Character Sheet: Dreamer Jingleheim
A Member of Solo Operator

Dreamer Jingleheim
Designation: Hero
Played By: The HeartBurn Kid
Wins: 0
Fatalaties: 0
Losses: 0
Solo Operator
Physical Attributes
Strength:
Standard (25)
normal human strength
  • Strength Attack Damage: Standard
Agility: Supreme (75)
This fighter can dodge and move effortlessly with superhuman fluidity.

Body: Standard (25)
normal human endurance

  • Knocked Out by: 1 unprotected Standard level hit
    or several lesser attacks adding to same.
Mind: Standard (25)
normal human mental resources

Background: Orgin: Dreamer Jingleheim is a wanderer, like all kender are. He was hit with wanderlust at a tender young age, and left his home in Hylo to make his fortune as an adventurer. Soon he hooked up with an adventuring party, who was sent on an adventure between dimensions by a powerful wizard. Unfortunately, the crew got lost in the dimensions, hopping from world to world. Eventually, the companions ended up in Khazan, where Dreamer's short attention span and focus on new and interesting things eventually separated him from his party. He now spends his days wandering the Great City of Khazan with his trusty hoopak, seeing the sites and getting in the most interesting adventures (or misadventures). (OOC note: any fights against Dreamer are not official league battles; instead, they are most often misunderstandings about some object "handled" by Dreamer)

Character Disadvantage
Bumbling
Kender are known far and wide for their short attention spans, and Dreamer's is one of the shortest. Should a battle let up even for a second, Dreamer's interest will most likely be distracted by an interesting statue, an oddly-dressed man, a brightly-colored stone, the curious items the opponent has hanging on his belt...

Character Personality

Powers and Abilities

Handling

  • Power: Tractor Beam
  • Level: Standard
  • Advantage: Ranged Attack Attack usable at a distance.
Dreamer's not a thief. Don't ever call him a thief. It's just that people get careless with their things, and those things tend to end up in his pouches. Dreamer's collected some of the most interesting things this way.


Trapspringer's Hoopak

  • Power: Bow
  • Level: Superior
  • Advantage: Ranged Attack Attack usable at a distance.
  • Weakness: power in item - Easy to Lose item
The hoopak is a traditional kender weapon and all-purpose tool. Basically, it's a spear with a slingshot at one end. It can be used either to pierce, as a spear, to club, as a bo staff, or the slingshot could be used to launch various small objects (such as rocks) at the opponent. In addition, it may be used as a musical instrument (by whirling it around in the air; the effect sounds much like a bullroar), a walking stick, or a lever to pry open "stuck" doors. Dreamer says his hoopak is magical, and a gift from the kender quasi-diety Uncle Trapspringer (who is "every kender's uncle"). Nobody knows if this is the truth, or just another kender tale.


Kender Taunts

  • Power: Emotion Control
  • Level: Superior
  • Advantage: Auto-Hit This mental attack hits the target automatically, but may or may not effect them.
  • Weakness: Multi-Use
Kender have elevated taunting to an art form, and Dreamer is a master of this art form. With a few simple well-chosen insults, he can drive almost any opponent into a berserk frenzy. Those with strong wills or mental abilities are able to keep composed no matter what Dreamer might say to them, though, and even the average person will fall for only so many taunts before they finally realize what Dreamer's trying to do. As for the berserkers, it just makes them meaner and stronger!


Dreamer's pouches

  • Power: Weapons Creation
  • Level: Standard
  • Advantage: Ranged Attack Attack usable at a distance.
  • Weakness: power in item - Hard to Lose item
Dreamer has "handled" many things in his lifetime. He carries these things around in his pouches. If he's really in a bind, he can reach into the pouches, produce some object, and toss it at the opponent. Most of the time, it's something relatively harmless he finds, like a brightly-colored stone or dead rat. But occasionally, he'll come up with something that can swing a fight in his favor. Note that Dreamer has no idea what's in his pouches at any given moment, and thus cannot go for a specific item. Also, of course if he should lose his pouches... but then, a kender guards his pouches with his life.


Kender Luck

  • Power: Lucky
  • Level: Standard
There's a saying on Krynn, the planet where kender originate: "The gods love cripples, children, and fools, and kender count for two out of three". Whether the gods show any actual favor or not to kender, it is true that kender have as much of a knack for extricating themselves from a sticky situation as they have for getting in that sticky situation in the first place