[hider=Grask Ormir] [CENTER][h1][img]https://img.roleplayerguild.com/prod/users/019b4c1d-c4dc-77e2-82e5-fc845c9696eb.webp[/img][/h1][/CENTER] [i]"I’ll see what I can do."[/i] [table][row][/row][row][cell] [center][img]https://img.roleplayerguild.com/prod/users/019b4c1e-a65b-769e-9db9-f9f9a4f5e492.webp[/img] [sup]_______________________________________________[/sup] [sub]Grask Ormir He/Him [b]|[/b] 21 (Human years) [b]|[/b] Dragonborn [b]|[/b] Red [b]|[/b] 5'9” [b]|[/b] 170lbs [b]|[/b] [sup]_______________________________________________[/sup] [color=EA834E]Determined[/color] [sup]_______________________________________________[/sup] Skills & Talents[/sub] [i]"Well, there's your problem..."[/i] [sup]___________________________________[/sup][/center][hider=] [sub] [color=EA834E][b]Magitech Support ⫻[/b][/color] Like a pit fighter conditioning their body to react to the unknown a certain way, Grask has taught himself to intuit all manners of machinery. From flintlocks and cannons to airships and automatons, even if it's something he's never seen before, there is always a process someone followed. There is always a way to reverse engineer a device, and if anyone can find it, it's Grask. [color=EA834E][b]Diplomatic Approach ⫻[/b][/color] Being a runt among his own kind, Grask learned quickly when it came to talking things through with others. He's had to interface with a lot of people from differing backgrounds since he was a kid. Grask, therefore, has an easy time talking his way into making someone look past aggression or misunderstandings. [color=EA834E][b]Gunslinger ⫻[/b][/color] Grask knows his way around firearms, for obvious reasons. They're his seminal work as an Artificer, and he spends about as much time around them as wizards spend around their wands. If you need a hole placed in something just right, from a considerable distance, he's your guy. [color=EA834E][b]Medic Multiclass ⫻[/b][/color] Sometimes, a gun explodes. Sometimes, a metamagic array goes the wrong way. Sometimes, the impudent son of a duke thinks he's an Artificer and nearly blows his leg off. Grask has learned plenty of first aid over the years, studying it not only to better understand how weapons hurt different people uniquely, but also to patch up accidents.[/sub] [/hider] [/cell][cell][sub][b] Appearance[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"No, I don’t breathe acid."[/i] [indent]Grask is bigger than most humans, yet uncharacteristically short for a Dragonborn. His scales are a bloody red, sporting various patches that seem to be tarnished and brown from damage. Compared to most people who don't share his heritage, he's a [i]big[/i] guy. It shows in his muscle, but other Dragonborn would consider him a lightweight. One would assume by his style of dress that he was a shopkeeper or a baker, given how plain his attire tends to be. Simple wool shirts, simple boots, nothing extravagant. His horns sweep backwards behind his head in a curve, going to dull points that show the occasional crack from years ago.[/indent] [/cell][/row][/table][sub][b] Psychology[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔[/sup][/sub] [i]"This may be complicated, but that doesn’t make it difficult."[/i] [INDENT][color=EA834E][b]MAIN GOAL ⫻[/b][/color] Grask wants to further his skills as an artificer. He's accomplished much so far, but the next step in his career is to pursuit an expertise in the field of Battle Smithing, the creating of autonomous beings that perform tasks on behalf of a master. He hopes to merge the principles of one field with his own, and make breakthroughs to build what others before him could not. [color=EA834E][b]PHILOSOPHY ⫻[/b][/color] Success must be earned. It must be taken from the jaws of defeat, and one must be smart in how they do so. Grask earned his place in life through blood, sweat, and tears. There was no luck in it, he worked for what he has. [color=EA834E][b]SECRETS ⫻[/b][/color] The methods which he uses to develop his unique bullets is something Grask guards jealously. There are many people out there who would love the ability to create unique enchantments for their armies that don't require a whole new cannon, from royalty to mercenary companies near and far. It put him on the map, and he's not about to let someone else figure it out to snub him. Also, Grask lacks the ability to breathe fire like other red Dragonborn. It’s embarrassing, so he doesn’t talk about it. [color=EA834E][b]SEXUALITY ⫻[/b][/color] Pansexual [color=EA834E][b]FEARS ⫻[/b][/color] Failure. Indignant, shameful, ruinous failure. Grask has something to prove, and gods help him, he [i]will.[/i] [color=EA834E][b]WHAT BROUGHT THEM TO GREYHARROW ⫻ [/b][/color] Grask was working on new research to advance his craft when the tower erupted. He had stopped in Greyharrow to rest and was planning to be on his way afterwards. But now, he's stranded alongside everyone else. [color=EA834E][b]WHAT DO OTHERS IN TOWN THINK OF THEM ⫻ [/b][/color] Grask just got here hours ago, he doesn't know any of you. [color=EA834E][b]EQUIPMENT ⫻[/b][/color] Grask always carries his artifice gear with him wherever he goes, as well as some basic essentials for travel; A flask, his toolkit, some lightweight leather armor, and note-taking implements. He also carries a variety of raw materials with him wherever he goes, such as small slivers of the astral monsters that wash up on Greyharrow or any precious rocks that someone finds. [color=EA834E][b]FLAWS ⫻[/b][/color] Pride drives Grask's ambitions. The easiest way to make him do something big and daunting is to say that he can't. It's what led him to become an Artillerist, it's what drove him to make a journey for new materials in the dead of winter, and it's what keeps him going. But it has also led him to some reckless decisions, either out of desperation or pure spite against the odds. [/INDENT] [sub][b] Backstory[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"They called me a madman."[/i] [indent] Grask was born near the kingdom of Fellwyn, among a clan of Dragonborn who lived in the wilderness. They hunted their food and lived off of what nature provided, and so every day was a day filled with work and hard labor. They lived in mountains rife with monstrous beasts of all shapes and sizes, it was dangerous to stray far from home. His father was a blacksmith, his mother was a hunter, and each of his three older siblings were more useful than him in their own ways. Grask was the fourth child, and as if fate had a sense of humor, he was shorter and weaker than them. Not as tall, not as stout, not as capable of stoking flame as his red Dragonborn father. It was a miracle he even survived his first winter, his brothers used to joke his heart wouldn't beat of its own accord until he was a day old. He eventually got healthy enough, as he grew older, that he could keep up with everyone. But he was always the underachiever. Grask was never the best bowman, never the best healer or gardener. The older generations of his community were often more disappointed in him than proud. There were arguments over dinner, lectures every day about how he had to pull his own weight. One of his brothers once told him he wasn't ever wanted. One day, he got tired of it. So he grabbed his things and left in the dead of night. He set out for Tulerros, the capital city of Fellwyn, when he was barely a teenager by human standards. With some gold that he'd scraped together, Grask found a place to stay and decided he'd learn to make things. Kingdoms all over the world were making breakthroughs in technology, and there just happened to be an enclave of Artificers in the city. So he offered himself up to them as an apprentice. It wasn't glamorous, or even very informative. For a whole year, the most he did was read books in a library and handle logistical work. It kept him fed, though. And eventually, his master concluded Grask was competent enough at intellectual endeavors that he'd be able to grasp the craft. And grasp it he did. Within two years of study, he cultivated an incredible understanding of weapons, the classical schools of magic and machinery. The young Dragonborn threw himself at it relentlessly, going days without sleep and burning himself more than a few times to master a given subject. He even built a few devices without the oversight of his seniors. In time, he was whipped into the shape of a competent Artificer, no longer an apprentice but an equal among the older members of the enclave. But time wasn't kind to all of them, for as Grask grew up, they grew old. Veltavi the Alchemist retired at the age of 142. Rozaru Brightwind of Grimhall was called home by an old friend. And Grask's teacher, Brathzeon, passed from the world to meet his creator. The surviving masters had, before their departure, made the decision to put Grask in charge of the workshop. Each of them had their own apprentices, but of them, only Grask intended to stay in Tulerros. They had other dreams, their own adventures and prospects. One by one, they eventually struck out on their own under Grask's temporary guidance. Until eventually, at an age when most human would [i]almost[/i] be considered young adults, he had the place to himself. [/indent] [sup][b] Other[/b][/sup] [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"They were wrong."[/i] [indent]Anyyyything else?[/INDENT] [sub][b]Class[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"That’s a nice fireball you have, there. Here’s mine..."[/i] [indent][color=EA834E][b]TYPE ⫻[/b][/color] Artificer / Artilierist [color=EA834E][b]MAGIC ⫻[/b][/color] Grask doesn’t cast spells with a wand or a tome. Rather, he channels magical principles into machinery to create tools that can consistently perform the same “spell” over and over again. His inventions can, with some training, be used by anyone regardless of magical skill. And with the right materials and tools, Grask can build something to match just about any spell a traditional caster can perform. Every time, with mechanical precision. [color=EA834E][b]CURRENT TOOLS ⫻[/b][/color] [color=EA834E][b]ARCANE AMMUNITION[/b][/color] Grask’s iconic work is the ammunition he creates. Using special components, metals and small-scale spellwork, he can create ammunition that delivers an effect from a distance. The process is flexible enough to encompass various effects, which only need to be learned by Grask before he can copy them. [indent] [color=EA834E][b]FLAME ⫻[/b][/color] Produces a 5ft explosion of heat on contact with a surface. Most effective against undead and unarmored targets. [color=EA834E][b]PSIONIC ⫻[/b][/color] Shot carries psychic energy that sends targets flying backwards as if hit by a charging bull. Great for making space. [color=EA834E][b]SHATTER ⫻[/b][/color] Emits a focused shockwave that fractures the surface it strikes. Ideal for breaking through armor or fortified barriers. [/indent] [color=EA834E][b]MANABLASTER ⫻[/b][/color] A large, hefty pistol with a break-action loading mechanism. The gun is designed to accept a wide variety of ammunition, and due to the size of the ammo, it only holds one shot at a time. [color=EA834E][b]SOTERIAN GAUNTLET ⫻[/b][/color] A metal brace lined with mechanical components. The gauntlet produces a barrier of magical energy, in the shape of a five foot square, that can reflect a few attacks before crumbling. These barriers are stationary, and fixed in place when created. [color=EA834E][b]LIMITS ⫻[/b][/color] Grask requires specific materials for his work, and the materials currently found in Greyharrow are of an impure quality. What he can find in the city isn't worthless, and [i]can[/i] be used, but they aren't perfect. As such, until better quality components can be found, his power is limited. [color=EA834E][b]WEAKNESSES ⫻[/b][/color] [color=EA834E][b]WEAKNESSES ⫻[/b][/color] Grask’s devices will work profusely normal in normal situations, however, they will experience a complete disruption to their ability in certain situations. When magic behaves unpredictably, such as wild magic zones, if there is planar interference, or if he honestly expletives a strong emotional surge his inventions will suffer a partial or total failure. This will manifest in one of two ways. A spell could either downgrade, or misfire. A downgraded spell will be less powerful, impactful, and could potentially do no damage if the round was fired during these scenarios. As well, if Grask has a higher level spell bullet, if the downgrade is strong enough his spell will fail to fire. [/INDENT] [/hider]