Zugg Datink'rur

Art by ???

> *"Growing up in the scrap yard, you had to be strong, you had to be smart. And... luckily I had my brother to lean on for half of that."*
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> -Zugg talking about his past
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**Zugg Datink'rur** is a member of the *Pipe Dreamers* party. A scrapyard artificer and Klaybury native, Zugg arranged a deal for an off-market prototype propulsion shard from a Zeon corporation contractor to fulfill a lifelong dream. Unfortunately, said contractor ended up exploding right in his face, leaving him, his brother D'rask and his newfound friends as wrongfully accused fugitives from justice. Fortunately, Zugg might just have the ticket they need to escape the wrath of the law. He is played by Lawlman.

## Description

### Appearance

Zugg is a green-skinned orc. He has a metal tusk, is clad head to toe in scrap armour, carries a thick backpack full of scrap, and wears a pair of snazzy goggles and a leather cap. All of which, is safe to assume, was made by himself. His belt carries his light hammer as well as his various artificer tools. Despite his orcish lineage, however, Zugg is of comparatively small stature. He has some muscle but nothing like the typical orc, especially not like his brother. One last notable feature is a scar on the left side of his head, going from the back to around the side of his head and just over his left eyebrow, which he suffered from getting hit on the head by the edge of a pipe.

### Personality

In comparison to the rest of his friends, Zugg stands out as perhaps the most rational and well put together member of the Pipe Dreamers. He often takes on the role of the group’s idea guy, putting plans together and keeping his friends focused on their goals. He cares for his friends deeply, often checking up on them during moments of respite. He’s repeatedly said to Felsic, for instance, that if she ever needs to be open and talk about her feelings, he’d gladly hear her out. In social situations, he typically acts as the party’s face, such as when they first left his Zugg Yard to talk to one of his contacts, or when talking to the cimminal Warforged Desperado. In dire situations he’s even been known to take blows for his friends.

He's also undoubtedly the pipe dreamer with strongest principles and a strictest moral code. He does not like to harm innocents, even going so far as to refrain from harming prots whenever he can, knowing that they could just be trying to do their job. He only steals from bad people, like the wrestling ring who stiffed Felsic out of her earnings. And he often has trouble asking others for help, such as him refusing to ask Felsic for some of said earnings despite her being both loaded and unsure of what to do with it.

However, that doesn’t mean he’s always calm and collected. Because of his morals and principles, Zugg often gets frustrated when his friends act irresponsibly or irrationally. It’s moments like this that have led to him lashing out at people and even his friends, such as him initially blaming The Bomb for the explosion in the Old Kobold, or him chastizing his friends and calling them irresponsible for allowing Beau to continue irradiating himself. Other times he shows his true orcish rage is when he sees his friends or innocent people get hurt, such as his reaction to finding Heiro Flovovinnent shot in the back.

Of course, his most valuable asset to his friends is his intelligence and his quick thinking. Whether he needs to build a ship, hack into a security mainframe, disable some traps, or even make a can opener in less than 30 seconds. He’s always looking to learn more and improve himself, like when he first met Dr. Oshi and wished to learn about his radiation detecting tools, or when inspecting the ruins of a old world space station.

## History

### Background

Not much is known about Zugg’s past before the beginning of the campaign. We know that he's an orphan. We know he met a Blood bath Orc in the scrap yards, his now brother D’rask, the two sticking together ever since. We know that Zugg had a shop where he sold various bits of scrap and some of his own inventions. He owns his own scrap yard where he and his brother live and work together. And lastly, he’s been working for some time to build a ship named The Ticket. Besides that, however, very little of his past has been revealed so far.

## Mechanics

### Powers and Abilities

#### Artificer Abilities

* *Magical Tinkering*
* *Infuse Item*
	+ *Replicate Magic Item*
* *The Right Tool For The Job*
* *Tool Expertise*
* *Flash of Genius*
* Artillerist Abilities
	+ *Tool Proficiencies*
	+ *Artillerist spells*
	+ *Eldritch Cannon*
	+ *Arcane Firearm*
	+ *Explosive Cannon*

#### Feats

* *Heavily Armored*
* *Warcaster*

#### Spell List

##### Cantrips

* *Firebolt*
	+ *Skraptown Special* - You may fire a small ball of fire within 60ft of you. All creatures in a 10ft radius must make a dex save equal to your spell DC, taking damage equal to the Firebolt spell on a failed save.
* *Lightning Lure*
* *Mending*

##### 1st Level

* *Absorb Elements*
* *Alarm*
* *Catapult*
* *Cure Wounds*
* *Detect Magic*
* *Disguise Self*
* *Grease*
* *Shield*
* *Snare*
* *Tasha's Caustic Brew*
* *Thunderwave*

##### 2nd Level

* *Enhance Ability*
* *Heat Metal*
* *Scorching Ray*
* *See Invisibility*
* *Shatter*
* *Spider Climb*

### Other Abilities

* ~~*Flames of Inspiration*~~
	+ By spending an inspiration, your Firebolt spell deals an additional 1d10 damage. This must be declared before the spell Firebolt is cast.

### Notable Items

* *Mask of Flame*
	+ As an action, you may breath fire on your opponents in a 15ft cone. All creatures in this area must make a Dex save (DC12), taking 3d8 Fire damage on a failed save, half on a success. You may do this a number of times equal to your Proficiency Bonus, refreshing all uses on a long rest.
* *Force Shield*
	+ This item applies 8 temporary HP every 10 minutes. You may overcharge this item to apply 32 temporary HP, but it malfunctions when used up and must be repaired.
* *Spinning Blades*
	+ As an action, you may fire a spinning blade up to 60ft away from you. This fires in a 10ft cube that persists for the next turn. The turn afterwards, the radius becomes a 30ft cube. Anyone that enters the radius for the first time on their turn must make a DC 14 Dex save, taking 4d8 slashing damage on a failed save, or half as much on a successful one. You may do this a number of times equal to your Proficiency Bonus, refreshing all uses on a Long Rest.
* *Bracers of Flying Scrap* (Attunement)
* *Pearl of Power*
* *Hover Boots*
	+ You gain a flying speed of 30ft. If you end your turn in the air, you start falling.
* *Inevitable Armor* (+2 Splint Mail) (Attunement)
	+ After completing a long rest, you choose to have resistance to one of the following elements: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder.
* *Spellcasting Gauntlet* (Attunement)
	+ This gauntlet houses 3 spell chip slots. You may cast any spell that is housed within the spell chips within the gauntlet. These are the current Spell Chips in the Gauntlet
		- Ice Storm (4th Level) (DC 15)
		- Empty
		- Empty

## Trivia

* According to SummersSalt, who has synesthesia, Zugg's art evokes the scent of rust.