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Lysytsya, Dreamborn Rogue


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CHARACTER THREAD TEMPLATE

 

kutsunewhitehairsmilingcropped.jpeg.89c5e34a7ee547a4b8cbb53cd75eb90f.jpeg

 

"The Waking moves pretty fast. If you don’t stop and look around once in a while, you could miss it.”

 

image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

LYSYTSYA - a.k.a. LYS MOONLOCKS

Dreamborn (Fey) Rogue 1


Age immortal Height 5 feet 2 inches
Weight 110 pounds

Size medium

Culture Lunar Chrysalian Background: Ruin Delver

 

VITALS
HIT POINTS
9
HIT DICE
1 (1d8+1)
ARMOR CLASS
15 (Padded Leather)
SPEED
30 ft.
MANEUVER DC
?
PASSIVE PERCEPTION
13/18Dreamborn Gift - Wild Senses. You gain advantage on skill checks that rely on hearing or smell. (Darkvision 30 ftLunar Chrysalian Heritage - Lessar Darkvision:
Your time in the twilight of the Dreaming has given you the ability to see in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light , and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, it increases by 30 feet.
)
IMMUNITIES
None
PASSIVE INSIGHT
11
RESISTANCES
None
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 8 (-1) Athletics* +1 (climbing +1d4)Level 1 Skill Specialty

STR Save -1


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 16 (+3) AcrobaticsRuin Delver Background (bonus skill)* +5, Sleight of Hand +3, Stealth* +5

Dexterity Save* +5


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 12 (+1)

Constitution Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 14 (+2) ArcanaCulture Skill (Lunar Chrysalian - Student of the Occult)* +4 (detection +1d4)Level 1 Skill Specialty, Engineering +2, HistoryRuin Delver Background (bonus skill)* +4, Investigation +4* (structure or history of ruins x2 proficencyRuin Delver Background - Ruin Intuition), NatureCulture Skill (Lunar Chrysalian - Student of the Occult)* +4, Religion +2

Intelligence Save* +4


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 13 (+1) Animal Handling +1, Culture +1, Insight +1, Medicine +1, Perception* +3 (advantage on skill checks that rely on hearing or smellDreamborn Gift - Wild Senses; structure or history of ruins x2 proficencyRuin Delver Background - Ruin Intuition ), Survival +1

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +1

Charisma Save +1


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor Light armor
Weapons Simple weapons, dueling daggers, hand crossbows, rapiers, sabres, shortbows, shortswords, throwing daggers
Tools disguise kit, fluteIntelligence bonus proficiency, poisoner's kit, sewing kitRuin Delver Background proficiency (instead of thieves tools) , thieves tools (+1d4Rogue Level 1 Skill Trick: Locksmith)
Senses Darkvision 30 ft.

(denotes expertise)


Languages Common, Sylvan, ElvenIntelligence bonus Language, AkloRuin Delver bonus language

 

ARCHTYPE: (future Trapsmith)

Not Yet

www.levelup5e.com 

 

EQUIPMENT

Worn: traveler's clothes (2 gp, 4 lb), padded leather armor (15 gp, 8 lb), short sword (10 gp, 2 lb), dueling dagger (6 gp, 1 lb), throwing dagger (3 gp, .5 lb) in spring holster (4 gp, .5 lb), throwing dagger (in boot sheath, 3 gp, .5 lb), shortbow (25 gp, 2 lb), quiver w/ 20 arrows (2 gp, 2 lb)

Pouch (fluffed as small cross-body bag, .5 gp, 1 lb): thieves' tools (25 gp, 1 lb), flute (2 gp, 1 lb), rations (1 supply, .5 gp, 2 lb), 10 ft of string (.1 gp), a bell (1 gp), candles (.01 gp, .5 lb), soap (.01 gp), sack (.01 gp, .5 lb), sewing kit (2 gp, 1 lb)

Backpack (2 gp, 5 lb): crowbar (2 gp, 5 lb), hammer (1 gp, 3 lb), 10 pitons (.5 gp, 2.5 lb), 5 iron spikes (.5 gp, 2.5 lb), rations (3 supply, 1.5 gp, 6 lb), mess tin (.2 gp, 1 lb), collapsable 10 ft pole (1 gp, 7 lbs)

Secured to Pack: 20 ft of silk rope (2 gp, 1 lb), bedroll (1 gp, 7 lb), blanket (.5 gp, 3 lb), waterskin (.2 gp, 5 lb)

Total Expenditure: 113 gp, 5 sp, 3 cp

Total Weight: 75.5 lb

Maximum Supply: 8
Maximum Bulk: 1

 

BACKGROUND: RUIN DELVER

Skill Proficiencies: Acrobatics and History.

Tool Proficiencies: Thieves' Tools

Languages: One language of your choice.

Connection: You have a mentor, Old Demesko (see below), who is an experienced delver of ancient sites. They have taught you much about the dangers and rewards of such places, and you share a goal to one day fully explore the Gauntlight.

Memento: A small, ancient coin from a long-lost civilization you found in one of the smaller ruins. It’s your good luck charm and a reminder of the mysteries waiting to be uncovered.

Ruins Intuition: You have an uncanny sense for navigating through ruins and understanding their layout. You can find paths through rubble and collapsed structures that others would miss. When you make an Intelligence (Investigation) or Wisdom (Perception) check related to the structure or history of ruins, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Cat Fall: You have honed your reflexes to land gracefully from falls. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level.

 

DESTINY: COMING OF AGE

Spring is still exploring paths, finding finding her footing, and dreaming big: of adventure, the open road, a chance to prove her worth, figure herself out, and make a life worth living.

SPECIAL FEATURE

Finding Yourself. Sometimes it takes a journey to find yourself. You may exchange this destiny for another destiny at any time.

SOURCE OF INSPIRATION

Yes to Adventure. Spring draws inspiration from setting out with adventure in front of her. She gains inspiration whenever she achieves a personal milestone.

FULFILLMENT FEATURE

Returned. With the journey complete, Spring finally knows who she is—or rather who she became along the way. When she gain this feature, she immediately chooses the fulfillment feature from another destiny. She gains the chosen fulfillment feature, which replaces this one.

INSPIRATION FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.png Ready to Learn. Spring hasn’t had training in everything but she's determined to give it her all anyway. As a bonus action Spring may spend her inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. 

 

WEALTH

COIN POUCH

Copper: 17 | Silver: 9 | Electrum: 9 | Gold: 6 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1. Lucky coin: "A small, ancient coin from a long-lost civilization..."
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Short Sword +5 to hit; reach 5 ft; one target; 6 (1d6+3) slashing damage.

Parrying. When Lys is wielding this weapon and not using a shield, once before her next turn she can gain an expertise die to her AC against a single melee attack made against her by a creature she can see. She cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.

Finesse. Lys may choose to use her Dexterity modifier for attack and damage rolls made with this weapon (included).


image.png.fcf31a364bc94b86835dcbc82eff559d.png Throwing Daggers (offhand) +5 to hit; range 30/80 ft; one target; 5 (1d4+3) piercing damage.

Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in her main hand that does not have the heavy property, Lys can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting).

Finesse. Lys may choose to use her Dexterity modifier for attack and damage rolls made with this weapon (included).


image.png.fcf31a364bc94b86835dcbc82eff559d.png Dueling Dagger (offhand) +5 to hit; one target; 5 (1d4+3) piercing damage.

Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Lys can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting).

Parrying. When Lys is wielding this weapon and not using a shield, once before her next turn she can gain an expertise die to her AC against a single melee attack made against her by a creature she can see. She cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.

Finesse. Lys may choose to use her Dexterity modifier for attack and damage rolls made with this weapon (included).


image.png.62206a923a5c1eea3023189185b4fafd.png Short Bow (two handed) +5 to hit; range 80/320; one target; 6 (1d6+3) slashing damage.

 

SPELLCASTING

Caster Level 1 | Spell Casting Ability Intelligence | Spell Save DC 12 | Spell Attack +4


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png Dancing Lights (V, S, M)Lunar Chrysalian Heritage - Moonlight Magic

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Lys does a little Moondance, evoking wisps of twilight from the Dreaming: up to four hovering lights which appear as torches, lanterns, or glowing orbs (resembling the moons in their various phases) that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.

She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet.

image.png.62206a923a5c1eea3023189185b4fafd.png Mage Hand (V, S)Dreamborn Gift - Fey Whimsy

Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
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.
.
 Lys conjures twilight from the Dreaming and fashions it into a
spectral, floating hand which appears within 30 feet. She can control the hand, using it 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, moving the hand up to 30 feet each time she uses it. The hand can carry up to 10 pounds.

 

FEATS & FEATURES

Fey Logic. While you may appear to be Tiny, Small, or Medium size, you interact with the world as if you were Small or Medium (chosen at character creation). Spells such as enlarge/reduce mean the size category you appear to be increases or decreases as appropriate, though your stats change according to the size you interact with the world as.

Aversion. Since dreamborn are protean beings, they often loathe things that ‘define’ them or the place around them. Other fey just develop a deep distrust or resentment of some random type of thing for reasons perhaps only they understand. Choose a fairly common thing from the Waking you are averse to: Lenses. You cannot willingly touch that thing, come within 5 feet of it, or even use tools to manipulate such items.

You can attempt a DC 20 Wisdom saving throw to ignore this aversion from a particular item—and anything similar within 30 feet of it—for one hour. If you fail, your turn ends and you cannot try to ignore that particular aversion for a day. However, if you or an ally is attacked in any way by a creature protected by a repellant item or creature, you can freely ignore the repellant effect as though you had succeeded on your saving throw.

Dreamborn Gift - Wild Senses. You gain advantage on skill checks that rely on hearing or smell.

Dreamborn Gift - Fey Whimsy. You know one of the following cantrips: dancing lights, druidcraft, mage hand, minor illusion, prestidigitation, thaumaturgy. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma (whichever is highest).

Lesser Darkvision. Your time in the twilight of the Dreaming has given you the ability to see in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light , and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have darkvision, it increases by 30 feet.

 

EXPLORATION

Dreamborn Gift - Wild Senses. You gain advantage on skill checks that rely on hearing or smell.

Utility Cantrips. Dancing Lights (120 ft range), Mage Hand (30 ft range)

Locksmith. You may spend a minute using thieves’ tools to improve an unlocked lock. At the end of the minute, make a Dexterity (thieves’ tools) check against the lock’s DC. On a success, you permanently increase the lock’s DC by 10. A lock may only be improved in this way once.  Additionally, you may spend a minute using thieves’ tools to probe an unlocked lock. At the end of the minute, make a thieves’ tools check against the lock’s DC. On a success, you make a key for the lock.

Cat Fall. You have honed your reflexes to land gracefully from falls. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level.

Knack for the Unexpected. Once per short rest you can add an expertise die (+1d4) to a skill check you’re not proficient in (Animal Handling, Engineering, Medicine, Nature, Survival, Herbalism Kit...).

 image.png.fcf31a364bc94b86835dcbc82eff559d.png Ready to Learn. Lys hasn’t had training in everything but she's determined to give it her all anyway. As a bonus action Spring may spend her inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. 

 

SOCIAL

The Power of Words. If you promise something to a creature, that creature intuitively senses that it can use a reaction to compel you to fulfill a promise you made to them as though they had cast suggestion . The DC to resist this is 10. Succeeding the save represents you devising a way to wiggle out of the promise. A given creature can only levy one such obligation per day. Once you are 3rd level, you can cast suggestion once per long rest , but only on a creature that has agreed to the stated course of action in word or text. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).

Knack for the Unexpected. Once per short rest you can add an expertise die (+1d4) to a skill check you’re not proficient in (Culture, Deception, Insight, Intimidation, Performance, Persuasion, Religion, Gaming Cards...).

image.png.fcf31a364bc94b86835dcbc82eff559d.png Ready to Learn. Lys hasn’t had training in everything but she's determined to give it her all anyway. As a bonus action Spring may spend her inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour. 

 

APPEARANCE

Lysytsya appears as a fresh face young female of obvious dreamborn origin: notably, the fox-like ears perched atop her head, the pronounced canines in her smile, the slitted pupils of her canted pale blue eyes, and her long bushy tail. Her hair and fur are the brilliant white of an arctic fox, or perhaps the pale light of the full moon. When lit only be moonlight, the dreamborn's hair and fur shine with reflected moonlight, her skin turns dark, and her face is marked by tiny sparkly pinpoints that twinkle and reflect the moonlight, not unlike the twinkling stars.

In her bare stocking feet, Lys stands only 5 feet and two inches tall, her frame sylphlike and decidedly callipygian. She dresses in common clothes, preferring an outfit that doesn't restrict her movement (walking boots, trousers, a tunic, a vest, and a hooded poncho rather than a cloak--allowing her tail to swish about. Around town, she generally carries a close fitting cross-body messenger bag loaded with her work tools, flute and snacks. She always wears her padded leather armor beneath her clothes, and she never leaves the house unarmed: a dueling dagger on one hip, a throwing dagger on the other, and a second throwing dagger in a boot sheath. Perhaps her most prized possession is the ancient silver coin strung on a cord around her neck.

 

PERSONALITY

If Lysytsya is a dream, then she is a dream of maidenhood captured in full and radiant bloom, pregnant with the enthusiasm and promise of great expectations. The Dreamborn is brimming with irrepressible optimism, enthusiasm, adventurous curiosity, and a mischievous playfulness.

Yet no Dreamborn is so easily captured in words and themes. And so Lys is much more than a bright and bushy-tailed young adventurer. The Dreamborn girl is older than her current incarnation, possessing intermittent memories of past Dreams, reflected in her knowledge of history and arcana. A hidden part of Lys is older and wiser than the hills. She can, at times, be an old soul: speaking or behaving as a timeless Dreamborn.

Much like a creature of nature--a fox, perhaps--Lys tends to live life in the moment: her energies and awareness occupied by the people and events before her, the beauty of nature surrounding her, and the immediate challenges of survival. In one sense, the Dream girl's entire waking life is a moment. This is intentional on her part, Lysytsya's current motto is: "When in the Waking, do as the wakers do." That said, Lys is sometimes yanked out of the moment, slipping into an otherworldly perspective on life, death, love, time, good, and evil. That otherworldly outlook can seem impartial and unforgiving, even cruel--as are the forces of nature and the ways of the fey.

 
BACKSTORY

Lysytsya came to the Waking, and to Otari specifically, just over five years ago--drawn to the area by discoveries made in the Dreaming--but that's a story for another day. Lys shares little of her time before Otari, when she lived among the Lunar Chrysalians, traveling the darker Twilight areas of the Dreaming. Her travels and learning in the Twilight eventually brought her to the seaside village of Otari, and to Old Demesko.

Although she appears as a woman of perhaps eighteen, Lys knew Old Demesko when he was a young elf and adventurer. Upon her arrival in Otari, she quickly fell in with the old elf, who at the time was in need of an apprentice and housekeeper. The Dreamborn and the old elf renewed their previous friendship, growing closer over the past five years.

Everyone in town knows Lysytsya by name due to her striking and singular appearance. The Otari locals gave her a new name, of which she approves, calling her Lys Moonlocks. Lys has a reputation in town as a friendly--if a bit queer--individual. She has been known to wander the surrounding countryside in the moonlight, and she's a regular at the Stone Ring Pond on just about any full moon. She has developed a friendship with the nature priest, Worliwynn, who resides there.

Although Lys does not make locks, she can repair them and make keys for those who have lost them. She also plays her flute on occasion up in the Crook's Nook--when there are no real minstrels in town. Most of the Otari locals who know her, as more than the fox girl Lys Moonlocks, know her through these activities.

 
 
ALLIES & ORGANIZATIONS

Allies: Mentors, Friends, Associates

Yinyasmera (criminal employer & associate): prominent businesswoman, proprietor of the Crook’s Nook (a tavern and inn), and head of the Osprey Club (Otari’s thieves’ guild).

OldDemesko-elfcropped..jpg.c57d23ad8f4b6f1183d0f9a72325de01.jpgOld Demesko (mentor & closest friend): equal parts rogue and sage, the elderly elf is a retired member of the Osprey Club, and a ruins-delver enthusiast, dividing his time between the surrounding ruins and the Old Stories (Otari's only book store). Old Demesko's eyes are going bad and his manual dexterity is limited by arthritis--preventing him from continuing his trade as a Otari's resident locksmith. The trouble with his hands and vision also mean that he no longer goes out Ruin Delving with Lys, relying on her to bring back detailed reports of her explorations and delvings. Old Demesko's eyes are still good for reading and writing: he spends much of his time in those two activities. While most of the town folk assume that Old Demesko is a grandfatherly figure to Lysytsya, the Dreamborn girl actually knew the elf when he was a young man, and that relationship defines them as friends first and foremost.

Sergeant BowdrinHakes-uglyguard.png.e74d5661cbe5bdf04119f5b3304ecbe0.pngBowdrin Hakes (frenemy): A distant relation of Captain Longsaddle, Bowdrin Hakes is a sergeant in the Otari Guard, responsible for the supervision and training of the newest Guard officers, and ensuring that Guard equipment is properly maintained. Hakes has a romantic interest in Lysytsya that borders on obsession. The man is ashamed of these feelings, knowing the attraction has much to do with the girl's animal qualities: her bushy fox tail, tufted fox ears.... Adding to his shame, the girl looks young enough to be his daughter--though he knows she is older than Old Demesko. Hakes tries to hide his feelings, and most of the town's folk perceive his attention as fatherly in nature--although the town gossips say otherwise. Hakes is particularly protective of the girl, keeping the seedier males of the town from bothering or pursuing her. At the same time, he tends to avoid the girl more than seek her company, not completely trusting himself around her. Further complicating matters, Hakes' efforts at protecting the girl border on controlling: restricting the Dreamborn's freedom of movement about town in the evenings by requiring her to go home and assigning men to escort her home whether she wants it or not--rather than risk her getting into trouble on nights she stays late at the Crook's Nook.

Worliwynn the nature priest (friend): Lys is drawn to the Stone Ring Pond, particularly in the moonlight. Consequently, she has spent many an evening enjoying the pond in the company of the nature priest: talking, dancing, singing, howling, and sometimes drinking. She considers Worliwynn a friend worth keeping, even if she doesn't agree with all of his views.


Organizations: Guilds, Establishments, Locations

The Osprey Club (thieves' guild): Lys is only a small-time player in what is arguably a small-time thieve guild. As thieves go, she's not particularly greedy or ambitious. Her interests lie beyond the city town walls, out in the ruins--where adventure awaits, and lost treasures call. That said, Lys' sharp ears and sense of smell, and her skill with locks and key making, render her a somewhat valuable asset to the guild. She is often used as the "lookout man," and is sometimes brought along on a job in order to craft a key on sight.

Crook's Nook (inn & tavern): when real bards and minstrels are not in town, Lysytsya plays the flute--sometimes in collaboration with one or more other local musicians--in exchange for meals and tips at the Nook. And because it's fun and she enjoys socializing.

Smiling Moon House (small cottage): a fancy name for the old cottage were Old Demesko lives. The house is build on the very edge of town, the back windows overlooking the Stone Ring Pond. The cottage is part residence and part workplace: Old Demesko was--he's now retired--the town locksmith. Lys moved in with Old Demesko five years ago, to help care for the old elf and work as his apprentice. When she moved in, she had a local boy with a bit of talent paint a sign for the house: an image of a full moon with cracks and features resembling a smiling face. Lys is not yet capable of creating locks, but she can repair and rekey locking mechanisms, and she can make keys for folks who lose them.

 

FOLLOWERS & STRONGHOLDS

Not yet

 

 

Edited by Wizard of the Coat (see edit history)
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  • 2 weeks later...

I think the second post is completed. (I'll probably create the posting template tomorrow)

1. I created the NPC that comes with the Ruin Delver background. I hope he works.

2. I also created an NPC in the Otari Guard. Let me know if that works?

3. I also created a very minor location in the city--where Lys lives with her mentor and friend. I hope that works.

4. I'm holding off on the part of Lys' backstory that takes place before she came to Otari. I wanted to focus on her as a local, rather than get too deep into her life in the Dreaming. I hope that works.

 

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14 hours ago, Wizard of the Coat said:

I think the second post is completed. (I'll probably create the posting template tomorrow)

1. I created the NPC that comes with the Ruin Delver background. I hope he works.

2. I also created an NPC in the Otari Guard. Let me know if that works?

3. I also created a very minor location in the city--where Lys lives with her mentor and friend. I hope that works.

4. I'm holding off on the part of Lys' backstory that takes place before she came to Otari. I wanted to focus on her as a local, rather than get too deep into her life in the Dreaming. I hope that works.

 

1. Works for me.

2. Works for me.

3. Works for me.

4. Works for me.

Thanks for the application. I have marked Lystsya as completed.

Good luck in final selection.

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Correction to Post #2:

I misread my bonus skills, taking only Acrobatics (rather than both Acrobatics & History) for Lysytsya's Dungeon Delver Background. Consequently, I'd chosen History as one of her Lunar Chrysalian bonus. skills (from Student of the Occult). The net effect, she still has History, and I've added Nature as a trained skill (one of the Student of the Occult options).

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