Friendly Fighter

Adir Bloodmoon's page

588 posts. Alias of Slyness.


Race

M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

Strength 16
Dexterity 13
Constitution 12
Intelligence 8
Wisdom 15
Charisma 9

About Adir Bloodmoon

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Description: Adir is a tall Eladrin with broad shoulders, and a lean, muscled body. He has shaggy white hair and a lot of tattoos that adorn his face and body. He has an easygoing manner on the surface, but there is a deep intensity in his golden eyes. With his slightly elongated canines, his whole look is somewhat feral.

Height: 6’4” | Weight: 225 lbs. | Pic |
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Look: | Haunting Eyes | Messy Hair | Practical Leathers |
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Alignment: Neutral - Eliminate an unnatural menace.
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Race: Eladrin: Fey Step: Roll+Cha.
On 10+, you can teleport to a space you can see within near range.
On 7-9, choose 1:
• You were a little too slow
• You left something behind
• Something else came with you
On a miss, in addition to whatever the GM says:
• Your connection to the Dreaming fades, and you can't Fey Step again until you Make Camp

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-----Bonds:-----
I am fascinated by Black Kappa, seemingly a manifestation of a primary element of nature.

I have shown Burke a secret rite of the Land.

Burke is a packmate I trust in the hunt.
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-----Starting Moves:-----
Born of the Soil(Great Forests): You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. This is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land. Also, chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. Your tell remains no matter what shape you take.

By Nature Sustained: You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue: The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter: When you call upon the spirits to change your shape, roll+Wis.
• On a 10+, hold 3.
• On a 7–9, hold 2.
• On a miss, hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
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-----Gear(Load - 7):-----
Armor(2): Hide armor (1 armor) | Wooden shield (+1 armor)

Weapon(1): Spear: (close, thrown, near)
3 antitoxin (0)
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-----Background:-----
Adir is the son of one of the few Eladrin women that survived the Great Malice due to her being shapeshifted at the time. Because there were no other women in his small druidic tribe, he struck out on his own in hopes of finding a mate.

He currently works as a tracker for the Royal High Constabulary in the city of Flint. The city is a focal point of the Risuri kingdom and as such, he thinks it might lead to finding slavers that kidnap Eladrin women, or rumors of other Eladrin tribes.

RHC: Before joining, I worked as a contracted tracker for the RHC. After several successful missions, I was invited to join.

Favorite place: The Dreaming Grove, a forested area on a hill in the Park. Not only does it remind me of my birthplace, but there is an observatory there, and I have become fast friends with the couple that stays there, Karl and Dotti.

Tell: Golden irises that constantly roil.

Token: A Wooden Amulet that is part of a leather wristband I wear.

Eladrin: Lunaa was whisked away in the middle of the night by her brother, Matias. He used her as bait in a confidence scheme, pretending to sell her to slavers.

I keep a watchful eye on the docks, knowing that Eladrin women are sometimes kidnapped and sold into slavery. Also, sometimes exotic animals come through there, allowing me to study them. I have several contacts at the docks. One of them, a merchant known as Ambar of Kotu, has recently informed me that glowing crystals are being smuggled into port. He has no idea what they are, or why they aren't going through the proper channels.However, he has heard that some or all of them are being delivered to the Duchess of Erat's residence.
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