Hidden 7 yrs ago Post by Vrrak
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Vrrak Magnificent Monster

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Character Sheet for Karu Sverin

Name: Karu “Glimmer” Sverin.

Height: 4 feet
Weight: 60lbs
Age: 52, 'young adult'
Race/Species: Fairy Dragon
Tier/Influence: 4 (Medium);
Group(s):

Appearance:


Personality: Karu is an almost obnoxiously curious dragon when left without direction like many of the fae on his homeworld. He's always looking for the next interesting thing, the next shiny trinket for his collection. His natural talents make him very good at tracking down trinkets and treasure.

He is a bit of an oddity for a fairy dragon though, most of his kind are shy and avoid contact, especially with the larger races (aka most of them). However, he is quite bold and social, not afraid to get up near someone he doesn't think is a threat. It's got him in trouble of course, but what fun is there if there is no risk!

Despite being a thief he is actually quite kind, he doesn't want to being harm to others he just wants shiny new toys. He believes in freedom for all things and will generally avoid taking something he thinks will cause real trouble for someone (or if it's particularly shiny return it after he's had a moment to admire it.

He's found himself with a call for adventuring once he learned of other worlds, especially after he learned of this strange magic like technology of other places.

Abilities, Talents, Traits, Powers:
Magic:
  • ( 4 ) Invisibility – Karu has the natural magical ability to go visually invisible at walking speeds. Speeds faster that walking will create a slightly noticeable shimmer. This is an enchantment that manipulates light, so it is vulnerable to dust revealing tactics. Note that this only effects his physical body, not the stuff he's wearing/holding.
  • ( 4 ) Magic Masking – Karu has the ability to hide his magical aura along with a small radius (1ft max) around him and scramble detection magic. Automated detection will be fooled completely, however spells with concentration behind them may realize that they are being scrambled.
  • ( 3 ) Magical Bloodhound – Fairy dragons are natural magic detectors. They can 'smell' magic with the antennae on their head. Because of this extra sense, they are extremely good at tracking down sources of magic and identifying types of magic, as many sources/styles have their own distinct smells to them.
  • ( 4 ) 'Magical Luck' – Fairy dragons among magic users are considered good/bad luck. This is due to their natural ability to enhance or disrupt magical energies. The effect of this is that spells in their vicinity are less or more chaotic depending on their whims. (Think of it like using filtered water vs muddied water in a recipe)
  • ( 3 ) Floatyness/Flight – Karu can magically float at a whim with concentration, this makes him very maneuverable in the air during flight. Also he can fly normally without the need for magic/concentration.
  • ( 3 ) Euphoria Breath – Karu like all dragons has a breath attack, though his is nonlethal. His breath causes extreme lightheadedness, spaciness, and disorientation, and can have a drug like hallucinogenic effect with extreme exposure.
  • ( 2 ) Basic telekinesis magic – Not having thumbs and prefering a quadrupedal stance can cause issues, so karu has learned some basic telekinesis spells to manipulate small or delicate tools withing 3 inches of him. He's used it so much it's now second nature to him. Requires concentration per item, is limited by his physical strength, and is more precise if actually touching claws, tail, or mouth. Consider it a magical hand.

Talents

  • ( 3 ) Thieving/Spying – Karu is extremely proficient at things you would expect from a rogue or thief. He can pick locks, figure out traps, stay out of sight, and generally have a good awareness around him with quick reaction speed.


Traits:

  • ( 3 ) Being of magic – Karu has a different makeup to other species, he is a hybrid of flesh and magic. This makes him resistant to physical energy and able to recover from significant (Regenerate limbs and such) as long as he is in a place heavy with magic. However, it also makes him vulnerable to spell nullification and dispelling. Entering a null-magic zone wold cause agony and potentially kill him. Magical wards and barriers could potentially stop him as well even if they aren't normally meant for physical things.
  • ( 1 ) Claws – Karu has small claws that are effective at digging in to walls/floors/ceilings, giving him a good grip. They'd also leave a nasty scratch if he swiped someone with them.
  • ( 0 ) Kleptomania – Dragons stereotypically have an inexplicable attraction to shiny valuable things and Karu is no different. He'll likely to to steal things he think he can get away with.
  • ( 0 ) Hoarding – He has trouble sleeping if he doesn't have a couple shiny trinkets or gems to curl around. He can usually get by with a gem and his tools in a pinch, but it's just not the same.
  • ( 0 ) Claustrophobia – Like many animals and even beings, he starts to really freak out in tight close spaces, particularly when he isn't aware of a way out of said space. Also sort of applies to things like being caged or jailed.


Items:
  • ( 3 ) Invisible pouch – An enchanted small pouch that can be worn on a limb, it's large enough to carry common thieves tools or small devices. While shut it and its contents are completely invisible, however when it's not in contact with some sort of magical creature it emits a magical aura.


History:
Karu has always been a bit of an oddball among his kind, his curiosity led him to other races, and rather than shying away he got closer. The cityfolk he had approached took interest in him of course considering how rare it was to even have a fae show itself to someone, and it was soon found that his talents were actually quite useful even as a young whelp. He proved to be a quick learner, picking up language and reading quite quickly, but he also attracted a darker crowd.
He was lured in by a thief by promise of shiny trinkets to assist with some high profile robberies. Karu's natural talent for dispelling and identifying magic could easily get him past the various wards and magical traps that guarded valuable treasures and he spent many years helping a rather charismatic rogue with his heists. Eventually he was helping with the more mechanical side of things as well after observing so many times. He could pick locks and sniff out traps just as well as his partner. They did well enough that the theif could retire, leaving karu a very bored dragon, and eventually he got a bit in over his head and captured.
Rather than getting thrown in prison, he got lucky. A noble wizard took interest in him and took him in in a sort of house arrest manner. It did not start very well, turns out dragons do not like magically being held captive. He'd have to deal though, and was promised good behavior would get him out earlier, so he helped the wizard with spells and such. Most of it ended up being beyond his ability, his senses and talents were great for identifying magic, not using it beyond his natural talents. However, just having him around proved quite useful, spells would rarely go wrong!
Still, he didn't have much better to do than read in his downtime, and he ended up taking a particular interest in the world beyond his planet, fascinated by tales of even basic technology that defied magical logic. He's spent all of his time since figuring out a way to try and visit these places, using his skills to take up adventuring to build up his wealth, along with some 'totally not thieving' on the side.
Hidden 7 yrs ago Post by Circ
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Circ Rawr

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@Vrrak Accepted.
Hidden 7 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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