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Mishaya, called Jeremiah - AI-generated fantasy NPC

Mishaya, called Jeremiah

Drakthul, an infiltrator-adapted lizardlike species whose skin and posture can pass for human at a glance · Artificer, custom Generic Fantasy profile · Level 15

Mishaya, called Jeremiah

Canopy mechanic, artificer, and covert salvage researcher
ACNone
HP72/72
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, measured voice with faint rasp from smoke inhalation during the crash and years of dust, resin, and workshop fumes. He shapes technical terms carefully, but his cadence loosens into island slang around people he trusts. The name Mishaya flows across open vowels; 'Jeremiah' is the convenient name he offered when he first needed strangers to understand him.

A dry, measured voice with faint rasp from smoke inhalation during the crash and years of dust, resin, and workshop fumes. He shapes technical terms carefully, but his cadence loosens into island slang around people he trusts. The name Mishaya flows across open vowels; 'Jeremiah' is the convenient name he offered when he first needed strangers to understand him.

Speech patterns

Explains a problem by naming its parts and tracing what failed, then catches himself and summarizes for non-specialists.
Uses short, dry jokes when nervous, often at his own expense.
Calls people by their names once trust is established; uses job or role instead when keeping emotional distance.
Asks practical questions before personal ones, such as whether someone has eaten, slept, or got home safely.

How to play them

Offer useful work or a concrete exchange before asking for trust. He responds well to patience, competent hands, and respect for Sylvarae. If pressed about the crash, he deflects with technical details; if someone threatens Floria or the settlement, the deflection ends immediately.

Goal

Finish a receiver from the wreckage and decide whether to answer the signal it may uncover without putting Sylvarae at risk.

Motivation

To make himself worthy of the sanctuary he was given, while discovering whether his past still has a claim on him.

Secret · GM only

Appearance

At first glance Jeremiah passes for a lean human man in his twenties, but his face seems too still when he listens and his pupils narrow to fine vertical slits in sharp light. His skin has a faint, pebbled sheen at the temples and along the throat, like rain on river stone. He moves with careful, low-footed balance, placing each step as if a deck might tilt beneath him. His patched work coat hangs badly at one shoulder, while its brass collar clasp is polished with almost ceremonial care. Within a minute, most people notice him thumb-checking that clasp whenever a door opens behind him, an oddly domestic habit for a famously capable infiltrator.

Clothing

A badly fitted, patched field coat with one shoulder riding high, a soft undershirt, climbing trousers, and quiet-soled boots. A brass collar clasp is the single item he keeps immaculate; tool loops and repairs are practical, mismatched, and visibly homemade.

Body language

Keeps his weight balanced over the balls of his feet and rarely presents his back to a doorway. He uses economical gestures, but his thumb repeatedly rubs the same polished clasp. When genuinely amused, he leans in and forgets to perform the still, human-like face he uses with strangers.

Height
About 5 feet 10 inches
Build
Lean, long-limbed, and wiry, with a climber's balance and compact strength.
Eyes
Amber-brown with narrow vertical pupils in bright light
Hair
Dark brown, cut short at the sides and usually flattened by a hood or work cap
Skin
Warm brown with a subtle, rain-slick pebbled sheen visible at the temples and throat
Age
Young adult, about 24 by the calendar of Sonoe QHMX
Gender
Male
Size
Medium

Distinguishing features

A fine scale-like sheen at the temples and throat, easiest to see in side light.
Narrowing vertical pupils under bright light, which he tries to hide with tinted lenses.
Repeatedly thumb-checks his conspicuously polished brass collar clasp.
His coat is visibly ill-fitting and heavily repaired, despite the care he lavishes on the clasp.

Personality

12 traits and drives

He is wary and analytical with strangers, but unexpectedly generous with people who are frightened or out of their depth. He wants to be seen as competent and self-sufficient, yet he takes deep comfort in being included in ordinary routines. When calm, he is patient and exacting; when worried, he becomes controlling and buries everyone in contingencies. Anger makes him blunt and immovable rather than loud, while embarrassment brings out quick jokes and busy hands.

Alignment
Pragmatic and protective; keeps promises to individuals more readily than to institutions.

Quirks

Taps loose screws against his teeth to compare their pitch, then immediately spits them into his palm.
Labels improvised devices with blunt warnings such as 'DO NOT SHAKE' and 'NOT A HANDLE.'
Leaves tiny wooden wedges in doors so they cannot close silently behind him.
Counts canopy levels under his breath when thinking, even while standing still.

Habits

Checks the brass collar clasp when a door opens or an unfamiliar person enters.
Studies hinges, fasteners, and exits before settling into a room.
When relaxed, repairs small broken objects without interrupting conversation.
When ashamed, becomes briskly practical and offers to fix something rather than explain himself.

Traits · 3

Protective of people who have less power than he does, but uncomfortable being thanked.
Values precision while improvising constantly.
Longs for a home, yet keeps an escape route ready.

Flaws · 3

Withholds information until he can present a complete solution, even when early warning would help.
Treats emotional distress as a repair problem and can seem dismissive while trying to help.
His need to understand the wreck can override caution when he believes a clue is within reach.

Fears · 3

That the spacecraft's signal will bring a threat to the people who sheltered him.
That his human-like disguise has made those closest to him love a performance rather than the person beneath it.
Being forced to choose between learning where he came from and protecting the home he chose.

Wants and needs · 3

A safe chance to complete his receiver without exposing Sylvarae.
Honest information about the spacecraft and any signal connected to it.
Reassurance, shown through everyday inclusion rather than grand speeches.

Combat

HP 72 · 30 feet per round in this custom profile; use the campaign's movement rules if different.

Avoids a fair exchange of blows. He scouts with the mite, uses cover and decoys to control sightlines, disables equipment or escape routes, and aims the arc-driver at threats endangering others. If cornered, he spends capacitor charges to open a path and retreats toward cover. He will not use the capacitor fan in a crowded settlement unless there is no safer option.

Mishaya, called Jeremiah

Medium humanoid (drakthul, an infiltrator-adapted lizardlike species whose skin and posture can pass for human at a glance), pragmatic and protective; keeps promises to individuals more readily than to institutions.
Armor ClassNot set
Hit Points72
Speed30 feet per round in this custom profile; use the campaign's movement rules if different.
Level15
STR
DEX
CON
INT
WIS
CHA
SkillsMechanism repairInfiltration and disguiseClimbing and canopy travelSalvage assessment
Languages
Common trade tongue of Sonoe QHMX,
Drakthul shipboard cant, spoken and read imperfectly
Custom Generic Fantasy profile. veteran artificer, level 15. The following combat numbers and action rules are designed for this NPC, not presented as canonical rules for a named published system.
Infiltrator's Living Mask. Jeremiah's Drakthul features are concealed by an adaptive skin-sheen and practiced posture. Close inspection or physical stress may reveal fine scales at his temples and throat.
Field-Rigged. Given tools and ten minutes, Jeremiah can repair or jury-rig a mundane mechanism. Under pressure, the GM may call for a fitting check using the campaign's rules.
Prismatic Decoy. Once per scene, he can deploy a palm-sized projector that throws a moving false image across a nearby area. It distracts but cannot cause damage or withstand touch.

Actions

Arc-driver. Custom action: make a ranged attack using the campaign's normal resolution. On a hit, deal force damage. The tool has a short-range setting for cramped spaces.
Telescoping clamp. Custom action: make a melee attack using the campaign's normal resolution. On a hit, deal piercing damage. Jeremiah can instead use the clamp to seize a small object or hold a door shut.
Capacitor fan. Custom action: spend an action and one charge to release a burst in a short cone. Creatures in the area take lightning damage, or half on a successful appropriate defense. The device has 3 charges, restored after a night's rest and access to his workshop.
Mite scout. Custom action: spend an action to launch a thumb-sized crawler to a visible nearby surface. It skitters up walls and can carry a tiny object, make a distracting click, or return with a close-range image. It is fragile and has no combat attack.

Reactions

Prismatic misdirection. Custom reaction, once per scene: when a visible attacker targets Jeremiah, he triggers the prismatic decoy. The attacker must use the campaign's normal rules to resolve the attack; if the rules allow targeting confusion, apply that, otherwise the projection grants no mechanical defense and merely complicates the scene fictionally.

Services they sell

Repairs lifts, bridge anchors, pumps, and simple mechanisms.
Builds practical custom tools from salvage and local materials.
Can assess strange machinery and identify likely hazards without promising to understand its origin.

Rewards they can give

Repairs a damaged mundane device or mechanism, if given suitable materials and time.
Shares a safe route through Sylvarae's maintenance paths.
May lend the mite scout for a short reconnaissance task, provided it is returned intact.

Equipment

  • Arc-driver (weapon, custom)Compact custom ranged tool with a force-driving barrel and adjustable short-range setting; uses the campaign's normal attack resolution.
  • Capacitor fan (device, custom)Fold-out capacitors with three charges; see Capacitor fan action for custom effect.
  • Mite scout (tool, custom)Tiny climbing scout with a simple image lens and clicking signal; fragile and noncombatant.
  • Brass collar clasp (personal keepsake)Polished brass fastening salvaged from his first local coat, kept clean and checked habitually.

Possessions

A folded, annotated map of Sylvarae's lifts and bridge anchors.
A sealed component from his crashed spacecraft, wrapped in oilcloth.
A small collection of mismatched fasteners sorted by sound when tapped.
A keepsake sketch of the crash site and Floria's shelter.

Background

As a young teenager, Jeremiah came down in a burning fragment of a spacecraft onto Sonoe QHMX. He remembers the impact in sensations rather than sequence: a sky that flashed white, the taste of hot insulation, and the deep quiet after the alarms failed. Floria found him among the wreckage and argued for sanctuary on Ariez Island, where the worldtree settlement Sylvarae took him in. He learned its paths, its customs, and how to make alien components serve local needs. At first he built devices to keep people at a distance; after a winter storm trapped several families in a damaged canopy bridge, he climbed out in the gale to repair its anchor. The rescue changed his idea of what useful meant. He now maintains lifts, pumps, and protective mechanisms around Sylvarae, while secretly rebuilding a receiver from the ship's remnants. He is close to Floria, who gave him a home but worries that his curiosity will bring danger to it. His current conflict is with Hask, a surveyor who wants the recovered wreckage surrendered for study, and with his own uncertainty about whether anyone from his old life is still looking for him.

Role in the story

A capable local ally whose strange past can draw the party into a mystery beyond the island. His loyalty to Sylvarae can make him a guide, a source of practical aid, or an obstacle if adventurers endanger his home.

“Floria found him among the wreckage and argued for sanctuary on Ariez Island, where the worldtree settlement Sylvarae took him in.”
From their background
Faction
Resident craft-keeper of Sylvarae on Ariez Island; no formal allegiance to Hask's survey office.

Known connections

Floria, the islander who found him and secured his sanctuary; she is his closest family and the person whose disappointment he fears most.
Hask, a hard-edged surveyor with an old military-map background, pressing Jeremiah to turn over the spacecraft remains.
Tove, a canopy rigger who trades repair work for honest advice and suspects Jeremiah's supposedly human appearance is a practiced disguise.
Major secret · GM only
Minor secrets · GM only

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