The Non-Player Characters (My Team)

Karnov

Definitely the fighter type, Karnov's features denote a careworn individual used to stress. He has light grey fur, dark grey hair and dark brown, almost black eyes. His left eye is scared and partially blinded which is always squinting. This eye tends to wander, and tends to stare at any movement in its field of vision. It is of some note that for all his battle experience and his scaring, he still has all his teeth. Karnov wears a heavy gauntlet that runs up the length of his arm to his shoulder. This arm is to weighted down for him to move but provides enough weight for him to fire a shotgun one-handed without being knocked over. He is not much of a conversationalist and is rather right to the point. Whenever he is awake Karnove is constantly chain-smoking cigarettes which produce a red smoke. These tend to have a calming effect on those who inhale the smoke and only manage to make Karnov himself sociable enough to talk to. Karnov is known for his dislike of women as they seem to get on his nerves very easily, he only speaks well of his kakkinnida whom he cares for with all his being. None in the 61st precinct have ever heard his last name nor know of any other family he may have besides his life-mate.

The group have recently seen the trait Karnov is famous for, his rage in battle. Karnov has a very real and very dangerous psychotic nature so deep it has a life of its own. Karnov smokes relaxant herbs in order to suppress this side of himself, but allows it to surface if he finds himself in a fight. He can allow this part of himself to surface by simply ceasing to smoke his medicated cigarettes for a few minutes. This entity can be seen as a red silhouette about his body that seems to act independently of Karnov himself. Once in control, Karnov's psychotic half generates enough strength for Karnov to swing his gauntlet in combat with enough force to crush a car. Some of this power flows off of him and may be used by those who would call themselves his allies. The benefits are as follows: +3 hit points from Vigour, +2 insight bonus to attack, +2 moral bonus to strength and constitution. There may be more, but this is all the players have discovered so this is all I let be known.

Krystal

A rather young a perky individual, Krystal offered herself on as the groups field-medic. She is by no means suited to combat and should probably stay at headquarters and treat those who come in wounded. She is driven into the field because of her history; her family was slaughtered in front of her when she lived in the border-downs. She seems to have a need to help those victimized in their homes and help those who "deal out justice". She is a very talented medic, a trait she gained from the herbalist training her parents gave her before their deaths. She maintains a herb-garden in her apartment and is starting one in the back yard of the groups communal home. Recently Kalawac, the groups "lock-remover", treated her less than she deserved and later tried to make up by taking her out to a all-you-can-eat restaurant. Krystal has been in a rather dejected state to this point; Karnov was the one to save her from her parents fate but does not really like her exuberant demeanour, and each time she tries to be close to him she is just blown off. Kalawac was the first buck to make any display of concern for her feelings and past and so she has latched herself upon him. She is not used to being alone and does not want to lose what she considers her only friend, and so has been extra friendly toward Kalawac in an attempt to win him over and keep him, something he does not seem comfortable with. As Krystal's feelings for Kalawack border on obsessive I have decided to reflect that with a moral bonus to Krystal's healing checks whenever she treats Kalawac, he is also the first one to be treated no matter how small his wounds may be.

O' Laura Kashoka

My groups first ever villain, and a noble at that. She is a rather tall and thin creature with strangely angled features and large black eyes. She typically wears a business suit as is expected for her as well as a large top-hat, the rim of which she constantly rubs between her thumb and index finger. O' Laura was granted schooling as a psion by her parents and has attained a little over sixth level. She spent a little to much time in school and within the grey confines of her own mind and so has developed different ideals than those held by her people. Fair play and honesty seem to have polluted her thoughts and so was revolted by the level of corruption within her parents own businesses; embezzlement, unequal advancement and pay, blackmail, extortion, fraud, mismanaged funds and other staples of the typical workplace. O' Laura took it upon herself to deal with a few of these glaring problems starting with the embezzlement, with the help of a few like-minded employees of her parents businesses as well as those who deal with them. The plan was to collect the embezzled funds along with the real ledgers and bring them to light, this solid evidence would surely help to clear out the dank air of the dark business practices.

Here is where our group comes in. The mother and father learned of their daughter's dangerous deeds and put out a warrant for her arrest, as she had left home to work in secret; they did not want her getting hurt being as young and naive as she was. The players were able to confront her and slay two of her fellow conspirators, a battle that the group lost by a small margin, but managed to confiscate her collected evidence and turn it into their department. The ledgers vanished from the evidence room shortly after, but the funds remained. Eventually they re-encountered O' Laura as she was killing time in a dance club and went in for the arrest. They managed to talk to O' Laura, whom had lost much of her will to continue, and got her side of the story. It would seem at this point that the group felt they had been used and had actually committed a sizable wrong, but with little else to do they took O' Laura in. What happened to O' Laura after they turned her in is not known to them, she may have been fined or executed for all they know.

Dlar

A twenty-five foot long pink dragon living in the basement of a small dwelling in the downs of Espiss, where it rests upon a pile of skeletons from its meals and its collection of items and scrolls. Dlar has set up a small cult for itself in an unusual way that has had the side effect of ensuring most of the members are users of the Art.

It has come to Dlar's notice that individuals skilled in the art or possessing some sort of supernatural quality "taste much more good" than others without these qualities. In order to promote a diet rich in such individuals, Dlar has been enticing young does struggling with the lack of arcane materials to accept a deal. His cult members make contact with such individuals and provide them a taste of what Dlar is offering by handing them a scroll, no strings attached. They are simultaneously invited to a meeting later in which they will be told how to get more of the same, for a price. Should they accept the offer to attend a meeting, the cult member provides yet another scroll at this meeting and tells the mage that should they wish to pursue these gifts further, it will cost them greatly and there will be no turning back. If they accept these terms they are taken to see Dlar in person, and the offer is made:

"In exchange for objects I like or prey, I will trade you scrolls or items to help you grow stronger. When you have reached the age of thirty, you are then to willingly give yourself to the fires of my appetite."

If the offer is accepted, the doe may return at any later time to hand over bits of jewellery, scrolls, enchanted object or other doe's as prey to Dlar in exchange for objects of value equal to how Dlar rates what was brought. If the offer is rejected, Dlar just swallows them on the spot to prevent the secret of his location from being told, as well as to sate its appetite. What this deal will entail in the future is that Dlar will aid young does who still have much time to improve their ability, who then in their thirtieth year willingly let Dlar take them, their supernatural nature making them all the better as prey. Although this is a process that takes years, Dlar is a dragon, and as such is not only immortal but has a poor concept of time and so is willing to wait.

The result of this method is that Dlar's cult is composed of magically skilled doe's and any bucks that would willingly enter into the group. The bucks are for the most part second class in this cult, as they are of no culinary interest to Dlar and their female counterparts are capable of magic use and so act as little more than aids. Some individuals strike out on their own despite their none-mage status to earn themselves dragon souls so they may perform a bit of magic of their own.

Annalisa Reslora

A doe of average size, with cream-hued fur, white hair and rich green eyes. She is one of Dlar's none-magic using female cultists who has earned just enough dragon souls to act as one. She is one of those who accepted the deal from Dlar and so is fated to perish in Dlar's gut or sooner by some unnatural means. Annalisa is a rather attractive individual with a silken voice and silvered tongue, traits that allow her to more easily manipulate others around her. She employs these qualities in Dlar's service in many ways, brining new members into the fold or living prey into Dlar. Annalisa has taken to personally helping Dlar with its dealings and making them run smoother, actions Dlar is happy with.

Annalisa uses a prop when enticing prey, a small watch with an interesting appearance, being shiny and shaped somewhat like a star burst. She sometimes entreats victims to come closer to see if it is perhaps something they dropped, and then attempting to get them to take it. Later she uses the watch as a sort of homing device to find such individuals when it suits her.

Kikah

Having white fur, blond hair and blue eyes, Kikah is a third level monk that is very far from home indeed. Hailing from the city of Kelisshan that was lost hundreds of years ago, she has recently emerged from some strange phenomena in the vicinity of Old Lyshy where she was once a soldier besieging it. Discovering Old Lyshy in ruin and a more intact settlement nearby, that of New Lyshy, Kikah had taken up her old battle and began by poisoning the people of New Lyshy.

Due to the intervention of the players, Kikah was forced to confront them in order to continue her work. Standing in her way and irritating her the team provoked her to attack, eventually ending in the loss of Jasper and Jeffery finally landing the winning blow upon her. From her ability to arc electricity from her body and seal wounds during the fight it was easily noticed she is not normal. After being taken prisoner and later teaching Jeffery a small bit of what she is capable of Kikah had escaped after the team reached Esspis, mostly due to being ignored for days.

Jeffery later came across Kikah as he was on a date, noticing she was a waitress in a restaurant he and his date, Sally, hand chosen. Later apologizing for basically abandoning her in a strange city and offered her rent-free rooming with him as well as his help. Kikah, being a rather straight-forward creature also accepted a likely permanent place in his bed and to be the future mother of Jeffery's bunnies.

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