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  1. Map Token Character Generation Ability Scores: 20 point buy Strength: 10 Dexterity: 14 (+2 Racial) = 16 Constitution: 12 Intelligence: 17 (+2 Racial) = 19 Wisdom: 12 Charisma: 8 (-2 Racial) = 6 Race: Alternate Racial Traits: Prehensile tail, Light from the darkness Gender: Female Age: 20 + 6d619 = 39 26 Height: 4' 5" + 2d1013 = 5' 6" Weight: 85 + 2d1010 = 135lb Class: [] Favored Class: Witch Favored Class Bonus: HP Traits: (Drawback); , ; Campaign Trait: . Skill Ranks: 2 + Int mod+4 = 6 Skills Trained: Heal [1 Rank], Knowlege (arcana) [1 Rank], Knowledge (nature) [1 Rank], Knowledge (planes) [1 Rank], Perception [1 Rank], Spellcraft [1 Rank]. Background Skill Ranks: 2 Skills Trained: Craft (alchemy) [1 Rank], Knowledge (history) [1 Rank]. Feats: Extra Hex; EitR in effect. Languages: Common, Infernal; Draconic, Dwarven, Elven, Orc; Sylvan. Familiar: Spell deck. Patron: Shadow. Spells Known: All. Hexes Known: Cackle, Evil Eye. Hit Points: Max (d6) + Con mod+1 + FCB+1 = 8 Starting Wealth: 3d67 × 10gp = 70gp Equipment Starting Items Cost Source Courtesan's outfit 8gp AA2 p20 Harrow deck (spell deck) 100gp UE p57 Weapons Cost Source Dagger (3) 6gp Core p142 Adventuring Gear Cost Source Witch's kit 21gp UE p58 Cards (2 decks) 2sp UE p92 Charcoal 5sp AA p12 Cold-weather outfit 8gp AA2 p20 Corset 1sp Core p159 Fetters 15gp ARG p123 Filter scarf 5gp UW p243 Grooming kit 1gp UE p57 Harrow carrying case 10gp HH p30 Jewelry, pendant 1gp UE p89 Oil (1 pint) 1sp Core p158 Perfume, common (1 dose) 1gp CS p213 Piton 1sp Core p158 Funds Remaining: 1gp نساء (Nisa)... The name in Kelish means 'accursed one'. How endearing... From birth, Nisa had not known her parents. The tale went that she was the progeny of an incubus and one half-elven worshipper of the whore queen Ardad Lili, who had planted herself under the auspices of Tamidah Zufiq and her qedeshatam encampment. When she was found out after giving birth to a fiend-blooded child, the cleric ordered the cultist drowned in the River Ladan the next morning after a night of hospice and sanctuary. Indeed, Nisa had not known a great many things, least of all freedom. The large ram-like horns on her head growing out just behind the temples, and the long and flexible tail protruding from the base of her spine at the hip, were enough to spark nothing less than outright horror from any Qadiran across the entire country. Distrust would be an understatement as to the sentiment she had been regarded with since birth. Taking only the slightest of pity upon the child, the camp's leader had agreed to allow one of the older members of the tribe to keep the child, under one condition — the elderly Varisian foretune teller could adopt the tiefling infant only if she agreed to take it as a slave — branded and shackled for the rest of her life. And so, Nisa had always known the mark of slavery upon her left hip, a brand on her skin reading عبد just above the bikini line, indicating that she was essentially no more than property, her very existence possible only by the courtesy and hospitality of others. Too, Nisa had rarely not known the bondage of the fetters around her ankles, the possibility of escape and its implications alone would strike abject terror into the hearts and minds of all of Naamat. And so it was, for twenty-six years Nisa had lived under Madame Zamfi's tent flaps, rarely seeing the light of day, learning from the kind old crone the subtle art and magic of the harrowing, watching from afar the sacred healing rituals provided by the qedeshats to their myriad clients via the ecstasy of physical union. Once, Nisa had tried to escape, having managed to pocket a tent piton to use to force her shackles open. Without a good way to disguise herself and hide her tail and horns, the young tiefling was swiftly caught after her transgression and whipped to remind her of it. When an unnatural cold touched the edges of Naamat's encampment near the Border Wood, Nisa saw the worry and panic in the qedeshats' eyes. When she found old Madame Zamfi had passed away in her sleep the next morning, the young tiefling scavenged what she could from her venerable guardian's belongings, broke free of her fetters yet again, and fled in the early hours of dawn, far from the only home she had ever known.
  2. Name: Trayven Race/Class: Human Monk Age: 17 Description: under 6’, Bald with Grey eyes an lanky build. Backstory: Trayven spent his first years on the streets until the Masters found him and took him in. He was raised and trained by the masters until an attack destroyed his monastery home. He has been traveling ever since. Personality: Trayven is driven to answers for who killed the Masters, and yearns to see justice done, even if he has to use the methods his Masters taught him. He is very stoic and serious, but can occasionally make a witty quip or joke. Sheet: Notes: I tried to label any math that didn’t immediately make sense, as observed in the statistic block of the sheet. If you wish any more explanation, I’m at your disposal.
  3. Hello! Have you ever been in the dungeon, nearing death, and wondered why you hadn’t just forked over that last copper for the potion that could have saved you? Do you remember that time you could have used someone versed in poultices, potions, and tinctures on your journey through that last encounter? Why make that mistake again! My name isn’t s Rappadashpotionmakerwolffrienderwagonowner, but you can call me Dash. My life has been spent traveling with my uncle and apprenticing in his apothecary, which was nothing more than a wagon towed by a mule. Once I was old enough I set out on my own and am eager for a quick jaunt or two into the dungeons and haunted woods of the world. I travel light, can not only brew a quick spot of tea or coffee but can literally pull your behind out of many scraps with my concoctions. Do you need a quick shot of healing to help you recover from that fireball trap you tripped? I can do that!! Do you need someone small and nimble that can help you avoid that trap in the first place? I can do that too! Do you need a hard hitting ankle biter that can dish out some damage while you set up the killing blow? Ask me about my mutagens! So you need little man make go boom? Yup, my main weapon (other than my obvious charm and pitch-selling) is a special bomb I concoct. Let me show you what I can do! All I ask is that I get to hide behind the big ones on my side. Because I’m small, you see. You get it. Anyways, I have ambitions of my own of course, but that’s later. In the meantime, should you need my assistance, please contact me at your earliest convenience. If not convenient, contact me anyways! I like to talk. Until then, good luck travelers! Rappidashpotionmakerwolffrienderwagonowner
  4. Sheet: Race: Githyanki Class: Sorcerer (Aberrant Mind, Psionic) Background: Investigator Path to Mystery: You survived the destructive use of a magic device that wiped out your home. Members of a secret organisation found you. You now work with them, tracking down dangerous supernatural phenomena and preventing them from harming. Apologies for the dice roller, I can never work that damn thing, I got 9,13,13,14,15,16 That will do nicely Looks and Likes Appearance: Tall and lithe Carq'Khol is a better-looking gith than most, she has a deep olive skin tone which is flecked with crimson markings. Carq'Khol has auburn hair that reaches the small of her back, it is kept in check in a ponytail style. Carq;Khol generally wears clothing that does not impede her movements, loose fitting robes or a leather dress. Personality: Carq'Khol can be a little abrupt if she is faced with a simpleton, she cannot abide stupidity. When faced with something that she knows little about Croq'Khol will ask about for advice, she is not afraid to say that she is out of her depth. Carq'Khol does have a cruel streak, if she captures some evil creature she will have a tendency to kill first. History Backstory: Surfing the astral sea was a way of life for Croq'Khol, it was when the Ilithid caught her that life became difficult. As the tadpole was being inserted though something went wrong, the ship was hit by another ship, a gith ship. The dreaded mind flayers were nothing more than practice for the veteran Githyanki, they were easily slaughtered and their prisoners released. Carq'Khol was taken to see the head of the creche, he noted that the tadpole had been absorbed into her brain and thus she would wield great power. Carq'Khol was taken to the land called Chrystal where she was left with a group called The White Ravens, she was retrained as a psionic sorceress who could blast her enemies with fire or ice. Another aspect of her training was dealing with traps and locks, no door should bar her way, when she was trained she was sent to Crossroads. Here she had almost total authority to go anywhere she needed to, her first case was the murder of a woman who kept to herself and had no known enemies. After an extensive investigation, a very important letter was found from her brother. This brother had humiliated the family by fraternising with other men and dressing up as a woman, both the woman's parents had died so she inherited their wealth. He wanted this money so had killed her for it, she had left a will giving her one and only friend the money and the estate. This case had brought Carq'Khol some renown and more people wanted her services, she was good at doing her job and proved that she was capable of more.
  5. Name: Bramzoz Nannin, or "Bram" for short. Character Concept: A faltering wizard apprentice with delusions of grandeur is seeking the skull and lost prophecies of Alaundo to prove he too is a "Seer." Class, Race, Background: Wizard, School of Divination, with the Sage (Apprentice) background. Description: Bram is young for wizard apprentice at nearly 20. His face has just begun to lean out, to match his skinny frame, and his facial hair finally looks intentional rather than neglectful. His sandy brown hair is short, with a bit of wave to it. His most notable physical feature are his bright hazel eyes. They are intelligent and seem to take in every detail. When he is in a conversation and truly focusing on someone, they are sometimes taken aback by the ferocity of his focus that his eyes portray. He wears simple, but comfortable and well made robes beneath a traveler's cloak. His most prized possession is his spellbook which he keeps quite literally attached to his hip. His spellbook doubles as a journal that he writes in religiously each day. His arcane focus is a simple staff made of oak, but if inspected closely, one would see intricate patterns carved into the wood by someone with a delicate and practiced hand. Bram believes he is destined for greatness and tends to act like it as well. This does not usually benefit him in the social scene, but its hard for him to turn it off. He believes he has prophetic dreams and that one day these dreams will lead him to the skull of Alaundo the Seer. Legend has it that the rumored lost prophecies of Alaundo are wrapped around the skull, and once read, the finder will be able to talk directly to the spirit of Alaundo through the skull. Bram knows that this will be how he learns to harness his powers of foresight and become a true Seer, to continue Alaundo's work. Considering this, he has trouble focusing on small things like practicing his cantrips or copying the lines given to him by his master. When the world of tomorrow is so promising, why would he focus on the now? What does Bram "feel" like? That's hard to say, exactly. I would say he feels like anyone you've met who knows deep down that they are better than everyone else. It might not be true, and that might not always mean being a jerk, but they just have that air about them that feels... entitled, i guess is a good word. What does Bram "seem" like? I think even though he comes across as a bit of an entitled prick, his heart is in the right place. So, even if he may seem a bit above the riff raff, he'll tend to do the right thing. He knows his eventual powers will be used to save the world, so he might have a bit of an air of misplaced benevolence? Origin: Bram grew up in Candelkeep to a wealthy family. He was the 8th child of 10, which means he had very little expectations forces his way while enjoying the love and support of a family that was fortunate enough not to have to struggle to survive. He was free to explore his interests, which quickly gravitated to books, knowledge, and eventually the arcane. This relaxed environment allowed him to excel in his studies, and he was able to purchase an internship with a local mage younger than most. His work as an apprentice flourished at first, when he began to learn much rather quickly, but slowly petered out when the learning grew regimented and was accompanied by required work for the mage. His progress in arcane prowess faltered, and his inquisitive mind forced him to seek engagement elsewhere. He found it on the streets of the very city he lived in. Mysteries seemed to lurk in every corner of Candlekeep, and he began to explore all he could get word of. He tended to enjoy exploring the occult more than most, as their very nature suggests their fabrication, but Bram realized that most tall tales have more truth people want to believe. It was during this work he learned of Alaundo the Seer and his very respected prophecies. He had not told anyone how often his own dreams seemed to come true, and instantly took to researching all he could about the great Seer. Include at least two of the following in your application: Start of Darkness: Bram's "prophetic" dreams began when he was about 10, when his oldest brother was slain in a duel over family honor. It had happened right in front of him, and had happened so quickly that it had put the young Bram into shock. A scion of a rival house had called Bram out for being weak and strange, and his brother Moldo had unfortunately heard. Moldo was the heir to the House of Nannin and could not let the insult go. The fight erupted before Bram could do a thing to stop his brother, and before he knew it, Moldo was bleeding out in his arms. To his family's credit, he was never blamed for the incident, and they offered him love and support to eventually break free from the shock. After, his dreams seemed more vivid and he could always remember them. It was a year or so later when he began to see his dreams in his waking life. It was then he realized he had the gift of Sight. The unfortunate side effect of this "gift" is that he always associates it with the memory of Moldo, who died for Bram. The guilt and pain is always there, gnawing at him. Deepest, Darkest Desire: Bram knows in his heart of hearts that he will be the one to eventually unravel the mystery of Alaundo's disappearance. In his mind, he is destined to do this, and has never once questioned or doubted this "fact." His deepest desire is to locate the missing skull of Alaundo, read the lost prophecies, and commune with the spirit of Alaundo. This will lead him to his true purpose: prophet? seer? It is his calling to guide Faerun through whatever turmoils he will see ahead. The following are optional things you may include on your application: Deity: The House of Nannin officially worships Waukeen, but unofficially, Bram's parents encourage exploration of the pantheon, believing faith can have a large impact in one's growth. After Moldo's death, Bram found Tymora. At first, she seemed shallow, one to favor gambler's and risk takers. But belliving her good fortune could also be preordained helped him come to grips with his new "gift," and made it easier to accept his brother's death. It didn't make the pain go away, but thinking that he was destined for something great helped make sense of it all. Music: mostly just for feel and sound. A bit excitable, a bit retrospective, a promise for something great (as that sax solo comes in at the end, haha) Posting Rate: I tend to post a couple times a week. Sometimes more, sometimes less. If less, I try to give a headsup, because it likely means work or family stuff is kicking my ass. Impressions: I haven't had time to really dive into each application, but first impressions: Sulimann seems pretty great. I love the idea of a ex-gladiator turning into a calm presence for peace. I like the contrast in Gieselle, she seems to be one of internal conflict, and I can't wait to see how that plays out in Barovia. Dyna has a clear concept that has legs to grow. I just realized I picked something very similar to her's for "Start of Darkness," what with the killing of the older brother. I could change mine up if you think its worth it, I don't want to cheapen Dyna's background, its just a little too late in the evening for me at the moment to be making any significant changes. I like Joliete's swagger and confidence, and think there would be some fun interactions there for Bran, who is also confident, but with none of the swagger. Overall party: it kind of feels like a younger party. Sulimann is in his 30s, and Giselle is an ex-general, so shes likely older, but she also has amnesia, so she might not have the authority of age there. Dyna, Joliete, and Bram are all under 20, so, lots of youthful energy there. Images: Bram's vibe: Familiar Snips the Owl. She's fiesty:
  6.   Traits and Skills d8 d8 d6 d6 d8 Agility Smarts Spirit Strength Vigor Athletics d6 Battle d4 Persuasion d4-1     Fighting d8 Common Knowledge d4       Shooting d6 Language (Dwarven) d8       Stealth d4 Language (Norsk) d6         Notice d8         Survival d8         Derived 7 (d6) 5 8 (2) Pace (Running Die) Parry Toughness Racial Abilities Low Light Vision - Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark Illumination. Reduced Pace - Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die one die type. Tough - Dwarves are stout and tough. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12+1. Hindrances Loyal (minor) - The hero is loyal to his friends and allies Thin-Skinned (minor) - The character is particularly susceptible to personal attacks. As a Minor Hindrance, he subtracts two when resisting Taunt attacks. Tongue-Tied (major) - The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls. Edges Favored Terrain (Forest) - Free reroll to Survival and Notice and draw an additional Action Card for initiative in your chosen Favored Terrain. Fleet-Footed - Pace +2, increase running die one step Woodsman - +2 to Survival and Stealth in the wilds. Weapons/Armor Armor: Masterwork Studded Leather Jacket (2; Torso, Arms). Masterwork Studded Leather Leggings (2, Legs)   WEAPONS Weapon Skill Damage Range Notes Dagger Fighting Str+d4 3/6/12 RoF 1 Sling Athletics (Throwing) Str+d4 4/8/16 RoF 1 Unarmed Fighting Str Melee   Warhammer Fighting Str+d6 Melee Masterwork, AP 2   Gear Gold: 245 Masterwork Studded Leather Jacket, Masterwork Studded Leather Leggings, Dagger/Knife, Masterwork Warhammer, Sling, Sling Stones (50) Mount / Companions TBD Background TBD ADVANCES Novice Agility -> d8 Novice Athletics -> d8, Notice -> d8 Novice Edge - Favored Terrain (Forest) Seasoned Edge - Fleet-Footed  
  7.   Einar Wolf-Shield Einar Wolf-Shield Agility [d10] Smarts [d8] Spirit [d4] Strength [d8] Vigor [d6] [Smarts] Academics d4-2 [Agility] Fighting d12 [Smarts] Occult d4-2 [Smarts] Science d4-2 [Agility] Athletics d10 [Spirit] Focus d4-2 [Spirit] Performance d4-2 [Agility] Shooting d6 [Smarts] Battle d4-2 [Smarts] Gambling d4-2 [Spirit] Persuasion d6 [Smarts] Spellcasting d4-2 [Agility] Boating d4-2 [Smarts] Hacking d4-2 [Agility] Piloting d4-2 [Agility] Stealth d8 [Smarts] Common Knowledge d6 [Smarts] Healing d4-2 [Smarts] Psionics d4-2 [Smarts] Survival d4-2 [Agility] Driving d4-2 [Spirit] Intimidation d4-2 [Smarts] Repair d4-2 [Smarts] Taunt d4-2 [Smarts] Electronics d4-2 [Smarts] Language d8 [Smarts] Research d4-2 [Agility] Thievery d8 [Spirit] Faith d4-2 [Smarts] Notice d6 [Agility] Riding d4-2 [Smarts] Weird Science d4-2 Pace 6 (12 yards) Parry 8 Toughness 7 (2) Damage -1 -2   -1 -2 -3 Fatigue INC Wounds Armour Type Armour Amount # Unarmoured 6 0 Black LeatherLeggings 2 7 Black Chain Helm 3 4 Black Leather Jacket 2 % Black Leather Jacket 2 8 Weapons and Attacks Name Damage Range AP ROF Shots Wt Notes Unarmed Str - - - - - Innate Attack Long Sword Str+d8 - 0 1 1 3   Long Sword Str+d8 - 0 1 1 3 - Racial Abilities Adaptable Humans begin to play with any Novice Edge of their choosing. They must meet its Requirements as usual         Edges Ambidextrous REQUIREMENTS: Novice, Agility d8+ Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.   Two-Fisted REQUIREMENTS: Novice, Agility d8+ If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104). If the character has Two-Gun Kid, thesecond action may also be a ranged attack.   Rich REQUIREMENTS: Novice Whether the individual was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most. Rich heroes start with three times the normal starting funds for the setting. If a regular income is appropriate for this setting, the hero receives the modern-day equivalent of a $ 150,000 annual salary.       Hindrances Code Of Honor (Major) Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior. Cautious (Minor) This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.   Loyal (Minor) This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way but are the first to come to their friends’ rescue when they’re threatened.           Background Einar is not the Wolf-Shield of note, his older brother Ragnar is, at 6'7" made of muscle and bad intentions, they share three things Hrøna Swordancer as the mother. Grom Wolf-Shield as the father and their relationship as brothers. Ragnar was stronger, and Einar was smarter, but neither was Ragnar stupid nor was Einar weak. But expectations from such near-legendary parents were high. Especially in Vastavikland, they knew that and knew one had to go into the dark. If sooner or later they weren't forced against each other. Einar vanished officially by some trustworthy embers of the court. However, the younger brother showed that his trust is not that broad. Only he and Ragnar were aware of the truth, others...were prone to accidents. Ragnar Wolf-Shield was the bodyguard of the Jarl with his 50 blood-sworn berserker. The largest unit allowed. Einar of many names was always in the Jarl's shadow, the one for business away from the public eye. He and his limited band of rascals (officially around 30, but it did happen for their manpower to swell to equal, and sometimes beat his brother. The official garrison was in Volksel but one would be hard-pressed to find more than a dozen of those who earned rest and enjoyment of the town. The real base is somewhere in the mountains, somewhere... Does current Jarl know of their affiliation is a mystery, since the brothers saved each other equal times and left each other to dry an equal amount? They are careful and lethal and if they manage to ascend to the Jarl throne other regions will have something else to look for. Brutal soldier army, with a hand reaching from the darkness for all who forget.   Personality While native to the bone, Einar was not really the best representative of his race but then he was not trying to be. While all of them dream of dying in battle as mighty warriors, feared by all men and wanted by all women, Einar had no plans of dying heroically or otherwise. His plans were to be drunk as often as possible and when sober commit some of the most daring burglaries, thefts, kidnappings, and skullduggery in general. With enough sense to do his nefarious deeds far away from home. Preferably to the faction they were at war currently so no harm, no foul. He was dodging the battle at the banks of VindeIsalven River Where Vörgar The Flashtaerer killed 18 of those weaklings from Seagestreland with their own shields. Shows what you know about war, instead of being just another slaughtered on the field full of them he nicked the weapon supply train and sold it to our blacksmiths for a third of the price, third of the price I say. Any hope for the enemy to continue the war after that evaporated. Who kidnapped Hordaland's Jarl children, all three of them just before important negotiations giving us all the leverage we needed. So what if he earned some gold in the process? Not like any of the gold came from our coffers. And if anyone doubts Vastavikland's blood runs through his veins they are welcome to come and try to check, been a while since he fed Goldfever and Bloodrush his custom-made long blades. A few more notches are always good. Appearance Einar is 6'1" and a decent 185 lb. which fills nicely with his black leather armor and raven black hair which he keeps short in spite of the customs in his region. Vastavikland. The place is not the easiest to prove yourself unless you are a literal murder machine. Yet he manages, he has an easy air about him that convinces everyone that things will work out. Even if they are locked in the only room not on fire in a burning castle. Sort of quiet self-confidence that is nearly infectious. He understands that the brain is every bit as important as the brawn and he DEVOURS books although only a few people closest to him know that because that is another thing kind of frowned upon in Vastavikland. But he got his teeth. The main one is his custom Long Swords. As the story goes during the boarding of a Southern Trading vessel due to his status, Captain had pimped out a sword but underneath all that bling was a unique saber, almost completely straight with a slight curve at the third part. Einar went one on one with him then wielding a classic raider sword, meant to be used with a shield, seeing it as an unfair advantage Eunat threw his own away and regretted it within the first two exchanges. A few spindly, near insignificant bows of metal that went from Captain's crossguard he completely disregarded his offense and cost him two fingers, if he didn't use his well-honed reflexes and disengaged on time. His Swordman career would end there but the first time he pulled back and slammed into the opponent's flat of the blade with his elbow knocking it away, the second time he twitched upward as fast as he could, but still blade went barely half an inch away from his palm. Still young he did not respect enough what handguards can do. The rest of the duel was curios by North standards. Captain tried to engage in a way he knew and the one he was clearly superior. But when weasel and fox fight don't always put a gold on a fox. Einar knew his speed, he knew his step was sure, going for flashy flurries did not favor him at all. for a good 10 minutes, he just knocked the blade away and did feints, until his opponent relaxed a bit, all but saying that this was over and Einar was just prolonging the inevitable...then he was on his back a, with a broken nose and sword well beyond his grasp. The cold tip touched his jugular. "What is that sword?" he looked at his beauty then at the acrobatic Northman above him. "We call it the Schiavona." "You will help me make a pair, better built for me and you will teach me how to use them." From his downed position, he looked at the steel blue eyes of the winner. "You don't dual wield them, they are too long." The younger man shrugged "I will dual wield them, but that doesn't matter to you. You teach me to use one, the rest is up to me. In return, all of your surviving crew will be given a Schooner with you as the Captain and I will escort you as far south as I dare. I will take your ship and cargo but you and your man can keep personal belonging and practice trade they know and freely trade in the region of Vastavikland. All of you will get an armband marking you as my prisoner, it's meant for your protection and not an insult. Simply informing other Northman that you are valuable to me in some way and that you are not a slave. Also, it's elective, if you choose not to wear it, it's up to you. But in that case, if someone has a problem with me and decides to take it out on those too proud to wear one of these I legally have no recourse. As arms go you are allowed a dagger and one sidearm depending on preference and 1 bow/crossbow per 10 people, same with spears. No Halberds and obviously war weapons." Legend says that's how Sven lost his hair from all redesigns, nor Giacomo, how we found out the captain is called approved of all changes. *** (Captain Giacomo's perspective) Einar made swords longer by almost two feet and wider by about half an inch. Balancing that blade will always be an issue. Sven was always weaponsmith first and general smith second, he likely would hardly make a living anywhere else except Vastavikland. He enjoyed the challenge but even he thought Einar was crazy once Einar explained his idea. After giving up on the idea of changing Einar's mind about the shape and the fact that both were different, obviously, one in the main hand made more for attack and the one in the left more for defense. Sven almost walked out several times only that first time, only that near magical ability Einar possessed to say the perfect thing at the perfect time. The last one was as flat out as the insult could be before blades are drawn, but Sven had his coat in his left hand and halfway out the exit. Einar leisurely leaned against one of the bearing beams and said in an uninterested tone "Fine go. Uthgar the Limp is banging on how he is better than you for years, I guess this would be the perfect feather in his cap." Sven stopped and slowly turned looking the younger man in the eyes. Steel blue of his eyes vs ice blue of freshly broken glaciers "You are playing me, boy?" Sven's voice was like a sanding paper. Too much workshop smoke and yelling over hammering. In contrast, Einars was like both music, alluring, and inviting but also coated over the underlying danger of a cat ready to deliver a kill. With a puff, Sven returned to the drawings and calculations, and there it was. Still smoking blood of a fresh kill on the snow, displayed behind Svens back while Einar was returning to his place displayed in the briefest "blink and miss it" turn of his left lip up but Giacomo did not blink and the small hair on the back of his head raised...because neither was Einar and his gaze pierced erstwhile Captain turned prisoner, teacher since they were already learning, with Einar using his second officer's cutlass sword since his first officer's sword got broken...together with his first officer. While Schooner was a poor substitution for the ship he lost, he had just about enough hands to crew her. And he thought, actually was pretty certain with talks with others Northman, that they would likely be all killed. And now with him catching the accidental tick on Einars face, he was again on the chopping block. The man was maybe 10 years his junior, but there was something in him that made you believe that standing between him and something he wants, even in an accident, was a death sentence. Whether was that true or not was irrelevant, that was what he made you believe. With nearly perfect proportions as a weight to muscle ratio goes, if Northerners cared for such things he had a body of the acrobat or a dancer, someone with perfect special awareness of every part of not only his body but everything that moved through its area. For acrobats and dancers of vital importance, since they work with partners whose security depends on that, to catch them in the right moment after some dizzyingly fast sequence both did, you had no time to keep an eye one on another the whole time. You had just to trust when you jump into that last somersault you will be caught by your partner at the high point or have to improvise the landing. More than one promising career ended that way. Einar's wouldn't though. From their practices, he realized the boy was a sponge, and though they had just sharp swords so they had to go slow, rarely at 50 %, keeping it at 40% sometimes with more complicated moves all the way to 30% speed. He hated to admit it, since after all this was his captor, his enemy...he was also the only person with who he wouldn't mind going all the way to 100% Einar never missed a mark since they started, and to his surprise, he would have chance to check. One day Einar entered wearing his full black combat leather, Giacomo stood up somewhat surprised looking at his pupil who in armor even more accentuated the grace of his movements, almost like the leopard that kept to rain forests at the deep south of his continent. Snow leopards here were, ironically, more lethal and lost some of their grace in return. Einar gave one of his easy smiles. "I went for the first trying of the swords..." he saw the glint in my eyes "Oh now we are excited about abominations?" True, both Sven and his workshop as did Einar outdid themself, I'm not sure something like this all was done together in one...well a pair of swords ever. They did several dagger-sized proofs of concept before scaling it up and checking will it hold under stress tests. It was more expensive if the entire sword was made out of adamantium, but that would make them too heavy so only handguards were pure adamantium. The rest were composite, alloy, several materials, and things I knew nothing about. But the end result, both ones were interesting and I really could not wait to get my hands on them. "Anyway while you were nurturing stiffy for the swords and rudely interrupted me, I decided to break the bank and bought this... he threw something toward me I caught it by instinct. It was Ash's recreation of my sword "Well, "now break the bank" meant that now I paid for them and picked them up I took your sword two months ago and took it to make two practice replicas, I just didn't want to tell you because you are kind of like a puppy you really lack discipline" I was flabbergasted "Me!! First I could be your father, the second you basically hump my leg every time you want to learn and practice any new move and third, you stole my sword? How? When? It's on my person since I woke up every day." He raises his arm "Correction. MY SWORD, that I WON when I snatched your ship under you. Also, you are like ten years older than me and if my mom didn't pilfered your father's ship and..." We both shake at the implication "Thanks for future nightmares you asshole. As for how I'm a damn thief it's kinda in my job description. In truth, returning it was harder" He points at the table where was pair of dueling practice gloves, helmet, and leather breastplate. "I'll just use my normal armor. finally, we can let ourselves go. I won't lie it DID feel good, using all I knew against this upstart that I for some reason liked. And I won after some 15 minutes of intensive fighting, I felt my hand shaking after dropping the replica, a massive adrenaline dump, I did something that I should be ashamed of, something I'd been so full of arrows if I did it as the prisoner anywhere else except here, at the edge of nowhere, where you carve your destiny not by birthright but with a cold blade, and sheer guts. I kicked my captor, defeated in a practice duel on the side. "No!!" You cheated!!" He remained at his back even after the kick "What do you mean I cheated? You won." "I won because you used only what I showed you, and I sure haven't shown you all yet so you fought with an arm tied behind your back, don't look down on me you Northern bastard." He still didn't move. "You sure?" I wind up to kick him again in the side, but his left arm darted and grabbed my left ankle as my right leg was in the air and pulled. I fell but I held onto the practice sword stopping the blow with my forearms, I opened my mouth to say something smart when I saw a boot traveling to my chin, I blocked it with my forearm but the force of the blow moved me some 3 feet opposite way as I scrambled to my feet I saw he managed to do the same with his sword "Good, now we are starting." Then I received the most comprehensive beating with a stick since I was 9 and stole 10 gold to go and gamble with my buddies. When I woke up it was nearly dusk I saw something move in my peripheral vision an Einar showed up carrying a large bowl of stew. "It might hurt a bit to chew, but just a soup wouldn't be good. You need fat and muscle, and harder vegetables to chew. You depleted a lot of energy today, cut them into smaller pieces, it's just two of us here, even if weren't, a lot of people saw."   "Saw what me being used like a rag for god knows how long." His voice sliced as the whip through the skin of a disobedient slave "Don't talk about things you don't remember!! It lasted 40 minutes and you were magnificent." I chuckled "And yet you have a scar across your left brow that will drive ladies crazy if it remained and a shiner under the eye. While I'm advised how to eat hard food." He shook his head and stood up he removed his armor a while back and now with the light of the candle bellow for the first time, I saw his torso in full light. Before I was admiring perfect proportions, nowhere too much muscle or fat just enough, But now I had a feeling I saw how his torso got that way, stabs, deep and shallow cuts, bites and gores, arrow wounds went across it and each told the story. Here he got heated and pushed, the enemy to the right, and got exploited for it, spear bit deep broke the rib, and punctured the lung, mistake. Next. Shallow slice between his breasts, the enemy overextended and got the tip of his sword wet, but I saw a spin on the right leg that took his head less than a second after. "You learn from pain?" He smiled "Havent you." I started to eat, it was as he said, painful but necessary. "I meant to ask for a while." He looked down. "Those swords will cost a fortune, sure I have diamonds and emeralds and gold plating on mine but that is shine on top of old proven techniques, my ship with the cargo would cover only that bunch of prototypes and testing. If you worked I would understand but you haven't, you were here for practice three times a day, and the remaining you spent in Sven's workshop." He scratched his black hair. "Yours is not the only ship I sold." I raised my eyebrow "Oh?" He spoke like it was nothing "Yup I sold my captaincy, my ship was a divine vessel for a pirate and have a good crew. Nice a bit of gold there. Also had one fisherman vessel in decent condition, not wealthy but reached 12 gold, and that Schooner I planned to give to you before you decided to stay here, it was a fast little ship 28 gold without crew. I have some leftover even to set up my land operations." I raised my hand "A question?" He pointed like he was in the classroom "You short one in the last row?" "When did I lose Schooner?" "Once you lost the crew. I assume you did not follow anything but fights, right?" He got me there, and I nodded "Well besides that 6:4" "6:5" He looked at me like I was mental "What?" "6:5 is the result and I'll fight for it." "Care to elaborate?" "Vincenzo lost his sword hand, may gods help him in future fights, but find a ship where everyone has all hands and I'll pay you, so he could have stapled knife, hook, even metal arm, did he do any of those? No sir he managed to convince that old goat Sven that with a hammer there he could be a useful addition to his workshop, last I heard of he got promoted, and might even work on your swords. Now his opponent Yurg, does he have children?" Einar quirked one lip as he saw where this is going. "Not to my knowledge" "And which part did he lose?" Einar let out a long sigh "6:5 it is. Happy?" I nodded and immediately regretted it, my head still reacted to movement like someone stuck something sharp in it "Then your level of happiness will be only raised when I tell you that your second in command who so generously allowed me the use of his sword is expecting his first children in three months according to birth mothers. Both he and his wife are very happy." I slightly frowned "Wife?" Einar nodded "Of two years. Some stories already started to spread but this shut them up. Then Orleanzzi brothers..." I admit I had trouble putting names to faces there "Don't worry Captain they were just low-rung sailors, they dropped my sign of protection and moved to Storstrøm Vale two years ago. Likely accepted because, with the amount of knowledge on us, they are considered an asset in the case of war. To cut this short, I am the man of my word and will find a way to deliver you home with only other person who would go, Vincencco de Vittori" I did not need a reminder about this one, Royal Cartographer, no one made a map this far North. I looked at him "You have doubts I would go home?" He shrugged "I know two things. The first you will always be the outsider here, the second is that some call you "Giacomo the Boar", which is two rungs above how they call me, and the second overall. You the prisoner given higher honor than I, do you really want to go to your world of phony Counts, and undeserving Barons just to get your tongue lashing for losing cargo? We killed 15, captured 18, Captain included but that sweet sweet cargo." He deliberately slowly goes over the longest of his today's wounds. "Live like a Giacomo the Sheep, or Giacomo the Boar, it's your will for once." He started down the stairs when I stopped him for the last time. "You said they place me above you, what are you then? He smiled" "You know." and vanished. And I did know, I could maybe pretend otherwise. But a spring-coiled shadow hung over not only this house but the entire settlement. One of the snake ready to strike.   As promised soon two lacquered wooden cases with the stamp of Svens Workshop arrived and we could've checked the monsters we constructed. I admit I got a jitter. He pushed the offensive one to me because he was able to wield the sword in either hand (of course). We opened cases simultaneously and carefully lifted the blades up. Apart from their size, just the blade on either one was around 3.5 feet or some 105 cm long, with pommel and all they were close to 4 feet. Size of the average Longsword maybe. But the oddest thing their balance was perfect we exchanged a few blows. Swords were nimble and incredibly easy to handle. The trick was in the difference between the blade handle and the guard. While blades were entirely Mithral, Svenfirst made them thin, dangerously so, until they were light like leaves. Then the part where the most trial, error, and frayed nerves started. Mithral was near magic with its lightness, hardness, and so on. A feasible sword could be made just from it but not something like this. So Sven coated the edge and the entire point with a layer of adamantium. And made a rib on top, It took many shattered prototypes but the end result was in our hands swords with Mithral core and Adamantium edge and point, the length of a longsword with the shape of a sabre. That's where the last part came Guards, a simple but strong knuckle bow on the main hand one and a fancier but thinner complex guard on the off-hand one were pure Adamantium. Best defense money can buy, also the heaviest. But with the counterweight of the blades and last part. Tangs that were made from special Mithral alloy, that Sven held as a professional secret, but we knew at least three metals were used. Hickory as the base, the right one wrapped in shark skin and tied with silver wire, the left one with Mithral base and fully wrapped in silver. I took them both and they felt perfect but I dueled with a (shorter) sword and a dagger in duel as soon as I tried blades proved to be a problem. Einar took them. I knew he was preparing for this moment practicing with our two practice swords. Even base competency would be enough. He showed more. In those practices, he didn't just practice, he invented a new style. Agresivelly attacking with the right blade and using the second one just for defense and the same like at the day he captured me swift and brutal kill strike from the left side. I was lucky he only had a fist then. His sudden stabs and cuts with the left were both unexpected and always lethal. They were fight enders, aimed at the heart, throat, and head as stabs and all arteries as cuts. Scorpion got his stinger.     .   Bloodrush Goldfever  
  8. Ashida: vǫlur of the Flame You see... a dark skinned kid who looks like she's been dragged through a hedge backwards. She's short, can't be more that 4 feet tall, with twigs and leaves in her bushy hair. Her robes are thick, homespun cotton, unembroidered black. She carries a staff that's a good few heads taller than her, with a silver lantern hanging from it. The witch glares at you, her eyes the deep blue of a chill evening sky. Ashida isn't a native of the Northlands. Her order makes its home in great lighthouses, far to the south of even Monrovia, where their lights guide lost souls across the ocean safe to dry land. Ashida was just a humble initiate of her order, training to master the secrets of the flame. The same path that generations before her had walked, her parents included. She's been studying from an early age, and was proud to represent her order. There was an expedition to the North. The specifics were a matter for the Grandmasters, but they needed initiates to do the grunt work and assist with rituals. Ashida was one of the most junior to join the great voyage north, and little was expected from her. But it was a chance to gain respect, a chance to do great things and make a hero of herself. Ashida was so excited to board the ship northward. Unfortunately, things didn't go that well in the end. Hel is cruel to travellers, and no amount of magic can overrule the gods. Their ship wrecked in a storm off the coast. Only Ashida made it to shore, clutching a few meager belongings. She made her way to Halfstead, but what sailors she could find had no interest in taking some foreign witch who had no money for payment. That was years ago. Ashida's grown up in the Northlands, wandering from village to village. Some folk are more tolerant than others, and a skilled healer slash weatherworker can usually find a little grace. But settling down's never been an option. She's taken to studying the local ways some, though it's never been enough to quell superstition about the 'foreign witch'. But that's never been the point to Ashida. The point was just to understand. To honour the gods of this land properly, and to do service to its people in as proper a way as she can manage. The order requires service. Even if these people are not her own, she owes them the same duty of care. Attributes Agility Smarts Spirit Strength Vigor d8 d10 d6 d4 d4 Personality Ashida isn't known for her friendly manner. While her command over the tongue of the north has grown, she's used to only being able to string a few sentences together. She tends to only say what she has to, and 'nothing' is often fine enough. She tends to talk a little to herself in the tongue of her homelands when she does believe herself to be alone. She doesn't want to forget it. Skills Athletics d4 Academics d4 Common Knowledge d4 Fighting d8 Notice d4 Healing d6 Stealth d4 Occult d8 Persuasion d6 Spellcasting d10 Language (Ancient Kemitian) d8 Language (Norsk) d6 Her feelings for the Northmen are... complicated. These lands have been her home for years now. She's grown accustomed to the cold, the damp, the looks. She's got some fondness for the North: enough to offer prayers to the gods and treat honourable folk with respect. But she's still an outsider: looking in at all of this but not part of it. At this point, her status is a bit of a self fulfilling prophecy. Ashida doesn't find it easy to trust, tending to assume one unkind glance is the immediate prelude to violence and accusations. That drives her to travel, hoping to avoid condemnation and ensuring she'll never make lasting bonds beyond a few fond memories. Devotees of the Flame don't receive power from the gods, but they've always been a religious order; concerned with the soul and its fate after death. Ashida thus tends to insert herself into situations where she's 'needed', offering her best approximation of an appropriate rite for whatever situation's come before her. If someone else looks like they know what they're doing, she'll step back, but some things like death and disaster require acknowledgement. And problems, be they curses or unruly spirits, require a solution. Her title of vǫlur was originally self bestowed - the best word she could find to explain the concept. It stuck over time amongst the few travellers familiar with the lantern-witch. She's considered trying to make a concerted effort to flee the Northlands. Raise some coin, charter a ship. But a few things hold Ashida back. Those who have a great deal of coin are seldom the people who need her services. Most days, her payment is a good meal and if she's lucky, a keepsake for the road. Charging innocent folk hefty prices for her work would bersmerch the honour of her order. Second, these tasks needs to be done. There's always folk in need of a little wise council in these lands: getting it done takes priority over her own wellbeing. That's what it means to work the flame, to create a light greater than any one soul could manage. And finally, after the way her last voyage ended, the thought of getting on a boat again makes Ashida feel... unwell. Traits Parry Pace Toughness 6+1 6 2 Edges: Arcane Background (Elementalist: Fire, Water), Power Points, Familiar, Elemental Master Hindrances: Small, Phobia (Minor, Open Water), Heroic Powers: Elemental manipulation (native element only), environmental protection (native element only), Healing, Relief, Bolt Advances 1: Smarts d10 2: Skills, Spellcasting d10, Occult d8 3: Skills, Fighting d8, Language (Norse) d6 4: Edge: Elemental Master
  9. Agility [d8] Smarts [d4] Spirit [d4] Strength [d10] Vigor [d8] [Smarts] Academics d4-2 [Agility] Fighting d12 [Smarts] Occult d4-2 [Smarts] Science d4-2 [Agility] Athletics d6 [Spirit] Focus d4-2 [Spirit] Performance d4-2 [Agility] Shooting d4-2 [Smarts] Battle d4-2 [Smarts] Gambling d4-2 [Spirit] Persuasion d4 [Smarts] Spellcasting d4-2 [Agility] Boating d4-2 [Smarts] Hacking d4-2 [Agility] Piloting d4-2 [Agility] Stealth d4 [Smarts] Common Knowledge d4-2 [Smarts] Healing d4-2 [Smarts] Psionics d4-2 [Smarts] Survival d6 [Agility] Driving d4-2 [Spirit] Intimidation d4 [Smarts] Repair d4-2 [Smarts] Taunt d4-2 [Smarts] Electronics d4-2 [Smarts] Language d8 [Smarts] Research d4-2 [Agility] Thievery d4-2 [Spirit] Faith d4-2 [Smarts] Notice d6 [Agility] Riding d4-2 [Smarts] Weird Science d4-2 Pace 6 (12 yards) Parry 8 Toughness 16 (12) Damage -1 -2   -3 -2 -1 Fatigue INC Wounds Armour Type Armour Amount # Unarmoured 8 0 Chain Leggings 3 10 Heavy Helm (Plate) 4 4 Plate arms4 4 10 Plate Corselet 4 30 Weapons and Attacks Name Damage Range AP ROF Shots Wt Notes Unarmed Str - - - - - Innate Attack Javelin Str+d6 3/6/12 - 1 1 3   Great Axe Str+d10 - 0 - - 6 AP 2, Parry -1, Two Hands                 Gear Item Notes Bedroll (Winterized)   Racial Abilities Armour (2) The species has a thick hide This grants Armor +2 each time it’s taken.   Cold Resistance The species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. This also counts as Armor against attacks based on that element or effect. Toughness (1) The species has extremely dense tissues. This grants Toughness +1 each time it’s taken.   Outsider Outsiders subtract 2 from Persuasion rolls made to influence those who aren't their own kind. Edges Brawny Size increases by +1 (and therefore Toughness by 1) and treat Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty   Berserk Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes. Going Berserk has the following effectsFURY: The character's Strength increases die type and every melee attack must be a Wild Attack*. She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example. *A wild attack adds +2 to the characters Fighting attacks and resulting damage rolls for the turn, but he is Vulnerable until the end of his NEXT turn. ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilitiesbr> that reduce Wound penalties). RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc. After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle. Sweep Sweep allows a character to make a single Fighting attack and apply it against all targets in his Reach at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit. A fighter may only perform a Sweep once per turn. It may not be combined with Frenzy Frenzy A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.       Hindrances Arrogant (Major) Likes to dominate his opponent, challenge the most powerful foe in combat. Thin Skilled (Minor) The character is particularly susceptible to personal attacks. As a Major, he subtracts four when resisting Taunt attacks.   Illiterate (Minor) Your hero cannot read. He can sign his name and knows Illiterate characters can't read or write in any language.       Background Commonly ostracized as a child. Gungr learned to be self sufficient, from a young age he learned to take what he needed to survive and use his size and strength to great effect in doing so. Gungr didn't have family or clan to fall back on so by the time he was in his early teens he was working for himself. Using his extraordinary physical prowess to act as guard and enforcer for anyone willing to pay him, he learned that money could buy anything, even social acceptance - or the appearance of it - and would work for anyone - and do anything - that would pay him. He ran into many problems in this line of work and made many enemies, though he could use his skills in violence to solve many of them, often times he would have to move on quickly, without setting down any roots, to avoid problems he could not solve. Gungr would often also get himself in trouble. He was over-proud of his skills and his capabilities and could never resist challenging authority, the second he did not have someone around to reign him in he would go back to using his fists to solve even the smallest slight against him Eventually in his early twenties, Gungr found a position in the house guard of a local clan chief, and managed to stay put for many years, though as expected this eventually lead to him fleeing the town after he was provoked into an altercation that lead to the death of a family member of a rival chief.   Personality Gungr is an incredibly straightforward person, he is often accused of being overly blunt. He refuses to - or is unable to - hold his tongue in almost any situation. He has repeatedly found himself in dangerous and embarrassing situations because of it. Despite his sometimes confronting interpersonal style he can be a loyal companion and a stalwart defender when he finds people that he likes and connects with. It can be hard for him to find a place for himself in large groups as their is inevitably someone that he clashes with and almost always ends in conflict. This is not helped by the fact that he is constantly struggling against his own innate desire to dominate situations and prove himself the strongest and most capable in any situation.   Appearance Gungr is an absolutely towering figure, almost seven feet tall and broad as an ox he also emphasis this size difference by wearing large furs and heavy armour whenever he can. He is so powerfully built that it is impossible for anyone to not guess his heritage immediately. He doesn't care too much about personal grooming or any sort of clothing style, more comfortable in battle than in any social setting, he is happy to wear whatever he can find, wash only when he must, and make do with what he finds.   Agility[d6] Athletics [d4-2] Boating [d4-2] Driving [d12] Fighting [d4-2] Piloting [d4-2] Riding [d4-2] Shooting [d4] Stealth [d4-2] Thievery [d8] | Smarts[d4-2] Academics [d4-2] Battle [d4] Common Knowledge [d4-2] Electronics [d4-2] Gambling [d4-2] Hacking [d4-2] Healing [d6] Language [d6] Notice [d4-2] Occult [d4-2] Psionics [d4-2] Repair [d4-2] Research [d4-2] Science [d4-2] Spellcasting [d6] Survival [d4-2] Taunt [d4-2] Weird Science [d4] | Spirit[d4-2] Faith [d4-2] Focus [d4] Intimidation [d4-2] Performance [d4] Persuasion [d4] | Strength [d10] | Vigor [d8] ‖ ArmsUnarmed: Damage (Str). Great Axe: Damage (Str+d10). AP 2, Parry -2, Two Hands Javelin: Damage (Str+d6). 3/6/12. ‖ ArmourUnarmed (6) Chain Legs (+3) Heavy Helm (+4) Vambraces (+4) Plate Corselet (+4) Pace: 6 (12 yards) | Parry: 8 | Toughness: 16 (12) ‖ Damage: [Fatigue] [-1] [-2] - [-3] [-2] [-1] [Wounds] Armour (2)The species has a thick hide This grants Armor +2 each time it’s taken. | Toughness (1)The species has extremely dense tissues. This grants Toughness +1 each time it’s taken. | Cold ResistanceThe species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. This also counts as Armor against attacks based on that element or effect. | BrawnySize increases by +1 (and therefore Toughness by 1) and treat Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty | SweepSweep allows a character to make a single Fighting attack and apply it against all targets in his Reach at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit. A fighter may only perform a Sweep once per turn. It may not be combined with Frenzy | BerserkImmediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes. FURY: The character's Strength increases die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example. ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilitiesbr> that reduce Wound penalties). RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc. After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle. | FrenzyA character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately. | ArrogantLikes to dominate his opponent, challenge the most powerful foe in combat | Thin SkinnedThe character is particularly susceptible to personal attacks. As a Major, he subtracts four when resisting Taunt attacks. | IlliterateYour hero cannot read. He can sign his name and knows Illiterate characters can't read or write in any language.  
  10. Traits d10 d6 d8 d8 d6 Agility Smarts Spirit Strength Vigor Skills d4-2 d6 d4 d8 d4 d8 d6 Unskilled Athletics Common Knowledge Fighting Healing Lang (Native) Notice d4 d4 d12 d4 d6 d4   Persuasion Riding Shooting Stealth Survival Lang (Norsk)   Derived 6 7 7 (2) Pace Parry Toughness Hindrances All Thumbs (Minor) (Racial)Due to upbringing, lack of exposure, or pure bad luck, some individuals are “all thumbs” when it comes to mechanical or technological devices. All Thumbs inflicts a −2 penalty when using mechanical or electrical devices. If he rolls a Critical Failure while using such a device (and it doesn’t already have a built-in effect), it’s broken. If the GM feels it’s appropriate, it can be fixed with a Repair roll and 1d6 hours.  Heroic (Major)The character always helps those in need Shamed (Major)The individual is haunted by some tragic event from her past. Was lured away for his herd and it was raided and stolen. Failing at protecting the herd, which is a major need for the clan resulted in his exile. Edges Common Bond (Racial),The hero may freely give her Bennies to others. This is a free edge which does not count against initial selected edges. Beast MasterREQUIREMENTS: Novice, Spirit d8+ Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason. The Beast Master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically an animal of Size 0 or smaller, subject to the GM’s approval. The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days. More Powerful Companions: Beast Master may be taken more than once. Choose one of the effects below each time it’s chosen: • Gain an additional pet. • Increase one of the pet’s Traits one die type (only one Trait per pet). • Increase the maximum Size pet you may have by +1, to a maximum of 3. • Make one pet a Wild Card. (The hero must be of Heroic Rank)., Enviromental Resistence (Cold) (Racial)The species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. This also counts as Armor against attacks based on that element or effect., Agile (Racial)Elves are graceful and agile. They start with a d6 in Agility instead of a d4, MarksmanIf firing a weapon with no more than a Rate of Fire of 1 as his first action, he may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. / SWADE p43, Low Light Vision (Racial)Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting. Weapons/Armor Armor: Reinforced leather (Armor 2) Weapons: Unarmed (Range Melee, Damage Str), 2x Axes (Range Melee, Damage Str+d6), Compound Short Bow (Range 12/24/48, Damage d6, ROF 1, AP 1), Scimitar (Range Melee, Damage Str+d6) Gear Gear: 20x Arrows, Backpack (Contains: Bedroll, Blanket, Whetstone, Flint and steel, Waterskin, 2x 2 days’ rations), Quiver (holds 20 arrows), Reindeer: (Grappling hook, 2x torch, 1 week’s rations, Normal clothing, Shovel, Tent, Winter clothes, 1x Rope (20”), Wealth: 1162 gp Mount / Companions Vinur (Friend) (Reindeer) Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8 Skills: Athletics d8, Fighting d4, Notice d6 Pace: 12; Parry: 4; Toughness: 8 Edges: Fleet-Footed. Special Abilities Kick: Str+d4, to the front or rear as desired. Horns: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. Size 2 Charge: If the Reindeer moves at least 20 feet straight toward a target and then hits with a ram attack on the same turn, the target takes an extra 7 damage. If the target is a creature, it must succeed on a Strength saving throw or be forced prone.   Skjót (Swift) (Nordic Owl) Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4-2, Vigor d6 Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8 Pace: 3; Parry: 5; Toughness: 3 Edges: - Special Abilities Bite/Claws: Str+d4. Flight: Pace 24. Low Light Vision: Birds of Prey ignore penalties for Dim and Dark Illumination. Size −2 (Small): Falcons, eagles, and owls stand about 3' tall with wingspans of 5’ or more. Background In the realm of the Nûklander elves, Kállá DriftFinder possessed an extraordinary connection with animals. As far back as he could recall, he had been a magnet for birds, critters, and even the mighty bull reindeer, which would grow calm and gentle in his presence. As he matured, his affinity for the wilderness deepened, earning him the honor of leading hunting expeditions, daring raids, and the responsibility of tending to the vast herds of reindeer upon which the Nûklander elves relied. One fateful night, while caring for a herd of brood mares and their calves, Kállá's attention was captivated by the sight of a young girl. Her flawless, ivory-like skin and slender figure resembled a deity's dream, adorned only by a delicate veil that revealed her enchanting features. Her radiant reddish-blonde locks shimmered in the sunlight, reminiscent of dwarven gold. Mesmerized by this ethereal vision, Kállá couldn't help but follow her, concerned that she might be in distress, having fled from one of the nearby Human villages. As he trailed the girl, a thunderous roar erupted from the direction of the herd. Torn between the camp and the mysterious maiden, Kállá cursed and sprinted back to the camp. Upon his return, a devastating scene unfolded before his eyes. Several fellow herders lay wounded on the trampled snow, and upon surveying the herd, he discovered that the majority of the calves and cows had been stolen, leaving merely a fraction of their former count. Returning to the village, Kállá's fate was swiftly sealed. He was accused of committing the gravest sacrilege, not only allowing his brothers to perish in battle against the raiders but also permitting the sacred reindeer stock to be pilfered. Despite his earnest pleas, recounting the encounter with the girl, the elders scoffed and banished Kállá from the village. Even as he turned to his parents and caught a glimpse of their anguished expressions, his young sister clinging tightly to their legs, they sorrowfully averted their gazes, joining the elders and the rest of the village in severing ties with him. Kállá was granted minimal provisions, a week's worth of rations, and his loyal companion, the unruly reindeer he named Vinur. It was an apt choice, for no one else had ever managed to tame the colossal beast as Kállá had. With his belongings packed and one final glance at his family's distant figures, his sister bidding him a tearful farewell, Kállá embarked on a new chapter. Over the ensuing months, Kállá thrived by supplying neighboring human villages with sustenance, furs, and expert guidance through the treacherous snow-laden paths of the Northlands. This newfound purpose bestowed upon him a meaningful mission, financial stability, and the promise of a fresh beginning.    
  11. Personality Straight-forward and honorable would be the best way to describe Yngvild. She cares not for deceptions or being careful around those with weak personalities, seeing those that cannot handle themselves as self-defeating. She carries great respect for warriors and expects from others what she expects from herself. Her time spent as a húskarl taught her much about herself and how much she dislikes seeing elders that cannot truly defend anything. Yngvild tends to dislike politics and wishes the widely spread clans could comes together and unite under one banner to fight back both the monstrous creatures of the winter wastes as well as the heathen bands of religious fools trying to spread their poisonous ideas to her people. Yngvild has a bit of a temper that can definitely get away from her, though this is in part developed as a defense mechanism to cope with the gender disparity she tends to find everywhere she goes. While not as physically strong as a man, she has more cunning and maneuverability which can give her an edge in battle. She does love to test herself in this way, seeking challenges to overcome just to prove herself in the eyes of the public. While Yngvild does her best to be fierce and strong, she is not without kindness, remorse, and joy. She enjoys the company of friends and warriors, sharing stories of battle and tankards of mead. She finds children a wonder in a harsh world and recognizes that when she is old it will be them whom inherit Midgard. In moments by herself, Yngvild still feels sadness for her lost lover, Rikvidr, whom was killed during a surprise attack as the house burnt down around him, essentially dying a coward's death. She laments that she will not meet him in Valhalla. Appearance Yngvild is a woman in her prime with a sleek physique, but obviously a warrior as her musculature is well defined. Her blond hair is worn in many braids kept close to her head both for the sake of wearing helmets as well as keeping foes from grabbing a handful of it, though the length defeats the latter point. Her deep blue eyes hold a ferocity in battle seen in many viking warriors, but can also hold a warm kindness when dealing with friends and family. As a warrior first and a woman second, fashion takes a back seat to survivability. Yngvild prefers leathers layered with chainmail as well as white wolf pelts for warmth and a small amount of camouflage. Within her braided hair is beads and various trinkets woven in which represent various deeds of valor, strength, and leadership. At her side is a finely crafted longsword, a handaxe, and a dagger. Strapped over a shoulder is a well-worn wooden shield reinforced with metal, decorated with bright yellow runes, and is painted green. Yngvild wears earth-toned colors, mainly blues and greens. Typically used for pre-battle skirmishes is a bow and quiver of arrows left strapped to the saddle of a white-and-black speckled warhorse she uses for travel named Osten.   Apparent Age: High 20's Height: 5'6" Weight: 121 Eyes: Dark blue Hair: Blond, long and braided Worships: Freyja, Odin, Skadi Former Career: Húskarl to Gundr Magnhild Current Career: Wandering Shieldmaiden Motivations & Goals Live and die with honor to gain access to Valhalla. "Only with honor will I eventually see the Valkyries that will carry me home." Prove she is just as capable a warrior as any man. "I work twice as hard and fight twice as fierce as you and yet you still call me weak? Let me show you what weakness really is." Kill a troll and have Dagfinn turn it into a suit of leathers. "To wear a troll's skin as my own will set fear into many and give me an edge in battle." Kill a dragon, take its teeth, and eat its heart. "The soul of a dragon forced to protect mine own will prove among the greatest of deeds a warrior could hope for." Reclaim entrance into her clan and village and challenge Gundr for title of Jarl. "It was by Gundr's hand that I had to leave my home but it will be by my own merits that I am allowed to return. And on that day I will take his place as Jarl." Find a way to love someone again. "Though my heart will always ache for Rikvidr I cannot spend eternity in solitude."   Background - Cliff's Notes Yngvild challenged gender norms from an early age, wishing to be strong and wise like Freyja and the stories of Valkyries. This often put her on the outskirts of the community and served only to strengthen her sense of determination. In adolescence Yngvild was well-trained with a bow but yearned for the glory of other warriors and taught herself the beginnings of swordplay. Eventually she found someone to train her in secret; an old hermit by the name Sigurd that had been all but ousted from the clan due to claiming to have visions of the future. Seeing the potential in Yngvild, Sigurd taught her how to read runes as well as various stories about the gods and tales of battle. It was around this time that she began to have small visions of her own. Sigurd told her to keep them to herself for the good of her well being. Around the age of twenty Yngvild proved herself to her clan by partaking in a battle under the guise of a man. She revealed her true identity after several men had congratulated this mysterious new warrior, only to make them swallow their own words. From that day forward she was allowed to fight alongside them but was given constant heckling. As before, this only made her fight stronger and harder. After proving herself time and again for five winters and claiming the most goblin kills in a recent contest, Yngvild was granted title of Húskarl. This was a bittersweet victory, as it was a glorious title but the career itself involved little in the way of actual battle. She quickly learned Gundr was just a slovenly man that wanted a free ride and people to do his bidding without having the clan's best interests at heart. During her time as Húskarl Yngvild and Rikvidr finally married after being together for several winters. However, this marriage was short-lived as a raid took his life while she was on patrol. She blames Gundr for Rikvidr's death and hates him for it. For six winters Yngvild did her best to bite her tongue and stay her hand upon seeing the worsening condition of her beloved clan while Gundr ate like a king and had his choice in women. She finally let him know just what she thought of him which was the last straw. Exile was her reward but not before she swore an oath to return for his throne. Yngvild and Osten traveled far and wide, eventually befriending Dagfinn and Kjell.
  12. WIP   Niklaus Hayes   Bond tbd Virtue: tbd Flaw: tbd Unique Thing tbd   Background bulletpoints -orphan -arrested for stealing from a noble -given a choice - either join the order, or get the usual harsh punishment   General Abilities 1 Athletics 1 Composure (1 free) 1 Driving/Animal Handling 1 Filch 1 Health (1 free) 1 Mechanics 1 Medic 1 Preparedness 1 Scuffling 1 Shooting 1 Spirit 1 Sense Trouble 1 Stealth   Investigative Abilities Arcane Studies (Academic) Bullshit Detector (Interpersonal) Chemistry (Technical) Explosive Substances & Traps (Technical) Evidence Collection (Technical) Forensic Accounting (Academic) Forensic Anthropology (Technical) Manufacturing Knowledge (Technical) Official Talk (Interpersonal) Pharmacy (Technical) Research (Academic) Ritual Studies (Academic)   Magical Abilities 1 Counterspell Concussion Bolt Cure Wounds 1 Dispel Magic Enhance Ability 1 Enhance Perception Force Field Haste Magical Armor 1 Mental Barrier Nondetection 1 Sense Magic Sense Living Being Strength Thermal Vision Telekinesis 1 Telepathy True Vision
  13. Name: Chacs Class: Shaman 1 Race: Goblin Gender: male Alignment: Lawful Evil Goblin Trait: Balloon headed Character sheet   Stats STR: 11 DEX: 14 CON: 10 INT: 12 WIS: 14 CHA: 12 Description Chacs is a fairly typical goblin, although with a bigger head, bigger ears and yellow instead of red eyes.  And he has a lot of scars from magical mishaps with his fire spells He wears the clothes and armour of a gnome he killed and who was approximately the same size, so he's better dressed then many goblins. Personality He's quite smart and certainly charismatic for a goblin.  And while he's not as strong as most goblin leaders, he is very good at being the power behind the tribal throne.  And most leaders are happy to have someone who can cast cure spells next to them. He's quite curious about things and not about using his smarts to get others to try things so he can see what's happening. Backstory Chacs was born somewhere in the wilds to the northeast of Sandpoint in a small tribe.  He managed to grow up without too much trouble, quickly figuring out to befriend the biggest bully and let him do the fighting.  And when he discovered he could shoot fire from his hands, things got interesting.  He started investigating what he could do and therefore he was away when a group of adventurers managed to wipe out his tribe. He was wandering around when he came upon a wounded gnome.  As he was hungry, he quickly finished the gnome of and took his clothes and equipment.  After some more wandering he managed to arrive near Sandpoint where he got into the Licktoads clan.  Again he wasn't the leader, but with his charisma and intelligence he tried to organise them into a better force than they used to be, so he wouldn't be alone again.  And as he was clearly beloved by Zarongel and it couldn't hurt to have a better standing with one of the gods, they accepted him.    
  14. Link to the required insult list (last frame of the comic) And if you hadn't previously been aware of the GrrlPower comic, your welcome and/or I'm sorry.
  15. Lamzi, Goblin Kineticist Chaotic Neutral HP 12 / 12 Speed 30ft Init 5 AC 18 Fort 5 Ref 7 Will 1 Kinetic Blast +6 (1d6+4, x2) Str 8 (-1) Dex 20 (5) Con 16 (3) Wis 12 (1) Int 10 (0) 6 (-2)   Description Lamzi is a scrawny, nimble goblin, fidgeting and scurrying about like he owes you money.  His clothes are better maintained than most of his kin, although they are distinctly out of fashion and ill-fitting.  He sports several tattoos half-hidden beneath said clothing, but they seem to be largely abstract patterns. Personality Lamzi plays up his natural anxiety and adds a dose of cowardice to try and avoid drawing attention to himself, and to lead others to underestimate him if he can't lay low.  He's not unsympathetic to the suffering of others, but he isn't inclined to take unnecessary risks.  Background Lamzi doesn't talk much about his past.  Born and raised amid the endless tribes living in the Caves of the Craven, he has little memory of his childhood.  He's been told that he was one of the few survivors of a drow attack, where many children were taken captive and experimented on.  He has no memory of his escape, but he's spent the better part of eight years coming to grips with his trauma.  Lamzi believes his magic is partially derived from whatever the drow did to him, and although he's generally a bit craven, he goes out of his way to help out others against evil mages, sorcerers, and similar villains.  Rumors of an unnatural snowstorm in Taldor have drawn him to investigate amid concerns that some evil witchcraft is afoot.  
  16. Charlie Bennett THE BEACON HERO NAME: Zora REAL NAME: Charlie Bennett LOOK: Woman, White, Smiling Face, Cheap Costume ABILITIES: Martial arts, Acrobatics LABELS DANGER FREAK SAVIOR SUPERIOR MUNDANE 0 -1 +1 0 +3 CONDITIONS ⬜ AFRAID -2 to Directly Engage a Threat ⬛ ANGRY -2 to Comfort or Support or Pierce the Mask ⬜ GUILTY -2 to Provoke Someone or Assess the Situation ⬜ HOPELESS -2 to Unleash Your Powers ⬜ INSECURE -2 to Defend Someone or Reject Others' Influence BACKSTORY HOW DID YOU GAIN YOUR SKILLS? One of the perks of having a super rich family is that you can try whatever you want. My dad didn’t really care what I did, but my mom encouraged me to try tons of stuff. I tried cello, ballet, archery, fencing, horseback riding, rock climbing, sailing, flying… I mean you name it, I’ve tried it! But my actual time and skill is in martial arts and gymnastics. My mom got me started in martial arts when I was five, and when she passed I just kept at it. I started gymnastics shortly after. I’ve always enjoyed the more physical sports, anything that gets me moving. I have private instructors and gyms (multiple) at home to train at, so I’ve gotten really good! WHEN DID YOU FIRST PUT ON YOUR COSTUME? First, let’s talk about my costume. Cos it barely qualifies as one. It’s essentially my normal outfit—leggings and a hoodie—with a modified Zoro mask from some cheap Halloween costume. Yeah, I know I have a bunch of money I can spend to do whatever, but there isn’t exactly a boutique for superheroes (anymore) and I don’t want to raise a bunch of eyebrows. Unfortunately, someone figured out my mask was from a Zoro outfit and they started calling me Zora, which is a dumb hero name. I really need to shake it... I first put the thing on when the Tangee occupation really started to kick off. A couple of those bird brained punks were harassing some poor civilian and I couldn’t just stand by and watch. So I walked into a Halloween store that happened to be right there, bought a Zoro mask, then went out and beat the crap outta those feathery turds! Well, I really just hit them long enough for their victim to escape, then I hoofed before Tangee back up arrived. I’ve never felt that kind of adrenaline before! For days after, I felt crazy anxious. I thought that they would come knocking at the door after they finally figured out who I was or that I’d get black bagged in the middle of the day… but nothing ever happened. Turns out, aliens are pretty bad at recognizing human faces! So, since then, I’ve been pushing the boundaries of what I can get away with and it is absolutely shocking. WHO, OUTSIDE OF THE TEAM, THINKS YOU SHOULDN’T BE A SUPERHERO? My dad, Richard Bennett, doesn’t know I’m a hero, but he would be livid if he found out. He’s more or less in league with the Tangee. Yeah, I know. Disgusting, right? Well, Dad’s always been in league with the powers that be. I mean, his instincts have kinda served him well. He’s a multi-billionaire. Can’t argue with the results. But this is different. I think he really believes that the Tangee can avert some catastrophe, so he really doesn’t think that the resistance is doing any good at all. And, of course, he would be mortified if he found out that his own daughter is involved with those “extremists.” Well, adopted daughter. He wants me to be invisible, quiet, dignified. Eff that, man! WHY DO YOU TRY TO BE A HERO? Let me roll this video of me in the first grade. I was supposed to talk about my immediate family, but this is what I ended up with. Charlie: This is a picture of my great great grandmother! She was a member of the French resistance during World War II. Here she is holding a machine gun. And this is a picture of my great great, um, great great great grandma when she was really old. She was a part of the Underground Railroad and helped slaves. And this is a drawing I made of my even older grandma. She fought in the American Revolution. That’s supposed to be her rifle, there. Every one hundred years, a Bennett is born to change the world. I think I am the next special Bennett! I will now take questions. Claire: But you’re adopted, so you’re not even a Bennett. You’re not related to those people, so why do you think you’re special? Charlie: …I’m adopted? Anyway, aside from that soul crushing ending, I’ve still got it in my head that I should try to change the world. I’ve always wanted a cause to rally behind. I considered political activism, but my dad threatened to lock me up if I tried. Well, now I got a cause and I’ve got a good reason to keep my identity a secret. WHY DO YOU CARE ABOUT THE TEAM? Are you kidding me? These guys are the real deal! They’re bona fide super heroes with all sorts of crazy powers. Like, they’re going to be the next Captain Steel, you know? But even cooler, cos they’re also going to be heroes of a rebellion. If I can help them in any way, it will be a dream come true. Not just that, I think I can legit be a hero, too. At least, I want to be. And these guys are giving me that chance. RELATIONSHIPS: Midnight is awesome, and you take every chance you get to hang out with them. You’ve got to prove yourself to Seismos before you feel like a real hero. INFLUENCE: Charlie has Influence over... Ben Temperance Calvin These people have Influence over Charlie... Ben Temperance Calvin MOVES: Move List Directly engage a threat When you directly engage a threat, roll + Danger. On a hit, trade blows. On a 10+, pick two. On a 7-9, pick one. resist or avoid their blows take something from them create an opportunity for your allies impress, surprise, or frighten the opposition Unleash your powers When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses, roll + Freak. On a hit, you do it. On a 7-9, mark a condition or the GM will tell you how the effect is unstable or temporary. Comfort or support When you comfort or support someone, roll + Mundane. On a hit, they hear you: they mark potential, clear a condition, or shift Labels if they open up to you. On a 10+, you can also add a Team to the pool or clear a condition yourself. Pierce the mask When you pierce someone’s mask to see the person beneath, roll + Mundane. On a 10+, ask three. On a 7-9, ask one. what are you really planning? what do you want me to do? what do you intend to do? how could I get your character to ___? how could I gain Influence over you? Defend When you defend someone or something from an immediate threat, roll + Savior. For NPC threats: on a hit, you keep them safe and choose one. On a 7-9, it costs you: expose yourself to danger or escalate the situation. add a Team to the pool take Influence over someone you protect clear a condition For PC threats: on a hit, give them -2 to their roll. On a 7-9, you expose yourself to cost, retribution, or judgment. Assess the situation When you assess the situation, roll + Superior. On a 10+, ask two. On a 7-9, ask one. Take +1 while acting on the answers. what here can I use to ________? what here is the biggest threat? what here is in the greatest danger? who here is most vulnerable to me? how could we best end this quickly? Provoke someone When you provoke someone susceptible to your words, say what you’re trying to get them to do and roll + Superior. For NPCs: on a 10+, they rise to the bait and do what you want. On a 7-9, they can instead choose one. they stumble: you take +1 forward against them they err: you gain a critical opportunity they overreact: you gain Influence over them For PCs: On a 10+, both. On a 7-9, choose one. if they do it, add a Team to the pool if they don’t do it, they mark a condition Take a powerful blow When you take a powerful blow, roll + conditions marked. On a 10+, choose one. you must remove yourself from the situation: flee, pass out, etc. you lose control of yourself or your powers in a terrible way two options from the 7-9 list On a 7-9, choose one. you lash out verbally: provoke a teammate to foolhardy action or take advantage of your Influence to inflict a condition you give ground; your opposition gets an opportunity you struggle past the pain; mark two conditions On a miss, you stand strong. Mark potential as normal, and say how you weather the blow. Straight. Up. Creepin'. When you scope out a person or place, roll + Mundane. On a 10+, ask two. On a 7-9, ask one. what’s my best way in/out? what happened here recently? what here is worth grabbing? who or what here is not what they seem? whose place is this? On a miss, you find yourself in over your head. The GM will tell you why this is a bad spot. C'mon, Lucky You have a pet of some kind, a smaller companion that helps you out. Detail it. Choose three basic moves and tell the GM how it helps you with those moves. Whenever your pet could help you, take +1 to that move. If your pet ever gets hurt, treat it as taking a powerful blow. Directly Engage a Threat Unleash Your Powers Assess The Situation Charlie's pet is her cat, Mr. Meowmers. He is an extraordinarily intelligent and communicative cat that can help her in many situations; he can surprise opponents in a fight by pouncing on them and scratching them (then immediately running away), he can help her get past obstacles (fetching a keycard off a desk), and he can scout an area and report basic information (via meowing and other signs). Whether Mr. Meowmers is in fact supernaturally intelligent is unknown. As far as Charlie is concerned, he's the best darn cat in the universe!   DRIVES: Choose four drives to mark at the start of play. When you fulfill a marked drive, strike it out, and choose one: mark potential, clear a condition, take Influence over someone involved. When your four marked drives are all struck out, choose and mark four new drives. When all drives are struck out, change playbooks, retire from the life, or become a paragon of the city. Drives   ❑ lead the team successfully in battle ❑ kiss someone dangerous ❑ punch someone you probably shouldn’t ❑ help a teammate when they most need you ❑ take down a threat all on your own ❑ outperform an adult hero ❑ pull off a ridiculous stunt ❑ save a teammate’s life ❑ get drunk or high with a teammate ❑ drive a fantastical vehicle ❑ get a new costume ❑ get a new hero name ❑ earn the respect of a hero you admire ❑ make out with a teammate ❑ punch out a teammate ❑ break up with someone ❑ stop a fight with calm words ❑ tell someone your true feelings for them ❑ travel to an incredible place (or time) ❑ reject someone who tells you “you shouldn’t be here” MOMENT OF TRUTH: This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that’s you. Their jaws are gonna drop when you’re done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation... TEAM MOVES: When you share a triumphant celebration with someone, tell them how they’re awesome and add a Team to the pool. If they tell you how you’re awesome in return, add another Team to the pool. When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice. POTENTIAL: ⬛  ⬛  ⬜  ⬜  ⬜ Every time you roll a miss on a move, mark potential. ADVANCEMENT: When you fill your potential track, you advance. Choose from the list below. When you've taken five advances from the top list, you can take advances from the list below the line. ⬜ Take another move from your playbook ⬜ Take another move from your playbook ⬜ Take a move from another playbook ⬜ Take a move from another playbook ⬜ Take a move from another playbook ⬜ Someone permanently loses influence over you, add +1 to a Label ⬜ Rearrange your Labels as you choose, and add +1 to a Label ⬜ Unlock your Moment of Truth ⬜ Unlock your Moment of Truth after it's been used once ⬜ Change playbooks ⬜ Take an adult move ⬜ Take an adult move ⬜ Lock a Label, and add +1 to a Label of your choice ⬜ Retire from the life or become a paragon of the city   What kind of player are you? I’m a collaborative player who focuses on creating fun and interesting character dynamics with other players. Why are you excited for this game? I’ve run and played in a number of MASKS games, but never the Iron Red Soldiers setting. It’s a system I love and I like the higher stakes and directed focus that IRS brings. What are your expectations for this game? As with all MASKS games, I’m hoping for fun character interactions and development with plenty of action, drama, and some comedy. Why do you think you would be a good fit for this game? I’m an experienced and active player who prioritizes collaboration with other players.
  17. Derah Solanis, noble scion and part-time thief. Derah's mother is the daughter of a member of the Taldan senate. Unkown to her, or anyone else, her father was a hopeful member of the Ulfen Guard. Her mother had a brief affair that led to a pregnancy. Fearing a scandal, she quickly married a more traditional nobleman, passing her daughter off as his. When her daughter eventually grew up with white hair and pale skin, standing quite a bit taller than both parents, it was explained as 'just one of those things'. Derah was trained from a young age by a former student of one of the lesser schools in Brevoy with an Aldori Dueling sword. He was far from a swordlord, but she gained a decent skill with the strange sword, quite different from the rondelero style favored by most in Taldor. She didn't quite get the 'raiding villages up and down the coast' instinct from her father's people, but she did get an urge for excitement, for taking things that didn't belong to her. She found she was quite good at sneaking, and burglary. She might not have to worry about money from being nobility, but that didn't tame her kleptomaniac urge. She usually didn't bother to keep any of her ill-gotten gains, tending to just discard them in some alley. She didn't do it out of any sense of altruism, but those who found the valuables were grateful nonetheless. Even if she never quite fit in amongst the nobles, she still became accustomed to the life of luxury, always clad in the finest clothing, and handcrafted armor custom made for her by the finest in Oppara. On reaching adulthood, her grandfather gifted her a rather nice carriage that she rides now that she had a bit more freedom, not as constrained by the expectations of her noble standing. She was certainly grateful she had cousins and wouldn't have to take his place in the Senate someday.
  18. Kelpie - The Transformed ----------- HERO NAME: Kelpie  REAL NAME: Dan Walker  LOOK: ( male, white, strange eyes, scaled flesh, no costume ) Dan is a hulking aquatic beast with patterned skin covered in green scales, and various find and barbules adorning his body. His head is now more snout like. Akin to that of a dog or horse with large blockish teeth. He has both gills and lungs. His skin exudes an ooze that lubricates his skin but also makes it insanely sticky.  ABILITIES: Inhuman Might, Transmuting Flesh HOW POWERS MAKE YOU GROTESQUE: The curse altered Dan fundamentally. His inhuman might reflected in his size and build being more ape like than a mundane human and larger than the average man. The transmuting flesh is reflected in his bestial and amphibious traits as well as his flesh shifting and altering in response to environmental pressures.    LABELS DANGER FREAK SAVIOR SUPERIOR MUNDANE +2 +3 0 -1 -1 CONDITIONS ⬜ AFRAID -2 to Directly Engage a Threat ⬜ ANGRY -2 to Comfort or Support or Pierce the Mask ⬜ GUILTY -2 to Provoke Someone or Assess the Situation ⬜ HOPELESS -2 to Unleash Your Powers ⬜ INSECURE -2 to Defend Someone or Reject Others' Influence BACKSTORY WHO WERE YOU BEFORE? Me? I was nobody before. Still am, just now I’m a big scary nobody. I used to think I was going somewhere, that I was going to be somebody. I was an only child, with a busy single mom. I was on the swim team and worked hard enough at school and on the team that I was going to have a full ride to college as long as I could keep on top of things the way I had so far. I didn’t have a serious girlfriend, but I dated. I didn’t have a rock solid crew of friends, but I was close with the team, and a few kids I grew up with. Nobody that I was close enough with that I was missed after the incident, or that anyone fought to take up for me. I dunno I used to be normal, I used to be what was going to be an underdog success story. Now I have no idea.    WHEN WERE YOU CHANGED? WHAT CAUSED IT? I changed on my seventeenth birthday… right in my favorite restaurant, Tony’s. My teammates, my friends, and my new crush all right there singing happy birthday, and then bamf. A flash of smoke and light accompanied by a slight fog and the smell of a peat bog. All wetness and that fart smell. When the smoke cleared there I was in all my glory. Some sort of creature from the black lagoon but in XXL. There was crying, shock, screams, and someone called the cops so I ran, and I may have taken the door off its hinges as I fled. I hid in a construction site, where I finally stopped running and hid waiting for things to die down and to try to figure things out. Up until now none of this stuff about super humans, magic, monsters, none of it was real. I mean it was and I saw it daily but it wasn’t actually part of my life just something that happened around me if that makes sense. Even when the aliens came and locked the supers up and everything was chaos. That didn’t affect me. Not my real life. Now I was in trouble, I’d be hunted, and I didn’t even know what happened to me.  Then a tall man in resplendent and glimmering clothes, pointed ears, an articulated bone mask, bare clawed hands and feet that were black around the fingers and toes appeared beside me. A flash of smoke and light accompanied by that fart smell, then he was there towering over me.  He knew my name. Greeted me by my full name and said happy birthday. What the hell. Well it turned out that my dad. My biological father whom I’ve never met, and my mother barely remembered because he was a one night stand. This man of mystery who I have never thought of beyond a dream and a what if. This guy lost a hand of cards to this thing in front of me. He lost a hand of cards and didn’t have what he needed to pay off the debt so now his bloodline is cursed. Old school full on fairy curse. Generational, and permanent. William Black the second a touring musician and general ne’er do well bore the curse of the Kelpie as did all descended from his line for one hundred years.  He called himself the Prince of Bog and Bone and told me that I was now his vassal and he may occasionally call on me, but until then to try not to eat or drown too many humans because there was an accord and the short lived apes frowned upon such things, and then he was gone in another putrid flash of smoke. So I guess I’m cursed, cool. What am I supposed to do with that?   WHO, OUTSIDE OF THE TEAM, IS HELPING YOU TO UNDERSTAND YOUR NEW BODY? I’ve met with an emissary of the Prince of Bog and Bone named the tall man. He’s explained some things about the curse and what it means to be a creature of Fae, he’s all business though and I never know when he’s going to show up or for how long. I can’t depend on any of the fae I’ve met. That seems to be their MO though. They are ephemeral and just do as they please. Or appear to. It seems like they have a lot of rules that they have to operate within. Only some of which applies to me… which I think is why they even care about me. We’ll see how that plays out though.  For awhile there was this chick named Jackdaw. I never knew her real name, but she found me while investigating reports of a monster in the sewers. She was a magical hero and tried to study me, help me that is by studying me. She also helped a lot normalizing things and propping me up. She’s the one that told me I had the power to be a hero and I just had to believe. Also introduced me to a few supers and taught me how to cover my tracks and keep an eye out for the invaders, their drones, and the narcs that work for them. She got caught though. That or she ran and didn’t look back, and who could blame her. If they hurt her though… they’ll pay.   WHY DONT YOU JUST TRIED TO HIDE YOURSELF AWAY? I have, I have and I will. Sometimes it’s just easier to disappear. The storm drains and the sewers are right there for me to disappear into, and there’s nobody there to stop me, or judge me.  But, nothing gets solved from hiding. At least not in ways I’m equipped to help with. So I do what I can while I can, and hide when I need to.    WHY DO YOU CARE ABOUT THE TEAM? The team is my new family. There aren’t a lot of people in my life now that accept me and aren’t scared. Sometimes that’s enough. Just not being afraid. It helps that we are working towards something, and fighting the man, but being accepted is enough for me.   WHEN OUR TEAM FIRST CAME TOGETHER... WHO IS IT? RELATIONSHIPS: INFLUENCE:   MOVES: Move List Be the monster: When you frighten, intimidate, or cow others with your monstrous form, roll + Freak. On a hit, they are thrown off and make themselves vulnerable to you, or they flee. On a 10+, choose one. On a 7-9, choose two. you frighten others you had not intended to scare you hurt someone or break something you shouldn’t have you feel like more of a monster afterward; mark a condition (GM’s choice) On a miss, they react with violence, hatred, and paranoia, and you suffer the brunt of it.   Unstoppable: When you smash your way through scenery to get to or away from something, roll + Danger. On a hit, the world breaks before you, and you get what you want. On a 7-9, choose one: mark a condition, leave something behind, or take something with you. On a miss, you smash through, but leave devastation in your wake or wind up somewhere worse, GM’s choice.     Not human enough: When you directly engage a threat in a terrifying fashion, mark a condition to choose an additional option, even on a miss.           MOMENT OF TRUTH:     TEAM MOVES: POTENTIAL: ⬜  ⬜  ⬜  ⬜  ⬜ Every time you roll a miss on a move, mark potential. ADVANCEMENT: When you fill your potential track, you advance. Choose from the list below. When you've taken five advances from the top list, you can take advances from the list below the line. ⬜ Take another move from your playbook ⬜ Take another move from your playbook ⬜ Take a move from another playbook ⬜ Take a doom, doomtrack, and doomsigns from the Doomed playbook ⬜ Someone permanently loses influence over you, add +1 to a Label ⬜ Rearrange your Labels as you choose, and add +1 to a Label ⬜ Unlock your Moment of Truth ⬜ Mutate further and reveal another two new abilities (chosen from any playbook) ⬜ Unlock your Moment of Truth ⬜ Change playbooks ⬜ Take an adult move ⬜ Take an adult move ⬜ Lock a Label, and add +1 to a Label of your choice ⬜ Retire from the life or become a paragon of the city                                                                                   
  19.   Caeius Amnesiac Xorthian Monk     "They call me: Caeius."   Monk 3 Medium human, Lawful Good Armor Class 16 Hit Points 27 (3d8+3) Speed 40' Senses . Languages common, elvish, xorthic Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 12 (+1) Save +3 Athletics +3 Dexterity 16 (+3)  Save +5 Acrobatics +5 | Sleight of Hand +3 | Stealth +3 Constitution 13 (+1) Save +1 No skills associated. Intelligence 13 (+1) Save +1 Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1 Wisdom 16 (+3) Save +3 Animal Handling +3 | Insight +5 | Medicine +5 | Perception +5 | Survival +3 Charisma 10 (+0)  Save +0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0 (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Cook's Utensils, Calligrapher's Supplies Instruments OcarinaFlute Weapons Simple, Shortswords, Longswords, Longbows Armors MONK CLASS ABILITIES Unarmored DefenseBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. | Martial ArtsAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: * You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. * You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. * When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page. (1d4) | KiStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier. | Unarmored MovementStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. +10' | Monastic TraditionWhen you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.: Way of the KenseiMonks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. | Deflect MissilesStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. (1d10+6) | Ki-Fueled AttackAlso at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. WAY OF THE KENSEI SUBCLASS ABILITIES Path of the KenseiWhen you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits: | Kensei WeaponsChoose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above. Longswords and Longbows | Agile Parry If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. | Kensei's ShotYou can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. | Way of the BrushYou gain proficiency with your choice of calligrapher's supplies or painter's supplies. Calligrapher's Supplies RACIAL TRAITS Human Variant Ability Score IncreaseTwo different ability scores of your choice increase by 1. +1 Dex & Wis | AgeHumans reach adulthood in their late teens and live less than a century. | SizeHumans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. | SpeedYour base walking speed is 30 feet. 30' | LanguageYou can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Elven | FeatYou gain one Feat of your choice. Chef | SkillsYou gain proficiency in one skill of your choice. Medicine FEATS ChefTime and effort spent mastering the culinary arts has paid off. You gain the following benefits: *Increase your Constitution or Wisdom score by 1, to a maximum of 20. *You gain proficiency with cook’s utensils if you don’t already have it. * As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. * With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. +1 Wis SUPERNATURAL GIFTS Heroic DestinyGreat deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. | Defy DeathYou have advantage on death saving throws. | Hard to KillWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't use it again until you finish a long rest.   KI ABILITIES KI - 3/3 per short or long rest, DC 13 Flurry of BlowsImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient DefenseYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the WindYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Ki-Fueled AttackAlso at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.   ATTACKS WEAPONS JihanLongsword +5 to hit for (1d8/1d10+3) slashing damage | Versatile Unarmed Strike +5 to hit for (1d4+3) bludgeoning damage YuhimLongbow +5 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed, range (150'/600') SokrisShortsword +5 to hit for (1d6+3) piercing damage | Light KuraiDarts +5 to hit for (1d4+3) piercing damage | Finesse, thrown (20'/60')     EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (79.8 lbs.) Weight: 79.8 lbs. / 180 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (3.8 lbs.) Copper: 0 | Silver: 19 | Gold: 0 | Obsidian: 0 | Platinum: 0 (19 Coins x .02 lbs. = 3.8 lbs. Total Weight) EQUIPEMENT READIED (28 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs., Winged Boots* Weapons (12 lbs.) Moon-Touched Sword (Jihan)* - 3 lbs., Sokris - 2 lbs., Kurai x10 - 5 lbs., Yuhim - 2 lbs. Readied Items (9 lbs.)  Quiver (20/20 Arrows) - 2 lbs. OcarinaFlute - 1 lb., Zintristic AmuletA pendant worth 10 silver depicting the a three tear shapes in a circle around a a six pointed star. It represents the three virtues that surround a symbol of the Cosmos., Backpack (30/30 lbs.) - 5lbs, Pouch (.5/6 lbs.) - 1 lb, Healer's Kit - 3 lbs. EQUIPMENT STORED (47.5 lbs.) Stored items can be retrieved with an action. In Backpack (30 lbs.) Rations (10 days) - 20 lbs., Tinderbox - 1 lb., Mess Kit - 1 lb., Crude Maps of Xorthia, Cook's Utensils - 8 lbs. Strapped to Backpack (17 lbs.) Hempen Rope (50') - 10 lbs., Bedroll - 2 lbs., 5 Torches - 5 lbs. Pouch (.5 lbs.) Potion of Healing (common)* - .5 lbs., Silver EQUIPMENT NOT CARRIED (--) At Home Carried by Dog (79/195 lbs) Hide Barding - 24 lbs., Pack - 15 lbs. Pack Tent - 20 lbs., Calligrapher's Supplies - 5 lbs., 5 Torches - 5 lbs., Blankets x2 - 10 lbs. * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED Moon-Touched SwordWeapon (any sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet., Potion of Healing (common)You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. Heals 2d4+2 ATTUNED (1/3) Winged BootsWondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.   APPEARANCE Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair Black | Eyes Brown | Complexion Fair A tall lithe man of Xorthian heritage and dressed in the mixture domestic and exotic clothing. Though handsome, he is often quiet and soft spoken with faint smile on his face. In battle he fights as though he was as light as a leaf.   BACKGROUND Amnesiac Outsider Source Custom (Far Traveler proficiencies and gear) Personality Traits: "Please forgive me if I offend you in my ignorance." He is polite and articulate. "It is better to err in patience and learn when to be hasty than to err in haste and make a grievous mistake." He prefers to remain serene in most situations and approach problems with a cool head. Ideals: Benevolence - "I see kindness and mercy as the default." Skillful Means - "I aspire to be graceful in whatever I apply myself to." Whether it is swordplay, archery, hand-to-hand, brushstrokes, or cooking, he devotes mindfulness to the task. Bonds: "My personal memories are gone, but I will trail on making new ones if I cannot recover them." He finds meaning in the smallest of interactions. Flaws: "I am afraid to return to my homeland, though I cannot remember why..." When asked if he might recover his memories in Xorthia, he feels a deep seeded sense of fear and anxiety. Background Feature: All Eyes on YouYour accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. BACKSTORY He was found washed up on the shores of Nemca with just his clothes, weapons, and a peculiar flute. Trauma robbed him of his memories but his exotic clothing marked him as a foreigner from Xorthia. He knew nothing of the gods and the customs of these land, but he learned enough to get by. Though he lost his past to the fog of amnesia, he still retained the characters and skills it had shaped in him. He earned a reputation for helping anyone who asked him, whether it was cooking a meal or fighting off a monster. Wherever he walked rumors abound about the mysterious origin of the Lost Xorthian. Some said he was the survivor of a pirate raid or a sea beast. Others, that he was prince-in-exile, feigning memory loss to avoid capture. Then there were the more fanciful claims that a whimsical god had plucked him from his homeland or that he had been sent through time by an evil shapeshifting wizard. Eventually, he took up the name Caeius. A common moniker for humans in the Serene Holds but one that suited him well. Curiously, he responded poorly to the suggestion that he return to his homelands. For whatever reason he cannot give, the wanderer believed he must continue to travel these lands. Then one night, he had the dreams...   Mastiff   Yatoha   Medium beast, Unaligned AC: 14 HP: 5 (1d8+1) Speed: 40' STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) Skills: Perception +3, Acrobatics +2, Athletics +1 Passive Perception: 13 Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone BACKGROUND A SingrulfA breed that was popular amongst Dwarves for carrying tools and serving as mounts for Gnomes in the Empire. They were named after Singromir and said to be a favored animal for their fierce loyalty and diligence. hound that Caeius adopted while crossing through the Khazian Empire. Ever since he nursed it back to health from Death's Door, the dog followed him faithfully. He name it for the blue fur that grew around its left eye.  
  20.    Red - The Transformed ----------- HERO NAME: "Red" (For now) REAL NAME: Dimitri Kostavos LOOK: A hulking stereotypical demon ABILITIES:  HOW POWERS MAKE YOU GROTESQUE: Red appears to be a stereotypical straight up demon: a huge red humanoid with horns, bat like ears, and coal black eyes. He in no way passes for human. In addition, when he gets angry it becomes increasingly hard to control his emotions and thus things start to get smashed. This hasn't helped by lack of in person human interaction in the past few years.   LABELS DANGER FREAK SAVIOR SUPERIOR MUNDANE +2 +3 0 -1 -1 CONDITIONS ⬜ AFRAID -2 to Directly Engage a Threat ⬜ ANGRY -2 to Comfort or Support or Pierce the Mask ⬜ GUILTY -2 to Provoke Someone or Assess the Situation ⬜ HOPELESS -2 to Unleash Your Powers ⬜ INSECURE -2 to Defend Someone or Reject Others' Influence BACKSTORY WHO WERE YOU BEFORE? A regular kid, more or less, though his parents were a little religious, so he was a little sheltered. Still, he had fun.   WHEN DID YOU CHANGED? WHAT CAUSED IT? Dimitri was selected as a sacrifice by the Pact Mongers, a secret society of warlocks who wished for tremendous occult power. They were attempting to bind an extra planar being to a mortal form. Their ritual was disru