Tales of the Grey Coast OOC (Recruiting Closed)


log in or register to remove this ad

A Crazy Fool said:
PhoenixAsh:
Again, I like the concept. You can pick what the tattoo is. 5 years is pretty close to what a commoner like yourself could expect for killing someone while drunk. A wizard in good standing would get a lighter sentance, probably. Would you want to be a member of the Esdah's personal army or the Army of the High Emperor. (This affects wheter you'd be fighting inside Ereva or fighting on the frontier against Ereva's foreign enemies).

The Army of the High Emperor sounds most ideal to me. It seems plausible a hexblade's high will save and arcane resistance (if it would apply against psionics as well as magic) would serve Jenna well in fighting against agents of Keraj.

I'll see what I can come up with as far as the tattoo goes. :)
 

Yes, the saves would apply since I use almost full psioncs-magic transperancy except for Detect spells and powers. Also, Keraj isn't Ereva's only enemy, there are pirates, territories to be conquored, and other empires (though it seems highly unlikely anyone would bother with shipping a 3rd level character to some war at the other side of the empire). Your background options in that regard are pretty open.
 
Last edited:

A Crazy Fool said:
Phoenix8008:
I'll just summarize how a psionic character can expect to be treated in Ereva. In villages and more distant areas, psionic characters are treated like witches in medeival Europe. They are usually persecuted and killed. In big cities, they are shunned, much like a warlock would be anywhere else. This is because there is widespread fear of Keraj, a neighboring empire in which psionics is central like magic is in Ereva. The common people fear that anyone psionic is a mind-controlled spy or agent of Keraj. (Keraj and Ereva are unnoficaily at war, and have been for well over 100 years) The Erevan government, however recognizes the value of psionic agents in infiltrating Keraj (they distrust spellcasters as much as Ereva distrusts psychics). If you work with the Erevan government you get some measure of protection and privelige, but no more respect. In a city, being discovered and recruited is highly likely.
I understood this to be a possibility. This is why she uses the subtrefuge of pretending to cast a spell of some sort before manifesting the blade. Her only problem will come in when/if she runs into someone that recognizes a Mindblade from having seen one before, or if someone has an active detect magic watching her while she has it on since it wouldn't show up as magical.

I'd say that right now she isn't working for the government. She is still trying to hide what she is and getting away with it so far. She will probably even keep an extra weapon or two on her to use for regular fighting if she has to in case it isn't safe to use her mindblade.
 


OK, here's a much more fleshed out design for my character. I can assure you, he won't do much damage NOW. Like I said, he's pragmatically evil, and doesn't uphold it as an ideal. It's simply the most effective way to achieve your goals - hell, he sees Devils as foolish creatures too caught up in destroying things for evil's sake than using them for their own advantage. If they won't, he will. :] Now, as for local laws, in that case, I might sub out one of his current Knowledge skills for Knowledge (local). He mostly focuses on lore and magical knowledge, and I guess that including laws and regulations in there would be a good idea.

A few notes on his equipment – there are a few “custom” items; they’re pretty much the same as those described in the PHB, with a few changes for flavor. The Tomes of Knowledge are masterwork tools (50 gp each), and they each weigh as much as a spellbook (3 lbs. each). I figure that by spending a solid amount of time in the day studying these tomes (maybe a little here and there, perhaps during the assumed breaks that are taken while out traveling I read over them briefly and take a few notes), I could get the masterwork tool bonus to the skills. It wouldn’t make sense for them to benefit me without even reading them! Or, if it made sense to you, maybe I could spend a half hour to an hour in the morning glancing over them and taking notes on new discoveries (such as local laws) after preparing spells. Whichever works. As for the pearl of power, I just set it into a circlet to make it a little cooler looking. No big deal, right? I assumed it into the cost of the Summoner’s Robes (basically a fancy Scholar’s Outfit, with the Courtesan’s Outfit price – I factored the price of the circlet with the pearl into it).

So, does this all check out? I’m pretty sure that gold spent and items are alright, but if I’m off (he has a LOT of stuff, hence that Haversack), please tell me. And yes, I know that since I have the extradimensional storage space, I will be pack mule. Oh, and it's late now, so I'll run over this thing tomorrow to check for potential mistakes. Hope you like this!

[sblock=Felix Stauf]Male Human Cloistered Cleric 3
Medium Humanoid (human)
Hit Dice: 3d6+3 (18 hp)
Initiative: +0
Speed: 20 ft. (4 squares) [30 ft. unencumbered]
Armor Class: 16 (+5 +1 chain shirt, +1 masterwork buckler), touch 10, flat-footed 16
Base Attack/Grapple: +1/+0
Attack: Masterwork morningstar +1 melee (1d8-1) or light crossbow +1 ranged (1d8/19-20) or whip –3 ranged (1d3-1 nonlethal)
Full Attack: Masterwork morningstar +1 melee (1d8-1) or light crossbow +1 ranged (1d8/19-20) or whip –3 ranged (1d3-1 nonlethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Banish good outsiders 5/day
Special Qualities: Bardic knowledge
Saves: Fort +4, Ref +1, Will +6
Abilities: Str 8, Dex 10, Con 13, Int 14, Wis 17, Cha 14
Skill Ranks: Concentration 6, Decipher Script 6, Diplomacy 6, Knowledge (arcana) 6, Knowledge (local) 6, Knowledge (nobility and royalty) 6, Knowledge (religion) 6, Knowledge (the planes) 6, Spellcraft 6
Feats: Divine Metamagic, Rapid Spell, Scribe Scroll
Alignment: LE
Equipment: (On body) – Summoner’s robes, +1 chain shirt, masterwork buckler, masterwork morningstar, whip, light crossbow, 20 crossbow bolts, Heward’s Handy Haversack, circlet with pearl of power (1st level spell), copper Unholy Symbol of the Infernal Summoner; (In Heward’s Handy Haversack) – Coins, 2 scroll cases (scroll of command, scroll of comprehend languages, 2 scrolls of cure light wounds, scroll of endure elements, scroll of obscuring mist, scroll of sanctuary), bedroll, bullseye lantern, 5 pints of oil, 10 candles, 10 pieces of chalk, flint and steel, 2 inkpens, 3 vials of ink, 4 day's trail rations, 5 sheets of paper, 10 sheets of parchment, 1 lb. of soap, Tome of Arcana, Tome of Localities, Tome of Nobility and Royalty, Tome of Religion, Tome of the Planes, waterskin
Coins: 9 pp, 18 gp, 21 sp, 40 cp
Weight Carried: On body – 50 lbs.; In Heward’s Handy Haversack – 40 lbs.
Weight Capacities: Light – 26 lbs., Medium – 53 lbs., Heavy – 80 lbs.
Spells Per Day: 0 level – 4; 1st level – 3+1(D); 2nd level – 2+1(D)
Spells Prepared: 0 level - ; 1st level - ; 2nd level -
Languages: Common, Draconic, Infernal

Domains:
Knowledge (Player's Handbook) (Bonus Domain): All Knowledge skills in-class, divination spells at +1 caster level.
Summoner (Complete Divine): Conjuration (calling) and conjuration (summoning) spells are at +2 caster level.
Tyrant (Complete Warrior): Enchantment (compulsion) spells cast have +2 to save DC.[/sblock]
[sblock=Physical Description]Age: 28
Height: 5’7”
Weight: 140 lbs.
Skin: Pale white.
Hair: Short, straight, neatly cut dark brown hair about an inch and a half in length. Has a strip of facial hair on his chin, about an inch wide and very short, trimmed with extremely straight sides.
Eyes: Dark hazel, with thin, rectangular spectacles.
Physical Appearance: Felix is a bookish man, of smaller stature and build than most men. His pale skin and lack of strength are indicative of this, but despite this, he is a fairly pleasant-looking man. His hair, beard, and nails are very neatly trimmed, and he and his clothes are always extremely clean and presentable.
Personality: Felix is always very well-mannered, even when he is trying to manipulate someone into doing what he wants them to do. He rarely loses his temper, but he can become irate when somebody is being ignorant or foolish (unless he is trying to earn their trust, in which case he will suffer in silence). Few people see through to Felix’s power-hungry and manipulative nature, but outside observers can be a little disconcerted when they see how adept he is at getting his own way, especially when he uses magical means to do so (although he does so with extreme caution and discretion). Felix is the quintessential scholar, always on the hunt for the next secret or bit of knowledge that can grant him more power, or directly advance his own goals. Concerning his summoning of fiendish creatures, he often makes the excuse that they can be controlled strictly and be used for a good cause, thus removing the threat of the beast and accomplishing a greater good (which, ironically, Felix sees as his own mad grab for power).
Clothing: Felix wears lavish deep indigo robes with a black inside lining. The sleeves are extremely loose, allowing for complex hand motions and giving the robes a flowing appearance. Despite the fact that the robe trails around his feet, he never trips, and the hem of the robes always seem to stay clean. Various designs adorn the robe in a discreet black thread, mostly depicting circles of summoning and divine glyphs and symbols. [/sblock]
[sblock=Equipment Details]Morningstar: Felix wields a copper-colored morningstar that is mostly for show, since he lacks any real skill with weaponry. The morningstar has a round metal head, with a short pronged blade protruding from the top. The sides are lined with four deeply serrated flanges, ending just a little bit above and below the head. At the end of the haft, there are nine thin, parallel circles, each less than an inch apart. Their edges are inscribed with small Infernal runes, identifying each one of them as one of the layers of The Nine Hells of Baator. Most people have no idea what they signify.
Chain Shirt: Felix wears a nondescript chain shirt underneath his robes. It covers his upper torso and shoulders. The armor is dark copper in color, as the rest of his equipment is.
Buckler: Felix’s buckler is worn over his sleeves, holding them out of the way of his hand. It is dark copper in color, and in a rounded triangular shape It has the faint etchings of some sort of Infernal creature’s features on the front of it. The edges are lined with more Infernal runes, reading “The Wise And Powerful Exist To Rule – The Foolish And Weak Exist To Serve.” Once again, most individuals do not know what these runes mean, and most that care to learn the Infernal language don’t care anyway.
Copper Unholy Symbol of the Infernal Summoner: Felix’s symbol is an elaborate summoner’s circle, lined with Infernal runes and dark incantations. It is in fact the circle he uses in some of his more complex conjurations. He wears it about his neck on a fine chain.
Circlet: Felix’s copper circlet is set with a black pearl of power, and he wears it all the time. The circlet is thin, especially towards the back, but adorned with elaborate weavings of the metal, forming a vaguely flame-like design.[/sblock]
[sblock=Background]What Felix was is not important. What is important is what he became, and what he might become in the future.

When Felix was a child, nobody thought that anything was wrong with him. He didn’t play with others often, and he didn’t have many friends, but he was happy enough anyway. He had his books, and he had his quiet, and that was all he needed. He was always reading, and always learning. His mother (his father had run off when she was pregnant) was very proud of him, and hoped that one day he would become a great scholar, and make his way in the world. She hoped that one day he would find himself where he wanted to be, and being who he wanted to be. In a sense, she was right.

Felix eventually turned his interests to divine magic, finding the comfort of religion and knowledge to be a perfect match for him. He trained at a local temple of Boccob, and quickly began to hone his skills and impress his superiors. All was going well for him, and his mother looked forward to the day when he would be fully inducted into the order and become a Cleric of the God of Magic. She would never see this goal achieved.

Felix’s mother was murdered when he was fifteen years old. Apparently, she had stood in the way of a fleeing criminal that had recently pilfered a golden pendant from a nearby stall, who then stabbed her before fleeing the scene. Felix, overcome with shock, vowed to redouble his studies of the divine arts, and one day bring his mother’s murderer to justice. He spent years searching for the killer, training and studying the entire time, his skills ever growing. One fateful day, in a local tavern, he heard a drunken man boasting of his exploits. He spoke of stealing a golden pendant, then ‘disposing’ of some foolish woman who had stood in his way. Felix, a sinking feeling in his throat, inquired as to the date of the incident. When the man named the day of his mother’s murder, Felix readied his mind and called forth a spell to stun the man, in the hopes that he could have him brought to justice afterwards. Felix’s spell faltered, and the man was dazed for a moment, before he punched Felix squarely in the face, knocking him unconscious. He awoke in the bar, and was informed that the man had fled, and nobody had caught his name.

For several months after that incident, Felix despaired that he would never be able to avenge his mother’s death. Then, he came to his senses – he would have to take a different approach to the problem. His magic was not strong enough to accomplish his goal. But it was no fault of his own – he had spent years training and studying for that day, and yet his magic had failed him. No, the problem was with the magic itself – it was not the right kind, it was not powerful enough. So, Felix redoubled his efforts once more, experimenting with and researching various other forms and schools of magic, until one day he determined that the art of Conjuration was his best bet. What could be more powerful than an immortal creature, too grand to be contained upon this plane of existence? This was all well and good, until Felix, training his spells next to a waterfall, miscast one of his spells. Instead of calling a creature from the Celestial realms, for whatever reason, he accidentally summoned a dog from the Lower Plane of Baator. He watched in amazement as the beast leaped at the sandbag he had been training with, and tore it apart with a savage fury that none of the other beings he had summoned could match. Felix turned his studies to the Lower Planes, amazed at the displays of ferocity and power that were considered normal amongst these creatures. He soon began to delve into the darker facets of summoning, defiling the land with various fiendish creatures that he summoned in order to strengthen his skills.

Normally open to magic of all types, the order of Boccob was nonetheless frightened by Felix’s disregard to the dangers that consorting with fiends brought about, and expelled him from the order as soon as they learned of his practices. Undeterred by this, Felix continued his dark studies, determined to find his mother’s murderer at whatever cost. One day, after he had just finished summoning yet another fiendish creature, he felt a chill in the air. As he turned around, a horrific, towering, insectoid creature stood before him. Apparently, his frequent callings to the Lower Planes had attracted the creature’s attention, and he had decided to contact Felix personally. Intrigued, Felix asked the creature to continue. The beast told Felix that he would tell him of the whereabouts of his mother’s killer. Felix, shocked that the beast knew of this, immediately expressed his interest, and asked what the beast required of him. With a cold stare from its bulbous eyes, the hulking creature gave a sinister laugh, and replied that he had to do nothing but continue what he was doing now. The creature disappeared with a whoosh of freezing air, leaving nothing but a coating of ice over a nearby pond, with an address scrawled into it.

Within the week, the man who had killed Felix’s mother was found torn to pieces in a gutter in some back alley, with a whiff of brimstone permeating the air about him.

To this day, Felix’s power still grows, and his plans for himself and the world around him ever blossom, and as the Nine Hells still receive his calls, the fiends who reside there keep a watchful eye on him, curious as to how this insignificant mortal will affect the world around him.

But there is always more to Felix than meets the eye and ear, and he may have plans and agendas all to his own, with both mortal and fiend alike ignorant or uncaring of his intentions.[/sblock]
[sblock=Shopping List]Summoner’s robes (30 gp, 0 lbs.)
+1 chain shirt (1,250 gp, 25 lbs.)
masterwork buckler (165 gp, 5 lbs.)
masterwork morningstar (308 gp, 6 lbs.)
whip (1 gp, 2 lbs.)
light crossbow (35 gp, 4 lbs.)
20 crossbow bolts (2 gp, 2 lbs.)
Heward’s Handy Haversack (2,000 gp, 5 lbs.)
circlet with pearl of power (1st level spell) (1,000 gp, 0 lbs.)
copper Unholy Symbol of the Infernal Summoner (25 gp, 1 lb.)
2 scroll cases (2 gp, 1 lb.)
Scroll of command (25 gp, 0 lbs.)
Scroll of comprehend languages (25 gp, 0 lbs.)
2 scrolls of cure light wounds (50 gp, 0 lbs.)
Scroll of endure elements (25 gp, 0 lbs.)
Scroll of obscuring mist (25 gp, 0 lbs.)
Scroll of sanctuary (25 gp, 0 lbs.)
Bedroll (1 sp, 5 lbs.)
Bullseye lantern (12 gp, 3 lbs.)
5 pints of oil (5 sp, 5 lbs.)
10 candles (1 sp, 0 lbs.)
10 pieces of chalk (1 sp, 0 lbs.)
Flint and steel (1 gp, 0 lbs.)
2 inkpens (2 sp, 0 lbs.)
3 vials of ink (24 gp, 0 lbs.)
4 day's trail rations (2 gp, 4 lbs.)
Shaving razor (1 gp, 0 lbs.)
5 sheets of paper (2 gp, 0 lbs.)
10 sheets of parchment (2 gp, 0 lbs.)
1 lb. of soap (5 sp, 1 lb.)
Tome of Arcana (50 gp, 3 lbs.)
Tome of Localities (50 gp, 3 lbs.)
Tome of Nobility and Royalty (50 gp, 3 lbs.)
Tome of Religion (50 gp, 3 lbs.)
Tome of the Planes (50 gp, 3 lbs.)
Waterskin (1 gp, 4 lbs.)
Additional coins (9 pp, 18 gp, 21 sp, 40 cp, 2 lbs.)
TOTAL - 5287.5 gp; 50 lbs. on body, 40 lbs. in Heward's Handy Haversack, 89 lbs. total.[/sblock]

NOTE - This is pretty much the finalized version.
 
Last edited:

ACF, 4th level PCs have a total of 5400 gp value, and that puts the max per item at 1350 gp.

Would it be OK if Herb has a Hat of Disguise (1800 gp)?

BTW, Herb would probably not be directly involved in piracy, though he might get into it if it seems lucrative. He favors stealth or deception so that the victim does not know who robbed him, if possible. He also prefers to rob from those who he rationalizes to be less deserving than he is.
 


Nazhkandrias: It's all good so far. I'd handle tomes of knowledge by having you look through it when making a knowledge check (the time depends on how specific your check is). I'd appreciate gold peice values next to your items. (this goes for everyone else too). You also cheated yourself of 2 HP :D

kinem: I'll say no, but tentatively. Hat of disguise is one of the most useful items in a talking-centric campaign. Since most challenges appropriate to 4th level characters can't see through illusions, the affect on a game like this is huge.

ACF:
4500 XP (halfway up)
 
Last edited:

Here's my full submission. I took the distinctive trait, although you didn't mention using Reputation. It's just a perfect fit for Jenna, and I don't mind just taking the -1 to Disguise without any benefit - with her scar/tattoo it is only reasonable!

Character Sheet:[SBLOCK]
Code:
[B]Name:[/B] Jenna
[B]Class:[/B] Hexblade
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] LN

[B]Str:[/B] 15 +2 (8p.)      [B]Level:[/B] 3        [B]XP:[/B] 4500
[B]Dex:[/B] 14 +2 (6p.)      [B]BAB:[/B] +3         [B]HP:[/B] 28 (3d10+6)
[B]Con:[/B] 14 +2 (6p.)      [B]Grapple:[/B] +6     [B]Dmg Red:[/B] N/a
[B]Int:[/B] 10 +0 (2p.)      [B]Speed:[/B] 30'      [B]Spell Res:[/B] N/a
[B]Wis:[/B] 8  -1 (0p.)      [B]Init:[/B] +2        [B]Spell Save:[/B] +3
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] N/a

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +2    +0    +0    +0    17
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +2    +1    +4  (+3 to saves vs.
[B]Ref:[/B]                       1    +2    +1    +4  Spells & Spell-life
[B]Will:[/B]                      3    +3    +1    +7  effects)

[B]Weapon                  Attack   Damage     Critical[/B]
Mwk. Falchion             +7     2d4+3      18-20/x2
Mwk. Composite Longbow	  +5     1d8+2      x3
(Mighty +2)
Short Sword               +5     1d6+3      19-20/x2
Unarmed Strike            +5     1d3+2      x2

[B]Languages:[/B] Common

[B]Abilities:[/B] Hexblade Curse (1/day Swift Action, DC 14 Negates, -2 attacks,
saves, ability checks, skill checks, weapon damage rolls for 1 hour), Mettle
(Negates lesser effect on successful Fort or Will save), Arcane Resistance
(Add Cha Mod to saves vs. Spells & Spell-like effects)

[B]Feats:[/B] Power Attack, Weapon Focus (Falchion), Force of Personality
(Comp Arcane, p.109, Add Cha modifier instead of Wis modifer to Will Saves)

[B]Traits:[/B] Distinctive (+1 Reputation, -1 Disguise),
Farsighted (+1 Spot, -2 Search)

[B]Skill Points:[/B] 18       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Bluff			   6    +3          +9
Diplomacy                  6    +3    +2    +11
Disguise                   0    +3    -1    +2 (+2 to act in character)
Intimidate                 0    +3    +2    +5
Know. Arcana               5    +0          +5
Listen			   0	-1          -1
Spot			   0	-1    +1    +0
Search			   0	+0    -2    -2
Spellcraft                 1    +0    +2    +3

[B]Equipment:               Cost  Weight[/B]

[B]Worn:[/B]
+1 Chain Shirt           1250gp 25lb
Cloak of Resistance +1   1000gp 1lb
Traveler's Outfit	 0gp	-
Boots of Stomping*       600gp  1lb
Signal Whistle           8sp    -

[B]Shoulder/Back:[/B]
Mwk. Composite Longbow   600gp	3lb
(Mighty +2)
40 Arrows		 2gp	6lb
Mwk Falchion             375gp  8lb

[B]Backpack[/B]          	 2gp    2lb
-Waterskin		 1gp	4lb
-Flint & Steel           1gp    -
-Tindertwig x2           2gp    - 
-Sewing Needle           5sp    -
-Chalk, 3 pieces         3cp 	-
-Lantern, Hooded         7gp    2lb
-Oil, 3pt                3sp    3lb

[B]Belt/Waist:[/B]
Pouch, Belt		 1gp    .5lb
-Antitoxin x2            100gp  -
-Thunderstone            30gp   1lb
-Alchemist's Fire x2     40gp   2lb
-Potion of Barkskin x2   600gp  .2lb
-Potion of Cure Mod x2   600gp  .2lb
-Potion of Cure Lt       50gp   .1gp
-Potion of Enlarge       100gp  .2lb
 Person x2
Short Sword              2gp     2lb

[B]Total Weight:[/B] 60.2lb    [B]Money:[/B] 35gp 3sp 7cp (<1lbs)

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                -66  -133  -200  400   1000

*Boots of Stomping: These boots allow the wearer to use stomp
as the power three times per day (Reflex save DC 13) when the
wearer stomps her feet.

Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No

Your foot stomp precipitates a psychokinetic shock wave that
travels along the ground, toppling creatures and loose objects.
The shock wave affects only creatures standing on the ground
within the power’s area. Creatures that fail their saves are
thrown to the ground, become prone, and take 1d4 points of
nonlethal damage.

[B]Age:[/B] 27
[B]Height:[/B] 5'6"
[B]Weight:[/B] 142lbs
[B]Eyes:[/B] Blue
[B]Hair:[/B] Auburn, Short
[B]Skin:[/B] Light Tan
[/SBLOCK]

Appearance:[SBLOCK] Jenna is average height and of a muscular build. Her hair is auburn, cut short with a natural wave that gives her hair a somewhat wild, tousled look, especially since she wears an open faced helmet so often. Her eyes are a pale blue that are distinctive and pleasing. She has the straight bearing of a military woman, though her clothing bears no mark or token of that service. Her clothing is functional and warm, and she wears a well-tended chain shirt over it.

Most distinctively, she has an elaborate tattoo on her back, a broken wishbone shaped vaguely like an ‘n’. Tattoo might not be the most appropriate term, for it is actually a sculpted scar, where her skin was literally peeled off her back to make the design out of scar tissue. Though opportunities are few, she is always willing to show it off when they are present.[/SBLOCK]

Background:[SBLOCK] Jenna was a farm girl who had a lot of trouble with her imagination growing up. She would daydream about the typical things one might expect of a young girl, the privileges of nobility not afforded a farmer’s daughter. She would do this to pass the tedium of her chores. Unfortunately, when her mind wandered bad things started to happen. Milk would sour. Chickens would cease laying eggs. Fruit that appeared healthy would turn out to be rotten. It could be attributed to chance, but it always came back to the animals or food that she handled. Her family did not blame her, but she soon learned that whenever her mind wandered bad things happened, and her family suffered. So she stopped imagining, and turned very serious.

Farming was no less boring, however her new-found focus did allow her to finish her chores earlier, and as her family grew and grew up, she began to get more time on her hands. She went to school and had time for activities. She found herself good at sports and athletics and grew to enjoy them. And she found a use for her imagination.

It started with a race on a rainy day. She trailed a much faster boy, with little chance to catch him before he finished. Bitterly she imagined him falling in a pile of mud and her beating him. To her surprises, he did just that – improbably falling flat on his face and allowing her to win the race. She was surprised, and a little guilty, for the boy had twisted his ankle. But the guilt receded, and she began to regularly take advantage of her imagination.

Jenna wasn’t an unpopular girl, but she began to be so among those who (fairly) felt they had more natural ability, and only lost contests with her due to poor luck. These people began to pick fight with her, and it didn’t take getting beaten up too many times for her to decide to learn how to fight back. She learned how to give as many bruises as she got, and more besides.

When she came of age, she saw two paths in life – stay with the family farm or join the military. Of the two, the second was the most palatable to her. She joined The Army of the High Emperor. In the course of her initial training, a sorcerer was brought in to demonstrate the disruptive effects of certain kinds of mental effects on the soldiers, and what to look for in case it happened. The sorcerer asked for a volunteer and Jenna stepped forward. The sorcerer proceeded to spend all of his magic, unsuccessfully attempting to charm and sleep her until he used up all of his spells. The iron control Jenna had built around her imagination seemed to serve her just as well in resisting mental compulsions.

This made Jenna a potentially valuable commodity. She was specially trained not only martially but in negotiation and subterfuge. She was then employed as part of small strike teams, to root out and eliminate psionic influence in areas that Erevan was attempting to control, or wrest away from Keraj. She became apt at earning friends among the commoners of these communities, and along with the kingdoms own psionic and arcane agents, helped to determine Keraj agents in the same communities. When it came to eliminating them, she was valuable muscle that often shrugged off their abilities, as they usually targeted what was assumed to be her weakest point – her mind.

After her first series of assignments, she took leave in Greyport. Flush with success and more than a little drunk she convinced herself (along with some prodding from her fellow soldiers) to get a tattoo. Once again, her luck changed her life.

Stumbling into a likely place she grandly and drunkenly described her desire. The artist there saw an opportunity and described a new style, where instead of ink actual skin is carved away and left with scar tissue, allowing for a very unique expression. Perfect, Jenna thought.

The process was excruciating, skin was literally gouged from her back to make the design. Hard alcohol was the only medication for the pain, and Jenna indulged liberally.

Jenna did not know that the tattoo parlor she stumbled into was a front for a criminal outfit (or cult). Just as they finished her tattoo, the parlor was raided by local law enforcement. In her stupor of pain and booze, she lashed out at the law enforcement, and killed one of their number before she was subdued.

She was arrested. Questioning and magic determined her motives and her lack of associating with the criminal front, but it did not erase the unlawful death she had caused. She was genuinely remorseful, and her military service helped her somewhat, but in the end she still was imprisoned for five years.

Those five years were not pleasant for Jenna. And emerging from prison in Greyport, a place she is not particularly familiar with, with no friends or family for some miles has left her disoriented, bitter and aimless.[/SBLOCK]
 

Pets & Sidekicks

Remove ads

Top