Missy Rose

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* Fortunum
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**Missy Rose** is a Half-Elf, Drakewarden Ranger.

She is the player character of Bluebird.

## Intro

Missy was introduced into the Fortunum campaign in session 0.1 where she was illegally trying to cross the border into Fortunum under a fake ID. She has travelled from the kingdom of Chiaroscuro, and has not yet informed anyone as to why she is in Fortunum.

## Appearance

Missy is a half-elf with tan skin, orange eyes, and short ginger hair that has a slight wave to it. On her left cheek she has 2 triangle/diamond shaped markings that are orange, and regularly wears jewellery in the shape of flowers and makeup. She has more markings on the left side of her body but these are hidden by her clothes.

Her standard outfit is a black strap dress that has a red glitter gradient. Over this she wears a short sleeved varsity-style jacket in red, black, and white, red skater gloves, black thigh high stockings, and above the ankle boots. She prefers to wear a choker necklace of some description.

## Personality

Missy switches between being cute to cutthroat and comes off as being a coy and smarmy bubblegum bitch. She doesn't take the lead, but often instigates others into fights, and can change her mind on what she wants as fast as a cat. She seeks out fun and new things wherever she can, can not stand to be bored and will antagonize or flirt with others if it means getting a reaction out of them. She is alert to what others are doing, and is not one to engage in combat straight away but watch and try to understand the situation first.

She insists to others that she is just a tourist.

### **Likes**

* Bubble tea
* Cocktails
* Skirts with Pockets
* Traveling
* New things.
* Festivals and Parties
* Sugar and Candy
* Exploring
* People watching.
* Animals

### **Dislikes**

* Salty Food
* Being in one place for too long
* Fanatics and Bigots
* Being bored.
* Pointless Rules
* Traditions

## Character Information

Missy is a 3rd level Drakewarden Ranger, with a companion called Zilant.

### **Class Information**

#### Hit Points

* Hit Dice: 1d10 per ranger level
* Hit Points at 1st Level: 10 + your Constitution modifier
* Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

#### Proficiencies

* Armor: Light armour, medium armour, shields
* Weapons: Simple weapons, martial weapons, unarmed strike
* Tools: None
* Saving Throws: Strength, Dexterity

#### **Class Abilities**

* *Deft Explorer: Canny (1st Level)*
* *Draconic Gift*
* *Drake Companion: Zilant*
* *Favoured Foe*
* *Fighting Style: Duelling*
* *Primal Awareness (Spellcasting)*

 3rd
 5th
 9th
 13th
 17th

#### Drake Companion

**See More:** *Zilant*

At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

### **Spellcasting**

Missy's Spellcasting ability comes from her Wisdom, (with the exception of the Gust of Wind spell which relies on Charisma) and currently knows 3 spells that are not racial or additionally class based.

Missy's Spells
 1st Level
(3 Spell Slots)
* Fog Cloud (Racial)
* Speak with Animals (Ranger)
* Zephyr Strike
* Searing Smite
 Second Level
* Levitate (Racial)

### **Non-Class Abilities**

**All Eyes on You (Background):** Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

**Darkvision (Racial):** Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Fey Ancestry (Racial):** You have advantage on saving throws against being charmed, and magic can't put you to sleep.

**Headwinds (Racial):** You know the Gust cantrip. Starting at 3rd level, you can also cast the Gust of Wind spell with it. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Charisma is your Spellcasting Ability for this spell.

**Storm's Boon (Racial):** You have resistance to Lightning damage.

**Windwrights Intuition (Racial):** Whenever you make a Dexterity (Acrobatics) check or any Ability Check involving Navigator's Tools, you can roll a d4 and add the number rolled to the total ability check.

**Spells of the Mark:** If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your Spellcasting class.

**Mark of Storm Spells**

 2nd
 3rd
 4th
 5th

#### Proficiencies

* Acrobatics - +6
* Insight - +5
* Perception - +7
* Stealth - +6

### Equipment

* Dagger (Balisong)
* Longsword (Sword of the Mountain King): The words "*Sword of the Mountain King*" is delicately etched into its blade. Holding this up to the light shows various colours of stones and jewellery implemented into its making. The King mentions to you that it was made from a well known Blacksmith in The Mountain Kingdom.
* Backpack: Fox Backpack
	+ Bubblegum
	+ Painkillers
	+ Purse
	+ Bandaids / Plasters
	+ Loose Change
	+ Keyring Animals. (Fox, Red Panda, Bat)
	+ Dice
	+ Butterfly Knife
* Navigator's Tools/Phone
* Longboard
* Guitar

## Quotes

* "Puppy!"
* "I haven't done anything wrong, I'm only a tourist."
* "What do you mean we only get ten gold per month?"
* "I'm sure that you'll change your mind."

## Trivia

* Missy is the rework of an old 2014 character of Bluebird, called Malva, who was a dual-weilding rogue, and then a character from a short comic done in university called Blacklight, where she had a summon in the form of a dragon.
* Missy is terrible with money and always overspends.
* She can write, speak, and read seven languages: Common, Elven, Draconic, Celestial, Primordial, Sylvan, and Abyssal.
* Missy's mind world is pink hued, in a full city with parks, trees, graveyards, buildings. Its appearance is inspired by infrared photography. In her mind world, Missy occasionally appears with long hair.
* **Character Themes:**
	+ **Animal**: Stoat/Weasel
	+ **Colour Theme**: Orange, Red, Pink, Black.
	+ **Flower**: California Poppy
	+ **Fruit**: Ground Cherries / Physalis
	+ **Spice**: Cloves
	+ **Flavour**: Sweet
	+ **Gemstone**: Sunstone
	+ **Metal**: Pyrite
	+ **Season**: Summer
	+ **Instrument/Music**:  Synthesizer | Electropop |  Marina and the Diamonds

## Navigation

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