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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks. (+2) Sneak Attacks: +2d8, once per round when having combat advantage.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=387476][size=4][B]Gabriel 'Gene' Solaris[/B][/size][/url], Human Rogue [B]Init[/B] +8 [B]HP[/B] 36/36 [B]Bloodied[/B] 18 [B]Healing Surge[/B] 9 (0 used /8) [B]AC[/B] 18 [B]Fort[/B] 15 [B]Reflex[/B] 19 [B]Will[/B] 15 [B]Speed[/B] 6 [B]Str[/B] 10 (0) [B]Con[/B] 14 (+2) [B]Dex[/B] 18 (+4) [B]Int[/B] 10 (0) [B]Wis[/B] 11 (0) [B]Cha[/B] 14 (+2) [OOC='Acrobatic Strike (At-Will)'][B]Acrobatic Strike (At-Will)[/B] Acrobatic Strike Rogue Attack 1 You flip and twist as you attack, confounding your foe. At-Will * Martial, Weapon Standard Action Melee weapon Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1 [W] + Dexterity modifier damage. If you are grabbed, you escape the grab. Level 21 : 2[W] + Dexterity modifier damage. Effect: Before or after the attack, you shift 1 square.[/OOC], [OOC='Deft Strike (At-Will)'][B]Deft Strike (At-Will)[/B] Deft Strike Rogue Attack 1 A final lunge brings you into an advantageous position. At-Will * Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Special: You can move 2 squares before the attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.[/OOC], [OOC='Sly Flourish (At-Will)'][B]Sly Flourish (At-Will)[/B] Sly Flourish Rogue Attack 1 A distracting flourish causes the enemy to forget the blade at his throat. At-Will * Martial,Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier + Charisma modifier damage. Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level.[/OOC], [OOC='Positioning Strike (Encounter)'][B]Positioning Strike (Encounter)[/B] Positioning Strike Rogue Attack 1 A false stumble and a shove place the enemy exactly where you want him. Encounter * Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.[/OOC], [OOC='Easy Target (Daily)'][B]Easy Target (Daily)[/B] Easy Target Rogue Attack 1 You deal a staggering blow to your enemy, setting it up for future attacks. Daily * Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.[/OOC], [OOC='Hop Up (Encounter)'][B]Hop Up (Encounter)[/B] Hop Up Rogue Utility 2 Rolling with a blow that knocked you down, you hop up just a few steps away. Encounter * Martial Immediate Reaction Personal Trigger: You are knocked prone Prerequisite: You must be trained in Acrobatics. Effect: You stand up and can shift 1 square.[/OOC], [OOC='Trickster's Blade (Encounter)'][B]Trickster's Blade (Encounter)[/B] Trickster's Blade Rogue Attack 3 You land an expert blow and follow up with a clever series of feints that bewilder your enemies. Encounter * Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn.[/OOC] [B]Notes[/B] Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks. (+2) Sneak Attacks: +2d8, once per round when having combat advantage.
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
Acrobatic Strike Rogue Attack 1 You flip and twist as you attack, confounding your foe. At-Will * Martial, Weapon Standard Action Melee weapon Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. AC Hit: 1 [W] + Dexterity modifier damage. If you are grabbed, you escape the grab. Level 21 : 2[W] + Dexterity modifier damage. Effect: Before or after the attack, you shift 1 square.
Deft Strike Rogue Attack 1 A final lunge brings you into an advantageous position. At-Will * Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Special: You can move 2 squares before the attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Sly Flourish Rogue Attack 1 A distracting flourish causes the enemy to forget the blade at his throat. At-Will * Martial,Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier + Charisma modifier damage. Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level.
Positioning Strike Rogue Attack 1 A false stumble and a shove place the enemy exactly where you want him. Encounter * Martial, Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Will Hit: 1[W] + Dexterity modifier damage, and you slide the target 1 square. Artful Dodger: You slide the target a number of squares equal to your Charisma modifier.
Easy Target Rogue Attack 1 You deal a staggering blow to your enemy, setting it up for future attacks. Daily * Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both). Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.
Hop Up Rogue Utility 2 Rolling with a blow that knocked you down, you hop up just a few steps away. Encounter * Martial Immediate Reaction Personal Trigger: You are knocked prone Prerequisite: You must be trained in Acrobatics. Effect: You stand up and can shift 1 square.
Trickster's Blade Rogue Attack 3 You land an expert blow and follow up with a clever series of feints that bewilder your enemies. Encounter * Martial, Weapon Standard Action Melee or Ranged weapon Requirement: You must be wielding a crossbow, a light blade, or a sling. Target: One creature Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier damage. Add your Charisma modifier to your AC until the start of your next turn.
Powers
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
1900 g (Figure out equipment costs!)
Personality Traits
Those who knew Gene as Gabriel Solaris would never be able to tell they were the same person from their personalities. As a child, he was quiet and kept to himself, mainly because his father and brothers were more focused on succession to the throne. He had no friends, with his closest relations being with his mother and tutor. Even so, he tried his best to please his family, withholding any complaints and studying so he could help them in any way possible. When his memory was lost and he was placed into a new life, Gene had nothing to make him feel suppressed or inferior. He is now a confident individual who is self-sufficient and capable. No shyness stops him now from speaking to others. He has an easy nature and is friendly to anyone that has not done something to deserve otherwise. While he can be sarcastic and makes wry jokes, he is serious about keeping innocents and his friends safe. Being hurt himself is of no consequence if it helps those he cares about.
Mannerisms and Appearance
Gene wears a dark green jacket with a hood, black pants, and brown boots. A brown scarf is wrapped around his neck that has one end fluttering down his left side. His black hair would go to his shoulder blades normally, but he keeps it tied back in a short ponytail. He is seen with a smile more often than not, with his gray eyes holding a sparkle to enhance his friendly demeanor. Beneath his jacket is a gray shirt with a brown belt around his chest. It has ten daggers sheathed in it, and a quick pull of the zipper lets him access them for easy throwing. He also keeps a dagger strapped to each of his arms, his legs, and two at his waist. The one to his right on his waist is visible, with the one to his left being hidden. The other four are hidden as well. A small brown pouch to his right side has shruikens in it. A quick flip of the top lets him grab as many as necessary on short notice.
Session and Campaign Notes
Companions and Allies
Gene: *Sasha Waverly, his closest friend. They have been together for five years. When Sasha was recently taken, Gene set out to find him. *Elanor Harper, a healer. Gene and Sasha helped her son, and she returned the favor when Sasha became ill. *Patricia Taylor, a baker. She is a friendly woman that Gene and Sasha enjoyed talking to. *Martin Dominick, a member of the Watch. He appreciates Gene and Sasha's efforts to help around town and views them in a good light. *Harold Lorant, the commander of the Watch. Though he sticks to the law strictly and is annoyed at Gene and Sasha for interfering in Watch matters, it is out of a gruff concern for them and the other citizens of town. Gabriel: (Note: Fate of all these people are unknown. They could have survived or died the night he was kidnapped.) *Jeremiah Solaris, his father. As king of a small continent, he is known for being a stern but fair ruler. His subjects admire him and his sons look up to him, but he finds it difficult to show how he feels, such as love. *Idra Solaris, the first wife of Jeremiah. She was the mother of Gabriel's brothers, but died soon after. Subjects considered her a beautiful queen with a regal air, though she kept mostly to herself. *Hannah Solaris, his mother. Jeremiah remarried after Idra died, and Gabriel was born shortly after. While not as striking as Idra in appearance, the subjects know Hannah for being a loving and compassionate queen. *Samson Solaris, his first brother. Due to their difference in age and mother, Samson treated Gabriel with politeness but not much else. He is constantly training and studying to ensure he will be a strong and wise king. *Nathaniel Solaris, his second brother. Gabriel was a bit closer to him than his other sibling, but Nathaniel was often wrapped in his studies. He took his duties as a potential ruler, or supporter of his older brother, seriously.
Background & Other Notes
Gene was born as one of three princes to the throne of a small continent. However, he was the son of a second marriage, rather than the first queen. This made him a half brother to the two brothers, who had precedence to the throne. At the castle, he was raised well, but not with as much care as his two older brothers. They were far more likely to be king, which suited Gene well enough. His brothers were not encouraging for any claims of royalty, nor did the advisers of the castle give him much attention. Gene grew up with a bit of an inferiority complex, believing nobody really wanted him around. At the age of twelve, an attack occurred on the castle. Gene never learned what happened to his family. He was kidnapped and taken off the continent by ship. Whatever plans were had for him, he did not find out, since he managed to get free long enough to leap off the ship and into the ocean. With the rough waters and constant hits he took from being thrown around, it was miraculous he lived long enough to get washed onto the shore of another, larger continent. He was found by a boy of his age on the shores. The boy, who was an orphan, did all he could to help Gene. With his care, Gene recovered from what he had gone through physically. However, his memories seemed completely gone. Even his name was lost to him, let alone his origins. The boy, Sasha Waverly, knew what it was like to be alone and lost. He offered to stick with Gene as a friend. Since his name could not be recalled, Sasha offered the name Gene to his new companion. They then went back to the nearby port town that Sasha lived in. For the next five years, Gene and Sasha stuck together. They viewed each other with complete trust from several adventures they shared. Though they remained poor and homeless, they had enough fun that it did not matter. This continued until one night where Gene and Sasha were confronted by a group of assailants. Sasha managed to help Gene escape, but was caught in the process. A few days later, Gene found a note addressed to him. It said that if he wanted to save his friend, he would have to return to where "it all began". The words meant nothing to him; he had no way of knowing it meant the kingdom he had come from. Gene set out the next day. He had no desire to recover his memories, but if it was the only way he could help Sasha, he would do it. He has been traveling since then for some clue as to where he is. --- Questions: 1. What weapon do you use and why? "I carry a couple of weapons for different situations, but I mostly use daggers for the versatility they give. They're easy to conceal and keep at the ready, so you won't often get caught unprepared. They let you use them in close range or from afar, which is a must for me. I hate being useless in combat, and with daggers, that won't happen too often. And on top of all that, they just feel right in my hand." 2. Adventuring is dangerous and difficult. Why are you an adventurer? "At first, it was solely to find Sasha. That's still the primary purpose, mind you, but back then it was the only one. I didn't know what I was getting into, nor was I sure I wanted to know. But when I took the first step out of town, I realized something else. Going where I want to, with nothing to stop me, is thrilling. Even if there are dangers all around, they're dangers I walk into from my own will. And that makes it all worth it." 3. What is your favorite color and why? "Blue. It's the color of the sky, after all. A wide, boundless freedom that I treasure, and that color symbolizes it. Doesn't hurt that it's the color of his eyes, too. Every time I looked at those eyes, I felt they were reflecting the sky I love so much." 4. If you were King or Queen, what would be your first edict and why? "My first and last edict would be 'make someone else the king.' You think I'm cut out for a position that big? Then you're either trying to flatter me, or you don't know enough about me. I can't even be trusted to keep one person safe, let alone an entire nation." 5. How do you like your eggs (and why)? "I don't. Eggs aren't very good. Must be the texture or something. I guess if I had to choose, I'd go scrambled, since I can actually force myself to eat those." Another question for Gene: If you found Sasha safe, what would you do to the kidnappers? Would you kill them, even if they begged for mercy, or would you let them go, knowing they might come back after you at a later time? "Tough question, really. If I could guarantee Sasha would be safe, I might let them go. I don't care if other people pursue me. It's when they tangle with my friends that I get really mad. But it depends on what I know about them. What were their motivations? Were they doing it because they felt they had to, or because it was a simple way to get at me? It's too bad I probably won't have a chance to talk to them before we fight each other, since it'd give me a better idea of how to respond to them." Question for Gene: What adventures did you and your lost friend Sasha go on? What threats did you fight? What people did you save? "Even though it's technically a town, our home was large enough for me to almost want to call it a city. There aren't many high class people there. Mostly it has workers, with a fair amount of citizens in poverty. Generally, Sasha and I would go around town and see who needed help. Sometimes it would be helping out people who got into danger from accidents. I remember one kid who fell into the ocean from a dock and couldn't swim. Can you believe it? Living in a port town and not knowing how to swim! I managed to get him out while Sasha stopped the mother from throwing herself after him. She wouldn't have gotten anywhere with the dress she was wearing." "Other times, we would handle rowdy travelers. Some punks from the road have no respect for the people of a town like ours. We've even had a couple of thieves. I actually watched a few of them and learned some tricks on how to pick pockets myself. Of course, I only do that to people who deserve it. Like, there was one thug who slapped the innkeeper's wife for not bringing out his food quickly enough. I proceeded to take the little gold he had and made it a 'donation' to the inn. He caught on, but before he could try and hurt me, Sasha beat the daylights out of him. Just because you've traveled a bit doesn't mean you're a great warrior, after all." "The local law enforcement is a small group. They don't really like us taking matters in our own hands, and sometimes they've even thrown us in jail for a couple of days. But they think we're just kids and that a few days in a cell will calm us down. At least they let us share a cell and play cards. It kept things from getting too boring. Even with them interfering, we kept helping out, because the people who we helped always appreciated it." Gene: Sounds like you should have been working with the Watch to defend your town not in rivalry. Why didn't you? "The watch in our town has the belief that only they can defend the people. Civilians like Sasha and myself would just get in the way. Even after we helped out, we were seen as vagabonds. It didn't help that we were street kids without much money. They thought of us as some of the lowest class. Mind you, that's just the overall scope of the people in the watch. There were a couple of members who appreciated our efforts. It was mainly because of them that our terms in the jail were light." Gene: "It sounds like you had a very rough life from early on. Without a steady source of income and a stable job, did you ever find yourself tempted to resorting to a life of thievery and evil acts? It's obvious that the town guard didn't appreciate your efforts to help. Did you ever bite back at them for a particularly nasty punishment or prison sentence?" "I never really thought about it before. But now that you mention it, maybe I would have done something like that if Sasha hadn't found me. It was his willingness to help, to reach out to me, that makes me the person I am today. I am still grateful for his kindness, and I wanted to share that with other people. It feels good to be... good, I guess you could say!" "As for the watch, Sasha and I played some practical jokes on them a few times. One time I swapped out a guy's glass of water for some salt water. You should have seen the look on his face when he took a sip! He never could prove I did that, though. But anything more severe than that? Nah. They may be pompous, but most of the watch really does care about the peoples' well-being. That's what's most important, even if they get annoying from time to time." To Gene: "Back to ye lost friend. What steps have ye taken on the trail to findin' him?" "When we were ambushed by those assailants, they made it clear they wanted me. The only reason they took Sasha was because they thought I could be lured out with him. I'd happily trade myself for him, provided it could keep him safe. But the problem is that they think I know who they are and why I am wanted, while I have no clue. They must not know that all of my childhood memories are gone." "As a result, it seems like I won't be able to find him if I can't remember who I was. That's one reason I went on this journey, to travel to all the locations I have never been, in hopes that something sparks a memory or that someone recognizes me. If I should be so lucky as to find Sasha before that happens, I'll do whatever it takes to save him. I have heard that certain magic users can trace where people are located, so maybe I could hire someone to do that. It would take money though, and I don't have that right now. Taking a few jobs that would result in gold could make my search a lot quicker." To All: "Enough of these serious questions. Drinks all around, what can I get yeh?" "You're offering to buy? Thanks, but I don't have any way to repay you for it. Think I'll just stick with water, or I'd feel guilty." Question for you all: "Anyone fancy themselves to be a comedian? Know any good jokes?" "Sure. I personally like, 'A man walked into a bar. Ouch.' ...Okay, really, I'm more of an on-the-spot sarcastic type, rather than a make up jokes person. But I have a few floating around from when Sasha and I exchanged some." "So, let's say you're travelling on a ship, and you're stuck for long amounts of time below deck in a cramped hold. What do you do to amuse yourself?" "I can sort of answer that from experience. As I said before, Sasha and I did get imprisoned a few times. We passed the time by talking and playing cards, mostly. If it was just me? I'd probably spend some time reading. I enjoy stories, but never really have time to read them due to being busy. A long trip like that would be a good excuse. That's if I don't get seasick, of course. I've never been on a ship, as far as I can remember, so it might not be a pleasant time." "And you, small one? I cannot imagine not knowing my clan, my family. Tell me, what is that like?" "I could answer that with, 'how can you miss what you never had?' I don't know my parents or any other blood relations I may have, but without knowing of them, I can't say I care too much. Sasha, on the other hand... Even if we are not bonded by blood, we're family, in a different sense. We did everything together, trusted each other without question. And having him taken like this... It makes me feel like a hole was punched in my heart. Can you relate to that?" To Gene "Think nothing of it. But if water's what you want I can get it. Not that I'd trust it drawn from a human made well unattended by the priesthood. Much rather some fire in it to cleanse out the filth. I take it yey used to drinking water?" "We didn't have money to spare on special drinks. Water was free for the taking, even if it wasn't the purest water. We never got sick off it, and it kept us alive, so I can't complain. I'd like to try some other types of food and drink, since I haven't had a chance to before. But I won't spend my money on frivolous things like that until Sasha's safe." To Gene: "Have ye much experience of the world outside your town till recently?" "No, not at all. At least, not that I can remember. Sasha found me a bit outside of town, but he escorted me there and we never left since. We did talk about the possibility of setting out, but traveling without the proper equipment can be dangerous. If we wanted to leave, we agreed that we should have enough gold to buy necessary items first. It wasn't our largest goal, so we never really got to it. Once Sasha was taken, I pooled together the little savings we had both accumulated to heighten my chances of surviving." Gene: "What did you an Sanrad to for fun? Cards? Chess? Rock skimming? Something else?" "We did play a lot of games. I mentioned cards before, but good guess with chess. We created our own board out of parts we collected. Copper pieces served as pawns, for instance. I took tails, he had heads. We talked a lot, about our dreams, our feelings, anything. Nothing was a secret between us. We also would walk around town to keep ourselves occupied. When someone needed assistance, we'd chip in. Not just with life or death stuff either. If someone was trying to pull a net of fish up and lacked the manpower, we'd stay and help long enough to make sure the workers were successful. It kept us from ever getting bored. The only times we did not go out were when one of us was unable to. Like, when we were fourteen, Sasha became incredibly ill, with a full blast fever and everything. We couldn't go out then." To Gene: "Ach, I'm glad your friend made it. Fever is a terrible thing, trapping a soul in a wasted frame. Did he survive through his own fortitude, your care or the aid of another?" "A bit of everything you just mentioned. When he first fell ill, I had to carry him to the place we stayed at. It was a small cave of sorts close to the underground waterways, close to the town's exit. I was exhausted by the time we got back, but he had collapsed when we were out and wouldn't have made it there without help. I stayed with him for three days, and he continued getting worse. I was terrified he would die if nothing changed. Even though we had barely anything to offer, I went to see if the healer could help him. She wanted to, but her expertise was in wounds, not sicknesses. What she did do was give us enough coins to stay at the inn for a few nights. I continued to care for him there with the little advice she could give me. Two days after that, the fever finally broke, and he was better by the end of the week. He then spent the next few days looking after me because I had barely slept during that entire time!" Question for all: What are you like when you get out of bed/roll/sack/off the ground in the morning? "Raring to go, usually. I have to wonder how much of it came from living with Sasha though. He was always cheerful in the morning, and that mood rubbed off on me quickly. I still usually am, even with him gone, so I guess it's part of my personality now." Gene: "What is the name of this healer who showed you kindness and what was the source of her title of healer?" "Ah, she was the head cleric in town. Remember that our town is fairly small, so we only have a small order when it comes to clerics. I want to say it's just her and two disciples. Her name is Elanor Harper. Sasha and I actually helped her son out once, so that might be part of why she was willing to help without payment. Then again, she is a really nice woman, so I shouldn't give her too little credit in that regard." Gene: "Did your town only have one shrine or fane? Who was it dedicated to?" (OOC: Might as well world build your town whilst we're asking questions.) (OOC: Absolutely!) "Yeah, only one specific shrine is there. It probably won't shock you to hear that it's for Melora. With the town so close to the sea, and as many sailors living there as there are, it'd be strange to not have one for her. There's also a small shrine that is open for praying to any of the deities. Travelers tend to visit it more often than people who live there, but there are a few citizens who frequent it." All: do you have any enemies who would rather see you dead than talk to you? And if so, why? "I'm not sure. The men who attacked Sasha and me made it clear they wanted to take me alive. For what reason, I wish I knew. Maybe a few of the people we had conflicts with in the past would like to kill me, but that's speculation. They usually got kicked out of town by the Watch and never showed up again, so I don't know how much they care." To Gene "What gods hold a place in your heart?" "I respect several of the gods, but I do not align myself to a particular deity over others. I pay tribute to most. Ever since I started traveling, I have grown fond of Avandra in particular. Her edicts appeal to me. I am not sure how much I want to rely on luck, but having a free spirit is something I hold in high regard. Still, with all the other deities that deserve mention, I am not comfortable completely aligning myself with her." To Gene "Where exactly DID you learn how to use the dagger?" "When I first started living with Sasha, he gave me a spare dagger he had kept. He was nervous about it, saying he didn't want me to have to fight, but that I should have a way to defend myself if we ran into trouble. It's a good thing he did. We found a boy being harassed by a pretty big guy a few days later. Sasha distracted him and I managed to get in a deep stab that forced him to leave. That boy was actually the son of the healer I mentioned, though I didn't know until I went to her for help a few years later." "I wanted to help people, and that incident taught me that to protect innocents, I had to know how to fight. Sasha and I practiced together with dagger use. We would make targets and toss our daggers at them to improve our aim. We also worked on concealing and drawing them quickly. It's paid off. We've saved each other several times because of knowing how to wield them." To Gene: "So now it's your turn Gene. You ask a fella such a tough thing. How about you answer. What would you change and why? Oh wait I'm being slow now Rotho infected me. Your story was that story for you. Sorry about Sasha." "...There's a reason I phrased my question as I did. I am not sure I would change anything I have done. All our actions form who we are and what we will do in the future. If I changed what happened in that fight, maybe something worse would have come from it. I don't know. What I do is that I will do whatever it takes to save Sasha. Wishing something had played out differently wouldn't help in that regard." That's it I guess. You? "While I am on familiar terms with a lot of people in my home town, a few stand out. I already mentioned the healer a bit earlier. There is also Patricia Taylor, a baker who sells her bread on a streetside stand. Sasha went to her the first morning I was there to spend some of his only coins on a particularly good loaf of bread, since he wanted to make my first meal there special. When he told her why, she gave him a frosted pastry that she told him was free 'just this once' to welcome me into town. He tried to have me eat it on my own, but I insisted we split it. That was still one of the best things I've ever eaten. I stopped by to thank her later and we've been on good terms ever since." "There is also Martin Dominick. He's a member of the Watch who is not as adamant about following the law to the letter. The person who usually tossed us in prison for interfering with the Watch was Harold Lorant, who is, unfortunately for us, the commander. The first time we were taken to the jail, Martin asked to hear about why we were there. When he heard that we were trying to help and that Harold took it the wrong way, he said he would help in the ways he was able. He couldn't go against our sentences, and they were so brief that it really wasn't worth trying. But he did put us in the same cell despite Harold saying we should be kept separate, and let us have the cards I mentioned. He actually kept that deck hidden in his desk, and whenever we were brought back, he'd slip it to us. I've also seen him fighting before. He took on a monster that had gotten into town. He showed no fear at facing it and readily intercepted a blow that would have hit a civilian nearby. Sasha and I both like him a lot." "I'd say those three are the people I knew at home the best. I am on a name-to-name basis with several others, but it would take a while to list all of them." Gene: "If you find Sasha and see to it tha' he is all right. Wha' would you like to do after?" "Traveling like this has made me understand how much there is in the world, and how little I was able to see of it by staying in one town. I would love to go on a journey with Sasha to see as many things as we could. I want him to experience the freedom I have by traveling. To go where we want, without anything besides our whims guiding us... I think he would love it too. The only potential conflict might be his concerns about the people at our home. But I think that they would be fine with the Watch there, and there are so many other people in the world that we could help on the way. That said, if for some reason he was absolutely against the idea, I would return home with him to live as we had before. But I don't think that would happen." "Why would you ask a thing like that?" "Knowing how people feel about material possessions can be a good way to learn more about them. I agree that holding too much stock in items is undesirable. However, having something that is important to you because it symbolizes a meaningful part of your life... That can reveal a lot about a person." I don't supose any of you has seen or heard of her? "I haven't been traveling all that long myself. I can't say that sounds familiar, but with my limited time on the road, take that as you will. ...I hope you are able to find her. Not sure what caused you to be separated, but... I know what it's like to be searching for someone dear to you." Gene: "Are there any with any arcane power within your town?" "There's one family, the Jaspers, who are focused on arcane magic. I don't know just how powerful they are, but the mother and father are apparently fairly good with spells. They are teaching their two sons and three daughters how to use magic, but only the oldest daughter has had enough experience to really be skilled at it. There are some other people who know how to cast minor spells, and if anyone is stronger than that, they're keeping it well hidden." To Gene: Did the Jaspers intermingle with the town or did they seal themselves off? "The former. Most people in the town are open and friendly. Even if some of the citizens looked down on us for being homeless, it wasn't enough to represent the population by a long shot. The few times I did speak to the Jaspers, they were polite to me. Unlike the people I listed earlier, nothing really happened between us to make me remember them as anything more than a nice family." Gene: "Does your ol' town suffer from any dark legends, worrying rumours or persistent threats from the wilderness?" "I can't think of anything that really fits the first two categories. As for the wilderness, the sea can always be a dangerous place. We have had ships sink before. Most of the time the sailors are able to tell when a storm will be too difficult to go out in, so thankfully that doesn't happen too often. I remember one that went down about a year after I arrived. Most of the crew on it were lost. I think that's even harder for the families left behind. Without a body, they can't have any sort of resolution. They try to tell themselves that the loved one is dead, but there's a nagging hope that maybe, just maybe, that person lived and will come home someday. ...I can sort of relate to that now, myself. I keep telling myself Sasha has to be alive, that they have no reason to kill him if they want me to come. It doesn't stop me from worrying though." So, if that's what you all are thinking to, let's talk about who does what and such and the really really cool question - what are we going to do first??!?!? "With no immediate leads on where I need to go, I'd be up for just about anything. Preferably something that has monetary reward though. It might get me closer..." So what's everyone's primary goal here and I guess while adventuring? "I've made mine pretty clear. Helping Sasha takes first priority for me. After that? Seeing more of the world. That'd probably take up the rest of my life." Gene: "What did Sasha's abductors look like? What tactics did they use?" "It was night when they attacked, and we were driven into an alley. I didn't get much of a good look at them, because they were wearing cloaks. Typical of people like that to wear cloaks, isn't it? They actually tried to get a drop on us from the back, but Sasha happened to hear them. It's pretty obvious they didn't know the layout of the area though. They thought they could get us into a dead end, but the underground water system has passages all over the place. We knew one was nearby. I thought Sasha and I were going to try and outrun them there. Instead, he waited for me to enter and used one of the weapons dropped by an assailant-I think it was a hammer of some kind-to destroy a weak wall and cause it to cave in over the entrance of the underground passage. They were fast and physically oriented, with a variety of weapons. As much as I hate to admit it, if Sasha hadn't done that, I probably would have gotten caught by them." "has anyone heard anything specific about the slaying stones? Where would we begin any search to find them or one? Heck, does anyone even know what they are to begin with?" "I had never heard of them before. At least, I don't think I have. I keep thinking that if I hear something that I once knew of, it would feel familiar, even if I can't remember it. So far, nothing like that has happened. So for all I know, I could have heard something and just not had it register due to my amnesia." Gene: "Did any other than you or Sasha use the underground tunnels? Were their any pest problems?" "Since they're pretty big, some other people without homes spread out to use them. Occasionally rats would show up, but it's actually pretty clean down there. You'd be surprised. The main thing is that we would usually not have food saved or stocked up, because that would have attracted rats into our area. If you have nothing they want, they stay away." "If you found a thousand gold just sitting on the ground in front of you, what would you do with it?" "I'd keep it while scouting out the area it was dropped in. If it was a town or something, the owner would probably be around, and if I could find who it was, I'd return it most likely. If I could not... I would spend whatever was necessary to save Sasha, keep enough for us to survive on for a bit, and donate anything left over." If you were suddenly made a god and you could issue but one sentence that would then be made real and lasting what sentence would you speak? I will say that it is a rule you cannot gain more godlike power with this sentence nor remain a god with it but earthy power is fine. "...There was a question similar to this, except asking what you would do if you were a king. My answer there was that it would be to get a new king, because I'm not cut out to rule. In this scenario... Having a god's power would be too much. I don't know if I would say anything. Some might seem like sentences that would be irrefutable. World peace, or never have anyone die again, for instance. But then that would ruin the careful balance this world has now. And while I appreciate the sentiment of letting people's dreams be granted, what sort of dream would it be if you did not strive for it on your own? If I had to say a sentence, it would be, 'Change nothing.' Because the things that I can affect, that I can change, I would rather do so as a mortal." To Everyone: "What would you say that your greatest mistake is?" "...Not choosing to travel sooner. If I had thought to try it sooner and left with Sasha, he never would have been captured. But there was no way either of us could have known. I don't condone myself for not doing it, yet it's the largest mistake I can think of having made."
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games