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elias_kim

Exohumans | PC

ELIAS KIM

Race and Faction

Background

Elias Kim was born on the Last Frontier to Mira and Theo Kim — his mother a ship’s psychologist in the Social Harmony Division, his father a chaplain who led the morning services on Deck 17. Both were known for calming crises and reconciling disputes in the confined world of the multigenerational ship. When Elias was eight, their bodies were discovered in a sealed corridor near the memorial area. GAIA’s logs classified the incident as a “security breach and containment failure,” but whispers aboard the ship spoke of deliberate sabotage. The case remains unsolved — one of the few recorded homicides on the *Last Frontier*.

After the deaths, Elias was reassigned under the Adoption Quota Program to an administrative couple who had requested a child late in the quota cycle. He was not their first choice. His foster father, an officious records clerk, agreed only to please his wife — a gentle woman who longed for a family of her own. Elias, still shy and stuttering from trauma, struggled to meet expectations in a household ruled by precision and routine. Two years later, his foster mother died of the so-called “space disease,” a neuro-respiratory infection — leaving him alone with a man who had never wanted him.

From then on, Elias tried to earn his father’s approval the only way he knew how — by speaking the words he thought the man wanted to hear. He watched, listened, and adapted, studying every sigh and silence until he could predict which answers pleased and which provoked. He practiced sentences until his stutter vanished, replacing fear with fluency. But despite his efforts, affection never followed. His father treated politeness as duty and praise as waste; love remained an equation Elias could never solve.

What began as a child’s attempt to be worthy became a lifelong reflex: reading people, mirroring their desires, and turning empathy into survival.

By adolescence, Elias could navigate the ship’s layered society like a stage, shifting accents and mannerisms with ease. When the Last Frontier crash-landed on VOI 700 D, his father moved to Morningstar without him. He never spoke of it. Instead, he turned loss into performance — a chameleon ready for any world that would have him.

After the founding of the Free State of Settlers, Elias drifted between the first camps as a self-appointed interpreter, trading wit for food and favors. His true gift lay in learning Honga, the primary language of the Native Tribes. Each tribe spoke its own dialect, and Elias absorbed their nuances with uncanny ease, mirroring tone, gesture, and rhythm until even the Natives forgot he was an outsider. In frontier disputes where tempers flared and weapons nearly spoke, it was often his voice that restored calm.

Curiosity and vice eventually led him to Firetown, where his gift for people made him a regular in the Entertainment District. There he found his obsession — and downfall — in the miner’s dice game Frostpunkt. When fortune smiled, he stayed at the Dark Side Hotel; when it didn’t, he lived on charm, credit, and luck — usually in that order.

Ezrah Scherkenstein first met him during a courier-trail audit that ended in a Frostpunkt den. Impressed by how he drew truth from bluffs, she offered him “occasional work.” Since then, Elias has served the OfSO as a charismatic go-between — translating dialects, coaxing witnesses, and slipping through taverns where official badges can’t reach.

He calls himself an “entrepreneur without a company” — always sketching ventures that never leave the notebook. What he truly seeks are adventure, affection, and the fragile thrill of turning chaos into connection.

Roles by Age

Beta Age (2626–2631)

  • Social Operative & Interpreter: Acts as cultural intermediary and negotiator for the OfSO; smooths over conflicts with charm and quick thinking.
  • Information Broker: Trades rumors between couriers, gamblers, and traders; uses his Frostpunkt table as a listening post.

Personality

  • Traits: Charismatic, daring, flirtatious, witty
  • Behavior: Flashes quick smiles; always plays with a die in hand; punctuates tension with jokes
  • Values: Freedom, risk, pleasure, and a good story — preferably all at once

Physical Attributes

  • Height: 1.82 m
  • Build: Lean and wiry; quick hands, restless posture
  • Appearance: Trim beard, rolled sleeves, gambler’s vest; carries a dice pouch and a charm coin. Two thin tribal tattoos curve along his temples — marks earned during his time among Native interpreters, symbolizing “truth spoken and heard.”
  • Tells: Flicks a Frostpunkt die between his fingers when thinking; never sits with his back to a door

Combat Statistics

  • Armor Class (AC): 12 (light jacket)
  • Hit Points (HP): 20
  • Speed: 9 m
  • Proficiencies: Persuasion, Deception, Insight, Sleight of Hand, Performance, Gambling Tools (Frostpunkt Dice), Linguist’s Kit
  • Languages: Common, Trando, Honga, and a smattering of trader’s cant

Actions

  • Charm Feint (Bonus Action): Flashing grin and disarming tone; target makes DC 13 WIS save or suffers disadvantage on their next hostile action against Elias.
  • Coin Flip Bluff (Action): Roll a Frostpunkt-style contested Persuasion vs. Insight; on success, Elias gains +2 AC against that opponent until end of next turn (“They hesitate — he smiles.”)
  • Quick Draw (Utility): Can use a Frostpunkt die or coin as distraction; grants advantage on one Sleight of Hand or Stealth check once per encounter.

Special Abilities

  • Frostpunkt Gambler: Once per session, Elias may “play a round” mid-scene — roll 1d6:
    • 1–2: Overconfident — loses his focus; disadvantage on next action.
    • 3–4: Calculated risk — nothing happens, but tension builds.
    • 5–6: Master bluff — gains +2 on all Charisma checks for the rest of the scene.
  • Silver Tongue: Advantage on Persuasion and Deception when flirting or negotiating stakes.
  • Lucky Draw: Once per long rest, may reroll a failed skill check — but must narrate it as a bold gamble.
  • Flaws — Gambler’s Vice & Romantic Entanglement:
    1. Frostpunkt Addiction: Must succeed a DC 12 WIS save when near an active gambling game or lose 1 turn to play “just one round.”
    2. Heartbreaker: Romantic pursuits often backfire; a failed Persuasion with a charmed NPC may escalate to hostility or betrayal.
    3. Overconfidence: Believes every problem has a clever solution — even when silence or retreat would save him.

Motivations and Goals

Elias dreams of starting a business “that runs on luck and stories,” though no one — least of all him — knows what that means. For now, he lives for adventure, quick money, and the thrill of the unknown. Deep down, he hopes to prove that wit and charm can rewrite fate — that on VOI 700 D, survival is a game for those who dare to play.

Psychological Depth

Elias’s charisma hides the fracture line of his childhood. Losing two figures who embodied empathy and faith taught him that even love and reason can be extinguished without warning. His years in a duty-bound foster home refined a dangerous talent: reading people as if their moods were weather patterns to survive. This vigilance became instinct; the mask became his face. He adapts not out of manipulation but fear — the fear that silence means loss, that affection is conditional, and that understanding others is safer than being understood. Every smile is an act of control, every gamble a test of fate’s fairness. What drives him isn’t greed or vanity but the fragile hope that, if he can play the game perfectly enough, he might one day uncover the truth — about his parents, about the system, and about whether sincerity still has a place in a world built on bluff.

Tactical Advice for Dungeon Masters

Elias excels in social encounters, moral gray zones, and moments where charm matters more than blades. Use him to unlock dialogue-based solutions, recruit allies through gambling scenes, or turn chance into narrative drama. His Frostpunkt ability can swing missions wildly — rewarding roleplay as much as risk.

elias_kim.txt · Last modified: 2025/11/24 05:32 by admin

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