I couldn't find anything about base HP in the hack-sheet, so I went ahead and borrowed the 8 from the Arcane Duelist since they have the same hit-die, lemme know if you want that switched to something else! I'm on the way out the door right now, so I'll get the looks and background done when I get home.<br/><br/><hr/><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/><br/><strong>Level:</strong>1<strong>Xp:</strong>0<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/><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/><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.