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15:44, 28th April 2024 (GMT+0)

Michael 'Thread' Iron




Name:
Michael "Thread" Iron

Age:
89

Race & Gender:
Half-Giant Male (Goliath)

Physical Description:
Thread is an imposing figure, especially to humans. He stands 8'4" tall and weighs 643 pounds. His lineage follows the Iron bloodline of giants, as his surname indicates, and except for his exceptional size he carried no monstrous indications of his blood. He looks entirely human, though his upper body is slightly out of proportion with the lower half, with wide shoulders and a deep chest, well-muscled arms and a thick neck.

The left side of his body is covered in tattoos, indicative of his heritage. Dark hair adorns his head and he keeps it short. His eyes are dark and intense. He favors sturdy clothing of function over form.

The single most outstanding physical characteristic of Thread is that his right arm is no longer flesh and bone. He lost his arm some time ago, and has had it replaced with a mechanical enhanced prosthetic. This arm is much stronger than his normal limb might have been, and Thread uses this to his advantage in fights.

Personality:
Thread is a rather nice fellow once you get to know him, though at first he can seem a bit dour. He has always faced a bit of prejudice in his life - too small to be accepted into giant society and too large to be a normal human. His mother died during childbirth, and this has made him a bit morose.

Those he does take as friends could not ask for anyone more trustworthy or reliable.

Thread takes pleasure where he can get it, and loves fine food and drink and the company of the fairer sex. Lucky for him, as a half breed he was born sterile, and he rests easy in this knowledge and makes sure that any lovers he takes know it as well.





Background:
Born in the frosty north, in Lidonil of Kar Gorak, close to the Gulf of Ildaron, Thread's birth cost him the life of his human mother. She had given orders for him to be sent to live with her brother and his family, a kind man that lived in Nider, of the Tesger Empire. So Michael was sent there and for the most part he lived a normal life, though was always bigger than the human children. Kind-hearted, he was still made fun of, his body growing far faster than his mind and intellect. His uncle started to teach him mechanics, working on the coal-powered vehicles and then those powered by magicite. It earned him the nickname Thread, and also helped him focus. His uncle also taught him how to fight, and sent him to school to get lessons in martial arts as he could. His uncle could only see the orphaned boy for his potential, and knew that the unsettled spirit of the boy needed guidance and stability. The monks at one of the nearby monasteries provided that, and Thread was able to come to terms with his birth and the loss of his mother and the sheer differences between himself and his surrogate family.

Unfortunately, Thread aged far differently than humans, and though he is now in his late 80's, almost 90, he is the equivalent of a 22 year old human. He watched as his surrogate family grew old and passed away, though he still has his brothers and sisters, as he grew to know them. He treasures them, and once a year they try to reunite and reconnect.

Thread had managed, with his mechanic skills, to get hired as an engineer in Girkon, the capital of Girhar. He rose to be a foreman in the aerodrome there, and was making a good living. But his world was about to change quite a lot. He'd been on the job for several years when one afternoon one of the clamping arms holding a passenger ship in place for repairs sprung a hydraulic leak. The fluid leak meant that the arm could no longer hold the ship and it began to list. Thread saw this and rushed to help, bracing himself as best he could and allowing his mechanics to get out from under the slowly dropping vessel. Thread managed to save the lives of his men, but the ship crushed his right arm against the retaining wall, severing it just at the elbow. His lower arm was crushed and unable to be salvaged, and though Thread had been happy to save those men, he had a decision to make. He could go through life without the use of his right arm, or he could put his trust in the new tech coming out of Tesger. With a bit of unease he allowed himself to try this new path, and in short order the company he worked for had set him up.

Getting used to the new arm was a pain, and in the most literal sense of the word. Nerve endings screamed in protest and physical therapy took a mental toughness that he'd not have had were it not for his friends in the monastery. He went back there and became acclimated to his new appendage; one that was stronger than his natural one had been by several times over, and yet was just as light. It took some time, but soon Thread had found a new calling and joined the Bracers.

It was in the Bracers that he learned to shoot, and he had to have a special handgun made for his large size. A 28mm pistol that was dubbed the "Nomad". Thread went to work, fighting monsters and righting wrongs where he could find them, and over the years has made many enemies and some close friends as well. He's not known for his tact, and Thread has a rough edge about him. He's been a member of the Bracers now for almost a decade and is well known in some circles.


Skills/Abilities:
Excellent mechanic
Highly skilled brawler/boxer, focusing on hand strikes but a competent wrestler as well
Competent tracker
Skilled investigator
Skilled pilot

Main Weapon: Mechanical Right Arm
Off Hand: Nomad (15mm pistol)
Helm: ---
Armor: ---
Accessory: Betsy (his hoverbike)
Accessory: ---


Nomad





Betsy







Class: Gunslinger (Peacekeeper)
EXP: 985
Alignment: Chaotic Good

[ ABILITY SCORES ]
Str 16 (+3)
Dex 12 (+1)
Con 14 (+2)
Int 10 (+0)
Wis 10 (+0)
Cha 14 (+2)

[ PROFICIENCIES ]

Proficiency Bonus +2
Saves DEX, CHA
Skills Athletics, Persuasion, Stealth
Weapons Simple, Firearms
Armors Light, Medium
Tools
Languages Common

[ COMBAT ]

HP 30 ; HD 3d8+6
Init +2 ; Speed 30'
AC
----. Melee :
----. Ranged :

[ FEATURES & TRAITS ]
Gunsmith
At the 1st level, you can create firearms and craft bullets for all types of firearms. You are not limited by the normal 5gp per day rule for crafting firearms and bullets.

Crafting Firearms: You can craft a firearm for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 100 gp of the firearm’s total price.

Crafting Ammunition: You can craft bullets and pellets for a cost in raw materials equal to 50% of the price. Crafting bullets take 1 day of work for every 50 gp of ammunition.


Grit
At the 1st level, a Gunslinger has a number of Grit points equal to their Dexterity Modifier (minimum 1). The number of Grit points the Gunslinger has can never exceed their Dexterity Modifier. The Gunslinger can regain Grit points in the following ways:

-Completing a short or long rest: Upon completion or a short or long rest, the Gunslinger regains all spent Grit points.
-Critical Hit with a Firearm: Each time the Gunslinger scores a Critical Hit with a Firearm attack, they regain 1 Grit point.
-Killing Blow with a Firearm: When the Gunslinger reduces a creature to 0 or fewer hit points with a Firearm attack, they regain 1 Grit point.
-Archetype Grit Regain: See your Archetype Grit Regain for description.

Deeds
Gained at the 1st level, Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point.

-Quick Draw: You can spend 1 Grit point to get a +5 to initiative roll and take your turn as normal if you were surprised.

-Sniper's Mark: You spend 1 Grit point and, as a bonus action, mark a creature that you can an see. You have advantage on all attack rolls with firearms against that creature.

This lasts for 1 minute or until the creature has 0 hit points, when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
This ability gives you an additional 1D6 damage against the marked creature

-Gunslinger’s Dodge: The Gunslinger gains an uncanny knack for avoiding danger. When an attack is made against the Gunslinger, they can spend 1 Grit point and their reaction to gain a +2 to AC against the attack.

-Targeting Shot: You can spend a Grit point to target a specific location when you make a ranged attack against a humanoid. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for their Attack action, they can make multiple Targeted shots for 1 Grit point each.

Head – On a hit, the target takes normal damage, and has disadvantage on attacks for 1 round.
Torso – On a hit, the target takes normal damage and is pushed back 10 ft.
Arms – On a hit, the target takes normal damage and the foe drops 1 item of the Gunslinger’s choice.
Legs – On a hit, the target takes normal damage, and must make a Constitution Saving Throw. (DC = 5 + Damage Dealt) or is knocked prone.
Wings – On a hit, the target takes normal damage, and must make a Constitution Saving Throw. (DC = 5 + Damage dealt) or plummet 20 ft.

-Utility Shot: If the gunslinger has at least 1 grit point, he can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot he is using before firing the shot.

-Blast Lock: The gunslinger makes an attack roll against a lock within range. A lock's AC is decided by the DM. You deal double damage when you hit the lock with a firearm shot.

-Shoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. The AC of the object is determined by the DM. As a recommendation, a Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11.

-Bonus Shot: You can spend 1 Grit Point to fire an extra shot from your firearm as a bonus action.

-Dash: You can spend 1 Grit point to make a Dash.


Gunslinger Archetype
Peacekeeper
-Shots that kill may render unconscious instead
-Proficiency in Manacles
-Judgment

Defensive Cover
Take cover behind any nearby object or take the Dodge action as a bonus action.

Arcane Infused Weaponry
Firearms deal additional weapon damage equal to half your Wisdom modifier rounded up (minimum of +1) and are considered magical for purposes of overcoming resistance

Fireback
If an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it. By spending 1 grit point you can drop a bullet into your gun to perform this reaction if you do not have the bullets loaded, as part of the same reaction.

Archetype Feature
Peacekeepers are able to pronounce judgment upon their foes. As an action choose a judgment to make and the Peacekeeper receives a bonus or special ability based on the type of judgment. At first, a Peacekeeper can use this ability once per Long Rest. With each archetype increase the Peacekeeper gains an additional use. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. If the Peacekeeper become paralyzed, unconscious, or otherwise incapacitated, the ability does not end, but the bonuses do not resume until they can participate in the combat again. When the Peacekeeper uses this ability, select one type of judgment to make. As an action, they can change this judgment to another type.

Destruction: The Peacekeeper is filled with great wrath, gaining a +1 bonus on all weapon damage rolls.

Healing: The Peacekeeper is surrounded by a healing light, gaining fast healing 1. This causes the Peacekeeper to heal 1 point of damage each round as long as the Peacekeeper is alive and the judgment lasts.

Justice: This judgment spurs the Peacekeeper to seek justice, granting a +1 bonus on all attack rolls.

Protection: The Peacekeeper is surrounded by a protective aura, granting a +1 bonus to Armor Class.

Purity: The Peacekeeper is protected from the vile taint of their foes, gaining a +1 bonus on all saving throws.

Resistance: The Peacekeeper is shielded by a flickering aura, gaining 2 points of resistance against one damage type chosen when the judgment is declared.

Smiting: This judgment bathes the Peacekeeper’s weapons in a holy light. The Peacekeeper’s weapons deal an additional hit dice equal to the weapons hit dice.


[ EQUIPMENT ]

Equipment cost  ; Equipment weight
Coins weight