the other hasn't been the same since.
So why isn't Ogdurnan playing the scene right now? Two reasons. The first is his trade secret, he happily informs people (who never really listen anyway) - It's a lot safer and more lucrative to be on the sidelines than to be in the limelight. The second reason he actually keeps to himself - he's too shy and he lacks the confidence to really perform for others, even if he has the talent. Oh, it's easy enough to play the fool, particularly as a gnome. But to truly bare his soul? That's a feat for a hero, not a little gnome trying to get by in dangerous city.
Besides, Ogdurnan makes the perfect courier. His wanderlust has taken him all over the city, and he knows most streets and alley's by heart. Between that and his quick wit and disarming demeanor, he can get the job done fast and safely. Why drug running? Even Ogdurnan's not sure how he got caught up in it, but it definitely pays better than delivering bread.
Location Reason: Ogdurnan is on his way to deliver a package to one of the pleasure dens. It's a fairly valuable parcel he's holding, so he had better get it there on time.
Chrysoberyl, Shardmind Battlemind Init +1 HP 39/39 Bloodied 19 Healing Surge 9 (0 used /13) AC 20 Fort 15 Reflex 13 Will 16 Speed 5 Str 10 (0) Con 18 (+4) Dex 10 (0) Int 10 (0) Wis 16 (+3) Cha 11 (0)
Battlemind's Demand
At-Will Augmentable, Psionic
Minor Action Close burst 3
Target: One creature in burst
Effect: You mark the target until you use this power again or until the end of the encounter.
Augment 1
Target: One or two creatures in burst
Mind Spike
At-Will Force, Psionic, Psychic
Immediate Reaction Melee 1
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn’t include you as a target
Target: The triggering enemy
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.
Bull's Strength
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you push the target 1 square.
Augment 1
Special: Your reach increases by 1 for this attack.
Augment 2
Close: blast 3
Target: Each enemy you can see in blast
Iron Fist
At-Will Augmentable, Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: Until the end of your next turn, you gain resistance to all damage equal to your Wisdom modifier.
Augment 1
Effect: Until the end of your next turn, you gain fire resistance equal to 5 + your Wisdom modifier.
Augment 2
Hit: 2[W] + Constitution modifier damage.
Shard Swarm
Encounter Teleportation
Move Action Close burst 1
Target: Each enemy in burst
Effect: Each target grants combat advantage to you until the end of your next turn. You then teleport half your speed.
Battle Resilience
Encounter Psionic
Free Action Personal
Trigger: An attack hits or misses you for the first time during an encounter
Effect: Until the end of your next turn, you gain resistance to all damage equal to 3 + your Wisdom modifier.
Level 11: Resist 6 + your Wisdom modifier.
Level 21: Resist 9 + your Wisdom modifier.
Telepathic Challenge
Encounter Psionic
Minor Action Close burst 2
Target: Each enemy in burst
Effect: You mark each target until the end of your next turn.
Psionic Anchor
Daily Psionic, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage. As a free action at the end of the target’s turn, you can teleport the target to a square adjacent to you (save ends).
Miss: Half damage. As a free action at the end of the target’s next turn, you can teleport the target to a square adjacent to you.
Name: Chrysoberyl, aka Chrys
Gender: None. Chrys is an immortal and asexual being, it doesn't have a gender and doesn't recognize it as an important characteristic of other people. I'm going to try to have it only use gender neutral pronouns.
Race: Shardmind, PH3
Class: Battlemind, PH3, Resilient
Alignment: Unaligned
Occupation: Jeweler, Chrys owns a shop and lives above it, but is heavily in debt.
Place of Residence: The Market Ward, above it's small shop.
Character Overview: A immortal being Chrys' been trapped in The Cage for a long time, seeing others rise and fall. Subsisting for a long time on his meager skills as a jeweler Chrys has gotten heavily indebted to a loan shark from a criminal group (That I have yet to name. Suggestions?)
Character Appearance: Chrys would be best described to those unfamiliar with shardminds as a human shaped statue of green and purple alexandrite. Without mouth, hair, ears, or other common features Chrys's body contains only straight lines, none of the curves of other races. Normally it wears dark blue robes fringed with gold and bearing the crest of The Gemcutter's Guild. In the ages ago when it fought the agents of Far Realm before being a vigilante in Sigil became too dangerous Chrys wore a set of mail he fashioned himself, each scale individually set onto the facets of his body with steel fixtures. Chrys' shield and throwing spears are made of solid iron, shaped as if they were large crystals of the metal. It's pick is made of true crystal, a large light blue spike with a braided steel cable for a handle, the fibers snaking out to form a basket around the crystal head at one end and a belt or hand loop at the other.
Personality: To most Chrys is defined by his quirks, like they first think of it as some sort of magical construct. It does not speak, instead using Telepathy almost exclusively. It doesn't appear to understand gender or recognize it, and has committed such faux pas as asking both men and women to dance in formal settings. To his business associates he is exacting, requiring every particular of a piece before beginning construction. Chrys has never been a particularly good jeweler, but the old men of the guild tell the young apprentices that he was there not just when they joined, but when the old men they were apprenticed to joined. And evidently the perseverance has been paying off, Chrys has gotten better over the last 150 years.
Background: Chrys no longer remembers when it came to Sigil. It' has vague memories of the shattering of the Living Gate and his birth at the end of the Dawn War, but no more than if it was read in a history book. Chrys has been living in Sigil for at least a millenum. He knows he came hunting, tracking an Illithid with a Githzerai Rathmal Erizon. In the end Erizon and the mind flayer were dead, both of their blood all over Chrys's armor and pick. Then intending to depart for the wider planes Crys found why Sigil was called The Cage, no way out for him could be found. So instead Chrys continued his hunt inside Sigil's walls, hunting the minons of the far realm.
For a time he was loosly aligned with the Sons of Mercy, they would seek him out when there were criminals corrupted by the far realm, for though it was not powerful it knew more of their machinations than any mortal in their ranks. In turn Chrys could rely on them to lend it a hand in an hour of need. With their distruction in the Faction War and the Lady of Pain's declaration that the Factions were outlawed Chrys saw that it was too dangerous to persue it foes alone through the dark streets of Sigil and hung up his arms.
Chrys worked at many jobs over many years, and and just as many doors were shut in his face as prospective employers found him too strage even for a denzine of Sigil to employ. Eventually he turned his mind to the crystals that made up his form and joined The Gemcutter's Guild. A member for at least 500 years, Chrys still has only the skill of a journey man. It was because of Chrys that they altered their charter to make choose their Guildmaster by vote, not senority. Chrys' fortunes have risen and fallen as his strange works fell in and out of fashion. About 20 years ago a noble lady became enchanted with his work and Chrys got expensive orders frequently. He bought a little house where he works and sleeps and materials and tools of the finest quality.
But fashion comes and goes and the orders dried up. Without enough work to pay his rent he slowly sold his tools to other Gemcutters until he was left with only the most basic. Finally last year he went to Sharkey in desperation to secure a loan to keep his home. But his work did not pick up and the debt is coming due without a coin to pay it. Chrys does not know what to do but ask for time, for he cannot hide in Sigil and he cannot flee The Cage.
Location Reason: Chrys would be meeting his loan shark, an elf with one ear named Sharky. Paying what little Chrys had it'd beg for more time and money, as he can only make money if raw materials can be purchased. Sharky wouldn't be very sympathetic.
Roleplay Sample:One year previous, The Gilded Cage Taproom in The Hive.
His deep blue robe clean but fading and wearing thin Chrysoberyl pushes the creaky door of the drinking hall open and approaches the bar. The barman looks at the man of crystal with no mouth and gives him a questioning look. Chrys simply hands him a small card with a name on it, the man snorts and points down the bar at an elf, "At's Sharkey," as he turns to customers that will actually buy his booze.
Sharkey is a tall elf with long brown hair in tangled, dirty knots. Chrys can see the elfs left side and instead of a an ear on his head he has a huge ragged scar. He's got a bottle of spirit in front of him and is taking pulls straight from it. The elf's polished about two thirds of it off. Chrysoberyl approaches him slowly.
Good evening. I was told that you are a being to speak with for a loan?
Sharkey sits up with a start, waving the bottle around, "'Oo sed at? Comm'on you berks? You bedder nah be play'n tricks on Sharkey!"
Silently Chrys speaks into his mind again as it bows, No tricks here, good one. This one only seeks to do buisness with you.
Sharkey finally rounds on Chrys and yells, You got some funny way o' sayin' dat berk! Don'cha know not to touch a cutter's mind!"
Without it I could do no buisness with you. Please do not be agitated, it is my speech. Nothing more or less.
Sharkey snorts"Fine! Wadda'ya want, berk? So ya can leave me in peace!"
A loan Chrysoberyl simply thinks.
"Reheheheally?" Sharkey chuckles, "Well sit, cutter, we's got to talk..."
"Bushido is realized in the presence of death. This means choosing death whenever there is a choice between life and death. There is not other reasoning."
--Yamamoto Tsunetomo