(( image included separately for coloring if y'want ))

Art Credits: (lethe+?)
Character created for Dracleia, Summer Swim anniversary 202(5)

Name: Rasart Checheni

Gender: Male

Age: older teen, young to be so good at their profession (as well as to be level 6 in game terms)

Species: Wyldkin Full / Gharial (gavial)

Racial Oddities: though otherwise physically normal, their coloration seems to indicate their psionic or magical prowess even if it's latent

Family: likely all leather workers/tanners in beautiful this area

Origin/Current Location: Born in Last Wallow (info available if desired), currently (with dragon only) has a place set up at the Never Ending Grotto in addition to any offworld location they may have

Height/Build: 6', with short legs/arms but very long body as garial are alligators with long snoots and tails

Hair: none

Eyes: (up to you)

Appearance: (up to you, though their colors will be non-standard for reptile-types normally green, grey, yellowish tan, and the like; since they have an amount of psionic power, this might come in the form of a bright pink, yellow-green, orange, or whatever floats your boat) (the gharial male snout will develop a bulb on it as he matures)

Original Randomization Info: ** note that some liberties were taken in finalizing the design **

the “Superstitious Alligator Leatherworker”

This inhabitant had lived in a fantastic and magical society without technology or pollution. They may be able to do magic themselves! Dragondeep Wyldkin Their profession was tannery and they made a fortune at it (.... alligator skin WHAT?)
They are Furry / Their species: Alligator marked correctly but in weird colors for their breed

They are... Young, a teen or equivalent
Average of size
Pretty hardy
Low strength
Nimble and Dextrous
Pretty smart
Average empathy, can read people well
Way too charming, people fall all over them

They have a Superstitious disposition

Dragondeep Specs

Stats and Bonuses (racial roll special final)
Mods Light/Medium/Heavy
Stat / r+-l/roll
spc
f#
Mods Stat / r+-/roll
spc
f#
Mods
Strength +1 12
13
/ /1
Willpower 15
^
17
2/3/5
Dexterity 16
^^
19
3/5/8
Magnetism +1 15
^
18
2/4/6
Agility +1 17
^
19
3/5/8
Perception 16
16
1/2/4
Speed +2 11
13
/ /1
Appearance .8 12
10
-/-/-
Constitution +1 11
12
/ /1
Instinct +1 14
15
/1/3
Intelligence 14
^
16
1/2/4
Civility +2 16
18
2/4/6

notes: rolled very well on those stats. Special = Potential Points 2 distributed every level
numbers 'don't add up' due to 'halving rule' going over 18 requires 2 points; half points indicated by #.
modifiers influence different skills to varying degrees of effectiveness
Tracks
Fighting Trapper/Spear Fisherman
Survival Patient Trapper
Skills Leather Working Trapper
Psionics Elementalist / Single
Level 6 (they're special)
Potential Points unspent: 4 (2 levels)
Movement

(ground) Average
(air) (only ride)
(water) Fast
(other) Climb Slow

Notes Tracks vary in xp cost to advance, not used in this setting; descriptive and varied progressions
Fighting Track Abilities
 
Prog
Base
Mod
Final
Hit
D
4
+9
10.
Fire
D
4
+11
11.
Parry
E
6
+10
14
Dodge
E
6
+11
14.
Order
D
4
+1
5
Art
--
--
+3
(1.)
Damage
+2
  Finesse
2
MGW
1
HR
1d4+4
Weapon and Combat Masteries || MP/Level 1
Spear Fishing
Thrown Net/Cast
(Trap Setting skill)
notes: MGW Maximum General Wound that is not applied to limbs individually; HR Heroic Reduction of incoming damage from minon types; halving rule applies to base skill #
All skills, survival rolls, and combat rolls are done on a d30 with difficulty levels appropriate to temper them
Survival Track Abilities
(base+mod final)
Valor
11/18
14
Spirit
17/17
17
Toughness
16/14
15
Awareness
18/16
17
Reaction
18/16
17
Savvy
14/17
16
Fortune
11/17
14
Surval Points
1d5+2
Special Survival Mods When In Blind automatically succeeds aware/reaction
Notes each is averaged with two other stats
Skills
Skill
Prog
Base
Mod
Final
Acrobatics
B
2
12
9
Act/Lie
A
1
16
9.
Basic Lang
C
3
10
9.
Bribe/Haggle
F
7
15
18
Climb
D
4
10
11
Command
B
2
12
9
Detection
F
7
13
16
Disguise
D
4
13
12.
Fast Talk
C
3
14
11.
First Aid
E
6
16
17
General Lore
C
3
8
8.
Make Contacts
D
4
11
11.
Pick Lock/Trap *
C
3
10
9.
Pick Pocket
A
1
9
6
Ride
E
6
10
14
Sentry
F
7
8
14.
Sneak
G
9
12
19.
Strike Lethally
B
2
6
6
Survival
F
7
5
12
Tail
C
3
12
10.
Track/Scout
G
9
13
20
Unarmed Block
E
6
7
12.
Unarmed Grapple
E
6
12
15
Unarmed Strike
E
6
9
13.
Leather/Tanning
G
9
8
17
Trap Setting
F
7
17
19
Animal Appraisal
E
6
9
13.
Swimming
F
7
11
16
Craft/Lore **
Craft/Lore **
Psionics
Psionic Type
Ele/Single
Power
F/6
Psionic Skill
Prog
Base
Mod
Final
Sight
E
6
5
11
Touch
D
4
3
7
Manipulate
F
7
4
11
Disrupt
D
4
7
9.
Casting Skill Casting Points 34
Action
E
6
3
9
Reserve
E
6
8
13
Defense
D
4
6
9
Recovery
D
4
5
8.
Psionic Talents
Talent
Prog
Talent
Prog
Life/Gen
F/F
Life/Blood
F
Talent
Prog
Talent
Prog
Life/Plant
E
Psionic Effects

See below

Notes: psionic power is innate and is largely willpower based, not spoken or somatic unless touch is required to activate an ability (several do require at least touch for shaping or other effects); most Wyldkin that have magic power have some form of Psionics, rather than spellcasting, but can learn spells too

Element Level Effects
Life / Animism
1
Sense Life Signs
Locate Animal
2
Minor Animal Healing
Animal Commune
3
Repel Animal
Summon Animal
4
Sense Through Animal
Pacify / Entice Animal
5
Control Animal
Alter Animal Biorhythm
6
Major Animal Healing
Acellerate Breeding Cycle Animals Only
7
Blend With Herd
Aspect of Animal (must have living + touch)
Life / Blood
1
Heal Minor Wound
2
Cause Minor Injury
3
Blister Skin/Scales/Hide
4
Skin/Hide Shape ^
5
Cause Major Injury
6
Adapt To Climate
7
Heal Major Wounds
Life / Plant
1
Sense Through Plants
2
Grow Plants
3
Shape Dead Wood
4
Ivy Rope
5
Canopy Camouflage
6
Briar Whip

Weapons and Armor Skills: (up to you not really needed)

Melee Weapon
Order Mod
Hit Mod
W Finesse
Damage
2x Chance
Parry Mod
Hit Type
Parry Type
Mastery Points / Notes
Ranged Weapon
Order Mod
Fire Mod
W Finesse
Damage
2x Chance
Reload Time
Point Blank
Close
Normal
Long
Mastery Points / Notes
Armor
Blockage
Absorb
Dodge Mod
Order Mod
Max Speed
Shield
Rating
Parry Mod
Dodge Mod
Order Mod
Skills and Profession: A leather worker, tannery operator, and expert trapper and fisherman. Wilderness is their home, but he is extremely good with people, and knows their needs with regards to working in the marsh, wetlands, forests, and even a bit into the deep, fast moving rivers of the area. They track and trap easily, but their psionic skills allow for a tremendous range of effects - from locating a lost pet, to building a comfortable and secure blind to watch their traps, as well as putting their hands on hide, fur, skins, and even to a degree natural armor or feathery surfaces, and altering them to suit tailoring needs!
Possessions: (you decide; they have a spot at the NeverEnding Grotto which they might use as a store, shop, etc!)
Personality: (seems to be confident, endearing, and highly goal-oriented? their 'superstitious' aspect might play into the fact that their location is near not one but two extremely powerful fey focal points inland)
History: (up to you, but at the point where they were found, Searched, and brought to the hatching at Twoarth, they must be made aware that their local dragons on Dragondeep will not tolerate these upstart newcomers. Which is why they have a location at the Grotto, since it is strongly protected from those dragons. Being in the ocean on a world where the dragons breed and grow there... is dangerous!)
(( image provided separately ))

Dragon:

Dragon Name: Oilthiss
Gender: (+preference as desired)
Size: 30' l / 34' ws
Build:
Physical/Breed Features: (on page)
Colors: Earth-Mottled Cream
Abilities: 6 Firebreath, Fish Command
5 Land Walking, Telekinesis, Other optional power strength
4 Teleport, Verbal Speech
2 Aquatic Requirement, Genrehop, Dragonsong
1 Deep Swim, Telepathy
Parents: Kaeruth + Xeinyiss
Origin: Summer Swim Anniversary 202(5)
Art By: Shard/Zekiran
Bond: Rasart
Meeting Notes:

Dragon Lineage: (on page linked)

This Dragon

This Dragon's Siblings

Dam
Gdam
GGd
GGGd
(further lines)
GGGs
GGs
GGGd
GGGs
Gsire
GGd
GGGd
GGGs
GGs
GGGd
GGGs
Sire
Gdam
GGd
GGGd
GGGs
GGs
GGGd
GGGs
Gsire
GGd
GGGd
GGGs
GGs
GGGd
GGGs

Mates and Descendants:

Location / Date Partner Offspring Notes
       
       
 
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