Hello all!<br/><br/>I'm also really excited to get Aiparrah introduced. Already picked out classes so I can compile the finished sheet sometime soon. Then I'll see what bond options she will have available. But more importantly now we need to flesh out backgrounds I suppose?<br/><br/>Aiparrah will have some sheep, goat, and such she keeps in the village, or fantasy equivalent if we want some cool unique domesticated milk-meat creatures. She is a shepard after all.<br/><br/>e. Adding Aiparrah wip sheet here to work on it more.<br/><br/><div class="floatright">(http://fc08.deviantart.net/fs71/f/2015/007/1/9/madshy_by_marxis-d8d0twa.jpg)</div><strong>Adventurer</strong><br/><strong>Name: </strong>Aiparrah Autumnmoon<br/><strong>Race/Profession: </strong>Wild Elf/Shepard (Class Warfare: Adventurer - Bard, Good Samaritan, Oracle)<br/>Aiparrah is of a species of elves thoroughly mixed with the primordial fey. Wild Elves live in touch with spirits and nature, but their curious and playful nature often leads individual Wild Elves to put on some clothes and leave their home forests, or were. In this day a few Wild Elves still remain, roaming the world as rare curiosities. Their ways and legends live on in the stories passed from parent to child, and spread throughout the shattered realm as each child grows and takes off. If there ever was a land or a place for the Wild Elves it is long gone. They now traverse vast distances of the world as lonely shepards, rarely ever meeting their own kind. They get very sad and lonely looking up the stars, wishing they'd have a fluffy of their kind to share their story with. To combat the loneliness Wild Elves of the new broken world have adapted traditions of leaving behind tags and glyphs in certain locations of symbolic significance. Other species may have attached mysterious or even ominous tones to the secret hieroglyphic language of the Wild Elven nomad oracles. However, in actuality the carvings are most often friendly notes and communications with very little actual significance. Not that the Wild Elves would reveal it, they're quite amused by the misunderstanding.<br/><br/>What does a Wild Elf do for a living? Herbalist? Survivalist? That’s kinda what Aipa does too. She is a shepard and tends to a couple of creatures that she has managed to keep safe. In addition Aipa has looked up in the sky a lot when she has waited for her friends to graze grass. She knows the signs and can sometimes tell things from the stars, predict weather patterns, omens and such. She does not have an abacus, but can instead count things in her head. Of course Aipa is also a sponge full of old folklore salvaged from all sorts of people of this dying world. She really has a way to draw out those stories from people, and often fish out more details than what other meant to say with her forward honesty. In combat she will hit you with a shepard’s stick until it is safe again.<br/><strong>Sex/Gender: </strong>What could be hiding behind the leaves? Girly bits.<br/><strong>Interested In: </strong>Men/Women/Trans/Futa/Masculine Monsters/Feminine Monsters/Monstrous Monsters<br/><strong>Brief Description:</strong>Aipa is a curious elf. She likes to watch new things (and old things) and stare at them wide eyed with repeated, “And then what?” while her tail wags back and forth. Her intuition may be a bit on the naively optimistic side, but sometimes dips heavily in the dark bluntness that maybe she’s just given up on the world. Sometimes the future is a bit sad to think about. Aipa’s biggest motivation in these twisted ruins of a world is meeting new people and making them be friends with her. Just friends. She doesn’t dare to wish for more and if things threaten to slip on path of romance the dismissing giggles will soon falter. Wits will freeze and red will rise to cover her freckled cheeks. In appearance she is a typical Wild Elf with a thick fluffy mane, tail, ears, and equally thick if a little less fluffy hair. Aipa sports an athletic body with wide hips and modestly noticealbe bust. Her eyes are big and of gentle violet shade with cleverness burning bright behind them. She often wears clothes and really likes to dress up fancy.<br/><br/>Aipa has been wandering about alone ever since Mom thought it was time she did. She got half of the sheep, one goat, and two bison. They're all friendly, but sometimes like to wander too far for their own good. Aiparrah walked the Reforged world with them, wandering between places at her own leisure. Aipa laid between the comfy fluff of her flock, staring up to predict from stars as had been taught to her. They told them where to be safe, where trouble might walk, and where she might find friendlies to help.<br/><br/>Many have met Aipa and many more she has touched without them knowing.<br/>-Aipa visits people and makes friends.<br/>-possibly meets some folk who intend to create a village right away and joins them. It sounds like a good idea to make village.<br/><hr/><strong>Stats:</strong>Str 13(+1), Agi 9(-0), Con 8(-1), Int 12(-0), Wis 16(+2), Cha 15(+1)<br/><strong>Base damage:</strong>d6<br/><strong>Load:</strong>9<br/><strong>HP:</strong>14<br/><br/><strong>Alignment:</strong>Good - Use your prophecy to help someone else avoid tragedy.<br/><strong>Race:</strong>Wild Elf - When you discern realities, the GM will always tell you what is about to happen, in addition to the move’s other results.<br/><br/><strong>Gear:</strong><br/>*Adventuring Gear (5 uses, 1 weight)<br/>*Halfling pipeleaf (6 uses)<br/>*Antitoxin and bandages (3 uses, slow)<br/>*Ration, 5 uses, 1 weight<br/><br/><span class="bbc_u"><strong>Moves</strong></span><br/><em><strong>Bardic Lore</strong></em><br/>Area of expertise: Folklore of the Common folk.<br/>When you first encounter an important creature, location, or item (your call) covered by your bardic lore, you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what legend, song, or tale you heard that information in.<br/><em><strong>A Port in the Storm</strong></em><br/>When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.<br/><em><strong>Charming and Open</strong></em><br/>When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully):<br/>*How can I get you to __________?<br/>*What are you feeling right now?<br/>*What do you most desire?<br/>*What do you wish I’d do?<br/>*Whom do you serve?<br/><em><strong>Truth and Consequences</strong></em><br/>When you examine the strands of possible futures, describe an event that is yet to occur and roll+WIS. On a 10+, name three people, groups, or social institutions. On a 7-9, only two. On a<br/>miss, name one anyway, in addition to whatever else the GM tells you. For each subject you name, the GM will tell you what sort of consequences this future event will have for them. You may only examine each event once.<br/><br/><span class="bbc_u"><strong>Bonds (5)</strong></span><br/>*<strong>Tsana</strong>trusts my prophecies and I must not betray her expectations.<br/>*This is not my first adventure with<strong>Tsana</strong>.<br/>*<strong>Serylia</strong>trusted me with a secret.<br/>*<strong>Kitira</strong>has some problems I could help them solve.<br/>*I must protect<strong>Lethia</strong>from the doom that is coming for them.<br/><br/><strong>Adventurer class that I'm compiling with the Class Warfare.</strong>(https://docs.google.com/document/d/1uXpvQz0FYw4mmqw1UQbOHaEQ0yRCzb6pEPG85P8_W7E/edit?usp=sharing)