"Coyote" Kilduff
"Y'got a name, Carrai? Everyone jus' calls me Coyote."
Coyote Kilduff, the drifter. The filthy saddle tramp. The bunkhouse rider. Cattle pusher. There are any number of ways to refer to Coyote's sort. The nature of his chosen profession leads to many preconceived notions and blatant misconceptions of what kind of man he might be, but when you get down to it, Coyote's just a fella on his horse, riding on once a job becomes tedious, or his employers find a reason to hate him.
Appearance
Dark brown, nearly black hair, just raking his shoulders, coated with road dust. Unshaven stubble, dirty face, yellowed teeth. Blue-grey eyes ringed with brown, keen and watchful.
He's wearing a black, flat crowned, brimmed hat with a green hatband, long tan oilcloth coat, a blue shirt/tunic, a mottled red neckcloth, tan trousers/leggings, and worn riding boots. Just about every inch of him is caked in dirt in some way, shape, or form. A pouch on one hip, and a holder carrying an unusual device on the other, faintly pulsing with magic. His closest companion is his brown gelding, Yorel.
Coyote's drawl has the HEX code: #758cff
He's wearing a black, flat crowned, brimmed hat with a green hatband, long tan oilcloth coat, a blue shirt/tunic, a mottled red neckcloth, tan trousers/leggings, and worn riding boots. Just about every inch of him is caked in dirt in some way, shape, or form. A pouch on one hip, and a holder carrying an unusual device on the other, faintly pulsing with magic. His closest companion is his brown gelding, Yorel.
Coyote's drawl has the HEX code: #758cff
Skills and Abilities
Horsemanship, clothes mending, foraging, basic cooking, basic understanding of a small handful of musical instruments, magic. To be fleshed out more later.
Personality
Aloof, wary, and yet loud-mouthed and outspoken.
Weapon
The Seedarm[1]. A product of time, innovation, and experimentation.
The Seedarm is an unusual weapon, it's functional points being the artful combination of a copper tube, a glass container, a well-polished fencing foil handle, and a release lever. It's decorative flair being blued iron, engraved filigree, and green stone embedded into the rear post of the handle and on the sides of the glass container holder.
The glass container holds a low magical glow, and has a small corked hole to add seeds, the ammunition from which the weapon gets it's name. When the release lever is squeezed, it propels a seed through the tube at a high rate of speed, which explodes on impact to release a powerful but short-lived burst of magic. The release lever requires a purposeful amount of pressure to expel a seed, to lower the risk of accidental expulsion due to sudden jostling or impact, i.e. being dropped on the ground.
The weapon draws it's energy from the land around it. In the presence of "sufficient" plant life, it will gain a charge up to a maximum of two hours, which can be held for three days before it begins to trickle away. It's ability to expel is limited to twice the safe ammunition capacity per hour. The maximum amount of seeds that can be safely placed into the container at any given time is six, or there's a risk of jamming the weapon, accidental expulsion of a seed, or at worst, catastrophic failure leading to an explosion.
There can be a bit of residue buildup in the tube after long-term use, which has lead to one accidental magical surge, almost causing a barn fire and singing Coyote's sleeve from the heat. As such, the tube needs cleaned out periodically with the cleaning rod.
The Seedarm is an unusual weapon, it's functional points being the artful combination of a copper tube, a glass container, a well-polished fencing foil handle, and a release lever. It's decorative flair being blued iron, engraved filigree, and green stone embedded into the rear post of the handle and on the sides of the glass container holder.
The glass container holds a low magical glow, and has a small corked hole to add seeds, the ammunition from which the weapon gets it's name. When the release lever is squeezed, it propels a seed through the tube at a high rate of speed, which explodes on impact to release a powerful but short-lived burst of magic. The release lever requires a purposeful amount of pressure to expel a seed, to lower the risk of accidental expulsion due to sudden jostling or impact, i.e. being dropped on the ground.
The weapon draws it's energy from the land around it. In the presence of "sufficient" plant life, it will gain a charge up to a maximum of two hours, which can be held for three days before it begins to trickle away. It's ability to expel is limited to twice the safe ammunition capacity per hour. The maximum amount of seeds that can be safely placed into the container at any given time is six, or there's a risk of jamming the weapon, accidental expulsion of a seed, or at worst, catastrophic failure leading to an explosion.
There can be a bit of residue buildup in the tube after long-term use, which has lead to one accidental magical surge, almost causing a barn fire and singing Coyote's sleeve from the heat. As such, the tube needs cleaned out periodically with the cleaning rod.