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Blodwen
12-12-14, 09:51 AM
By genetics: Philomel and Leaf's cousin

Name: Blodwen Dem’Satyros
Alias: n/a
Age: 16
Race: Satyr-faun ( three-quarters satyr, one-quarter faun)
Hair Color: crimson
Eye Color: olive
Height: 6’ 7”
Weight: normal
Occupation: minstrel

Personality:

Rather manly for a woman, Blodwen has had one person around for half her life, and that is her satyr father, Serke. She is strong minded, and pretty independent, with a very opinionated mindset. She burps, is rude, is heavily sarcastic, and sits neither evil nor good, is just a little selfish and incredibly stubborn. She has her bitchy moments, but her kind ones too, has been called everything from obnoxious little prick to beautiful darling.
Please see history for family past, etc.

She also has an unquenchable addicition to the potion known as Drys’ blessed tea.

Appearance:

Standing at about 5ft 7inches Blodwen is a little short for a faun, especially a satyr. Satyrs vary in appearance from fauns in the fact they are usually bulkier and have larger horns, with very defined features. Blodwen is softer looking, due to her quarter faun genetics. Her horns are huge, going right to the back of her skull, so they naturally protect her head, and then curve back around to sharp points, and her fur and hair colour is a rusty crimson, from her mother’s side.

Skills:

Expertly proficient in many instruments, but mostly the pan pipes and the fiddle.
Has a perfectly in-tune beautiful singing voice.
Good accounting skills.
Cooking and a little bit of hunting.
Absolutely no skill with a sword or knife whatsoever.
Only just learning to shoot with revolver. Poor shot.
Pretty good at punching.
Her horns are huge, protecting much of her head and have pointy ends.

Abilities:

This satyr-faun will NEVER be magical. Nuh-uh darling. Never. All abilities are based, therefore, on her satyr inheritage.

Passive abilities:

Strength: x2 average. Based on an average man who can deadlift 150 pounds she can deadlift 300 pounds. This also excels her throwing, and any punches she throws, the strength is powered through it.

Speed: x2 average. All fauns have excelled speed (Philomel being an example). Blodwen can run at about 25 mph without giving up too much sweat. Also means she can play a tune pretty fast.

Speed and strength combined - this allows for such things as jumping 6 metres without any danger, and up walls as high as 3 metres.

Grumpy, the pistol: Blodwen has a pistol containing a revolving chamber of six shots. Unfortunately the pistol is old and only four of the slots are currently useable. The damage the pistol does is like being stabbed with a deep knife (major wound). It has a range of 15 metres, anything beyond that will decrease the damage to a minor wound. Due to its age it cannot fire as powerfully as it once did, hence the decrease in ability. It shoots iron bullets and can be made well again with GP.

*LOCKED*Endurance: x2 average. How to define this, I am not sure, but essentially Blodwen can take twice the amount of damage before falling over, as per usual. Blades etc will as normal cut her like anyone else would, and bullets will kill, however she can survive with minor wounds indefinitely, as long as she patches it up and stems the bleeding. Also, if an injury is non-life-threatening, she can continue on to x1 the average speed and strength as adhering to her speed and strength abilities.

Weaknesses:

Insanity:
Due to the inheritance of her being a satyr, and therefore of a family that is so inbred they are insane, Blodwen must take a potion called Drys’ Blessed Tea once a day that her father developed. If she does not take this she will resort to being unreasonable and violent, cursing at everyone and destroying for the sake of destroying. Murder will occur if she does not take it for a week. She is also addicted to this tea, now, just to make it worse.

Equipment:

Grumpy the Boom-bang: A brass and wooden pistol, with a revolving six-slot chamber (two of which are blocked). For all intents and purposes it is based on a Colt Dragoon Revolver which is a .44 calibre, single action handgun and was designed 1848 to 1850.
eight spare iron bullets for the gun.
Rusty iron steak knife: Everyone has to have one, right?
2 x Iron knuckle dusters.
Instruments including a fiddle, a set of maracas, a cowbell, a tambourine, a set of pan pipes and a pennywhistle.
Tinderbox.
Spare clothing.
A year’s supply of Drys Blessed Tea, along with a ceramic tea set and a travellers military style metal tea set.

Familiars:

Tard.
A small, lazy, grumpy cat.
This thing is vicious, and stares at you like she wants you to die. She hates fun, she hates laughter. She has feline dwarfism, causing her face to be a constant frown and is white and black in colour. Most of the time she can be found sitting on Serke's lap and hardly moving. When she does, however, it is to chase dogs as she utterly despises them. Her intelligence is slightly above average, though apart from feeling desdain for everyone she expresses no clear signs of this. Dogs will die at her claw, people will either find her adorable or quake in their boots upon seeing her face.

History: (sorry it is so long ... important parts are the last 3 or 4 paragraphs)

In the place where the Jagged Mountains and Concordia forest meet, there is a valley. And that valley is hidden, secret and serene with unclimbable mountains either side and unscalable valleys. Deep in that valley lies the world of Paradisia, the homeland of all faun-kind. There are various villages, but perhaps the most particular is Satyr Town. This is a place majorly occupied by the faunish family van der Satyros whom all are inbred, share very similar natures in the sense they are most all obstinate, obsessive and rude people who only marry and sleep with one another, and who literally cut themselves off from the rest of society when it comes to the Fertility Festival of the Spring Equinox, in fear that their bloodline will become mixed with others. They look different from most fauns, also, in the fact that they are more heavily built, have horns that are far bigger than any others, and often enough they dye their fur odd colours.

One time, however, around forty years ago, one satyr by the name of Stene got ridiculously drunk during the Sa’gn Ger’er, that is, the Faun Fertility Festival. He downed a whole bottle of Headbutt to himself (a drink that is blessed by the faunish goddess, Drys and is actually toxic after four shots if you are not a faun) and then had various amounts of other beverages. Unfortunately one of them happened to be a tea made from a hallucinogenic mushroom, and this got the satyr disorientated. He left the safe haven of Satyr Town and wandered past the guards there (who were too busy having sex to notice) and the barricades and found his way to the orchards on South Hill. It was here he saw a lonely young maiden faun, who had just been rejected for the fourth time that night, and he set upon her. Quite willingly, in the depths of the dark, she let this ragged faun take her, not noticing of what family he was from, just pleased that someone wanted her in this festival. They loved and mated, and devoured one another. In the morning he left her sleeping form and struggled back to Satyr Town, partly aware of what he had done, but swearing silence.

The young maiden was a new adult by the name of Jasmine. She discovered, within a month, that she was pregnant and that her apparent contraception for the festival night had not worked. Without knowing who the father of her child was, she went to her widowed mother, Daisy, and her mother took her in, kindly, saying that she would help with disguising the children as her own. Mistakes were made, Jasmine’s mother said, and besides, she liked children.

Eight months later, Jasmine gave birth to twins. This shocked all, including the local herbalist they had bribed to keep the secret. One was a male, the other female, and they called them Charm, because the young girl was cute, and Enna, because the boy was less so. In fact he was the ugliest baby that they had ever set eyes on. Within a few months he began to arouse suspicion in the village when he set a house on fire, and then a few weeks after that when he was found playing with a spoon as if he were cleaving bodies in twain. The ugliness of him was so different from his gorgeous sister that alarm was raised and suspicion passed around about the strange widow Daisy had actually not had both the children herself, and instead this was some sort of witch magic …

The problem only got worse when Enna started showing clear signs of insanity. A deal was made. Daisy would take Enna to Pan’s Town where he could receive proper treatment and maybe become a normal child. Jasmine would take Charm and leave Paradisia, at least for a short while, in order to quell the rumours and just have a break. Jasmine agreed, on the account she took her cousin, Emerald, for company and protection.

Matters quickly got worse. No sooner had they got to Underwood than Emerald got himself into a bar fight and was killed. Now, by herself with a young daughter and no idea of where to go now, Jasmine was forced to take drastic action. She had some money, and spent it on a room for a night, and decided to go to Radasanth, at least until she found her hooves. However, on the road she was beset by easy-picker highwaymen, who left her with the babe and no money. Now with nothing, she began to travel by hoof. Disorientated she actually went south instead of north and found herself in the strange, foreign and annexed kingdom of Akashima.

Now life being strange, and the world being stranger still, the ill and desperate Jasmine finally found some luck in this place. She met, by some small chance but otherwise from his stalking, a young satyr by the name of Serke. Now, surprisingly, he was unlike any satyr she had met. He was kind and gentle and a bard by trade, and he offered her to share his home at least until she gained some groundings. She was allowed the basement room to share with her young daughter, in return for the simple task of cleaning up his home. Jasmine quickly agreed, and with her own homely past she proved to be an excellent cleaner. Serke got her a job at the local bar where he sang most nights, and things began to approve rapidly. Months easily passed, and though Serke offered to attempt to arrange her a trip back home (for he was not originally of Paradisia, so did not know how to get back) she refused, thinking that there was nothing to go back to apart from wild rumours. Instead months turned into years and her daughter, Charm, grew into one of the most beautiful fauns to live.

Instead of her mother it was she who fell in love with Serke, and the two of them were happily married. They moved, altogether, to the Capital City, where Serke taught Charm the fiddle and the art of maraca playing, and Charm quickly got pregnant. She gave birth to a single daughter, whom they called Blodwen after an ancient muse of music, and relatively Blodwen grew up safe and strong, in a perfectly “normal” household, three quarters satyr and the rest faun. Jasmine watched, from the sidelines, as the family became a trio of musicians - Serke on the pan pipes, Charm on the fiddle and Blodwen, young as she was, on the maracas and tambourine. It was during this time that Blodwen also began to develop a singing voice. She also discovered that her father kept back his inherited madness by way of a concoction he called “Drys’ blessed tea” and it was not long before she herself had to take this due to her genetics.

Tragedy struck, however, in the form of Jasmine and Charm both dying in Blodwen’s eighth year. Left with just her father Blodwen was a little at a loss, but they managed. Explaining puberty was difficult for Serke, but he pulled his little girl through well, and Blodwen grew into something of a manly female, becoming the singer and percussionist for their now two man band. When she turned sixteen, this year (for all intents and purposes) her father grew ill, and he was told that a northerly climate might help to clear his lungs. The two of them, therefore, packed up and are currently heading north to Radasanth.

Before they left, however, a kind patron gave Blodwen an unusual gift. He was an old drow, from Alerar, and he gave her a wooden and brass pistol with a revolving chamber that can hold six bullets. It came with a set of six lead pellets, plus enough flint and a tinderbox to keep her going.

Hysteria
12-14-14, 06:23 AM
Howdy, unfortuantly you can't start with a gun a level 1. I know this is a bummer given the whole idea of your character is that it has a gun.

What you could do is turn the gun into a low ability for now untill you can afford one. Something like:

Pistol - Blodwen has a six shot pistol, unfortunatly the gun is old and not as powerful as it could be. As such it doesnt do much damage when it hits. Somewhat like getting stuck with a knife. The range is about ten metres.

That would do given you have six shots. You could also bring it down to three and lift up the damage a bit.

Let me know what you want to do.

Philomel
12-14-14, 11:09 AM
Okay, what if I say that the pistol has the capabilities of a crossbow?

That or I swap Endurance for the ability to have a 4 load repeating pistol-revolver that shoot soft iron bullets capable of a knife-wound deep damage? Or can I make it more powerful?

Hysteria
12-14-14, 04:57 PM
That or I swap Endurance for the ability to have a 4 load repeating pistol-revolver that shoot soft iron bullets capable of a knife-wound deep damage?

That would work. The reason why it is relatively weaker in damage is the quick shot speed, both in firing and in the air. Then again, shoot someone in the face and they are in trouble.

Blodwen
12-15-14, 04:02 AM
Made the following adjustment under "Abilities" after locking Endurance.


Grumpy, the pistol: Blodwen has a pistol containing a revolving chamber of six shots. Unfortunately the pistol is old and only four of the slots are currently useable. The damage the pistol does is like being stabbed with a deep knife (major wound). It has a range of 15 metres, anything beyond that will decrease the damage to a minor wound. Due to its age it cannot fire as powerfully as it once did, hence the decrease in ability. It shoots iron bullets and can be made well again with GP.

Also made the following adjustments to Equipment:


Grumpy the Boom-bang: A brass and wooden pistol, with a revolving six-slot chamber (two of which are blocked). For all intents and purposes it is based on a Colt Dragoon Revolver which is a .44 calibre, single action handgun and was designed 1848 to 1850.
Eight spare iron bullets for the gun.
Rusty iron steak knife: Everyone has to have one, right?
2 x Iron knuckle dusters ...

Hysteria
12-15-14, 04:07 AM
Ok, you're good to go. Also it should be noted that you'll have to pay the full price for the pistol when you get it.

Have fun with your pew pew.

Approved!