Jeremiah Backstory

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Character Information

Name: Jeremiah James Solomon


Race: Human
Background: Jeremiah was the only son of an unusual pairing of opposites. His father
was a light-touched daemon and a missionary of the Church of the Goddesses, strong in
faith and wise in the ways of medicine. His mother, a sorceress from the National Society
of Sages, learned in the hard sciences and gifted in the ways of magic. He remembers
enough of his childhood to recall that they loved each other very much despite their
frequent clashing of beliefs, ideologies and social stigmas.
His parents were eventually murdered when he was still fairly young, it happened while
they were traveling between Dunn and Society lands, something they did frequently to
visit extended family and for other matters that he was too young to question. Why the
murderers didn't kill him too has remained a mystery to Jeremiah to this day, but he
never forgot the insignia emblazoned on the various pieces of equipment their assailants
carried or wore. The perpetrators were eventually captured by Mekkon soldiers and met
their end at the hangman's noose. They were denounced as deserters turned to banditry
by the Ralofian Authorities in an attempt to conceal their reasons for their soldiers being
in Dunnish land. Nobody believed it, but nothing could be proved otherwise.
When he came of age, he joined the Mekkon military during a brief but fierce period of
hostility along the Ralofian and Mekkon borders. With basic combat training, the
medical training he continued after his father's death, and the inherited gifts of magic
from both his parents, he was able to pull his own weight and then some among haze of
smoke and gunfire as a combat medic. He never did fully learn to mind his surroundings
though, a mistake that would cost him an arm and a leg. Literally.
Mekkon took care of its soldiers though, He was provided with functional mechanical
replacements, awkward and clumsy at first but eventually becoming as natural to him as
his original limbs. He even took the time to learn how to maintain and repair them when
minor things went wrong. The fighting had ended quite some time before he was well
enough to be released from the medical ward, decorated for injury in the line of duty.
He has since made a living as a doctor, healer and occasional tinker.

Statistics
Strength: 3 HP: 18
Agility: 3 MP: 18
Guts: 3 Move: 30 ft.
Intelligence: 3 Initiative: 1d6+3
Mind: 3
Luck: 1

Traits
Human: Gain one point to Int and Mnd
Magical Aptitude: Light spells gain two successes
Medical Aptitude: If you get one or more successes on Medical, gain two extra successes
Skills
Stat Rank Total
Climb Str 0 3
Athletics Str 0 3
Swim Str 0 3
Unarmed Str 0 3
Melee Str 2 5
Sneaky Agi 0 3
Acrobatics Agi 0 3
Ride Agi 0 3
Ranged Agi 2 5
Traps Agi 0 3
Medical Agi 3 6
Dodge Agi 0 3
Resist Toxin Gut 0 3
Concentrate Gut 0 3
Endure Physical Gut 0 3
Resist Environment Gut 0 3
Craft (Cooking) Int 1 4
Craft (Metalwork) Int 1 4
Craft (Spells) Int 1 4
Decipher Int 0 3
Deal Int 0 3
Examine Int 0 3
Knowledge (Magic) Int 1 4
Knowledge (Nature) Int 1 4
Knowledge (Science) Int 1 4
Navigate Int 0 3
Awareness Mnd 0 3
Resist Mental Mnd 0 3
Read Person Mnd 0 3
Empathy Mnd 0 3
Leadership Mnd 0 3
Magic Mnd 5 8

Magic
Known Words
Earth (1), Enlarge (1), Light (1), Rune (1), Touch (1), Water (1)

Weapons
Item Type Acc Dam Rng Notes
Dagger 1h Sword +1 1 M +1 sneaky to
conceal
Pistol 1h Gun +1 3 40ft (4/4) rounds
in cylinder
Shotgun 2h Gun +4 4 10 ft. (1/2) rounds
in barrel

Armor
Item Location Armor Notes
Leather Cap Head 1
Leather Cuirass Torso 1
Leather Bracers Arms 1
Leather Greaves Legs 1
Leather Boots Feet 0 trap damage
halved

Gear
Item Location
Bedroll & Blanket Backpack
Cooking Utensils Backpack
First Aid Kit Backpack
Inks and Quills Backpack
Rations, 5 days Backpack
Waterskin Backpack
Bullets, 14 Belt
Flint & Tinder Belt
Gold, 17 Belt
Rune Chalk, 5 pieces Belt
Speed Loader, 4 rounds (4/4) Belt

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