Satinder Morne

Sapphire Night's page

207 posts. Alias of Johnny_Panic.


Full Name

Sapphire Night

Race

Android -

Classes/Levels

Investigator

Gender

F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8

Size

6'6" 242lb

Age

Unknown

Alignment

LN

Occupation

Special Investigator for the People's Council

Strength 13
Dexterity 18
Constitution 10
Intelligence 19
Wisdom 12
Charisma 8

About Sapphire Night

DESCRIPTION
Special Investigator for the People's Council -
Sapphire Night| non-binary | Portrait - Android - Investigator -
Scavenger [L6]
Age N/A Height 6'6" Weight 242lb, Hair: synthetic blue, Eyes: Blue-Glowing Body: Tall and Slender, Skin synthetic Tattooed, Voice: synthetic: Alignment: LN:

Personality:
Sapphire Night is a stranger in a strange land. A synth golem of an alien police detective from long ago and a world far away. One of may copes made. In personality, she is somewhat cold, methodical, and logical. As a Human mind copy, she knows about feelings, She understands hurt and pain, understands they are bad for bio-forms. She can even mimic feelings but she herself feels them only in the abstract. This is why she always seems off, odd and strange. She is not evil, not good, To her, the Law and justice are what matter.

Description:
She is an odd-looking being, Very Tall and very thin, with geometric tattoos-like designs over her body. Ones that glow oddly at times. Her face seems a little too rigid, unblinking, and always her eyes glow eyes. [Where she got her name] Her Clothing is a simple uniform, a long coat, trousers, good boots, with gloves. On her back a complex but well made back-pack of unknown design. her left boot holds a large cold Iron combat blade and on her hip is an Ugly looking gun-like weapon.

-----------=OFFENSE=---------------
Init +4; Senses Low Light /DarkVision 60' Perception +12

Speed: 30 ft.
CMB: +5; {+4BAB +1Str +0size +0misc}
Base Atk: +4;
Melee:+5{+4Base,+1Str}
Ranged:+8{+4Base,+4Dex}

--Melee:
Unarmed attack TH+8 DMG[1d3+1] x2 (L) [No-AoO]
L-Boot Cold Iron Combat Knife TH+8 [DMG1d4+1] 10' 19/20x2
R-Boot Dagger-Adamantine TH+8+1 [DMG1d4+1] 10' 19/20x2

--Ranged:
MW Clockwork Coil Pistol [acts as H-Crossbow Repeating] TH+8 [DMG1d10] 120' 19/20x2[5 round flechette mag] [Locked to her]
POLICE STUN MODE: Takes 2 full rounds to do so, she can charge a flechette with [1d6] Non-Lethal Electrical DMG from Jolt, the flechette must be used next round or the charge is lost. The range is reduced to 60'
Grenades MODE:
CLime MODE:

Gadget attachments
[Hook+Silk Rope+2 to clime]

-------------=DEFENSE=---------

AC 16/20*] TAC[14/18*] FF[14/18*] [10+2Armor+0Shield+4Dex+0Items+0Dodge+0NA+0Other+0Tech+*]
Leather Armor
*Force Shield [4mins/day]

CMD 18 {10 +4Base +1Str +4Dex +0size +0misc +0Item}

Damage Reduction:

Immunity's
Fatigue or exhaustion, disease, and sleep effects.
Fear effects and all emotion-based effects

Resistance
+4 Vs Hunger, Thirst
+6 Vs poison

Spells
Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure. [Item]

*Deflection bonus
**Enhancement bonus

HP: 39/39 [8+1FC+0con] 9+6+6+6+6+6=39

Fort: +2, {+2Base,+0Con}
Reflex: +9, {+5Base,+4Dex}
Will: +6,{+5Base,+1Wis}

Other
Embed Ioun stone [sustains the wearer without food or water.] 4000k

======STATISTICS===========

Str 13 [+1][10][-p]
Dex 18 [+4][15][-p][+2Race][+1Level]
Con 10 [+0][10][-p]
Int 19 [+5][17][-p][+2Race]
Wis 12 [+1][12][-p]
Cha 08 [-1][13][-p][-2Race]

-------------------------=Traits=----------------------

Traits x2+1
1:Unblemished Barrel: [race]
Your skill with firearms speeds your repair of such weapons. You gain a +1 trait bonus on Craft (alchemy) and Craft (weapons) checks, and it takes you only 30 minutes to remove the broken condition from a firearm.
2:Bruising Intellect [Social]
Your sharp intellect and rapier-like wit bruised egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
3:Venom Resistance (Combat)
You have spent considerable time in arid wastelands where girtablilus and other venomous creatures are common, and you have built up a resistance to poison. Benefit(s): You gain a +2 trait bonus on Fortitude saving throws against poison, and once per day when attempting a saving throw to resist girtablilu poison, you can roll twice and take the higher result.
----------------=Drawbacks=-----------------
1:Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
2:Emotionless:
Androids have problems processing emotions properly,
Effect: –4 penalty on Sense Motive checks
3:Never gain morale bonuses.
Androids can never gain morale bonuses.
4:To heavey to Swim
-20 on Swim skill as your mass makes you negatively buoyant.
5:Prime Directive:
This Android is hard programmed to not divulge possibly culturally damaging levels of new tech to underdeveloped civilizations. This means ALL tech is locked to its body circuitry on an integral level and is useless to anyone, not her. Also, any attempt for it to pass on such information is blocked and it is Immune to attempt to get such information.
This is to stop meta game braking
--------BOON ------------------

--------------=Feats=-----------------
Level Feats:
1:Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.
2:Amateur Gunslinger (Combat) [1/4 grit]
Although you are not a gunslinger, you have and can use grit.
Prerequisite: You have no levels in a class that has the grit class feature.
Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Int modifier (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
deeds
Deadeye (Ex):
At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
4: Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

From Item
1:-

Weapon and Armor Proficiency:
Proficient with simple weapons, plus the rapier, the sap, and clockwork items. They are proficient with light armor, but not with shields. This ability replaces the investigator's weapon and armor proficiency.

-=SPECIAL/CLASS ABILITIES=-

========Race Android===========
----------------=Race Traits=-------------------
Android

Racial Traits
Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence but suffer a –2 penalty to Charisma.
Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Alert:
Androids gain a +2 racial bonus on Perception checks.

Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)

Senses Racial Traits
Exceptional Senses:
Androids have dark vision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.

Other Racial Traits
Constructed:
For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)
Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.)
Repairing Nanites: [8hp/day]
Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.

============Skills============

-=Skills=- 6x(6+5)=66 [+12BS] [70in all] 8

^Acrobatics*(Dex)____+13{+6rank,+4Dex+3Class}
^Appraise(Int)____+08{+1rank,+4Int+3Class}[+1d6]
^Bluff(Cha)____+5{+3rank,_-1Cha+3Class}[+1d6]
^Climb*(Str)____+5{+1rank,+1Str+3Class}
^Craft(Clockwork/Tech)(Int)____+13{+5rank,+4Int,+1Trait+3Class}[+1d6]
^Craft(Weapons)(Int)____+09{+1rank,+4Int,+1Trait+3Class}[+1d6]
^Craft(--)(Int)____+09{+1rank,+4Int,+1Trait+3Class}[+1d6]
^Diplomacy(Cha)____+9{+6rank,-1Cha+3class}
^Disable Device(Int)____+12{+5rank,+4int+3class}[+2Item][+1d6]
^Disguise (Cha)____+3{+1rank,-1Cha+3Class}[+1d6]
^Escape Artist*(Dex)____+10{+4rank,+3Dex+3class}[+1d6]
Fly*(Dex)____+03{+0rank,+3Dex}
Handle Animal (Wis)____+1{+0rank,+1Wis}
Heal(Wis)____+04{+1rank,+1Wis+2item}
^Intimidate(Cha)____+13{+6rank,+4int+3Class}[+1d6]

^Knowledge (Arcana)(Int)____+08{+1Rank,+4Int+3Class}[+1d6]
^Knowledge (Dungeoneering)(Int)____+08{+1Rank,+4Int+3Class}[+1d6]
^Knowledge (Engineering/Tech)(Int)____+08{+1Rank,+4Int+3Class}[+1d6]
^Knowledge (Geography)(Int)____+08{+1Rank,+4Int+3Class}[+1d6]
^Knowledge (History)(Int)____+08{+1Rank,+4Int+3Class}[+1d6]
^Knowledge (Local)(Int)____+08{+1Rank,+4Int+3Class}[+1d6]
^Knowledge (Nature)(Int)____+08{+1Rank,+4Int+3Class}[+1d6]
^Knowledge (Nobility)(Int)____08{+1Rank,+4Int+3Class}[+1d6][+1d6][+1d6]
^Knowledge (Planes) (Int)____08{+1Rank,+4Int+3Class}[+1d6]
^Knowledge (Religion) (Int)____+08{+1Rank,+4Int+3Class}[+1d6]

^Linguistics(Int)____+08{+1Rank,+4Int+3Class}[+1d6]
^Perception(Wis)____+12{+6rank,+1Wis+2race+3Class}
^Perform (Dance)(Cha)____+5{+3rank,-1Cha+3class}
^Profession(Detective)(Wis)____+4{+1rank,+1Wis+3class}
Ride*(Dex)____+3{+0rank,+3Dex}
^Sense Motive(Wis)____+9{+6rank,+1Wis-4Race+3Class}
^Sleight of Hand*(Dex)____+8{+1rank,+4Dex+3class}[+1d6]
^Spellcraft(Int)____+10{+3rank,+4Int+3Class}[+1d6]
^Stealth*(Dex)____+13{+6rank,+4Dex+3Class}
Survival(Wis)____+02{+1rank,+1Wis}
Swim*(Str)____-19{+0rank,+1Str-20Drawback}
^Use Magic/Tech Device(Cha)____+3{+1rank,-1Cha+3Class}

Concentration [+10][5CL+5Int]

ACP [-0]

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-

-=Languages=-
Androffan + Common + Elven

===Class - Investigator,Empiricist,Scavenger,Steel Hound L2=

Android -Investigator -
Scavenger (Archetype) L4

Inspiration (Ex): [8/day]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in his investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: [+2]
An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

=========Scavenger Investigator (Archetype)==========

Scavengers are masters of systems: how they fit together, why they work, and how to make the most of their parts. However, scavengers generally lack other investigative talents such as social skills or an understanding of history and lore.

Gadgetry (Su)
A scavenger is a master of mechanical arts rather than alchemical ones, and he gains a competence bonus on Craft (clockwork) checks equal to his class level. He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A scavenger does not gain any bonuses to or special uses of the Craft (alchemy) skill. Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects. Alchemist and investigator discoveries that affect extracts result in identical effects on a scavenger’s gadgets (such as the infusion discovery, which would allow another creature to use a gadget, just as it would allow that creature to use an extract).

Mechanical Inspiration (Ex)
At 1st level, a scavenger can use inspiration to apply a bonus to Appraise, Disable Device, and Knowledge (engineering) checks without expending a use of inspiration, but he must spend a use of inspiration to apply a bonus on Knowledge, Linguistics, and Spellcraft checks.

Jury-Rig (Ex)
Beginning at 2nd level, a scavenger can sacrifice one of his gadgets to repair or enhance an adjacent mechanical device, such as a lock, trap, or vehicle. Doing so either repairs 1d6 points of damage per extract level of the gadget sacrificed or applies a bonus or penalty to one specific skill check involved in using the device. The scavenger could, for example, sacrifice a gadget to impose a penalty on all Disable Device checks to disarm a trap, add a bonus on all Disable Device checks to open a lock, or add a bonus on all Profession (driver) checks to drive a carriage. This modifier is equal to twice the extract level of the gadget sacrificed and lasts for 10 minutes per class level.

Construct Mastery (Ex)
At 2nd level, a scavenger gains a +2 bonus on all Craft checks to modify or repair creatures of the construct type, as well as a +2 bonus on all weapon damage rolls against constructs. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the scavenger gains Craft Construct as a bonus feat, even if he does not meet the prerequisites.

Scavenger Investigator Devices.
[levels] [Level 1 2level+2int] 3 Spells Switched to level 0 tech.
[At will] [Takes a use of Level Spells per/day]
0 level [As body circuity]
1: Mending
2: Prestidigitation

1st level [4+2/Per-Day]
Devices known
1: Shield [4mins] [As body circuity]
2:CLW[1d8+4HP][As body circuity]
3:Switched to Level 0
4:Switched to Level 0

2st level [2+1/Per-day]
Devices known
1:CMW [As body circuity] [2d8+4]
2:invisibility [As body circuity]
3:Ironskin [As body circuity]

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
1:Inspired Intelligence (Ex)
Benefit: An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he’s not trained in.
-:Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

Studied Combat (Ex) [+2TH/+2DMG 5 rounds]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) [+2d6}
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Swift Gadgetry(Ex)
At 4th level, an investigator can create Gadgetry with astounding speed. It takes an investigator half the normal amount of time to create a Gadgetry item. + They can also apply poison to a weapon as a move action instead of a standard action.

------------=GEAR/POSSESSIONS=-----------

Clothing
Uniform outfit --gp 1lb

Weapons:
Cold Iron Dagger 1/5lb 4gp on belt.
MW Clockwork Coil Pistol See above 550gp [Crafted at full price]
[This is a cold black lump of a thing, Small but surprisingly heavy, it seems to be locked to the Android]

Armor
[Leather Armor in Uniform]

Belt: -
Body: Cyber Art
Chest:-
Eyes: -
Feet: Fine Boots 10gp
Hands: Black Gloves 2gp
Head: -
Headband:-
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

-----Circuity-----
Wayfinder PDA [500gp]
Light at will]
+2 circumstance bonus on Survival
Slotted ioun stone - [500gp]
Cracked Iridescent spindle: Cracked: This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp + Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.

None slotted Items
Belt:
5X Coil Gun mags, [5 bolts per mag]
In Boot
-: Cold Iron Combat Knife
Pathfinder Pouch [Police tem]
-: Notebook and pencil
-: Signal Whissal
-: Wayfinder

Hidden
-: Letters of office
-: Travlers Any Tool [250gp] [1llb]
-: MW Tech Tool set [50gp] [2lb]
-: Forensics Kit 25gp llb
-: Money Pouch

====MW Back Pack=====[50gp] [made by her]
Healing Kit 9/10 [50gp]
Gunsmith's kit [2lb] 15gp
Alchemical Kit 25gp [1lb]
Replenish Flask x20 doses 5lb [Android food]
Water Flask [2sp]
x5 [flechette round mags]
Flechette mag Loadout. [Crafted at full price]
50x Normal Bolts [6gp]
20X Silvered Bolts [20gp]
10X Cold Iron Bolts [5gp]

-=Carrying Capacity=- .
Light 0-90 lb. Medium 91–150 lbsHeavy 151–300 lbs
-=Current Load Carried=- 21lb [light]
-=Money=- 0 GP 0 SP 0 CP

10 mins backstory:

Five things about her background
1. Sapphire Night
Is an Android duplicate of the a once real Sapphire Night [human Androffan], a officer of the law from another world and time. While on a space mission the Synth copy was working ship law when unfortunately or fortunately the space vessel crash landed on this world. It seems to her that others form the craft may be behind the rapid development of industrial level tech on this world. She how ever is under the rules of a primitive directive not to divulge possibly culturally damaging levels of new tech to underdeveloped civilisation. She has opted to wait until it is more developed civilisation. This means ALL her tech is locked to her and her alone. Her body circuitry is integral to its use and as such is useless to anyone not her.
2: Android Sapphire Night had spent countless years under the desert sand, empires and kingdoms came and went until she was found by some scavengers. Who broke her out of her stasis pod to sell. which they did to the highest bidder, who found out quickly her gift or detection. Putting her to work he soon became a wealthy man by means of blackmailing. Rich yes but you blackmail the wrong person and death is your payment. And so Sapphire found herself master-less and homeless. But this time she had some coin and an understanding of how one can find work. This is what she has been done for the last 42 years, selling her skills to others for coin.
3:Sapphire has the memories of the real Sapphire Night life and feelings She was programmed with and understanding of how to act as if she had such feelings but the programming is basic. Making her seem odd and strange. She is logical methodical and relentless. Once set on a course of action she tends to stick to it. Thinking always of the logical action to take.
4: Her clothing and equipment is that of an officer of the law from far far away. But she likes to keep it over other better equipment.
5:She dose not sleep but dose eat from time to time, but what she eats is odd things her bio form needs as raw materials to replenish its biomechanicals. This could be crude oil, iron filings, even toxins to organics.
6: She dose not use magic if she can, she tends to make it into tech she can use.

Two Goals
1. To learn more.
2. To for-fill her function.

Two Secrets [One known/one unknown]
1. She knows the real Sapphire Night was killed by a corrupt officer who then blocker her from telling anyone, that block is still in place and she knows it.
2. The block is bigger than she knows for the Android Sapphire Night was made to kill real Sapphire Night then her mind blocked form knowing this. However the memory is still there and knowing them may shock her into really 'feeling' something.

Three People [2 friends 1 enemy]
1. Load Niroc Blink, A human noble trader she working for.
2. Black Heart Reena, I female Half-Orc gang boss, who she once saved the life of and now counts Sapphire Night as a member of her gang.
3. Lord Pilgrim-arm who she exposed as smuggler and criminal. He has vowed to hunt her down and kill her.

Three Memories
1. Sitting sill in the roof of a house, waiting for a child killer to come over the roof. Waiting until he got to her and then pushing off the roof to his death. Collecting 40gp in reward.

2. Waking up on a full moon night inside her broken open stasis pod, faces looking at her and being pulled out of its wet embrace and onto the cold sand ground. Blinking and getting up not knowing the stars or the odd sky.

3. Finding her owner dead with his eyes cut out, picking him up and placing him on a table. Looking at his wife and sons not knowing what to say. Being ordered away, just away and told never to come back.