Darius Finch

Dr. Mystiel Sange's page

84 posts. Alias of FiddlersGreen.


Race

Aasimar Techslinger 1 | HP 11/11 | AC 18, T 14 FF 14 | CMB +1, CMD 15 | Fort: 3, Ref: 6, Will: 2 | Init +4, Perc +6 Darkvision 60ft |

About Dr. Mystiel Sange

Character Sheet

Techslinger 1
CG Medium Plume-kith Aasimar (Scion of humanity)
Init +4; Senses: Darkvision; Perception +7

DEFENSE
AC 14 Touch 14 FF 10 (+4 Dex)
hp 11 (1d10+1)
Fort +3 Ref +6 Will +2

OFFENSE
Melee
Hahahaha. That was a joke right?

Ranged
Sling (+5, 1d4) not including PBS
Musket (+5, 1d12) not including PBS

Special Attacks:

Grit: 5
Deeds: Covet Charge, Reliable, Gunslinger Dodge

STATISTICS
Str 11, Dex 18, Con 12, Int 12, Wis 14, Cha 13
Base Atk +1; CMB +1; CMD 15
Feats: Point Blank Shot
Skills: Acrobatics +10, Craft (Mechanical) +5, Heal +6, Knowledge Engineering +5, Perception +6
Traits: Numerian Archaeologist, Lessons of Chaldira

Languages: Common, Androffan, Hallit

Mundane Gear: (Refer to in-depth character sheet)

Notable Gear:
Battered Musket
Sling
Mwork chain shirt
Shortbow

Magical Gear:

Tech Gear:

Appearance:

Mystiel is a youthful-looking male of moderate build and genial features. His straw-coloured hair is tied back carelessly in a thin tail, suggesting that it is a result of convenience rather than fashion. He sports a leather vest over a a loose-fitting long-sleeved shirt of white cotton. His thick cloth pants and low-cut boots are clean but well-worn, suggesting that he has seen some travel in recent years. Oddly enough, he wears only a single glove on his right hand, which he never removes. When he travels, a sling hangs beside his belt-pouch and he carries an oddly-shaped club slung on his back, but otherwise appears to be a well-kept and educated but otherwise unremarkable commoner.

Backstory:

Myst's grandfather, Graeme, was a scholar in the Technic League who had been researching a way to improve the usability of technological firearms by solving the problem of their limited ammunition. The solution he came upon was a bioelectric charge generated by the user's body and channeled into the firearm via a port in a cybernetic arm. For years he labored on the concept and after years of tinkering finally completed a working prototype.

But although Graeme had attempted to keep his research a secret, jealous competitors in the League took notice of his research and the materials streaming into his laboratory, and deduced the nature of his research (though not its form). Graeme came under pressure from the upper echelons of the League's hierarchy to reveal the full nature of his research and surrender it to the league for 'safekeeping', for whilst the mages of the League possessed a rare few methods of maintaining the charges in the technological weapons, they jealously resented the prospect of renewable power for those weapons being available through a device that might find its way into non-League hands. His laboratory was placed under surveillance and he knew that it was only a matter of time before they came knocking.

Reluctant to give up his life's work, Graeme sought a solution. In his desperation, he looked to his grandson, Myst, who had served as his apprentice and assistant, and there was no one who knew more about the arm after Graeme himself. The prototype arm had a flaw - the device drew its bioelectric charge directly from the user's heart, but without proper calibration and due to several inefficiencies in the circuitry, it could not be used extensively without endangering the user (grit limits how often it can be used). But reasoning that Myst's young heart would be better-able to cope with the strain, Graeme installed the arm on his grandson and cremated the original. When the league eventually forced their way into the laboratory, they did not think to look under the sleeve and glove of the young lad who looked in fear as his grandfather was interrogated, then brutalised and finally murdered. Myst himself was beaten to within an inch of his life and left for dead.

As Myst struggled to pull together what was left of his life after that traumatic experience, he found that the flaw in his grandfather's prototype arm was greater than previously thought, for he learned (rather painfully) that the arm also the potential to glitch and draw a massive charge from his heart, leading to a heart attack. Furthermore, due to the arm's direct link to his heart, there was no way to safely detach the arm without triggering the glitch and risking a fatal heart-attack. Whilst Myst was able to jury-rig a temporary fix for the problem with the materials left behind in Graeme's laboratory, most of the materials that he needs for a more permanent fix were taken by the League.

Thus did Myst find the life of an adventurer thrust upon him. After gathering what provisions he could from his grandfather's laboratory, he set off into the harsh Numerian wastelands, praying to whatever gods of fortune that might be listening that he would find the components needed to fix his arm before the next glitch claims his life. His sojourns have recently brought him to the town of Torch. He suspects that the anomalies of Torch Hill are technological rather than magical in nature, and its relative autonomy from the Technic League makes it an ideal place for him to begin his search for the components he needs to fix his arm before it kills him.

If permitted, Myst will start play with a defective robotic arm that grants no mechanical benefit (it is mainly there to explain his grit mechanic and to be his reason for adventuring). We can work out when he finds the necessary parts to repair the arm, at which point I will pay the cost of a full robot arm to 'repair' it.

I will be simulating the covet charge deed mechanic as Myst channeling a bioelectric charge through his robotic arm. As the charge comes from his heart, he can only do so a limited number of times per day (limited by his grit) without endangering his life. Bursts of adrenaline (when he regains grit) often allow him to stretch that limit, but until he perfects the arm (hitting level 11 and getting the signature deed), he knows he needs to use it sparingly.

Mechanics-wise, Mystiel will be very straight-forward, being a single-classed techslinger.

Personality:

Myst is courteous, friendly and easy-going, ready to help those in need and with a particular fondness for children and cats. He has some skill in medicine and is sometimes called upon as a doctor, and though the availability of divine magic limits the demand for his skills, he is always happy to offer medical advice when asked. Despite his genial nature, however, he never seems to let anyone get too close and often avoids questions about his past or the reason for his glove. Even those who seem closer to him are only vaguely told (with an evasive smile) that he suffered an injury sometime ago and is looking for a way treat it.

In short: a friendly neighbourhood doctor with a mysterious past.

Mystiel is secretive only because he does not want to advertise the true nature of his arm, but it will inevitably come to light the first time he uses a technological firearm in battle, ideally after he has come to trust the rest of the party. At that time, he will share with them his past with the Technic League and ask that they keep his secret.