Astra was The Smart Girl in the village of Torch. The one the other kids whisper about, and the one that the adults expect great things from. Great things that *they* want, of course. Be a healer, be a magistrate, be a leader, be a seer, be this and that, always what *they* want. Having an extensive clan with six siblings and dozens of cousins, that's a lot of expectations to fill. Over the course of her relatively young life, Astra has been pressured to study a lot of things, which explains her being such a know-it-all. But late at night, when everyone else goes to sleep, and there aren't eighteen voices screaming in her ear what she should be, that's when she always sneaks outside town, with her self-made spyglass, with crystals she polished by hand. And she looks at the sky, where there are no sounds, no voices, nothing but silent beauty. It is those moments that Astra lives for, when she can lose herself in the starry skies of Numeria, and the vast void where she can truly feel like she is alone. Peace, calm and serenity.
Currently, Astra is in her early twenties, and has established herself as somewhat of a doctor and sage in the town of Torch. Professionally, she is highly successful, but of course, that isn't enough for her family. Some of the heavier expectations on her shoulders currently are various relatives pressuring her to move to a bigger city, where she could be even more successful -- staying in Torch is limiting herself, they say -- and of course, starting a family. As she has gotten older, Astra has gradually gotten slightly more comfortable with asserting herself, her own wishes and desires, and as the campaign starts, we're on the threshold of her finally telling her family, "Screw you guys, I'm doing what I want to do."
Inventory:
chain shirt +2
darkwood shield +2
Otterbie ghost touch longsword +1
club
dagger
Technic League badge
silver holy symbol of Hellion
inhibitor facet
swarmbane clasp
constr. bane EMP pistol +1 (6)
zapper wand (10)
green e-pick
power cable
wand of grease (11)
wand of cure light wounds (21)
timeworn fire extinguisher (10)
bang grenade (stagger) (2)
concussion grenade (5d6 b) (3)
inferno grenade (5d6 fire) (1)
zero grenade (5d6 cold) (1)
cylex (12d6) (3)
cureall (2)
nanite canister (2)
nanite hypogun (black) (5)
inferno pistol +1 (10)
gold: (237)
batteries: (16)
keycards: 6br, 1bl, 2wh, 2gra, 1gre