Lyndi Herb Garnet (LIND-ee HURB GAR-net)

Lyndi Herb Garnet (a.k.a. Lyn)

Biases

Positive Bias

They favor those who are creative and can perform. Anyone with a performance skill of 15 or more benefits from this bias.

Negative Bias

They distrust Humans. Life has taught them that Humans are cruel and hateful.

Physical Description

Specialized Equipment

Musical Instrument: Guitar

Proficiency with a musical instrument indicates they are familiar with the techniques used to play it. They also have knowledge of some songs commonly performed with that instrument.   History. Their expertise aids them in recalling lore related to the guitar instrument.   Performance. Their ability to put on a good show is improved when they incorporate a guitar into their act.   Compose a Tune. As part of a long rest, they can compose a new tune and lyrics for a song using the guitar. They might use this ability to impress a noble or spread scandalous rumors with a catchy tune.  
ActivityDC
Identify a tune 10
Improvise a tune 20

Mental characteristics

Personal history

Both of their parents are alive, but they choose to no longer have contact with them. Their parents were abusive, hating that they were born as an Other. They were an only child because their parents were too afraid to have any additional children, fearing that they would also be Others.

Levi took interest in them as soon as he came into the camp. He encouraged them to take up a job as a performer at the Flying Pig. He has nurtured their creative abilities and encouraged them to flaunt their otherness into the faces of those who hate them. Lyndi was one of the first to join the Syndicate. Levi gave them faith in themselves, brought them wealth and taught them how to hold power.

Gender Identity

They are bigender which means that their gender identity encompasses two genders; both male and female. They feel that they are a mixture of both.

Sexuality

Ceterosexual, meaning that they only feel attraction toward people who are nonbinary.

Education

They were not given a formal education. They spent their childhood lurking in the back of classrooms in an effort to learn when the adults were not interested in teaching them. They would work as a cleaner within the school to have reason to be in the building where they could listen to the lectures while performing their work. They spent a good deal of time in New Medical Library reading and educating themselves.

Employment

Most of their life, they have worked on the farms or as a house keeper. They have also taken odd jobs that involved difficult or undesirable tasks. With Levi's encouragement, they began to work at The Flying Pig as a performer. This allowed them to make money while doing something that they love.

Accomplishments & Achievements

They have always loved music. Because of this, they always sang while they worked as long as those around them allowed them to do so without harassment. Over the years they developed a beautiful singing voice. Being able to perform as a singer despite being an Other is something they consider to be a great achievement in their life. They feel that it demonstrates how amzing their voice is for Humans to tolerate their presence.

Mental Trauma

At the age of 10, they sat for the entrance exams for all three schools. All three schools failed them. Upon failing to gain entrance into a school, their parents demanded that they find work. They are certain that the only reason they failed the exams is because of being an Other.

Intellectual Characteristics

  • They change their mood or their mind as quickly as they change key in a song.
  • Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
  • Beauty. When they perform, they make the world better than it was. (Good)
  • They want to be famous, whatever it takes.
  • They will do anything to win fame and renown.

Relationships

Lyndi Herb Garnet

Friend (Vital)

Towards Levi Aislin Power

5
0

Frank


Levi Aislin Power

Friend (Important)

Towards Lyndi Herb Garnet

5
0

Honest


History

Together, they created and founded the Syndicate.

Current Location
Species
Year of Birth
83 SE 30 Years old
Circumstances of Birth
Their birth was not well received by their family and community. They were clearly an The Others and there was no hiding that.
Birthplace
Spouses
Siblings
Children
Current Residence
Housing District
Pronouns
They/Them/Theirs
Sex
Intersex
Gender
Bigender
Presentation
Female
Eyes
Brown
Hair
Silver
Skin Tone/Pigmentation
Pale
Height
5'
Weight
140#
Belief/Deity
Aligned Organization
Known Languages
English

Mannerism

Prone to singing, whistling, or humming quietly

Ideal

Fame. I’ve seen what fame can bring. And I’ll do anything to get all that for myself. (Neutral)

Bond

Growing up, I had an imaginary friend I could always count on. That friend is still with me.

Flaw

They believe you have to look out for yourself. No one else will.

Syndicate Charm
Item | Jan 31, 2025

Lyndi Herb Garnet

Medium Animyst: Ape, Performer, Neutral Good

Armor Class 18
Hit Points 153
Speed: 30 Feet

STR

8
( -1 )

DEX

14
( +2 )

CON

14
( +2 )

INT

15
( +2 )

WIS

14
( +2 )

CHA

22
( +6 )

Saving Throws STR -1, CON +2, WIS +2 (Advantage), SAN +7, DEX +3, INT +8, CHA +13 (Advantage), VIG +5
Skills

Acrobatics +6, Arcana +11, Computer Use +5, Deception +12, Demolitions +5, Engineering +5, History +11, Induce +11, Medicine +5, Nature +5, Perception +8, Performance +12. Persuasion +12, Religion +5, , Sciences +5, Stealth +8

Condition Immunities Blinded and Frightened
Senses

Passive perception 18

Languages English, Spanish, French, Italian
Challenge Rating 20
Proficiency Bonus +6

Description

A striking figure draped in baroque-inspired finery, they exudes both nobility and mystery—their meticulously tailored Victorian suit adorned with intricate embroidery and a gilded brooch shaped like a blooming nightshade. Twisting obsidian horns rise from their elegantly coiffed silver hair, framing luminous, piercing eyes that hold the weight of secrets untold. Their elongated ears twitch as they listens beyond the mundane hum of gamblers and whispered wagers, ever attuned to unseen forces at play. In one hand, they delicately cradle a mechanical bird, its golden filigree wings softly clicking as it hums a tune only they understand.

Ideals

Fame. I’ve seen what fame can bring. And I’ll do anything to get all that for myself. (Neutral)

Bonds

Growing up, I had an imaginary friend I could always count on. That friend is still with me.

Flaws

They believe you have to look out for yourself. No one else will.

Suggested Environments

Camp Hope

VR 7, Vessel 39, Spell Objects 5, Spell Save DC 20, Spell Attack Bonus +12

Tenkai Palm

You no longer are required to employ somatic methods when casting spells requiring a somatic component. If a spell requires a specific hand movement (such as touching a target), you must still do so.

Black Art

You no longer are required to vocalize spells requiring a vocal component. If a spell requires you to give commands, you must still do so.

Gaff

Select an object, which can be anything that can be held in one hand. You can set aside one spell within it. That spell is counted as part of your river and costs 1 less dark when casting it.

Fairy Dust

You are no longer required to use material components in your spells unless a component carries a monetary value. You can also concentrate on two spells at once.

Equivocation

You can cast spells onto simple, tiny, non-mechanical objects. These can be as large as a basketball or as small as a playing card. That spell remains hidden but attached to the object as long as the object remains within 500 feet of you. When you cast the spell, you can dictate how you want the spell to activate, either by giving it a trigger or by activating it with a bonus action. The spell can remain on the object for up to two days, and you can have as many concurrent spells on objects as your Vigor modifier. An object can only possess one spell each. This can be used to deliver a spell in a non-revealing way or as a way to bank certain spells when needed.

Paths

Life, Light, Knowledge, Attraction

Spells

Alleviate, Anticipation, Bolt of heaven, Captivation, Charm, Clairvoyance, Command, Communication, Comprehension, Compulsion, Dispel, Dominate, Dreamwalker, Healing Wave, Light, Locate, Memory Writer, Mob Rule, Parlor Tricks, Predestination, Premonition, Radiant Strike, Regenerate, Restore, Revivify, Sleep, Starburst, Suggestion, Sunsphere, Terror

River

Alleviate, Dispel, Light, Comprehension, Revivify, Compulsion

1/day:

Personal Control

When you make an ability check using performance, set the die roll to a natural 20.

Make Them Flinch

You can force a creature that made a Charisma saving throw you imposed to re-roll. When you use this feature, you cannot use it again until you finish a long rest. If the target still succeeds on the saving throw, you recover the use of make them flinch but cannot use it against the same target until you finish a long rest.

Hustle Pool (12)

You can alter the natural result of any non-attack d20 roll you make. You gain a pool equal to double your Charisma modifier and can pull from said pool to modify the result of a d20 roll you just made. Your hustle pool refills after you finish a long rest.


Vigor 20

Biting Taunt

You’re able to scream an obscenity that is shockingly personal and vile to your opponent. As an action, you can target an enemy that can hear and understand you. It makes a Charisma saving throw. If the target fails, it has disadvantage on attack rolls and ability checks until the beginning of your next turn. A target that succeeds on the DC has advantage on additional saving throws against this effect until you finish a long rest.

Cognitive Empathy

The truth is written in their faces. Through interpreting micro-expressions, body language, and other aspects of applied psychology, you can read the thoughts of certain individuals. As an action, you can focus your mind on any one creature that you can see within 30 feet of you and that has an Intelligence of 4 or higher. It makes a Charisma saving throw. If it fails, you learn the surface thoughts of the creature—what it is most likely to do in the immediate future and what could possibly be on its mind. You also gain insight into its reasoning (if any) and/or its emotional state. This effect lasts until the end of your next turn or until you break line of sight.

Faceman

It’s all about personality. Select one Intelligence, Wisdom, or Charisma skill or one item proficiency. As an action, double your proficiency bonus with the next check made with that skill or item. You can select faceman a second time and select another skill or item.

Effortless

Anytime you make an ability check based on CHA, you re-roll all die results of 10 or less.

Double Your Efforts

You can make a DC 10 Wisdom (Perception) check as a free action; if you pass, you can take an additional action on top of your regular action. You cannot use the Attack action or cast spells with this extra action.

Life Insurance

Spend a Hit Die on your turn and you gain all the following benefits (this requires no action).

  • You automatically pass the Double Your Efforts skill check to gain the additional action.
  • You have advantage on all attack rolls, ability checks, and skill checks until the beginning of your next turn.
  • Any Charisma saving throws you force a target to make before the end of your next turn gains a +5 bonus to the DC.
  • Your speed increases by 5 feet and you gain a +2 bonus to AC until the beginning of your next turn.
  • You regain 2 to your Hustle Pool.
  • You can also roll 1d8 and recover hit points equal to the result.

Automatic Improvisation

You have proficiency with all tools.

Iceman

If you suffer a critical hit, you regain 1 spent Hit Die.

Actions

Fascination

You are, in fact, the most interesting person in the world...at least to your target. As an action, you can attempt to charm a target. It must be able to hear and understand you. It makes a Charisma saving throw. If it fails, the creature is not only charmed by you but by all your allies the target can see. The charmed effect ends if the target suffers damage or five minutes have passed. When you use this feature, you cannot use it again until you finish a long rest. If the target makes the saving throw, you recover the use of fascination but cannot use it against the same target until you finish a long rest. You can select fascination a second time and gain a second use before finishing a long rest.


Comments

Author's Notes

Trans Day of Visibility
Generic article | Apr 7, 2025

A flash challenge to celebrate trans lives.


Please Login in order to comment!
Apr 5, 2025 13:21 by Asmod

They need to escape

Apr 6, 2025 07:28 by Jacqueline Taylor

They would do much better if they escaped Camp Hope. It is not a kind place for people that are different. They stay because believe that they can make it different, that they can make it better.

Piggie