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Posts posted by TheWordWeaver
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So many great Apps already and we've still got 2 1/2 weeks left. Yall keep doing your thing I'm loving what I'm seeing voice your questions or whatever I'm always around and will try to answer as quickly as I can. Again awesome apps so far, I can't wait to see what everyone comes up with!
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Hey Everyone!
I finally had the time to add some history for Olara, the Olaran Calendar, and some history for the Serene Holds. You can find these under the Olara, and Serene Holds drop-downs respectively.
Also, I updated the Character Generation to include starting wealth as well as how HP should be handled.
I will be using this thread for other updates when I have them henceforth.
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Good luck everyone, lots of great potential out there in those apps!
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Rowan Silverhammer - Dwarf Divine Sorcerer
AC: 12 | HP: 8/8 | Initiative: +0 | Passive Perception: 10
Post goes here.
"Speech"
thoughts in italics(Picture should link to your character thread or character sheet, whichever you are keeping updated.)
Mechanics
Main Hand: Empty
Off Hand: Empty
Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here. -
Andzelika Matylda Omazeiros
Co-Proprietor of The Elden Ring, Praetor Advisor
"If you watch, and you listen, all secrets will be revealed."
BARD 5 / WIZARD 2 Medium humanoid female (River Elf), true neutral
Armor Class 13 (15 mage armor)
Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 35' ft.
Senses darkvision, passive perception 20' ft.
Languages common, dwarvish, elvish, void speech
Proficiency Bonus +3
ABILITIES & SKILLS
Proficiency Bonus: +3
Strength 10 (+0)
Save +1*
Athletics +2**
Dexterity 16 (+3)
Save +7*
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**
Constitution 12 (+1)
Save +2*
No skills associated.
Intelligence 16 (+3)
Save +4*
Arcana +7** | History +5** | Investigation +7** | Nature +5** | Religion +5**
Wisdom 16 (+3)
Save +4*
Animal Handling +5** | Insight +7** | Medicine +5** | Perception +10** (E) | Survival +7**
Charisma 20 (+5)
Save +9*
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.
PROFICIENCIES & ABILITIES PROFICIENCIES
- Tools Calligrapher's
- Instruments Bagpipes, lutes, viols
- Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves
- Armors Light
WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void
BARD CLASS ABILITIES
Bardic Inspiration (d8) | Jack of All Trades (+1) | Song of Rest (d6) | Magical Inspiration | Font of Inspiration | College of Criminology
RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip
FEATS
Telepathic | ASIWEAPONS WEAPONS
- +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
- Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
- Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)
SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)
- Bard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
- Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5
CANTRIPS (Bard)
Clockwork Bolt* | Mending | Scribe*
CANTRIPS (Wizard)
Claws of Darkness (C)* | Green-Flame Blade | Silhouette (C)* | Word of Misfortune (C)*
FIRST LEVEL (Bard)
Cure Wounds | Dissonant Whispers | Earworm Melody (C)* | Faerie Fire (C)
FIRST LEVEL (Wizard)
Black Ribbons (C) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)*
SECOND LEVEL (Bard)
Detect Thoughts (C) (1 Free Use) | Lacerate | Suggestion (C)
THIRD LEVEL (Bard)
Mind Exchange (C)* | Throes of Ecstasy (C)** Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.
WIZARD'S SPELLBOOK
These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)
FIRST LEVEL
Black Ribbons (C) | Disguise Self | Disquieting Gaze* | Find Familiar (R) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)* | Speak with Inanimate Object*
* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.
EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.)
- Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
- Status: Unencumbered
- Penalty: None
MONEY POUCH (6.08 lbs.)
Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0
(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)
EQUIPEMENT READIED (21 lbs.)
Equipped items can be retrieved with a manipulate item interaction.
- Armor (4 lbs.) Traveler's Clothes - 4 lbs.
- Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.
- Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.
EQUIPMENT STORED (27 lbs.)
Stored items can be retrieved with an action.
- In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
- Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.
EQUIPMENT NOT CARRIED (--)
- At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap
* Denotes magic item (see below)
MAGIC ITEMS NON-ATTUNED
ATTUNED (3/3)
+1 Elven Spell Cube | +1 Rhytym Maker's Drum | Stone of Goodluck (Luckstone)
APPEARANCE Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair
She stood before the mirror in her room above This is the Way, as she did every morning. Her pale blue eyes, the color of a frozen lake, stared back at her. Andzelika Matylda Omazeiros stood there wondering. Wondering when she would be able to afford an apartment and not a room. Wondering when her partner would realize they need to charge full price to every customer for their services. Wondering when she would stop focusing on Zobeck so she could bring answers to her family and prove to the River Court that there was something to investigate regarding her sister’s death. Wondering when the Void would open up all its mysteries to her.
"Ugh." She moaned to herself as her thin hands reached up to her face in frustration. Her bony fingers pushed through her long brown hair, the color of ash trees. Loose strands fell to the sides, but she pulled most of the mass of thick locks into a short braid before tying it at the nape of her neck, letting the tendrils of waves loose to fall upon her back or over her shoulder.
The scent of bacon, sausage, eggs, butter, bread, and cheese wafted through the floorboards, causing her nose to wrinkle. Matylda enjoyed all those items, but humans liked far heavier meals than she had ever been able to get used to. Her lithe frame spoke of her eating habits. Many small meals throughout the day, not two or three large ones. But she knew Sture would have her usual waiting, a simple piece of toast, a few slices of sausage and fresh fruit, along with a cup of hot tea.
The elven woman slipped on her customary olive green pants. The color and fit were uniquely hers, they draped loosely from her hips waving in the wind as she walked. So very different from the tight-fitted attire most women wore. Her black long-sleeved shirt, however, was a snug fit, revealing her curves, but the high-neck hid the valuables from prying eyes. Finally, before leaving for her morning meal, Matylda secured the silver clasp and chain to her ear. Although she had left the River Court, some traditions remained. This was one.
BACKGROUND ARBONESE EXILE
Source Custom
- Personality Traits: something
- Ideals: something
- Bonds: something
- Flaws: something
Background Feature: something
BACKSTORY
Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask.
For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her.
The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands.
For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing.
The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten.
Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them.
She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers.
The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path.
Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be.
Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies.
While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying!
Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth.
Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away.
Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.
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I believe with that Valir is complete and ready for review!
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Valir Doomvein
Fifth son of the fifth son
"Ye really haven't lived until ye died. Speaking from experience o'course!"
Paladin 1 Medium humanoid male (Mountain Dwarf), Lawful neutral
Armor Class 16
Hit Points 12 ( 1d10 + 2 )
Speed 25' ft.
Senses darkvision (60 ft.)
Languages common, dwarvish
Proficiency Bonus +2
ABILITIES & SKILLS
Proficiency Bonus: +2
Strength 16 (+3)
Save +3
Athletics +5
Dexterity 10 (+0)
Save +0
Acrobatics +0 | Sleight of Hand +0 | Stealth +0
Constitution 15 (+2)
Save +2
No skills associated.
Intelligence 10 (+0)
Save +0
Arcana +0 | History +2 | Investigation +0 | Nature +0 | Religion +0
Wisdom 12 (+1)
Save +3
Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +3
Charisma 14 (+2)
Save +4
Deception +0 | Intimidation +4 | Performance +2 | Persuasion +2* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.
PROFICIENCIES & ABILITIES PROFICIENCIES
- Tools Mason's, Smith's
- Instruments
- Weapons Simple, Martial
- Armors All, Shields
PALADIN CLASS ABILITIES
Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. | Lay On HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
RACIAL TRAITS
DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. | Tool Proficiency You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. | Stone CunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Dwarven Armor TrainingYou have proficiency with light and medium armor.
FEATS
WEAPONS WEAPONS
- Maul +5 to hit for (12d6+3) bludgeoning | Heavy, two-handed
- Javelin +5 to hit for (1d6+3) piercing damage. | Thrown (30/120)
- Heavy Crossbow +2 to hit for (1d10) piercing damage. | Ammunition, heavy, loading, two-handed (100/400)
SPELLS SPELL SLOTS -
- Paladin - Spell Save DC: - | Spell Attack Mod: - | Spells Known: -
FIRST LEVEL (Paladin)
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* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.
EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (159.5 lbs.)
- Weight: 159.5 lbs. / 240 lbs. max. (15 x STR Score)
- Status: Unencumbered
- Penalty: None
MONEY POUCH (0.5 lbs.)
Copper: 0 | Silver: 0 | Gold: 25 | Obsidian: 0 | Platinum: 0
(25 Coins x .02 lbs. = 0.5 lbs. Total Weight)
EQUIPEMENT READIED (94 lbs.)
Equipped items can be retrieved with a manipulate item interaction.
- Armor (55 lbs.) Chain Mail - 55 lbs.
- Weapons (38 lbs.) Maul - 10 lbs. | Javelin - 10 lb. | Heavy Crossbow - 18 lbs.
- Readied Items (1 lbs.) Amulet - 1 lbs.
EQUIPMENT STORED (65 lbs.)
Stored items can be retrieved with an action.
- In Backpack (33 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox - 1 lbs. | (5) Rations (1 day) - 20 lbs. | Clothes, Fine - 6 lbs.
- Strapped to Backpack (32 lbs.) Waterskin - 5 lbs. | Hempen Rope - 10 lbs. | Bedroll & Blanket - 7 lbs. | Torch - 10 lbs.
EQUIPMENT NOT CARRIED (--)
- At Home --
* Denotes magic item (see below)
MAGIC ITEMS NON-ATTUNED
ATTUNED (0/3)
APPEARANCE Age 78 | Height 5' | Weight 175 lbs. | Hair Burgundy| Eyes Emerald Green | Complexion Fair
Valir stood before his forge, pulling a hot glowing mass of heavy metal from the flames. The light from the forge shed the only light in the room upon his fair, scar ridden skin. The white hot metal cooled slowly as he worked it with a hammer into his desired shape. The deep red color of the cooling metal matched his own burgundy locks of hair that swayed out behind him as he hammered the steel. A resonating "Tang!" rang out following a sort of rhythm as he worked. He left his mind blank, the act of smithing was a sort of meditation for him, the heat of the forge, the sound of striking metal.
"Qwueshhh." The sound of water as it is instantly vaporized from liquid into steam hisses throughout the workshop as Valir Doomvein finishes quenching the head to his Maul. His eyes, the same hue as emeralds, travel along its form searching for any cracks or fractures. Happy with his work he sets the Hammer head aside and wipes the sweat from his forehead and brow. He fiddles with his mustache, twirling it at its ends as he walks to a trough of water. With both hands he scoops a bounty of water and splashes it into his face, wincing a bit at the cold.
The sound of voices approaching broke him from his trance, grabbing a nearby towel he wiped the wetness from his face and hair. He had almost forgotten that there would be meetings today he wondered if he had missed it and he was being looked for. Quickly he removed his apron walking past a mannequin that was adorned with a chainmail vest, and adorned his usual white shirt and black pants. The Garess family crest was emblazoned on the left shoulder of his jacket which he pulled on as he exited his workshop with a grumble. From his inner coat pocket he procured his signet ring and slipped it on before making his way to the meeting room.
BACKGROUND Garess Noble
Source Campaign
- Personality Traits: Despite my noble Status, I do not place myself above other folk. We all have the same blood.
- Ideals: It is my duty to respect the authority of those above me, just as those below me must respect mine.
- Bonds: I will face any challenge to win the approval of my family.
- Flaws: I hide a truly scandalous secret that could ruin my family forever.
Background Feature: Specialty Crafting: You can craft metal goods twice as fast as normal (10 gp per day) including armor.
BACKSTORY
Valir Doomvein is one of the few living remnants of the Golka Dwarves that once thrived in the Golushkin Mountains. After the Vanishing He was adopted by Evan Garess, the cousin of Lord Howlan. Thus He had been living up to their expectations ever since.
Valir had always had a talent for the forge, metal was the most common but Valir had found that the secrets of stone were his favorite. During his childhood he would walk the deep depths of the Golushkin mountains and listen to the walls of granite whisper to him. Words always just out of earshot for him to hear. After the Vanishing the walls were silent, as if saddened by his peoples disappearance. Valir was saddened as well, often wondering why Torag had not taken him as he did the others. When he heard that he was to be adopted into a noble family he was apprehensive to say the least. The Garess family, while allies, were not his family.
As Valir grew he bore witness to the politicking between the many members of the Garess Family Line and those of the other nobles houses of Brevoy. He despised the court meetings, the over the top formalities, and the fancy clothes that he was forced to wear. The only upside was that the Garess family had gifted him with his own forge under the condition that he try to learn their customs and mannerisms. Well that he could do, but truly he would never be a true noble. To uphold appearances he would make the best of efforts for his new adopted family. So between toiling away in his workshop, forging all manners of items and trying his best to fit in, Valir found his own way. He attended the court meetings, fancy dinners, and even private lessons to improve his common. On his own time he trained his body and his smiting hands.
Time passed and Valir proved himself a valuable asset. The best example is when he was asked to survey a cave-in that had trapped some miners. Valir successfully led a rescue crew and retrieved all of the miners with no casualties. He also was tasked with teach dwarven smiting to some of the local blacksmiths because they did not know how to work some the rarer metals that came from the mountain mines. Court had become a game of chess that he could more easily read though he still disliked sitting around for hours as others argued moot points. That was until talk of the Stolen Lands had begun to spread. More land meant more power and power was all they could talk about. But these lands would not be tamed with its belly up and Lord Howlan made his decision clear that he wanted someone from his house to spearhead the expedition.
It was no easy matter discussing who would hold the Garess name into the Stolen Lands and after much debate between the heads of the house a decision had been made. When Valir received the news he was surprised to say the least. However he had grown to care and ultimately love the family that had saved him from a fate on the streets and accepted the decision without hesitation. Firstly he would need to find others, ally himself with them. He would conquer the Stolen Lands for his house, for his people, he would tame the beast and shred any doubt upon his name.
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Sofia "Fia" Magnussen
Aspects: Cuteness Overload, Wrapped Around Her Finger
Skills: Rapport (2), Empathy (1)
Sofia Magnussen is Bjorn Magnussen's adopted daughter who he became a guardian for after his brother died. She currently lives on the S.S. Terminus along with Bjorn after his assignment to the OMDST unit. She spends her time between school and being watched by Talia whenever Bjorn is out on missions or the like. She loves making new friends and her stuffed teddy bear teddy who goes with her everywhere. She loves spending time with Miss "Tali" and watching movies together while daddy is out.
Talia Serrano
Aspects: Agent of The Vanguard Division of NATO, Friends In High Places, Trained EMT
Skills: Physique (4), Lore (3), Rapport (2)
Talia Serrano is a member of the Vanguard Division who are the first responders assigned to the MIU when they became damaged or require extract from their disabled vehicles. She and Bjorn initially met after the battle that saw Bjorn's brother KIA and Bjorn severely injured. Talia was the first person he saw in-between bouts of unconsciousness, they have been friends ever since and she routinely watches of Sofia whenever Bjorn is out and she is free. Talia is a trained combat medic from her times in the army and could be described as fierce. She is a no nonsense, kind, but strong woman.
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O.D.I.N Industries (Omni-Defense Initiation)
O.D.I.N Industries was created months after the first Kaiju attacks as an Anti-Kaiju weapons manufacturer. During the early phases an accident that caused the deaths of 30 staff and injury of 57 others nearly caused the collapse of the company. Between public outcry and allegations of overly hazardous work environments the companies owners did their best to mitigate damage to their bottom line. This consisted of paying for the funerals and hospital bills of the employees who had been apart of the tragedy, and allowing an official investigation from government agencies to be done into what happened that day. The company would have sank if it were not for the discovery and creation of their most successful product for which they are now known for properly named MDEF or Matter Disrupting Energy Fields. This breakthrough technology overshadowed the companies initial downfalls and after its first public demonstration where a notoriously vicious Kaiju was promptly put down from a Mecha equipped with MDEF weapons. With endorsors pouring their money into the company and full backing and contracting through NATO, O.D.I.N Began to thrive. With the help of the government the technology was improved upon and any past troubles the company had were swept under the rug.
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Have also been swamped with work, ill try to get a post in either today or this weekend!
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Beautiful and deadly, Harbinger seems like a fun class!
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9 hours ago, PlotDevice said:
Hi everyone!
Looks pretty exciting. I've also never played Runelords, so wouldn't mind a brief recap.
How did you all figure out how to format so well in this hot mess? Is there a tutorial somewhere?
I've applied to a few games on here so far and luckily one of the GM's had a sheet template they had worked up so I just use that and tweak it as need be.
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Ahh effective size increases, in that case when in Primal Warrior stance would the damage dice be the same as with Impact? Or does the +2 size increase from Primal Warrior Stance move the damage dice to 6d6 by itself? The wording is slightly confusing and this is my first time trying a build like this out.
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Zabusar is completed, please let me know if there is anything i missed!
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2 hours ago, r0llcage said:
High level game! Hurray!
For the record, I know absolutely nothing about PoW/Psionics.
Same here! But the classes look awesome.
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@Casual VikingLoving the premise here! Just a quick question are we doing the standard 2 traits?
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Thanks for the consideration!
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@Peff I believe OMEN-13 is all done!
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Thanks! The race is just too cool and Nanocyte seemed like a no brainer. Now just need to 'flesh' him out.
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Menalaos "The Prideful"Gender: Male
Race: Werelion
Alignment: Neutral Good
Class: Barbarian 1
Background: Northlands Reaver
Passive Perception/Investigation: 12Passive Insight: 11
HP: 14
Hit Dice: 1d12
AC: 12
Initiative: 0
Size: Medium
Speed: 30 feet
Moturnach's Application
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