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About Verg Mora

Verg Mora
Male vishkanya unchained rogue 1 (sanctified rogue)
N Medium humanoid (vishkanya)
Init +6; Senses low light vision; Perception +6; +1 to locate traps
Languages Common, Vishkanya, Vudrani, Osirion

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
HP 10 (1d8+2 HD)
Fort +2, Ref +6, Will +0
Resist +1 vs poison, +1 vs divine magic

OFFENSIVE
Speed 30 ft.
Melee kukri +4 (1d8/18-20)
Ranged light crossbow +1 (1d8/19-29
Special Attacks sneak attack (1d6), toxic (2/day, Injury; save Fort DC 13; frq 1/round for 6 rounds; effect 1d2 Dex; cure 1 save); sleep venom (as per toxic with the following changes: effect 1d4 round staggered; secondary effect unconsciousness for 1 minute)

STATISTICS (20 point buy)
Attributes Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 13 (+1)
Base Atk +0; CMB 0; CMD 14
Feats Sleep Venom, Weapon Finesse
Skills Acrobatics +8, Bluff +5, Disable Device +9, Escape Artist +10, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (religion) +6, Linguistics +5, Perception +6, Stealth +10
SQ keen senses, limber, poison use, weapon familiarity (blowguns, kukri, shuriken), finesse training, trapfinding
Traits Devotee of the Old Gods (Apep, Wadjet), Reactionary
Combat Gear kukri, light crossbow w/30 bolts, studded leather armor; Other Gear rogue's kit, minor jewelry, 16g
Carry Capacity Light: 0-33, Medium: 34-66, Heavy: 67-100; Current Encumbrance 29 w/combat gear, 66 w/bag

Background:
Known as "that odd snake-man" by the denizens of Bargetown, a year of patient waiting is finally at its end for vishkanya rogue, Verg Mora. Verg is the son of vishkanya smugglers who made their living by ferrying contraband from Garund to Jalmeray, on behalf the more eccentric (or enterprising) nobility there. His parents would often talk about the splenders of Jalmeray, but as someone who had only ever seen the "Impossible Kingdom" from the deck of a barge, it held little interest for him. Instead, Verg did his best to learn his parent's trade and he had little hope of ever aspiring to be more than a smuggler himself.

For better or worse, Verg's fate was altered upon the arrest of his parents by the Osirion government for, naturally, the crime of smuggling. Only a youth at the time, Verg was seen as unrelated and turned loose onto the streets of Sothis. Abandoned, and left to his own devices, Verg was forced to augment the already shady teachings of his parents with a variety of other unscrupulous talents in order to survive. Fortunately for him, Verg was saved from a life of petty thievery when a traveling river cleric of of Wadjet who caught the boy attempting to make off with her magical feather token. Startled when she discovered that her would be thief possessed finely scaled skin and the burnish gold eyes of a snake, the cleric took it as a sign. She offered Verg a better life as her ward and he seized upon the opportunity immediately, if only to rob the cleric sometime later down the road.

Much to Verg's surprise, he quickly came to respect the cleric and her deity, the snake-headed Wadjet. Verg found himself obsessed with learning more about the goddess whose features were reflected in his own. In so doing, he also learned of the other old gods of Osirion, taking particular interest in Apep, the Devourer of Dawn. Although the river cleric had cautioned Verg strongly against become too interested in Apep, the vishkanya youth quickly came to consider Apep and Wadjet as two sides of the same coin and venerated both equally as dualistic aspects of nature.

Upon reaching adulthood, Verg struck out on his own, hungry for knowledge and artifacts tied to his chosen deities. He has explored several minor tombs across Osirion, but has yet to make a substantial find. When rumors arose that the necropolis at Wati would soon be declared open for exploration by the Ruby Prince, Verg ventured there immediately. A year too soon as it turned out, but at the onset of the campaign his patience has finally been rewarded as lotteries are opened for the opportunity to explore the necropolis of the Half-Dead city.

Appearance and Personality:
Verg stands at about medium height (5'8") and weights just a little over 140lbs, making him quite light. He has a very lean, but fit build, like that of an acrobat. His "skin" is about the same dark pigment as most Osirians, which would help him to blend in if not for the stripe of darker, black scales traveling down the length of his back, forearms, and legs. he has long black hair, which has been braided into three long dreadlocks each adorned with small golden ornaments at the end. As described above, his eyes are golden with slit pupils like those of a serpent, accentuating his already sharply defined facial features. Whilst in combat, Verg favors loose fitting studded leather armor. Outside of combat he dresses sparsely, as the men of Osirion often do.

Since his chosen deities sit at polar opposite sides of moral spectrum, Verg does his best to maintain a neutral, balanced outlook which encourages good, but accepts evil, seeing both as natural. Verg does not take issue with most illegal acts, and even still partakes in smuggling from time-to-time, but prefers to avoid violence whenever possible. The sight of papyrus marshes bring peace to his heart, while dark shapes underneath the water excite, and thrill him. This sensibility follows him into his everyday life. Though measured and introspective in most settings, the presence of danger, and the unknown potential it may hold, invigorates Verg and spurs him to action.