Skies of Ticivorna

Myer Barnaby Whittaker

A cunning alchemist looking to take his chance with a new ship.

Myer Barnaby Whittaker

Description

Statistics

Point Total: 191 Unspent Points: 2 Points spent on rolls: 1
Ability Score Points Ability Score Points
ST 10 [ 0 ] HP 12 [ 4 ]
DX 11 [ 20 ] Per 14 [ 0 ]
IQ 14 [ 80 ] Wil 14 [ 0 ]
HT 11 [ 10 ] FP 11 [ 0 ]
Basic Speed 5.5 [ 0 ] Basic Move 5 [ 0 ]

Advantages:

Advantage Point Cost Advantage Point Cost
Gunslinger (core) [ 25 ] [ 0 ]
Less Sleep [ 8 ] [ 0 ]
Lightning Calculator [ 2 ] [ 0 ]
Style: Way of the Pistol [ 1 ] [ 0 ]
[ 0 ] [ 0 ]

Perks

Sanitized Metabolism

Disadvantages

Disadvantage Points Disadvantage Points
Curiosity [-5] Trademark (needle in vial) [-5]
Social Stigma (Alchemist) [-5] Sense of Duty (to team) [-10]
Overconfidence [-5] []

The combination of curiosity and overconfidence sometimes leads Myer in to dangerous situations.

Quirks

Attentive – hard to drag Myer away from a task (especially his potions).
Nosy – will barge in to your business if it looks interesting. Combine with the above, and he’s hard to get rid of.
Imaginative – what would happen if I mixed a Madness elixir with a Fertility potion?
Minor Obsession – Fascinated with needleguns as a long-range potion delivery system. Must get the perfect gun and the perfect potions to tip the needles. Might require human experimentation.
Dislike (dogs) – once gave a dog a bit of Madness elixir to prank a colleague, but it backfired and the Lab wrecked his lab.

Skills

Skill Level Relative level Points Skill Level Relative level Points
Alchemy 15 VH IQ+1 [ 12 ] Leadership 14 A IQ+0 [ 2 ]
Chemistry 14 H IQ+0 [ 4 ] Airshipman 14 E IQ+0 [ 1 ]
Poisons 13 H IQ-1 [ 2 ] Observation 14 A PER+0 [ 2 ]
Physiology 12 H IQ-2 [ 1 ] Merchant 15 A IQ+1 [ 4 ]
History 13 H IQ-1 [ 2 ] Physics 11 VH IQ-3 [ 1 ]
Writing 14 A IQ-1 [ 1 ] Thaumatology 12 VH IQ-2 [ 2 ]
Math (Applied) 12 H IQ-2 [ 1 ] Research 13 A IQ-1 [ 1 ]
Acrobatics 12 H DX+1 [ 8 ] Parachuting 11 E DX+0 [ 1 ]
Naturalist 12 H IQ-2 [ 1 ] Theology 12 H IQ-2 [ 1 ]
Biology 11 VH IQ-3 [ 1 ] Hidden Lore 13 A IQ-1 [ 1 ]
[] []
Weapon Skill Level Relative level Points Weapon Skill Level Relative level Points
Gun (Pistol) 15 E DX+4 [ 12 ] Blowpipe 11 H DX+0 [ 4 ]
Sling 9 H DX-2 [ 1 ] [ ]
Fast Draw (Gun) 12 E DX+1 [ 2 ] Fast Draw (Ammo) 12 E DX+1 [ 2 ]
Double Loading 12 A FD+0 [ 2 ] Knife 12 E DX+1 [ 2 ]
[] []

Equipment

Current money: $36

Item Quantity Location Cost (per) Weight (per) Wt (total)
Revolver 1 Holster, on belt 150 2.5 2.5
Blowpipe 1 Pouch 30 1 1
Darts 10 Pouch 0.1 05 0.5
Sling 1 Pouch 20 0.5 0.5
Large Knife 1 Scabbard 40 1 1
Leather Jacket 1 Person 50 4 4
Leather Pants 1 Person 40 3 3
Leather Gloves (fingerless) 1 Person 30 0 0
Shoes 1 Person 40 2 2
Necklace 1 Person 20 0.1 0.1
Holster 1 Person 25 0.5 0.5
Pouch 3 Person 10 0 0
Fountain pen, ink, paper 1 Lab 30 0 0
Needles 100 100 on person 0.05 002 0.2
Vials 20 20 on person +more in lab 0.25 005 005

Total current weight: 18.89 pounds

Formularies and Texts

Item Location Cost Weight
Healing Lab 125 0.5
Madness Lab 200 0.5
General Chemistry Lab 100 3.5

Misc. Items And Commonly Used Consumables

Item Quantity Location Cost Weight (per)
Bullets 36 Pouch 83 04 0.48
Antitoxin (Kruthik Venom) 6 pouch 0.05
Kruthik venom gland 1 pouch 0.1
Healing potion 2 pouch 0.2

Bio

Goals
Perfect the art of fighting with chemical weapons.
Upgrade to a state-of-the-art lab.
Broaden his alchemical knowledge.
Has a secret flair for acrobatics and dramatic combat, though has had few chances to show it.
Forge a Luck talisman for Robert Stormsail.

Love Interests
None at the moment. Divorced his wife Ella a year ago for her infidelity. Still bitter and doubtful that true love exists.

Hated enemies: Those who distrust alchemy or who attempt to impede its progress. Is suspicious of the Keepers of the Light, though he has yet to run in to direct conflict with them.

Appearance
Slightly below average height, but well-built and of a healthy weight. Blackish-brown hair is partially balding on top and short-cut on the sides. Beard is trimmed short, salt-and-pepper in color. Is 39 years old but looks mid-40s. Eyes that flit about, looking for something interesting, that become piercing when fixated on a subject. Wears a crescent-shaped vial on a linked chain around the neck, full of an unknown clear liquid.

Personality

Myer is precise. He focuses on one idea at a time with a fiery intensity. And it must be right. To achieve this, Myer frees himself from distractions and closes in on his goal. Follow the formulary. Keep the lab clean. No distractions. This ability serves him not only in academia but also in social situations. He taught himself to sell his potions at the market by focusing intently on one customer at a time: their needs, their wants, and their fantasies, and serving those to the best of his ability.

This trait also worked to his disadvantage when his locus of attention was focused on some things but not others. While they had a wonderful honeymoon phase, Myer’s devotion to his lab eventually had a detrimental effect on his marriage to Ella. Away for ten hours a day, any fortune teller could have predicted what would happen. Bored at home with no children to attend to (she was barren), Ella’s attention eventually wandered to other men. After six years, Myer had had enough. The sights they had seen together became a constant reminder of the pain their faded love brought. As soon has he saved enough money, Myer moved away to start a new life.


Beer. The greatest potion in history. Myer downed another gulp of the dark ale this tavern was known for, and then calmly laid out a tale for the shaded companion in the booth with him.

“I am not a stranger to ships. I grew up on one until I was twelve, so I know my way around a vessel. My father was a medic and my mother a cook on board a trading vessel. We mainly ran the route between Engea and Furnan. Those were great times – not just because I was young and foolish, but because I loved the fresh air and fresh locales. You may see me as bookish and shut in – but don’t get me wrong, I love a good adventure as much as any punk.”

Myer savored his ale. “My time on the ship came to an end thanks to her ingenious captain. He gambled away everything he owned playing breakers and that included the ship. He dropped us off at Sunsail and we never saw him again. This was partially a good thing. My father soon found work at a physician’s practice. A quarter of the doctors in the city had recently been exiled by Keepers for practicing alchemy. Remember this was in the time of Archkeeper Davion, the fiercest anti-alchemy zealot we’ve seen since the Cataclysm. Happened right before he died, actually. Anyways, I started getting a formal education. Did well enough in school to go to a good university in Sunsail, where I studied chemistry. On paper, at least. In the lab, most of my experiments were of a more… arcane nature. I developed a few, ah, specialty potions. If you hire me, you’ll find out about them later.”

“I had always suspected that I would not spend my life at the university. The world is too chaotic, still trying to shift itself in to a good resting place after the Cataclysm. There could be a war or another persecution of alchemists. So I spent my free time at the gun range practicing the way of the pistol and at the gym training in the physical arts. Not coincidentally, these skills are highly useful while sailing the dangerous skies with guildmates.”

“After many years of research, I began to get that restless itch again. I applied to Clockwork Phoenix, hoping to see the world and offer my skills to them. That didn’t work out. One of the ships in our fleet went down and they grounded the whole recruiting class. And I was grounded too, right in Phoenix territory, as I had spent my savings to get there. So I rented a small space to live and set up my lab, and I hawked my potions at the market until I could work up the funds to get out of that hellhole. And get away from that crazy harpy I called a wife.”

“So that’s my story. What’s going to happen next?”