<div align="center"><strong>Active Delvers</strong> </div>These Delvers are either actively on an adventure or are currently involved with some form of Delvers Company activity.<br/><br/><div align="center"><strong> Adventuring! Twisted Roots of the Eltree</strong></div><br/><div class="floatright">(https://i.imgur.com/W0yAQ5J.png)<br/><div align="center">NSFW (https://i.imgur.com/LCRyIUh.png)</div></div><span class="bbc_size" style="font-size: large;">Aeryn Verkai</span><br/><strong>Played by:</strong>Lynnette<br/><br/><strong>Level:</strong>1<br/><strong>Look:</strong>Aeryn's most distinctive and eyecatching feature would likely be her eyes. While looking fairly normal at a distance, getting up closer it's fair to claim they remind more of an animal than that of a human. A vibrant, golden yellow hue surrounds vertically slitted eyes, most reminiscent to that of a fox or a cat, paired with a natural hardness that betrays her emotions more often than not. Running along the same tracks, her canine-teeth are noticeably longer and sharper than normal, though landing more in line with an animal than a vampire. Lastly among her more beastly features, a pair of furred ears sitting atop her head rather than at their usual spot.<br/>For the rest of her body, it's far more "normal". She stands at approximately 5'7", weighing about as much as someone would expect her to with her body in mind. Her frame lands somewhere between slender and curvy, with a fair ratio between her hips and her waist and a fair pair of breast. Her hair, an ashen grey in color, is long enough to drag on the floor if it's let down, hence she normally keeps it in a braid, the end of the braid reaching her knees. Her body carries numerous scars from old adventures, some she remembers where came from, and some where she does not. Most of the bigger ones are on her back, bleached by sunlight to a whiter color with pinkish hues surrounding them.<br/>For attire, she strongly favors clothes she can move freely in, that hamper her movement as little as possible and allow for as free of a range of motion as possible, feeling distinctly uncomfortable with anything that doesn't fulfill those needs. She'd readily claim she'd rather walk naked than wearing a heavy formal dress, citing that she'd feel more free in a prison cell.<br/><br/><strong>Background:</strong><br/>Aeryn came to the country as a foreigner, as a young child, fleeing the curse hanging over her homeland. The rumors surrounding why the curse was there were many, ranging from powerful mages acting in spite, to the gods giving the middle finger. Nevertheless, the curse proved itself indiscriminate, laying it's long fingers on peasant and nobility alike and pulling them back to a more primal form, akin to the beasts that had long since been hunted to extinction centuries before Aeryn's time. Those who could afford to poured salt before their doors in prayer that it would keep them safe, and to some extent it worked against the beasts already roaming the streets at night, but not enough to keep themselves from getting afflicted like everyone else. As more and more people were afflicted, those who had their roots engrained with her homeland and refused to leave approached hysteria. Those not yet afflicted turned against their neighbors, and within weeks more houses were burnt to their foundations than those that weren't. Some had the monsters trapped inside, barred by their own lines of salt, while others were merely suspected of being afflicted, but no less met a similar fate. Aeryn's family were far from prolific, and had nothing of value to hold them from departing. Exorcists came and went, scratching their heads in confusion unable to uproot the cause of the disaster, all while their hometown looked less and less like a civilization and more like an anarchistic warzone.<br/><br/><em>"One day, we'll return. We will return, we will rebuild our homes, and we will mourn those who couldn't make it."</em>Unable to even pin her home on a map, no less remembering the name of it, those few words stand as one of Aeryn's last memories from her youth, as a lingering message from someone who likely departed shortly thereafter. Beyond that, she doesn't remember much, as though the curse was trying to make her forget it even existed, to prevent the roots from being pulled in the future. Their immediate neighbors threw them out before even passing the gates, fearing that the curse would spread if they were let in. As such, they journeyed further while their ranks thinned. Some fell to the curse that had afflicted them all and were mercifully let down by what remained of their troupe. In the end, Aeryn found herself alone, still but a child. In truth, maybe that was the only reason she was still walking, most underpaid guardsmen didn't have the heart to kill a child for merely approaching a gate, but no less she found herself thrown away before passing. She eventually found refugee with a shady priest in a chapel nobody ever visited, in a town time forgot. The curse continued developing within her, though far slower than what it did back "home", and a splash of holy water, while painful, seemed to stall it for some time.<br/><br/>Hunting monsters became a way to repay the priest for letting her sleep on one of the benches, what little sleep she still needed anyway. Most of the time she slept only to pass time, or because the few who passed through found it unsettling if she didn't. She started off hunting small game, mostly birds and rabbits for food, and eventually moved to bigger game when problems arose. Time eventually forgot about her homeland, left as cursed land best left for the history books, with few believing anyone from there were still around.<br/><br/>She remained there for a number of years, but eventually left, seeking someone to learn more from. The lingering promise to return one day stuck with her, but she knew that she'd have to get stronger if she eventually were to return. She went in learning with a traveling hunter, much like what she aspired to. In truth, it was more a case of playing the squire, carrying excess gear and being told something useful from time to time. She learned a lot though, and used her "share" of whatever profits "they" made to buy her own gear over time. When she was eventually told to split off and take up the profession herself, she did just that, and started doing the same thing he had, hunting whatever blights were bothering towns and villages in exchange of coin.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sheet</div><div class="spoiler_body"><hr/><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>1</td></tr><tr><td><strong>Hit points:</strong></td><td>20</td></tr><tr><td><strong>Damage:</strong></td><td>d8</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>9</td><td>[+0]</td><td><strong>Dex:</strong></td><td>16</td><td>[+2]</td><td><strong>Con:</strong></td><td>12</td><td>[+0]</td></tr><tr><td><strong>Int:</strong></td><td>15</td><td>[+1]</td><td><strong>Wis:</strong></td><td>13</td><td>[+1]</td><td><strong>Cha:</strong></td><td>8</td><td>[-1]</td></tr></tbody></table><hr/><strong>Alignment:</strong> Chaotic Neutral - Prove your worth by hunting down and slaying a powerful monster<br/><strong>Bonds:</strong><br/>I owe my life to _____, and will repay them in turn.<br/>I can see the darkness in _____, even if they cannot.<br/>I will teach _____ to hunt monsters.<br/>A monster stalks _____.<br/><strong>Race:</strong> Human<br/><span class="bbc_u"><strong>Equipment</strong></span> Load: 7/10      <strong>Coin:</strong> 9<br/><ul class="bbc_list"><li type="disc">Dungeon rations (5 uses, 1 weight)</li><li type="disc">Leather armor (Worn, 1 armor, 1 weight)</li><li type="disc">Personal arsenal (2 weight)</li><li type="disc">Crossbow (Near, piercing 1, reload, 2 weight) and Quarrels (3 ammo)</li><li type="disc">Rapier (Close, precise, 1 weight)</li></ul><hr/><strong><span class="bbc_u">Moves</span></strong><br/><br/>     <span class="bbc_u">Slayer feature - Background: Cursed</span><br/>You are closer to the monsters you hunt than you care to admit, darkness lies within you. You do not need to sleep. When you <em>take watch</em> the worst you can ever get is the 7-9 result.<br/><br/>     <span class="bbc_u">Tools of the Trade</span><br/>You carry a personal arsenal of specialist monster-hunting tools - Silver bolts, wooden stakes, lamp oil, tripwires, and so on. When you <em>Rummage through your arsenal for the right weapon,</em> roll +INT<br/> - On a 10+: You pull out the right thing, right now.<br/> - on a 7-9: Choose 1.<br/>You have it, but it's deep in your pack. You are put in a post as you try to retrieve it.<br/>You can only get something close, but you retrieve it immediately.<br/><br/>     <span class="bbc_u">Always prepared</span><br/>When combat begins, roll +INT<br/> - On a 10+: Gain 3 <em>Readiness</em><br/> - On a 7-9: Gain 2 <em>Readiness</em><br/> - On a 6-: Gain 1 <em>Readiness</em><br/>You may only ever hold up to 3 <em>Readiness</em><br/><br/>     <span class="bbc_u">Monster Hunter</span><br/>When <em>engaged in battle</em>, you may spend <em>Readiness</em> against an enemy, one-for-one on the following:<br/> - <em>Predict their movement -</em> Reroll a <em>Defy Danger</em> roll and take the higher roll. <em>Quick Learner</em> does not trigger for either result.<br/> - <em>Defy their expectations -</em> Take the 10+ result on a <em>Tools of the Trade</em> roll.<br/> - <em>Know their thoughts -</em> You may ask the GM "What's the opponents next move?" You may then act immediately to counter them or <em>Defend</em> an ally. If so, take +1 Forward on that action.<br/><br/>     <span class="bbc_u">Bestiary knowledge</span><br/>You are learned about monsters and how to fight them. Take <em>+1 to Spout Lore about dangerous creatures.</em> When you <em>first encounter a monster,</em> you may ask the GM "What is the most effective way to kill this?" Carry <em>+1 Forward</em> when acting on this knowledge.<br/><br/>     <span class="bbc_u">Tell me what you fear</span><br/>When <em>first exploring a settlement</em>, you may choose to spend time at a local meeting place (such as an inn, or market). If so, you hear the local superstitions and ghost stories. Some may even be true.<br/><br/>     <span class="bbc_u">Quick Learner</span><br/>When you <em>roll a -6 on a Defy Danger roll while in combat,</em> you gain <em>1 Readiness</em>.<br/><hr/></div></div><br/><hr/><ul class="bbc_list"></ul><div class="floatright">(https://i.imgur.com/fz2w5yM.jpg)</div><span class="bbc_size" style="font-size: large;">Elise</span><br/><strong>Played By</strong>: c0i9z<br/><br/><strong>Level:</strong>1<br/><strong>Look:</strong><br/>Elise is a confident looking woman, though on the smaller size. Height-wise, at least. She is usually seen wearing an outfit based on Lan-nerra's traditional religious wear, though heavily modified for practicality. She wields a large shield as well as her favourite mace, the first of which is adorned with Lan-nerra's symbol, something that might well be considered to be blasphemous for anyone else.<br/>Lan-nerra is a goddess of many things. Compassion, healing, patience, restraint in the face of adversity, pacifism. Her worship is austere, her rites obscures, demanding and elaborate. The power structure of her church is rigid and very formal. And then, there is Elise. Elise, boisterous and impatient. Elise, who showed up one day, saying she was called by the by the goddess to serve her, weapon and shield in hand, against all of Lan-nerra's teachings. In fact, everything about the woman seems to point away from Lan-nerra. She cares not for the rites, rituals or restrictions, she addresses anyone, from the lowest apprentice to the greatest high priestess, to even the goddess herself with utmost informality and expects the same in return. And yet, she seems blessed by the goddess like no other, effortlessly channeling the goddess's power to perform miracle after miracle.<br/><br/>Elise's  appearance and her brief time spent at each church she arrived to was like a storm for the rigid structures. None could deny the power she wielded or its source and yet, she seemed to stand against everything that was... Lan-nerra. Quickly she was passed up to a higher church in the hope that someone would figure out what to do with her. That was, until she reached the highest church, where, inevitably, some decision had to be made. And, finally, mostly out of desperation to just have her... go away, she was finally asked to do so. Not in so many words, of course. There was plenty of pomp and formality and offering of all necessary resources as she was asked to go out into the world and spread the word of Lan-nerra. The feeling of relief when she accepted was palpable. Everyone would finally be able to go back to their nice, ritualistic routine while they started on the work of figuring out what, exactly Lan-nerra's plan was in all of this.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sheet</div><div class="spoiler_body"><hr/><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>1</td></tr><tr><td><strong>Hit points:</strong></td><td>20</td></tr><tr><td><strong>Damage:</strong></td><td>d6</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>15</td><td>[+1]</td><td><strong>Dex:</strong></td><td>8</td><td>[-1]</td><td><strong>Con:</strong></td><td>12</td><td>[+0]</td></tr><tr><td><strong>Int:</strong></td><td>9</td><td>[+0]</td><td><strong>Wis:</strong></td><td>16</td><td>[+2]</td><td><strong>Cha:</strong></td><td>13</td><td>[+1]</td></tr></tbody></table><hr/><strong>Alignment:</strong> Good - Endanger yourself to heal another.<br/><br/><strong>Bonds:</strong><br/>Krampus has insulted my deity; I do not trust them.<br/><br/>Valderina  is a good and faithful person; I trust them implicitly.<br/><br/>Aeryn is in constant danger, I will keep them safe.<br/><br/>I am working on converting ??? to my faith.<br/><br/><strong>Race:</strong> Human<br/><span class="bbc_u"><strong>Equipment</strong></span> Load: 5/11      <strong>Coin:</strong> 0<br/><ul class="bbc_list"><li>Dungeon rations <em>(10 uses, 1 weight)</em></li><li>Symbol of the divine <em>(Elise's shield is adorned with Lan-Nerra's symbol, 0 weight)</em></li><li>Shield <em>(+1 armor, 2 weight)</em></li><li>Mace <em>(close, 1 weight)</em></li><li>Adventuring Gear <em>(5 uses, 1 weight)</em></li></ul><hr/><strong><span class="bbc_u">Moves</span></strong><br/><strong>Human </strong>- Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell. (Prestidigitation)<br/><br/><strong>Deity </strong>- You serve and worship Lan-nerra. She has the domain of Healing and Restoration. Your religion believes in trial by combat, as far as you're concerned. Add Petition: Personal Victory<br/><br/><strong>Divine Guidance </strong>- When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.<br/><br/><strong>Turn Undead </strong>- When you hold your holy symbol aloft and call on your deity for protection, roll+Wis.<br/><br/>✴ On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.<br/><br/>✴ On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.<br/><br/><strong>Commune </strong>- When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:<br/>- Lose any spells already granted to you.<br/>- Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.<br/>- Prepare all of your rotes, which never count against your limit.<br/><hr/><strong>Background:</strong><br/>Lan-nerra is a goddess of many things. Compassion, healing, patience, restraint in the face of adversity, pacifism. Her worship is austere, her rites obscures, demanding and elaborate. The power structure of her church is rigid and very formal. And then, there is Elise. Elise, boisterous and impatient. Elise, who showed up one day, saying she was called by the by the goddess to serve her, weapon and shield in hand, against all of Lan-nerra's teachings. In fact, everything about the woman seems to point away from Lan-nerra. She cares not for the rites, rituals or restrictions, she addresses anyone, from the lowest apprentice to the greatest high priestess, to even the goddess herself with utmost informality and expects the same in return. And yet, she seems blessed by the goddess like no other, effortlessly channeling the goddess's power to perform miracle after miracle.<br/><br/>Elise's  appearance and her brief time spent at each church she arrived to was like a storm for the rigid structures. None could deny the power she wielded or its source and yet, she seemed to stand against everything that was... Lan-nerra. Quickly she was passed up to a higher church in the hope that someone would figure out what to do with her. That was, until she reached the highest church, where, inevitably, some decision had to be made. And, finally, mostly out of desperation to just have her... go away, she was finally asked to do so. Not in so many words, of course. There was plenty of pomp and formality and offering of all necessary resources as she was asked to go out into the world and spread the word of Lan-nerra. The feeling of relief when she accepted was palpable. Everyone would finally be able to go back to their nice, ritualistic routine while they started on the work of figuring out what, exactly Lan-nerra's plan was in all of this.[/list]</div></div><br/><strong>Previous Adventures:</strong>None yet!<br/><br/><hr/><br/><div class="floatright">(https://i.imgur.com/eQaPJoJ.jpg)<br/><div align="center">full body (https://i.imgur.com/jeIELHy.jpg) - lewd pic (https://i.imgur.com/Vnbi9v0.jpg) - lewder pic (https://i.imgur.com/uSUOgdl.jpg) - lewderer pic (https://i.imgur.com/1WY3nbC.jpg)</div></div><span class="bbc_size" style="font-size: large;">Krampus Snacht</span><br/><strong>Played By:</strong>pdragon<br/><br/><strong>Level:</strong>1<br/><strong>Look:</strong>Stands at 6'1 and weighs 225lbs. Krampus is a deceptively large and dense creature. Aesthetically she takes the form of a beautiful, raven haired woman. Her fey nature is made apparent by her long horns, dark fur, cloven hooves, and vicious claws, giving her a demonic, goat-like appearance. Her eyes are amethyst purple, though will sometimes change color, and even shape, with her emotions (usually when she feels strong affection or desire). Her dark hair falls all the way down to her ankles, though never seems to tangle or drag. Her figure is fit but voluptuous, with large breasts and wide, child baring hips, giving her a motherly shape meant to make her look more desirable to adults, and more trustworthy to children.<br/><br/><strong>Background:</strong><br/>A mysterious and mischievous fey creature who travels the world on an endless journey to reward the virtuous and punish the naughty (with a larger emphasis on the punishing part). It's unclear if her endeavors are meant to serve some kind of higher purpose, or are simply a personal undertaking, but whatever the case may be she carries out her duties with never ending zeal and delight. Whether it be the bright smile of a child, or the look of dread and anguish on the face of the wicked, she takes great joy in carrying out her work and scratching names off her list. To this end she tend to join in with adventuring groups, using the guise of a simple adventurer to more easily carry out her punishments. After all adventuring is dangerous work, and they often encounter the naughtiest of of the naughty, providing the insatiable spirit a proverbial buffet of do-badders to punish.<br/><br/>Krampus maintains a strangely serene and joyful temperament at all times, as though she always believes herself in control, or at the very least is happy to go along with events no matter the outcome. She has a nurturing air about her, almost like a mother or big sister, and tends to speak softly as though talking to a child regardless of who's she's talking to. This just as often comes off as coy mockery as it does genuine gentleness and comfort. This general calmness can sometimes contrast harshly with her more sociopathic tendencies, for despite her kind demeanor she is capable of great acts of violence and cruelty, and usually commits them with the same jolly attitude she does everything else. It is incredibly rare to elicit any kind of extreme reaction from her, but when it does happen she can be quite scary indeed.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sheet</div><div class="spoiler_body"><hr/><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>2</td></tr><tr><td><strong>Hit points:</strong></td><td>20</td></tr><tr><td><strong>Damage:</strong></td><td>d8</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>9</td><td>[+0]</td><td><strong>Dex:</strong></td></tr></tbody></table>16<table class="bbc_table"><tbody><tr><td>[+2]</td><td><strong>Con:</strong></td><td>12</td><td>[+0]</td></tr><tr><td><strong>Int:</strong></td><td>8</td><td>[-1]</td><td><strong>Wis:</strong></td><td>13</td><td>[+1]</td><td><strong>Cha:</strong></td><td>15</td><td>[+1]</td></tr></tbody></table><hr/><strong>Alignment:</strong> Disciplinarian - Punish the Naughty<br/><strong>Bonds:</strong><br/>____________ needs to learn a lesson the hard way.<br/>I’m not sure why <span class="bbc_u"> Valderina</span> is on the naughty/nice list.<br/>I know a secret about <span class="bbc_u">Aeryn</span> that nobody else knows.<br/>I kidnapped <span class="bbc_u">Elise</span> when they were a child.<br/><strong>Race:</strong> Toy Maker: You start with a toy making kit. Whenever you make camp, you can tinker with the supplies you have on hand to make a small toy. Additionally, you may take the Animate Toy move when you gain any level<br/><span class="bbc_u"><strong>Equipment</strong></span> Load: 5/8      <strong>Coin:</strong> 0<br/><ul class="bbc_list"><li>Dungeon rations <em>(5 uses weigh 1)</em></li><li>Lumps of coal (10 uses, 1 weight)</li><li>Adventuring gear (5 uses, 1 weight)</li><li>Leather vest (1 armor, 1 weight) </li><li>Birch switch (close, 1 weight) </li><li>Canvas sack</li></ul><hr/><strong><span class="bbc_u">Moves</span></strong><br/><span class="bbc_u">The Naughty List</span> - When you learn someone’s true name, you may check your lists. Your GM will tell you if the name is on the nice list, the naughty list, or neither. <br/><br/><span class="bbc_u">Down Through the Chimney (DEX)</span> - When you attempt to squeeze through a small opening, roll +DEX. *On a 10+, you succeed. *On a 7-9, you succeed, but choose one: <br/>• It takes longer than expected. <br/>• Something in your possession is lost or damaged. <br/>• Something or someone dangerous is waiting for you on the other side. <br/><br/><span class="bbc_u">I Look Good Without a Shirt</span> - Your thick fur gives you +1 armor and keeps you warm in even the harshest of environments. When you defy danger to endure the cold, you always automatically succeed. <br/><br/><span class="bbc_u">Kidnap Sack</span> - You have a magical sack. It behaves like a bag of holding, but it will only hold living creatures. A creature must be small enough to pass through sack’s opening to be placed in the sack. Every creature added to the sack increases its weight by one. Creatures held in the sack cannot be harmed nor killed; they may struggle to get out, but when the sack is sealed escape is impossible. Any non-living creature or object that is placed in the sack will fall right through it, ripping a hole that causes the remaining contents to fall out. <br/><br/><span class="bbc_u">Snicker Snatch (DEX)</span> - When you stuff someone into your sack, roll +DEX. *On a 10+, you succeed. *On a 7-9, you succeed but choose one. <br/>• Someone else falls out of your sack. <br/>• You expose yourself to an attack. <br/>• Your sack is damaged. It’s going to need repairs soon or it will rip open. <br/>• The sack is getting full. Take -1 ongoing to snicker snatch until you remove someone from your sack. <br/><br/></div></div><br/><strong>Past Adventures</strong>: None yet!<br/><br/><hr/><br/><div class="floatright">(https://i.imgur.com/ebY6b8P.jpg)</div><span class="bbc_size" style="font-size: large;">Valderina (Val) Stramonte</span><br/><strong>Played by:</strong>Idlewyld<br/><strong>Level:</strong>1<br/><strong>Look:</strong><br/><br/>Val stands 5’4” and weighs 115 pounds. She is thin and lithe, with bright purple hair and eyes to match – a mark of her elven heritage. Her skin is tanned for reasons that will become obvious. She prefers bows to melee, though she does carry a short sword which she can use proficiently. She opts for practical green clothing, when clothing is necessary.<br/><br/>Sharp Eyes, Wild Hair, Cape, Lithe Body<br/><br/>The product of a brief tryst between a wood elf fighter and a human druid, Valderina was raised by her elven mother and the small band with which she lived. The group was a small, largely nomadic one with deep connections to the great outdoors, with the belief that it should be experienced in all its glory. This has resonated with Val over the years and no doubt led to her choice of profession and many of her personality traits.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">sheet</div><div class="spoiler_body"><hr/><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>0</td></tr><tr><td><strong>Hit points:</strong></td><td>21</td></tr><tr><td><strong>Damage:</strong></td><td>d8</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>8</td><td>[-1]</td><td><strong>Dex:</strong></td><td>16</td><td>[+2]</td><td><strong>Con:</strong></td><td>13</td><td>[+1]</td></tr><tr><td><strong>Int:</strong></td><td>9</td><td>[+0]</td><td><strong>Wis:</strong></td><td>15</td><td>[+1]</td><td><strong>Cha:</strong></td><td>12</td><td>[+0]</td></tr></tbody></table><hr/><strong>Alignment:</strong> Good - Endanger yourself to combat an unnatural threat<br/><strong>Bonds:</strong> TBD<br/><br/>I have guided _______ before and they owe me for it.<br/><br/>_______  is a friend of nature, so I will be their friend as well.<br/><br/>_______  has no respect for nature, so I have no respect for them.<br/><br/>Elise does not understand life in the wild, so I will teach her.<br/><br/><strong>Race:</strong> Half-Elven (That’s elven until 2nd level I take it…)<br/>When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+<br/><span class="bbc_u"><strong>Equipment</strong></span> <strong>Load:</strong> 7/10      <strong>Coin:</strong> 0<br/><ul class="bbc_list"><li>Dungeon rations <em>(5 uses weigh 1)</em></li><li>Layered Clothing (4 layers, 1 weight)</li><li>2 Bundles of Arrows (6 ammo, 2 weight)</li><li>Hunter’s Bow (near, far, 1 weight)</li><li>Short Sword (close, 1 weight)</li><li>Adventuring Gear (1 weight)</li></ul><hr/><strong><span class="bbc_u">Moves</span></strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hunt and Track</div><div class="spoiler_body"><br/>When you follow a trail of clues left behind by passing creatures, roll+WIS.<br/><br/>    On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.<br/>    On a 10+, you also choose 1:<br/>        Gain a useful bit of information about your quarry, the GM will tell you what<br/>        Determine what caused the trail to end <br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Called Shot</div><div class="spoiler_body">When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.<br/><br/>    Head<br/>        10+: As 7–9, plus your damage<br/>        7-9: They do nothing but stand and drool for a few moments. <br/>    Arms<br/>        10+: As 7-9, plus your damage<br/>        7-9: They drop anything they’re holding. <br/>    Legs<br/>        10+: As 7-9, plus your damage<br/>        7-9: They’re hobbled and slow moving. </div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Animal Companion</div><div class="spoiler_body">You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species: <br/>Paxton (Squirrel)<br/>Base: Ferocity +2, Cunning +2, Armor 0, Instinct +1<br/>Strengths: Quick Reflexes, Keen Senses<br/>Trainings: Fight Humanoids, Search, Scout<br/>Weaknesses: Flighty, Bushy Tailed Pervert<br/><br/>Bushy Tailed Pervert - Like his Human Companion, Paxton believes that humans are better off without clothes. Every so often (either just when it's funny or by some game mechanism still to be worked out), you can find him chewing through some convenient belt or bra strap - and not necessarily Val's </div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Command</div><div class="spoiler_body">When you work with your animal companion on something it’s trained in<br/><br/>    and you attack the same target, add its ferocity to your damage<br/>    and you track, add its cunning to your roll<br/>    and you take damage, add its armor to your armor<br/>    and you discern realities, add its cunning to your roll<br/>    and you parley, add its cunning to your roll<br/>    and someone interferes with you, add its instinct to their roll </div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">It's Getting Hot in Here</div><div class="spoiler_body">When you intentionally strip off your clothing spend 1 layer and, roll +Charisma. On a hit, you weave your movements into a dance of spinning silk and tempting skin. You may reduce a strike against you by Cha damage, put someone in a compromising position, or take +1 on your next volley. On a 7-9, you draw immediate retaliation or spend another layer (your choice).<br/>On a 6-, the heat of the dance takes you, the GM will put you in a spot, open you to danger, or take more than you offered. </div></div><br/></div></div><br/><strong>Previous Adventures:</strong>None yet!