Valler wasn't always the way he is now, once he was happy, living out a secluded life on a desolate rock just off the southern tip of the whip islands. He had met another of his kind, who could soothe his rough sides and lend calm to his stormy demeanour.
Morlee was sensitive and nurturing and an emotional anchor for Valler, but she began distancing herself. Valler was only partially aware of the change, however; he was so absorbed in his daughter, but even he could see the change in the few weeks preceding Morelee's death. He reacted with anger at her change, at her lack of interest in him or especially their daughter. His guilt over those last days still gnaw at him.
In the end, she left a cryptic note and disappeared. Gaella was three. Valler searched for her for months after, hoping she had just retreated into her strange depression, but in the end he gave up, and focused his sole energies on his daughter...until she too disappeared. She was six and Valler was again out hunting fish in the shallows two islands away. He had always left her alone before. The rock was of no interest to anyone besides the two of them. Nowhere to land a boat, no fresh water, no resources. Only a small shelter on the rocks. But when he returned, she was gone. Their shelter was rifled through and strangely most of Gaella's things were gone whereas his were untouched. He found a powder horn that had fallen from the hip of one of the kidnappers, one common to humans. He set off immediately to find her, his hatred growing every day. That was ten years ago. Every day he gives up a little more in ever finding his daughter and remembers a little bit more the last regrettable days with Morlee.
Is Morlee actually dead? Who took Gaela? Will Valler find her and "save" her before he succumbs to his own hateful deathwish?
"He looks...well, like a doreen." That's invariably what people would say if pressed to describe Valler; so few of them exist that comparisons are difficult. For those in the know, he's slim for his race, built for quick movements in water and out. His skin is smooth and a dull grey, smelling of brine and dusted in places with the white grains of dried saltwater when on land.
Over a shoulder hangs a shark skin bag, perforated at the bottom to allow for quick draining. The knives that hang around his waist show the patina of much use.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Boating d6, Common Knowledge d4, Fighting d8, Intimidation d6, Language (Doreen) d8, Notice d4, Persuasion d4, Shooting d4, Stealth d6, Survival d4
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Death Wish, Driven (minor, Find his daughter or avenge her), Ruthless (minor), Vengeful (minor)
Edges: Ambidextrous, Combat Reflexes, First Strike, Improved Close Fighting, Two-Fisted
Weapons: Unarmed (Range Melee, Damage Str), Dagger/Knife (Range Melee, Damage Str+d4), Dagger/Knife (Range Melee, Damage Str+d4)
Language: Doreen (native, d8)
Current Wealth: $450
- Coup: Ranged weapons have little use underwater, so doreen rely on cunning and stealth to hunt. They take great pride in getting as close as possible before making a kill. Every time a doreen kills a foe with a Strength and Toughness at least as high as his own (including armor or other enhancements) with nothing larger than a knife, he gains a Benny.
- Racial Enemy: Doreen hate kehana and suffer a –2 penalty to Persuasion rolls when dealing with them.
- Semi-Aquatic: Can hold their breath for 15 minutes before checking for drowning.
- Edge: Close Fighting
- Edge: Improved Close Fighting
- Edge: First Strike
- Edge: Combat Reflexes
Books In Use: Savage Worlds: Adventure Edition, 50 Fathoms
Setting Rules: Heroic (50f)
Validity: Character appears valid and optimal
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