Name: Hirrathak Esstyrlynn
Race: Dragonborn - red
Alignment: Lawful Evil
Race Ideal: Community
Race Bond: Valuable possession
Race Flaw: Arrogance
Race Personality: Dim-witted
Race Quirks: This dragonborn has transluscent or transparent patches of scales.
Race Description: Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.
Gender: male
Orientation: heterosexual
Age: young adult
Build Type: Mesomorph
Build Specific: Muscular slender
Build Shape: Stick-like
Height: Short
Missing Parts: No Missing Parts
Disfigurements: No disfigurments
Physical Description: The skin on the NPC's left forearm is transparent.
Activity: Seeking adventurers
Facial Expression: Distant
Archetype: Monster
Emotional Traits: Unruly
Archetype Description: The Monster knows she is a creature of darkness and acts like it. Evil and suffering are the Monster's tools, and she uses them wherever she goes. No villainy is below her, no hurt goes un- inflicted, and no lie remains untold. The Monster does not commit evil for its own sake, but rather as a means to understand what she has become. Unstable individuals, those who have been greatly wronged or harmed, and those defined as sociopaths may come to display characteristics of the Monster Archetype. Kindred Monsters include many Sabbat, degenerate Kindred elders, and those who never adjust properly to what they have become after the Embrace.
- Malignant deeds reinforce the Monster's sense of purpose. Monster characters should pick a specific atrocity, regaining Willpower whenever they indulge that urge. For example, a tempter regains Willpower for luring someone into wickedness, while an apostate earns back Willpower for causing another to doubt her faith. Pick a destiny and fulfill it. Storytellers, be careful with how you reward this Archetype. For example, a player who chooses violence as an atrocity shouldn't recoup Willpower in every combat, but perhaps only in those that involve wanton destruction, or even cause degeneration checks due to their gruesomeness. Monster is a difficult Archetype for which to offer rewards, and those rewards should come as a result of the character challenging his own descent into the Beast, not rampaging ungovernably because he gains an ever-refreshing pool of bonus dice.
Goals: Conceal identity
Fears: illusion magic
Motive: Believes that the heroes would make fine converts to his new religion, "The Church of Divine Light." He or she believes that all current campaign religions are false.
Motives: Loyalty/Duty: Motivated by station, law, social custom.
Mental Quirks: Smiles when angry/annoyed
Mannerisms: Jingles a set of keys
Speaking Manner: Hair:
Speaking Description: Laughs after every joke with a single loud HA!
Catchphrases: All will be revealed...
Social Class: Middle Lower Class
Residence: Stoneyeyes, Outer City
Occupation: Gongfarmer
Skill Level: neophyte
Adventurer Skill Tier: 1
Innate Talent: above average
Workplace: The Silky Dozing Table
Work District: Seatower, Lower City
Crew: Parliament's Distinguished Union of Collectors
Prejudice Type: vicist
Prejudice Target: drug-users
Prejudice Level: Tolerant: The NPC has some, but not all, of the commonly held prejudices of the region
NPC Attitude Toward The Patriars: Helpful
NPC Rank In The Flaming Fist: Holds No Rank
NPC Reputation With Flaming Fist: Known Ally
NPC Attitude Toward Flaming Fist: Helpful
NPC Rank In The Guild: Holds No Rank
NPC Reputation With The Guild: Known Ally
NPC Attitude Toward The Guild: Indifferent
NPC Rank In The Watch: Holds No Rank
NPC Reputation With The Watch: Known Ally
NPC Attitude Toward The Watch: Helpful
Colours: herbal (brown-green)
Condition: Faded and patched
Shirt: sleeveless doublet
Shirt Features: mended patches
Pants: wool skirt
Over Wear: heavy coat
Shoes: heavy boots
Other: coin purse
Jewelry : A tight choker about the neck (Copper)
Head Size: Small
Head Shape: Lumpy
Forehead: Widow's-peaked
Face Plane: Sharp
Face Shape: Oval, reverse
Facial Expression: Distant
Eye Shape: Slitted
Eye Description: Normal sighted
Eye Setting: Close
Eye Size: Large
Eye Colour: White
Eye Pupils: Lightless
Eye Whites: Yellowish
Eye Lids: Folds at inner sides
Cheekbones: Average
Cheeks: Cherub
Nose Size: Cherry
Nose Shape: Sharp
Nostrils: Large
Mouth: Compressed
Mouth Shape: Drooping
Lips: Pouting
Tongue Descriptors: Lolling
Teeth: None (toothless)
Teeth Colour: Stained
Teeth Condition: Fang-like canines
Chin Size: Large
Chin Shape: Receding
Ear Location: High on head
Ear Shape Size: Oval, long
Ear Lobes: Average
Ear Prominence: Flat to head
Ear Condition: Distended by insertions
Neck Length: Average
Neck Size: Thick
Neck Condition: Adam's apple prominent
Torso Size: Short
Torso Length: Long
Shoulders: Sloping
Chest: Gaunt
Back: Average
Back Unusual: Hairy
Belly: Gut/ Beer belly
Abdomen Loins: Average
Arm Length: Ape-like
Arm Descriptor: Flabby
Handedness: right
Hand Size: Large
Hand Descriptor: Delicate
Palms: Hard
Finger Size: Short
Finger Descriptor: Nimble
Finger Nail Length: Short
Finger Nail Descriptor: Ragged
Leg Issues: normal
Leg Length: Short
Leg Descriptor: Bulging
Feet Size: Large
Feet Descriptor: Slender
Feet Soles: Flat
Toe Size: Average
Toe Descriptor: Thick
Toenails: Sharp
Parents: You know who your parents are or were.
Raised By: Single mother or stepmother
Absent Parent: Your parent died (Accident related to class or occupation)
Birthplace: Home
Birthorder: Older
Childhood Lifestyle: Comfortable
Childhood Home: Large house
Childhood Memories: I always found it easy to make friends, and I loved being around people.
Reason For Being A Gongfarmer : I wanted to get away from my home situation and start a new life.