Dungeons & Dragons Experiment discussion



Name: Hexbolt
Age: 38
Gender: Male
Race: Vedalken
Class: Artificer
Level: 6
Alignment: Neutral Good
Background: Faction Agent
Initiative: +1
HP: (28/28)
Speed: 30ft.
AC: 17
Hit Dice: 6d8
Prof. Bonus +3
Spell Attack: +6
Spell DC: 14
Strength: 10 (+0) Save: (+0)
Dexterity: 13 (+1)Save: (+1)
Constitution: 10 (+0) Save: (+3)
Intelligence: 16 (+3)Save: (+6)
Wisdom: 16 (+3)Save: (+3)
Charisma: 12 (+1)Save: (+1)
Attacks:
Vibrostaff Reach: 5ft. Versatile (2d4+3 kinetic) Atk:+3 Dmg: 1d6+3 kinetic
Vibrodagger Reach: (20/60) Atk: +4 Dmg: 1d4+4
Blaster pistol Ammunition (range 40/160), reload 16 Atk:+4 Dmg: 1d4+4 energy
Vibrodagger Finesse, special, thrown (range 30/120) Kinetic Atk:+4 Dmg: 1d4+1 kinetic
Due to their diminutive size, vibrodarts make ineffective melee weapons. Melee attack rolls made with them are made at disadvantage.
Proficient Skills:
Armor
Light Armor, Medium Armor, Shields
Weapons
Simple, Martial
Tools:
●Navigator's Tools
(Int. Mod. + Prof. Bonus = 3 + 6= 9)
●Thieves' Tools
(Dex. Mod. + Prof. Bonus = 1 + 6= 7)
●Tinker's Tools
(Dex. Mod. + Prof. Bonus = 1 + 6 = 7)
●Alchemist's Supplies
(Int. Mod. + Prof. Bonus = 3 + 6= 9)
●Smith's Supplies
(Str. Mod. + Prof. Bonus = 0 + 6= 6)
•Navigator's Tools
(Int. Mod +Prof. Bonus = 3 + 6= 9
Languages:
●English
●Vedalken
●Blue
●Binary
●Torak
Equipment:
●Weave Armor 14 +0 Con. Mod. +3 Prof.= 17 AC
●Light Blaster Pistol
●Vibrostaff
●Vibrospear
●Thieves' tools
●Tinker's tools
●Navigator's tools
●Dungeoneer's pack
(Backpack, four glow rods, a fusion cutter, a grappling hook, a chronometer, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side of it.)
●Emblem or badge
●Faction book
●Set of common clothes
●Pouch- 0gp
Spells:
Cantrips:
● Mending
● Shocking Grasp
1st Level: (4/4)
● Heroism
● Shield
● Grease
● Tasha's Caustic Brew
● Identify
● Cure Wounds
2nd Level: (2/2)
● Branding Smite
● Warding Bond
● Heat Metal
● Lesser Restoration
Appearance: Blue skin with short, spiky white hair and black eyes with purple irises. Hexbolt wears a thick, black uniform designed for engineering and ship repair. He wears a pair of goggles around his neck whenever he isn't using them.
Personality: Hexbolt possesses a genius level intellect and enjoys building machines and performing science experiments. He is often nervous and socially challenged. He is the quiet thinker of his team, driven by logic, not emotion. He does not enjoy violence and will usually only strike if provoked. Hexbolt is humble and does not lord his intelligence over his team, though he can be a bit of a know-it-all unintentionally.
History: Hexbolt was born on a small, formerly backwater planet that had only just recently become a prominent industrial hub. From the time he could walk and carry a wrench, he was indentured to a scrapper who taught him to salvage and strip parts from damaged and/ or inoperative spacecraft and military equipment. When the amount of pollution and industrial expansion destroyed the planet's atmosphere, Hexbolt took his wages and bartered passage aboard a shady freight ship as an engineer rather than taking up residence in the orbital station that was being constructed. He quickly became engaged in illicit activity and was apprehended by a law enforcement agency. This agency began to employ his expertise more and more until they decided to bring him onto the team as an agent.
Vedalken Features:
●Advantage on Int, Wis, and Cha saves
● +1d4 on history checks and when using your chosen tool
● 1/day for 1 hour you can breath in water
Faction Agent Feature:
● Your faction has secret agents you can contact for information or support
Artificer Features:
● As an action, use tools to give a tiny object a visual, auditory, or olfactory effect (see rules).
● You know 6 infusions which you can use on three objects at once (see rules).
● You can take an hour to make a set of artisan's tools (see rules)
● Artificer Archetype: Battle Smith
● Your magic weapon attacks can use Int for attack/damage
● You can create a magical construct to protect you (see rules)
● You can make two attacks on your turn
● Double profiency on tool checks.
Steel Defender
(view spoiler)
Medium construct
Name: Antonio
Armor Class: 15 (natural armor)
Hit Points: 30
Hit Dice: 5d8
Speed: 40 ft.
STR: 14 (+2)
DEX: 12 (+1)
CON: 14 (+2)
INT: 4 (−3)
WIS: 10 (+0)
CHA: 6 (−2)
Saving Throws: Dex +4, Con +5
Skills: Athletics +5, Perception +6
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
Languages: understands the languages you speak
●English
●Vedalken
●Blue
●Binary
●Torak
Proficiency Bonus: +3
Features:
Vigilant- The defender can't be surprised.
Actions
Force-Empowered Rend: reach 5 ft. One target Attack: +6 Dmg: 1d8 +3 damage.
Repair (3/Day): The magical mechanisms inside the defender restore 2d8 +3 HP to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>

Hexbolt was born on a small, formerly backwater planet that had only just recently become a prominent industrial hub. From the time he could walk and carry a wrench, he was indentured to a scrapper who taught him to salvage and strip parts from damaged and/ or inoperative spacecraft and military equipment. When the amount of pollution and industrial expansion destroyed the planet's atmosphere, Hexbolt took his wages and bartered passage aboard a shady freight ship as an engineer rather than taking up residence in the orbital station that was being constructed. He quickly became engaged in illicit activity and was apprehended by a law enforcement agency. This agency began to employ his expertise more and more until they decided to bring him onto the team as an agent.
And that back story is fine. Does that industrial world affiliate with any alien empire? Humans? Or nuetral?
The collective. A race of cybernetic being that have lasted longer than any other empire. Their goal is to collect all knowledge. They do this by using AI to learn as well as assimilating organic organisms
The torak, an empire much like if rome had an empire in space, they are brutal and masters of battle. They value honor and power.
The interspecies alliance; is an alliance of many alien races that have formed to protect themselves against the duel threats of the collective and the Torak empire.
*WIP* - Still needs age, appearance, personality, history. I assume that Hexbolt would have built her speaking his native language, Vedalken, and then would have programmed her to speak a more universally applicable language?
Name: Test (Pending. I'll take suggestions.)
Age: ?
Gender: Female
Race: Warforged
Class: Graviturgy Wizard
Level: 5
Alignment: Neutral
Background: House Agent (Lyrandar)
Initiative: +0
HP: (42/42)
Speed: 30ft.
AC 11
Hit Dice: 5d6
Prof. Bonus +3
Spell Attack: +7
Spell DC: 15
Strength: 16 (+3) Save: (+3)
Dexterity: 10 (+0) Save: (+0)
Constitution: 18 (+4) Save: (+4)
Intelligence: 19 (+4) Save: (+7)
Wisdom: 12 (+1) Save: (+4)
Charisma: 8 (-1) Save: (-1)
Attacks:
Dagger. Reach: 5ft.(20/60). Piercing, Atk:+6 Dmg: 1d4+3
Dart. Reach: 20/60. Piercing, Atk:+6 Dmg: 1d4+3
Sling. Reach: 30/120). Bludgeoning, Atk:+3 Dmg: 1d4
Quarterstaff. Reach: 5ft. Bludgeoning, Atk:+6 Dmg: 1d6/1d8+3
Unarmed Strike. Reach: 5ft. Bludgeoning, Atk:+6 Dmg: 4
Proficiencies:
Armor - none
Weapons - Light Crossbow, Dagger, Dart, Quarterstaff, Sling
Tools:
- Vehicles: Land, Water, and Air
Languages:
- XXX Common XXX
- Vedalken
60ish lbs of Equipment:
An expanding quarterstaff implanted in her waist
A sling and a pouch with 10 bullets attached to her hips
A chip planted in her skull (spellcasting)
- arcane focus: crystal
- spellbook
- a bottle of ink
- an ink pen
- 10 sheets of paper
A dagger attached to her shoulder
A dart acting as a pin in her hair
A retractable piece of chalk in her right pointer finger
Backpack containing:
- 2 bags of 1000 ball bearings each
- 2 bags of 20 caltrops each
- 1 crowbar
- 1 hunting trap (I assume you'll want to futurize this)
- 1 lock
- 1 sack containing another (empty) sack
- 1 pouch of 10 sling bullets
- 3 torches
- 1 pouch with 20 gold, 10 silver, and her lucky copper piece
Spells, with her usually prepared spells marked with an asterisk:
Cantrips:
- *Fire bolt*
- *Mage Hand*
- *Mold Earth*
- *Prestidigitation*
1st Level: (4/4)
- Catapult
- Detect Magic
- *Feather Fall*
- Find Familiar
- *Jump*
- *Magic Missile*
- *Magnify Gravity*
- *Sleep*
2nd Level: (3/3)
- *Blindness/Deafness*
- levitate
- *Shatter*
- Spider climb
3rd level: (2/2)
- *Life transference*
- *Pulse Wave*
Appearance:
Personality:
History:
Warforged Features:
Constructed Resilience
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep.
Sentry’s Rest
- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection
- You gain a +1 bonus to Armor Class. To don or doff armor other than a shield takes 1 hour, and you must be proficient with the armor.
- While you live, your incorporated armor can’t be removed from your body against your will.
Specialized Design:
- Proficiency with Land vehicles
Background Features:
- Proficient with vehicles (sea/air) and navigator's tools
- As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.
Wizard Features:
Arcane Recovery
- Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.
School of Study: Graviturgy Wizard
Adjust Density
- As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
- While halved, the creature’s speed increases by 10 ft., it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.
- While doubled, the creature’s speed is reduced by 10 ft., and it has advantage on Strength checks and Strength saving throws.
Mechanical Owl Familiar: Ryjil
Tiny Construct, unaligned
AC: 11
HP: 1
STR: 3 (-4)
DEX: 13 (+1)
CON: 8 (-1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 7 (-2)
Skills Perception +3, Stealth +3
Senses Darkvision 120 ft., Passive Perception 13
Languages --
ProBonus: +2
Flyby. Ryjil doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. Ryjil has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Blue is what the collective speaks
English for humans,
Torak is what the torak empire speaks
Many different languages is what the ISA speaks
So keep that in mind for when you decide what you know. Cause there is no common. Common would be English. Dwarven would be torak. And elvish is one of the languages of the ISA.
The Torak are closer to Warhammer 40k
The humans are Halo.
The ISA is like a mix of mass effect and halo covenant.
So if you guys are coming from the collective you can use the star wars weapons and armors used in Star wars 5e.

Also, I guess I know English, Blue, and Vedalken, right? Or would Vedalken be analogous to Blue?
What age where you when you first played DND?
What age were you when you first dank alcohol? (a 1 if you have never drank before)
ect

What age did you get your license?
How many years of schooling do you have?

12. Never went to college.
Age: 28
Gender: Female
Race: Togruta
Class: engineer
Level: 5
Background: Smuggler
Initiative: +2
HP: (19/31)
Speed: 30ft.
AC: 13
Hit Dice: 5d8
Prof. Bonus +3
Spell Attack: +5
Tech casting DC: 13
Strength: 10 (+0) Save: (+0)
Dexterity: 15 (+2)Save: (+2)
Constitution: 14 (+2) Save: (+5)
Intelligence: 15 (+2)Save: (+5)
Wisdom: 14 (+2)Save: (+2)
Charisma: 10 (+0)Save: (+0)
Skills:
Lore, (int +5)
Piloting, (int +5)
Technology(int +5)
deception(cha +3)
slight of hand (dex +5)
stealth(dex +5)
Survival(dex +5)
Attacks:
Vibrodagger Reach: (20/60) Atk: +4 Dmg: 1d4+4
Light slug pistol Simple Blaster Ammunition (range 40/160), Hidden, Light, Reload 8 250CR 1d4 +2 Kinetic
PROFICIENCIES
Armor: Light armor
Weapons: Simple blasters, simple vibroweapons
Tools: Tinker's implements, one of your choice Gadgeteers implements, Demo kit
Racial features:
Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 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,
Tremorvision
Languages:
●Togruti
●Blue
Equipment:
●Combat suit, light slug pistol
a set of tinker’s implements,
a vibrodagger,
and a wristpad
A fusion cutter, a set of dark common clothes including a hood, and a belt pouch containing 150 cr
●Dungeoneer's pack
(Backpack, five glow rods, a fusion cutter, a grappling hook, a chronometer, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side of it.)
Personality: I always keep my wares close to me, you never know who might stumble across them otherwise. Greater Good. I work for a greater cause, and ply my trade only in service to it. (Any) I never wanted to be a criminal, but it pays the bills. "Trust nobody, not even yourself." I am plagued by paranoia.
Engineer Features:
●Techcasting 12 powers
12 Tech points
3rd max power level
● Potent aptitude d6:Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.
A creature can have only one Potent Aptitude die at a time.
You can use this feature a number of times equal to your proficiency bonus, as shown in the engineer table. You regain any expended uses when you finish a short or long rest.
Projected barrier: As a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.
ENVIRONMENTAL BARRIER
You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.
PHYSICAL BARRIER
You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.
● Infused item+1:You gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a shield or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you’ve used this feature, you can’t use it again until you finish a long rest.
Tool expertise
Gadgeteer Harness: You learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can create your modified gadgeteer harness. You must have gadgeteer’s implements in order to perform this modification.
Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 5 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of modifications up to your Intelligence modifier (minimum of one).
Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
Quick Fingered:
As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
GADGETEER CONTRAPTIONS:
AUTO-INJECTION REGENERATOR
Prerequisite: 5th level
You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.
AUTOTHRUSTERS
Prerequisite: Jet Pack
You can take the Dash and Disengage actions as a bonus action while your jet pack is active.
CLIMBING GLOVES
You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
DARKVISION GOGGLES
You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.
EXTENDED TANK
Prerequisite: 5th level, Jet Pack
Your jet pack now lasts up to 10 minutes when activated.
GROUNDING SYSTEM
While wearing your gadgeteer harness you are immune to the shocked condition.
INTEGRATED INHIBITOR
Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.
INTEGRATED TARGETER
Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.
JET PACK
You integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jets requires a bonus action and, while active, you have a flying speed of 30 feet.
The jet pack last for 1 minute before deactivating. Once the jets have been activated, they can’t be activated again until you finish a short or long rest.
Your jet pack’s speed increases to 40 feet at 5th level, 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th level, and 80 feet at 20th level.
MECHANICAL ARM
You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time. You can choose this modification twice.
MINIATURIZED HYDRAULICS
Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.
OIL SPILL
As an action, you can cast the oil slick tech power without expending tech points. When you cast the power in this way, the oil will remain in place for the full duration of the power. Once you’ve used this feature, you must complete a short or long rest before you can use it again
RECYCLED ADRENALS
You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you’ve used this adrenal, you can’t use it again until you finish a short or long rest.
RECYCLED EXPLOSIVES
You can augment a single explosive to regain its charge. This explosive can only be used by you, and it uses your tech save DC instead of its own, unless its own DC would be higher. Once you’ve used this explosive, you can’t use it again until you finish a short or long rest.
RECYCLED STIMPACS
You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you’ve used this stimpac, you can’t use it again until you finish a short or long rest.
SENTRY TURRET
You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first.
The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can’t be activated again until you finish a short or long rest.
SHOCKING HOOK
Prerequisite: 9th level, Wrist-Mounted Grappling Hook
After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage. Once you’ve used this feature, you can’t use it again until you recover the hook.
SHOCKING BARRIER
Prerequisite: 5th level
You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 5 feet of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.
WEAPON INTEGRATION
You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.
WRIST-MOUNTED GRAPPLING HOOK
You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.
While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).
Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.
History: Meeka grew up in a very run down orphanage. She was very much a loner, but never let any of the older children bully the younger ones. Even with her being the youngest one there. Though when she was only 12 she decided to run away. She had enough of the woman that ran the place and the older children thinking they could do whatever they wanted. She ended up staging a mass breakout with the others. A few of the other found out, and insisted she take them with her. She gave in, and helped over half of them escape. She was always good with machines taking them apart and rebuilding them into something new. It helped to know as she ended up on a ship as an engineer. She had stowed away on the ship. The captain found her hiding in the cargo. And decided to take her on. Eventually she became the mechanic/engineer aboard the ship. She believed they were all a family, until the ship one day came under fire, and was boarded. Instead of fighting and saving his crew, the captain made a deal with the pirates. He would get to keep his cargo, and they would get Meeka. None of the others lifted a finger either, so she was sold off to the pirates. She decided from then she wouldn't trust anyone or anything. And she came up with a plan. She managed to escape the hold of the pirates, and sabotaged the ship. Making it seem as though the ship was stuck in self destruct. Even making it so the captain of the pirates couldn't escape as the rest of the crew did. After getting rid of the pirate captain, she realized she now had her own brand new ship. So she started doing the one thing she knew how to do. Smuggling on her own. Fixing and maintaining her ship all on her own.
Enhance weapon
Greater hologram
Read memory
Invisibility to cameras
Fabricate trap
How old are you?
what age did you start playing dnd?
What is the local time in military time when you are responding to this?
feel free to use this website for your weapons:
https://sw5e.com/loot/weapons
also for languages make
celestial--> blue
common--> English
orcish is still orcish
https://i.pinimg.com/564x/c2/3f/fc/c2...

((You now can control your werewolf form and turn at will. But if you roll a nat 1 for any action your wolf takes over. If you roll a nat 1 in elf form you need to make a con check to not turn. Also if you go to 0 hp then you automatically turn. And will need to make a con save or go feral.
https://dnd-5e-homebrew.tumblr.com/po...))
The Eldar empire is where your species comes from, they are very advanced and can use psychic powers to use magic. They are very powerful, but are bored in victory. Their society have become very corrupt and only outer planets and trading ships remain true to the old gods.
The UNSC is the united human government. Though they do allow citizenship of various other minor species. They are attempting to expand and colonize the galaxy and are rivals with the Torak.
Inter Species Alliance is an alliance of various species, each having a small region in the galaxy and alone they would be bullied by stronger power like the Eldar, collective or Torak. But united in their alliance they are able to defend their claims and even protect various colonization missions.
The Collective is a very old empire ruler by the one eternal emperor. Their goal is to acquire and categorize all knowledge in the galaxy. Their weapons are very advanced and their armies near endless. They will acquire the knowledge to various methods. Trade, colonization or assimilation.
Ok, were you born on a human world? Or were you born outside their territory and now have just gained citizenship?"
Austin wrote: "Maddie Hatter wrote: "Ill be apart of the human empire. Ive only heard of Halo"
Ok, were you born on a human world? Or were you born outside their territory and now have just gained citizenship?"
21 and has gained citizenship
Do you have an idea of her family and life before the events are f the game? Was she born on an outer colony world? A space ship? Or an inner world?
Her mom and dad are high elf wizards in the inner planets but she decided to move out to the outer planets.
So her parents are likely from the Eldar empire and she is out here because she was cursed?
Gender: Male
Height: 6'3
Eye Color: green
Hair Color: dirty blonde
Age: 24
Sexuality: Straight/Heterosexual
Figure: Lean build, has muscles but aren't very visible bc of clothing
Personality: Able to do what is needed in a tough situation. But is loving and loyal to those who do right by him.
Appearance:

History/Backstory: James grew up on the colony world of New Constantinople and he wanted to be a doctor ever since he was young. But his family was pilled in a raid from alien space pirates. So he joined the UNSC as a medic.
Family:
Dad: deceased
Mom: deceased
Relatives: none.
Motivation: friendship
Identifying features:
Your (General) Cultural Region:
North American
Clothing Style:
Bohemian (Folksy, Retro, Free-spirited)
Hairstyle:
Neat and short
Affectation You Are Never Without:
Fingerless gloves
Background:Languages: English, Street Slang
Your Original Family Background:
Corporate Managers. Well to do, with large homes, safe neighborhoods, nice cars, etc. Sometimes your parent(s) would hire servants, although this was rare. You had a mix of private and corporate education.
Childhood Environment:
In the heart of the Combat Zone, living in a wrecked building or other squat.
How Do You Feel About Most People?
I like almost everyone.
Most Valued Person in Your Life?
A lover
Most Valued Possession You Own?
A recording
Your Life Goals:
Save, if possible, anyone else involved in your background, like a lover, or family member.
What Kind of Medtech are You?
Trauma Medic
Got a Partner, or Do You Work Alone?
Got a Partner
Tell Us About Your Partner(s).
Trauma Team group
What's Your Workspace Like?
Everything possible is single-use and stored compacted until needed.
Who are Your Main Clients?
Trauma Team paramedical work.
Where Do You Get Your Supplies?
Have a local Fixer bring you supplies in exchange for medical work.
AC:13
HP:35
shotgun: 6 slugs +11 to hit for 5d6 bludgeoning
Smoke grenade: d20+7
Brawl: +9 to hit 2d6 bludgeoning
Inish: +5
INT+6
DEX+7
REF+5
TECH+7
COOL+3
WILL+5
MOVE 25ft
BODY+5
LUCK +8
EMP+6
Concentration (WILL) +7
Conceal/Reveal Object (INT)+6
Lip Reading (INT)+6
Perception (INT)+8
Tracking (INT)+6
Body Skills LVL STAT BASE
Athletics (DEX)+9
Contortionist (DEX)+7
Dance (DEX)+7
Endurance (WILL)+5
Resist Torture/Drugs (WILL)+9
Stealth (DEX)+9
Control Skills LVL STAT BASE
Drive Land Vehicle (REF)+5
Pilot Air Vehicle (x2) (REF)+5
Pilot Sea Vehicle (REF)+5
Riding (REF)+5
Education Skills LVL STAT BASE
Accounting (INT)+6
Animal Handling (INT)+6
Bureaucracy (INT)+6
Business (INT)+6
Composition (INT)+6
Criminology (INT)+6
Cryptography (INT)+6
Deduction (INT)+12
Education (INT)+12
Gamble (INT)+6
Education Skills LVL STAT BASE
Language (INT)+10
Streetslang
Library Search (INT)+6
Local Expert (INT)+8
Your Home
Science (INT)+12
Tactics (INT)+6
Wilderness Survival (INT)+6
Fighting Skill LVL STAT BASE
Brawling (DEX)+9
Evasion (DEX)+13
Martial Arts (x2) (DEX)+7
Melee Weapon (DEX)+7
Performance Skills LVL STAT BASE
Acting (COOL)+3
Play Instrument (TECH)+7
Ranged Weapon Skills LVL STAT BASE
Archery (REF)+5
Autofire (x2) (REF)+5
Handgun (REF)+5
Ranged Weapon Skills LVL STAT BASE
Heavy Weapons (x2) (REF)+5
Shoulder Arms (REF)+11
Social Skills LVL STAT BASE
Bribery (COOL)+3
Conversation (EMP)+12
Human Perception (EMP)+12
Interrogation (COOL)+3
Persuasion (COOL)+5
Personal Grooming (COOL)+3
Streetwise (COOL)+3
Trading (COOL)+3
Wardrobe & Style (COOL)+3
Technique Skills LVL STAT BASE
Air Vehicle Tech (TECH)+7
Basic Tech (TECH)+13
Cybertech (TECH)+11
Demolitions (x2) (TECH)+7
Electronics/Security Tech (x2) (TECH)+7
First Aid (TECH)+9
Forgery (TECH)+7
Land Vehicle Tech (TECH)+7
Paint/Draw/Sculpt (TECH)+7
Paramedic (x2) (TECH)+13
Photography/Film (TECH)+7
Pick Lock (TECH)+7
Pick Pocket (TECH)+7
Sea Vehicle Tech (TECH)+7
Weaponstech (TECH)+7
biomonitor:
Subdermal implant which generates a readout of vitals and can link to agent
cybereye
Has 3 optic slots
nasal filters
Immune to toxic gas, fumes and similar dangers
Teleoptics
Can see detailed up to 2625ft away +1 to aimed shots 155 feet away or less
agent
An Agent is a pocket-sized machine which functions as a computer and a phone. This device replaces much of the items found in ones outfit.
The Agent, introduced just before the world went to hell, is a new tech solution and goes a lot further than just taking your calls.
What makes your Agent unique is its Self–Adaptive AI. SAAI is the programming that operates your Agent. It is not a true AI, but rather an interlocking program set that manages data and "learns" how to do things by interacting with its owner. That'd be you. This allows the Agent to manage your life—to make sure you have the time to do what you need to do (crimes, killing people, getting out of trouble, and so forth) instead of going to the store to pick up something you forgot.
What Your Agent Can Do
Make phone calls in voice, flat–screen, or 3D holos.
Record calls, forward calls, or send them to voice mail.
Scan the Data Pool to locate a person, place, or thing, and display the result as a map, a GPS guide, or a vocal file.
Send or receive text messages as well as download screamsheet (news) updates keyed to particular subjects you want to keep track of.
Keep your schedule for you and act independently on events, like ordering a gift, paying from your cred account, and having it delivered to the recipient.
Maintain a personality complete with name, voice, and even a holographic face/body. Some lonely souls stationed on distant transport runs or orbital stations have been known to reprogram their Agents to act as surrogate lovers, as well as personal assistants (with the aid of specific cybernetically driven "enhancements" to meet very specific needs.)
Find information on a topic by cruising the Data Pool, looking for facts, and compiling simplified reports (you choose the report parameters) that can be delivered through text, graphics, or speech.
Link to most of the appliances in your conapt.
Monitor supply use, order when low, and have everything delivered to your door.
Talk to your clothes and make recommendations for tailoring or replacement. Store thousands of hours of programming including music, video, and games, and display them on its own on–board LCD or holoscreens, or automatically seek out any unused video/audio device in the area and project though that.
Word processing using voice or a VR keyboard, downloading the output to Data Pool or a hard–copy printer.
Record images in 2 or 3D (depending on model) or sound in stereo or surround and upload the files to the Data Pool.
Airhypo
uses compressed air to administer the drug loaded in the hypo
Flashlight
300ft beam with 10hr batter
glow paint
glow in the dark spray paint
Handcuffs
DC 30 strength to break through
medtechbag
Medical tool kit
First Name (Wraithe)
Middle Name (Grace)
Last Name (Snow)
Nicknames (Ray)
Name Meanings (Ghost [Wraithe], Charm [Grace], Frozen Rain [Snow])
Birth-
Date of Birth (October 9th)
Place of Birth (Cheshire, England)
Age (17)
Race (White half dragon)
Religion (Atheist)
Ethnicity (English)
Class: Driud
Level: 6
Alignment:
Background: Urchin
Initiative: +1
HP: (45/45)
Speed: 30ft.
AC: 12
Hit Dice: 6d8+con
Prof. Bonus +3
Spell Attack: +6
Spell DC: 14
Strength: 12 (+1) Save: (+1)
Dexterity: 13 (+1)Save: (+1)
Constitution: 15 (+2) Save: (+2)
Intelligence: 14 (+2)Save: (+5)
Wisdom: 16 (+3)Save: (+6)
Charisma: 10 (+0)Save: (+0)
Attacks:
Vibrodagger Reach: 5ft (20/60) Atk: +4 Dmg: 1d4+4
pistol Ammunition (range 40/160), reload 16 Atk:+4 Dmg: 1d6+4 Kinetic
Proficient Skills: Sleight of Hand, Stealth, Arcana and Survival
Armor
Light armor, medium armor, shields (druids will
not w ear arm or or use shields made of metal)
Weapons
Clubs, daggers, darts, javelins, maces,
quarterstaffs, scimitars, sickles, slings, spears
Tools:
Herbalism kit, Disguise kit, thieves’ tools
Languages:
●English
●Torak
You know Druidic, the secret language of druids. You
can speak the language and use it to leave hidden
messages. You and others w ho know this language
automatically spot such a message. Others spot the
message’s presence with a successful DC 15 Wisdom
(Perception) check but can’t decipher it without magic
Equipment:
●light (leather) armor
• Dagger
• handgun
• a druidic focus, and an explorer’s pack
small knife, a map of the city you
grew up in, a pet m ouse, a token to rem em ber your
parents by, a set of com m on clothes, and a belt pouch
containing 10 gp
Spells:
Cantrips:
● Poison Spray,
●Produce Flame,
●Thorn Whip
1st Level: (4/4)
• Healing Word...
Speak with Animals
Animal Friendship
2nd Level: (2/2)
• Darkvision,
•pass without trace
•find traps
3rd level: (3/3)
●Water breathing,
●wind wall,
●meld into stone
Appearance:
Half dragon Features:
breath weapon 30ft long 5ft wide DC 13 dex save, lightning attack 3d6 damage and on save take half. Roll a 6 on a d6 to recharge, or wait 1 min
Desert predator: you can burrow into a non rock ground for 15 ft and emerge as a bonus action. if you stay still it is -5 from enemy finding you on perception rolls
Driud Features:
You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, which is CR 2
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom , and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the
bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your norm al form to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve
already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it.
Equipment that merges with the form has no effect until you leave
the form.
C i r c l e o f t h e M o o n
Druids of the Circle of the Moon are fierce guardians
of the wilds. Their order gathers under the full moon to
share news and trade warnings. They haunt the deepest
parts of the wilderness, where they might go for weeks
on end before crossing paths with another humanoid
creature, let alone another druid.
Changeable as the moon, a druid of this circle might
prowl as a great cat one night, soar over the treetops
as an eagle the next day, and crash through the
undergrowth in bear form to drive off a trespassing
monster. The wild is in the druid's blood.
C o m b a t W i l d S h a p e
you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
C i r c l e F o r m s
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level
divided by 3, rounded down.
P r i m a l St r i k e
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Class: I multiclassed. Barbarian 2, Sorcerer 2, Rogue 2
Background: My tribe was slaughtered by orcs, and I was the only survivor.
Alignment: chaotic good
Gender : male
Race: Bugbear
Stats:
Str:10
Dex:16
Con:15
Int:12
Wis:8
Cha:12
Max HP:42
Initiative: +4
AC: 19
Saving throw proficiencies:
Str, Con, Dex, Int, Cha.
Shield, short sword
Cantrips: minor illusion, mending, mage hand, message.
Spells: charm person, mage armor, magic missile.
Items: Dungeoneer’s pack, arcane focus.
Speed: 30
Proficiency bonus: +2
Spell casting modifier: +1
Spell casting dc: 11
This good?
http://dnd5e.wikidot.com/bugbear
Gender: Female
Height: 5'8
Eye Color: Dark Brown
Hair Color: Black
Age: 20
Sexuality: Straight/Heterosexual
Race (high elf)
Class: Wizard
Level: 6
Alignment:
Background:
Initiative: +
HP: (38/38)
Speed: 30ft.
AC: 12
Hit Dice: 6d6+con
Prof. Bonus +3
Spell Attack: +7
Spell DC: 15
Strength: 8 (-1) Save: (-1)
Dexterity: 15 (+2)Save: (+2)
Constitution: 14 (+2) Save: (+2)
Intelligence: 18 (+4)Save: (+7)
Wisdom: 10 (+0)Save: (+3)
Charisma: 12 (+1)Save: (+0)
Attacks:
Vibrodagger Reach: 5ft (20/60) Atk: +4 Dmg: 1d4+4
Proficient Skills: Choose two from Arcana, History, Insight,
Investigation, Medicine, and Religion
Armor
none
Weapons
Daggers, darts, slings, quarterstaffs, light crossbow, longsword, shortsword, shortbow, and longbow
Tools:
Herbalism kit
Languages:
●English
●Eldar
●Blue
Equipment:
a dagger
arcane focus
spell book
explorer's pack
Spells:
Cantrips:
Chill Touch
Dancing Lights
Minor Illusion
Poison Spray
1st Level: (4/4)
Charm Person
Detect Magic
Disguise Self
Thunderwave
2nd Level: (4/4)
Blur
Cloud of Daggers
Levitate
Shatter
3rd level (3/3)
Feign Death
Nondetection
Protection From Energy
Appearance:
High elf Features:
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim conditions.
You can see in dim light within 60 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.
Keen Senses. You have proficiency in the
Perception skill.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4
hours a day. (The Common word for such meditation
is “trance.”) While meditating, you can dream after a
fashion; such dream s are actually mental exercises that
have become reflexive through years of practice. After
resting in this way, you gain the same benefit that a
human does from 8 hours of sleep.
Cantrip. You know one cantrip of your choice from
the wizard spell list. Intelligence is your spellcasting
ability for it.
Wizard Features:
A r c a n e R e c o v e r y
You have learned to regain som e of your magical energy
by studying your spellbook. O nce per day when you
finish a short rest, you can choose expended spell slots
to recover. The spell slots can have a com bined level that
is equal to or less than half your w izard level (rounded
up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover
up to two levels worth o f spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.
I l l u s i o n Sa v a n t
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an illusion spell
into your spellbook is halved.
I m p r o v e d M i n o r I l l u s i o n
W hen you choose this school at 2nd level, you learn
the minor illusion cantrip. If you already know this
cantrip, you learn a different w izard cantrip of your
choice. The cantrip doesn’t count against your number
of cantrips known.
W hen you cast minor illusion, you can create both a
sound and an im age with a single casting o f the spell.
M a l l e a b l e I l l u s i o n s
Starting at 6th level, when you cast an illusion spell that
has a duration of 1 minute or longer, you can use your
action to change the nature of that illusion (using the
spell’s norm al parameters for the illusion), provided that
you can see the illusion.
Feign Death
Nondetection
Protection From Energy

humanity: 20 (I assume this means age)
appearance:

Left forearm is robotic and holds a low power blaster and right leg is completely robotic. Also some wiring in her face/brain so that she is able to control her robotic body parts.
interface level 4:
allows you to interact with hackable technology.
1.Activate/deactivate
2. backdoor, break through passwords and firewalls
3.cloak, hide your actions while in the net from other programs
4. control, allows you to control things attached to the net
5. eye-dee, intrepid data to be readable
6. jack in or out, lets you start or exit a hack, must see the data nod to start
7. path finder, allows hacker to map out the netand/or hackable systems
8. scanner, allows hacker to find location of systems in area
9. slide allows the hacker to slip away from one anti virus that is trying to terminate their mind.
10. virus, create a virus to leave in a system
11. zap, use as an attack against other hackers in the system or anti virus programs
personality
Moody, rash, and headstrong
motivation
Knowledge, helping others but only those who deserve it
Identifying features Your (General) Cultural Region:
East Asian
Clothing Style:
grunge with the occasional pop of color
Hairstyle:
short almost white-silver colored bob cut with streaks of purple
Affectation You Are Never Without:
Spiked boots and back up fancy outfit because you never know
background Languages:
English, Street Slang
Your Original Family Background:
Father works for the UNSC and she was originally going to work for them as well. Also has a little sister 2 years younger than her.
Childhood Environment:
Her family was comfortable and pretty wealthy, so she had a nice childhood.
Your Family Crisis:
Your family is cursed with a hereditary feud that has lasted for generations. Family views her as an enemy now for leaving her home, especially her father. However her little sister has mixed feelings about it.
How Do You Feel About Most People?
People are untrustworthy. Don't depend on anyone.
Most Valued Person in Your Life?
No one
Most Valued Possession You Own?
A recording
Your Life Goals:
Live down your past life and try to forget it.
Why did you leave your family:
When I was 15 I was in my Father's office and was messing around with his computer when I witnessed a video of seemingly innocent Torak's getting murdered. I confronted my Father about this and he said it was "The right thing to do." I left that very night and ran away to aid the Torak's in their fight against the UNSC using my hacking skills. However a year after working with them I realized that they were just as bad as the UNSC and my father so I fled to the collective and now I get sent to gather information for them and release it to the world, exposing the horrible things of the world that should be seen and known.
What Kind of Runner are You?
Part of a regular team of freelancers.
Got a Partner, or Do You Work Alone?
Work alone unless she has to work with other people who have skills she doesn't
If You Have a Partner, Who are They?
none (could change later if we wanted to do that)
What's Your Workspace Like?
Organized chaos, it's a mess but everything is where she can find it
Who are Some of Your Other Clients?
You work for yourself and sell whatever data you can find on the NET.
Where Do You Get Your Programs?
Have a local Fixer supply programs in exchange for hack work.
Who's Gunning for You?
Lawmen who consider you an illegal "black hat" and want to bust you.
Attacks:
magnum +13 to hit with d10 +6 to hit with d20 for 4d6 bludgeoning damage
Brawling +9 on d10 or +4 on d20 for 2d6 bludgeoning.
Inish +7
AC=11
HP=35
stats:
move 35ft
cha+2
con +5
luck8
wisdom+ 5
cool7
tech7
dex+7
str+7
int+5
skills: (all skills are rolled with a d10, if a 10 is rolled, roll again and add 10 to result, repeat until no more 10. Or take modifier and divide by 2 round down and roll d20)
accounting 5
acting7
air vehicle tech7
animal handling5
archery7
athletics9
autofire7
basic tech13
brawling9
bribery7
bureaucracy5
business5
composition5
conceal and reveal11
concentration7
contortion7
conversation4
criminology5
crytography11
cybertech13
dance7
deduction5
demolition7
drive7
education11
electronics and security tech13
endurance5
evasion13
first aid9
forgery7
gamble5
handgun13
heavy weapons7
human perception4
interrogation7
land vehicle tech7
language9
slang7
library search13
lip reading5
local expert7
martial arts7
melee weapon7
art7
paramedic7
perception7
personal grooming7
persuasion7
photography/film7
pick lock7
pick pocket7
pilot7
sea vehicle steering7
play instrument7
resist drugs and torture5
riding7
science5
sea vehicle tech7
shoulder arms7
stealth13
streetwise7
tactics5
tracking5
trade7
wardrobe and style7
weapons tech7
wilderness survival5
inventory:
30 rounds magnum ammo
light armor jack, light armor helmet =AC=11
10 top
2 bottoms
2 sets of shoes
set of jewelry
fancy jacket
Cyber arm
interface plugs to plug into machines manually
neural link to connect through wifi to machines
pop up weapon
shift tacts, color changing contact lenses.
smart phone (agent)
cyberdeck
virtuality goggles, let you see the cyberspace
magnum 4d6 bludgeoning damage

{•°- K'YRA DYREM -°•}
[» [Bad Girls by M.I.A.] «]
0:47 ─〇───── 3:48
⇄ ◃◃ ⅠⅠ ▹▹ ↻
⋆ ˚ ₊ ‧ ꒰ ⭒ ⭒ ꒱ ‧ ₊ ˚ ⋆
{•°-FIRST NAME-°•}: K'yri'tara
{•°-LAST NAME-°•}: Dyrem
{•°-NICKNAME-°•}: K'yra
{•°-AGE-°•}: 23
{•°-HEIGHT-°•}: 5'6
{•°-GENDER-°•}: Female
{•°-DISTINGUISHING FEATURES-°•}: Notable French accent
{•°-APPEARANCE-°•}: (fc;)
{•°-SPECIES-°•}: Twi'lek
{•°-JOB-°•}:PiratePrivateer, Smuggler
{•°-PERSONALITY-°•}: K'yra is driven and loyal. She has a strong moral compass and is willing to do whatever it takes to achieve her goals - except hurting innocent people. She forms strong bonds with and against others, meaning she either hates you or loves you. There is no in betweem
{•°-PARENTS-°•}: Cera'vie Dyrem (mother), Alask Dyrem (father)
{•°-SIBLINGS-°•}: N/A
{•°-SIGNIFICANT OTHERS-°•}:
{•°-ALIGNMENT-°•}: Chaotic Good
{•°-PERSONALITY TYPE-°•}: ISTP-A
{•°-OTHER-°•}:
- K'yra is an animal person and has 'adopted' pretty much any animal possible as a child
⋆ ˚ ₊ ‧ ꒰ ⭒ ⭒ ꒱ ‧ ₊ ˚ ⋆