Summary: A shadow walker trying to survive.
Owned by: Morphy514
Group: Rogues & Scouts
Game: Dungeons Deep & Dark
Real World Name / OccupationEmma Montgomery
LoyaltyHerself, cats, and maybe her close companions (takes time for her to get attached to people).
Race and SubgroupLight/Dark Elf
Subgroup: Stalker and Shadow Walker
Physical AppearancePale skin, blood red eyes, and cloud grey hair that reaches down just past her chin. She's always in a dark cloak with skin tight armor and belts, the hood always staying up to hide her ears. Her gloves are tipped with sharp red claws. There is an old scar on the side of her neck that she hides with the collar of her outfit. She had no clue why the game held onto it from her real life, but she tries to hide it out of shame for what it is connected to.
Personality and InterestsShe's a scout, but also a rogue and always does things her way. This means she hates taking orders. She often goes where the money takes her and is adamant about keeping herself alive. If she likes a person, she's up front about it, but if she hates them she'll outright kill them on the spot. (Only if they attack her first, though.)
Sarcasm is a second language for her. There are times where she is easily provoked and may lash out without meaning to.
Emma's personality is standoffish and she prefers her solitude with her three cats. She loves working on cars, specifically the ones that came before adding all those computers to them.
Brief HistoryShe is a survivor from day one and learned the hard way that staying on her own tends to keep her from growing attached. There was only one person she cared for and they got killed thanks to her dumb choices, thus her intentions to keep to herself. There are also jobs she has done where she regrets her darker choices, even killing other innocent players. To keep this hidden, she has kept on the move and hidden in shadows for a long time, hoping no one will learn her sins.
She is not above helping others, though, so she'll join up with people for the right price.
Emma grew up in a small country state and around cars, so she decided to become a mechanic. Living in her apartment with her three cats, she was begged to join the game by a friend and things escalated from there, leading to her causing that friend's death. She prays her family is caring for those cats.
She prefers to keep her past to herself since she is not proud of it.
Favourite Sayings"You want loyalty, you got to earn it."
"I came here for the money, not your bickering."
"Stare all you want, but touch me and that neck will be bleeding soon."
Magic & ArtifactsMagic:
-She can melt into the shadows.
-Can temporarily cloak others in darkness/shadows with her.
-Slight teleportation at very short distances (unable to go through walls or travel to another part of the world. She has to see where she intends to go.)
-Glamoured Studded Leather
While wearing this armor, you gain a bonus to Protection. You can also use an action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets and or spikes.
-The Necklaces of Investiture of Wind
This necklace has a magical braided cord. Hanging on it is a small carved dragon claw one inch long holding a clear magic gem. Ranged weapon attacks made against you have a disadvantage on attack. You gain a movement speed of 60 feet. If you are still moving when the spell ends, you fall, unless you can somehow prevent it. You can be lifted into the air 100 feet. You can use your action to create a 5-foot circle of swirling wind centered on you. Each creature in that attacks you. The creature takes bludgeoning damage on a failed save, or half as much that can dodge. If a large or smaller creature fails to dodge, that creature is also pushed up to 10 feet away from you. The necklace can be used for 8 hours a day.
-Fighting Claws of Venom
Fighting claws were weapons used by the guild of Assassins Guilds. They were actually gloves or gauntlets embedded into the bones of Dragon claws or metal, usually in their knuckles and/or fingers. A mere contraction of hand muscles works the claws. But the Warriors or Rogue did so in the name of Their guild. When released, they could cut through Flesh easily. Fighting claws could also still allow hand movement to keep working their skills, giving them a whip-like appearance. The Guild tried to build several types of hand weapons to fight against this weapon, but most attempts failed, resulting in poor weapons in use against the claw. The claws could also cut through light armor, as well forcing the soldiers to retreat on many battlefronts because of the overall power of this brutal weapon. The fact that the claw was embedded in the hand made it hard to separate the claw from their hands, making a fight with Claws efficient and deadly. Normally use with poison as well for more effect in combat. You gain a bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the Claws. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must resist the poison or take poison damage and become poisoned. The Claws can't be used this way again until the next minute.
Character NotesStalkers - at first glance, this soft-spoken, rather nondescript character seems hopelessly out of place in an adventuring party, looking instead like a town dweller who’s wandered into the wilderness by mistake. But the drab demeanor is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only his/her closest friends realize the extent of his/her expertise in intelligence-gathering. And that’s just the way he/she likes it. Stalkers serve as spies, informants, and interrogators. Unlike other rangers, Stalkers are comfortable in both wilderness and urban settings. A Stalker may covertly observe a bandit camp to inventory
their supplies and hostages or eavesdrop in the corridors of an evil wizard’s castle. A few innocuous questions enable him/her to distinguish friend from foe, and fact from fiction. His/Her mastery of stealth makes the individual a deadly opponent.
Stalkers tend to be introspective and reflective, valuing intellect over physical prowess. They avoid drawing attention to themselves, seldom speaking unless directly addressed, then responding succinctly and without elaboration. They avoid small talk and socializing, instead preferring the company of a good book or an hour spent examining an unusual footprint. Stalkers tend to suppress their emotions, so their decisions aren’t colored by what they consider to be irrelevancies. Though most people respect Stalkers, they are also wary of them. The Stalker’s stealthiness and secrecy make many people uneasy, as these are traits usually associated with thieves and sneaks. But Stalkers value honor as much as any ranger, and nobles rarely hesitate to hire one in times of crisis. A hired Stalker can be trusted to focus on the job at hand, complete it efficiently, make the report, then go their own way without comment. Adventuring parties often hire Stalkers on retainer, though occasionally, a Stalker will join a party with no assurance of monetary reward if the adventure presents an intriguing challenge.
She keeps most of her personal business to herself.
Class & Level Breakdown
Player Maximum Level 100
Ranger 20/50 Hunter
Dark Elf 10/10
Casting points 20
This character is owned by: Morphy514
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