[@Estylwen] Sorry, I did not realize that Erode posted our collaboration together, so I was waiting for that (then I realized they did in a hider). Then I started writing up my reply to go over to your character then realized I didn't write up an NPC sheet or anything for Asterion's NPC guys, so here is Krish. The man Asterion jumped into. [hider=Krish Zarina] [center] [img]https://i.ibb.co/jhYqQch/119abf201d77fbe51221bbc0f60098e2.jpg[/img] [h1]Krish Zarina[/h1] [b]30[/b] | [b]Male[/b] | [b]Asterion's Plus One[/b] [/center] [b]Description:[/b] Krish met Asterion when they were in their older teenager and young twenties. It was mainly casual interactions such as going to the same bar, chatting, and running into each other. However, the more they talked, the more they liked each other, even if they bickered like siblings. Krish was an orphange from the streets of Nocturnia and a nomad to the life of living. Then he ended up finding a place with Asterion and two other guys. Slowly, Asterion led Krish and others into businesses. With Asterion's abilities, he was able to keep Krish and him afloat or better. Krish is extremely loyal to Asterion and doesn't care to get into details why. People might find it very hard to break that loyalty. [b]Gyft: Rope Dart[/b] Krish can summon a rope dart that might not do damage that appears right away though if the dart penetrates an individual, it sucks the energy out of them. Every time it hits, the individual will feel more worn, tired, or exhausted depending on how many hits they have endured. A varliable amount depending on person-to-person, most people end up having to sit down or take a nap to recover from this energy sucking power. A 1d6 determines hit or miss. 1 = Miss 2 = Standard hit 3 - 5 = Miss 6 = Stuck If someone is regularly hit by his ability, they will take damage in the sense of an energy drain. This might cause an individual to feel weak, tired, etc... If his ability hits and attaches to an individual, that individual needs to roll a 1d6 (any even roll allows them to detach from the attack and not be drained anymore). An individual upon getting struck with a outcome of 6 on the 1d6 roll can roll a 1d10 to grab the energy/spiritual string attached to Krish. A roll of 1, 5, or 10 allows that individual to yank the string in a special way that actually shocks Krish's nervous system and hurts him. [/hider]