Alianor Sheridan
Alianor Sheridan

Name: Alianor Sheridan
Race: Human
Class: Gear-Head
Level: 4
EXP: 208

HP: 71 / 105
MP: 41 / 45
LP: 11 / 13
Weight: 8
Drive: 10 / 16
Initiative: 1d6+8

R: Fire
W: Water


Type Name Effect Special Weight Charges & Magical Effects
Weapon 1 Priscilla 1d8+8 Ranged, 3 Ammo, 10 Critical
On Defend, gain +2 Drive
4 WGT Rampage - 2/2 - Activate after killing an enemy. Take another action. Contraband.
Armour Medium Armour Reduce incoming physical damage by 3. Gain +15 Max HP. 4 WGT
Accessory Jet Bead [Q] The user recovers +4MP. 0 WGT
Charm Stained Potsherd You gain Critical 10. 0 WGT Contraband


[1] Toolkit - Fine, well-machined tools, including lockpicks. +1 die to Mechanics rolls.
[2] Tonic - Select a single Dazed target - remove Dazed and True Heal them for +30HP. M-Recovery.
[3] Elemental Disruptor - Inflicts Long E-Falter to an enemy. M-Earth.

Money: 405 G
Rations: 20


Sharp: +10 Critical.
Lucky: +3 Max LP


Passive Abilities

[P] Pep: Gain +2 drive at beginning of battle.

[P] Gear-head's Endurance:: The Ace gains +10 Maximum HP, and +5 Maximum MP. Additionally, when not engaged in battle, the Gear-head may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Custom Firearm: Gear-heads revolve around firearms, and more specifically, custom, self built experimental ones, which are constantly being tweaked and modified. When you create a new Gear-head, you get to create a customize firearm. Select one of each gun part to get your final firearm. Anytime the Gear-head takes a Full Rest, they can change which parts are used to make the customized gun. Weapon enchantments are capable of being transferred onto the custom firearm from other magical weapons. The custom firearm also generates Pin momentum on basic attacks.
Clip: [6 Damage, 4 Ammo, 2 WGT], [8 Damage, 3 Ammo, 4 WGT], or [10 Damage, 2 Ammo, 6WGT]
Barrel: [1d10 potency die], [1d8 potency die, 10 Critical], or [1d8 potency die, -1MP cost]
Stock: [After Defending, the firearm's next attack gains +1 potency die], [On Defend, gain +2 Drive], or [On Defend, generate your choice of Rush+1, Pin+1 or Launch+1]

[P] Attachments: Many Gear-head abilities have an Attachment listing. When you use an ability with an attachment, you add that attachment to your custom firearm, regardless of the weapon you used the ability with. Your custom firearm then benefits from the effects of the attachment entry for the remainder of the battle, or until the attachment part is discarded. Certain other abilities may consume attachments in order to power the ability up in some way. You can only benefit from an attachment once; further attempts to apply an additional attachment of the same type while it's already in play have no effect, though they can be reapplied if they were discarded. All attachments are removed at the end of the battle.

[P] Clean Barrel: The Gearhead's first attack each battle does +4 damage. Their first attack after reloading does +4 damage.

Action Abilities

[T] Basic Attack: 80/30 CoS. Deals 1d8+8 damage. M-Pin.

Defend: 100CoS. Until your next turn, you take -5 damage from all sources and gain +2 Drive. Quicken 1. Additionally, you may Reload any equipped Firearms to their maximum ammo value.

Item: 100CoS. Use an item from your inventory. Targeting, effects and momentum vary from item to item.

[T] Laser Sighted: 4MP. 100CoS. Deals weapon damage to a single target. M-Pin.
Attachment: +20 Accuracy. When landing a hit with a roll of 81 or higher, recover 1 LP.
C Pin: This attachment counts as two attachments when discarded, or laser sighted's effect is granted to all allies with Switch Strike.
C Air: The Gear-head recovers +1LP.

[T] Semi-Auto: 4MP. 80CoS. Deals weapon damage to a single target, and has +20 Critical. M-Rush.
Attachment: +20 Critical. When you score a critical, deal an additional +2 damage.
C Rush: Inflicts Short Shock II.
C Fire: Deals +4 damage.

[T] Bunker Buster: 3MP. 80CoS. Deals weapon damage to a single target, and discards all attachments. For each attachment discarded, deal +3 damage. The next Overdrive you use with the custom firearm this battle deals +2 damage for each discarded part as well, or +1 damage per part if the Overdrive targets more than a single enemy. M-Launch.
C Pin: Roll an additional damage die for each discarded part, as well.
C Earth: +5 damage.

[T] Magnetic Stake: 4MP. 80CoS. Deals weapon damage and Slow 1s a single target target. M-Pin.
Attachment: Slow 1.
C Air: Quicken 3s the Gear-head.
C Earth: Slow 2s the target, and Slow 1s all other enemies.

[T] Sidewinder: 4MP. 80CoS. Deals weapon damage to a single target. Deals +3 damage if the Gear-head is faster than the target, or deals +5 damage if the target is on the top of the initiative list. Gains +10 Critical for every turn marker between the Gear-head and the target. M-Pin.
C Launch: +4 damage.
C Earth: Inflicts Long Toxin.

Quick Abilities

[Q] Jet Bead: Alianor recovers +4MP.

[Q] Lock On: Select a single enemy. For the remainder of the battle the Gear-head rolls an additional damage die against this target, and doubles the effects of LP spent with attacks against it.


[OD] Overdrive: Double Up: You can perform any normal ability you have slotted, and ignore any MP costs when doing so.

[OD][T] Overdrive: Desperado: 80CoS. Deals weapon damage to the entire enemy group. M-Rush. [ ]

Dazed Abilities

[D] Load 'em Up: Dazed. Reload a single equipped firearm from anyone in the party. M-Rush

[D] Read the Manual: Dazed. Select a single enemy. Gain a listing of their abilities, then pick a single one. The Gear-head then learns exactly what that ability does. M-Recovery.


Sc: You might not be the top of your field, but there's something about you - a calm in your voice, a bit of steel in your gaze - that surprises and unnerves those around you, now and then. And demands their respect.
Sp: When you can't let yourself fail at something, spend 0 LP, automatically score two successes on a skill check and enter the Tapped Out mood, zeroing all Drive gain. Until you full rest, increase the LP cost of this ability by 1.

You've mastered the known histories of the world's lost civilizations, and are tantalized by their weird mysteries and strange gaps. Whether you are a young hot-shot or a pre-eminent scholar in the field, there is simply no other option to satisfy your curiosity but to descend into ancient vaults yourself.
You have advantage on rolls to understand and employ long-lost technology and magic - including to identify items.
Through your studies, you have learned to masterfully decipher, translate, and possibly even speak one of the dead languages of the ancients, likely arcoscript.
You know the general location of all the great ruins in the world, including those believed only to be mythical.


Points Skill Description
Agility Running, dodging, leaping
Charm Likability and social finesse
Coercion Intimidation and leverage
Determination Stamina, endurance, and willpower
3 Experimentation Identifying and analyzing something through experimentation
Insight Seeing to the heart of things, piecing things together
Lore Knowledge
Lying False pretenses, disguises, forgery
2 Mechanisms Opening locks, sabotaging devices
Mysticism Spirits and the protocols of the unreal
Navigation Reading the weather, finding the way, steering a ship or caravan
4 Operation Use and understanding of complex machines
Sorcery Solving a problem though magic
Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
Strength Smashing, lifting, throwing, cutting
Survival Foraging, hunting, tracking, you roll it when resting in the wilderness

Character Background

Her father Eugene was a well-known gunsmith and small-time inventor, while her mother Vivienne was his main assistant when she wasn't researching the latest technological breakthroughs, and Alianor was raised to follow in both of their footsteps. During her teenage years, her mother even went along on several expeditions into the Acrolith 'Storgei', passing along everything she discovered onto her daughter, though the last trek nearly wiped out the entire team sent there, succumbing to the rather serious injuries a few years ago.

After that, her father threw himself even more into his work, the two of them using it to drown out their grief over the loss of Vivienne. At least, until the news that that it wouldn't be long until the Empire marched on their country reached them. Not wanting to give the Empire any help with their family's research, but also not wanting her mother's work to be lost, her father sent Alianor to flee with all of their research, while he stayed behind to make sure that nothing coould be salvaged from their workshop. The last of it she saw from the caravan she was taking to the nearest port town was a massive plume of smoke from where her home was…

After arriving in Leviathan, news of a captain hiring to head to a nearby Arcolith almost seemed too true to her ears. A chance to continue her mother's legacy while also helping to make ends meet was too tempting an offer to pass up…

Alianor is a young lady in her early twenties with a bright, inquisitive nature, and a technical saavy that sometimes leads to her being confused when no one understands what she's talking about. She'll often tie up her long blonde locks into a ponytail while she's tinkering, protecting her blue eyes with a pair of goggles that are almost always resting on her head. She's most often found tickering with her rather unique looking 'gunstaff' she calls Priscilla, the last major collaboration between herself and her father, a complex piece of machinery with far too many moving pieces and dials for a 'simple' firearm, and it's the one thing she's never been known to explain to others how it works.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License