Gust

Gust is a piece of the North Wind that serves aboard the Nomad as a deckhand. He helps them move about the spheres as a literal wind in their sails and after absorbing a bottle of ancient air can also fire a wind cannon to disrupt the movement of enemy ships. It cannot speak beyond saying the words "wee", which changed to a more baritone "woo" after increasing in size from the ancient air.  
Skills
*Charge 1d8

Traits & Edges
Wind Cannon: 0/15. If fired from boarding distance, the enemy ship suffers -4/-4 Drag/Lift for the rest of the turn.

Wind in your Sails: +2 to Drag or +2 to Lift (may switch each turn) OR +1 to Travel Pace.

Ethereal: No food or rest required.
    According to legend, when the spheres still glowed hot with magma, the Forger created the four tradewinds to cool them. In order to motivate them to work, he set up a race across the spheres, promising his favoritism and dominion over the skies to whoever won. Little did the Forger's children know, he had given all the winds the same speed. Their race continued in perpetual stalemate circulating the air across the spheres to accomplish the Forger's goal of cooling them.   That race faced a momentary interruption when Alyn Arkades created an artificial cloud called the Cloudhead to provide shade to the Moku people and prevent the sun from turning them to stone. The Cloudhead just so happened to fall in the North Wind's path, and he found himself washed up on the shore as he slammed against the obstruction.   At the request of local information Brokers, the Party helped deliver him to Alyn's laboratory, the Weathervane, but not before his brother The South Wind intervened. The South Wind said he and his brothers would make life difficult for the Party if they helped their brother, but could provide great boons if they let him die. The Party decided to keep the balance of the skies in tact and save the North Wind. As thanks, he broke off a zephyr of himself to aid their crew.   The zephyr travelled with the Nomad across the spheres, until the Party found The Forge --the home and prison of the Forger and location where the Tradewinds were created. Inside, they found a bottle of ancient air. Upon feeding it to their zephyr, it grew into a gust, gaining a more baritone voice and the power to fire blasts of wind at enemies.

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