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  1. Name: Ser Remy Dragomir (Of Greenwood) Age: 17 Gender: Female Height: 5'9" Gemstone: Topaz (Intended) Notable Features: Ashen-Black Short Hair and crystal runes down her arms and back. Description Remy Dragomir is a tall, slender woman with modest endowment and ashen-black hair. Her body is toned from a tomboyish youth and later combat training and while her musculature is masked beneath apparel, any amount of skinship will reveal her hard work and efforts. Rarely wearing any form of makeup or perfume and never one for dresses or skirts, Ser Remy is oft mistaken for an effeminate man (a detail she herself doesn't seem to mind). She favours comfortable slacks and jerkins, preferring function to form in most all situations. Rare are the days she is ever dolled up as one would expect of a noblewoman knightess, and each of those moments are always at the hands of her mother or siblings. Backstory Born in 547 F.B to Ser Remmington Dragomir and Lady Ydrale Dragomir in the holding of Violdale, Remy Dragomir was the second child of what was to later become four siblings. The eldest is her sister Rayne followed by herself and then her younger brother Raubert and their youngest sister Ryuubi. The penchant for R-based names is a known trait among her family for the sole reason that their mother adores the sound of R's. Remy's father claimed significant fame as a Knight in his youth, having slain a great number of demons in very dramatic displays, earning him and thus their family the title and lands they now enjoy. Remy's mother was a powerhouse in her own right, though one more towards politics and social matters, earning herself the title of The Enchantress Ydrale (though it is oft besmirched by her envious rivals as The Witch Ydrale). Theirs was a courtship that could fill many a bard's purse, but to keep this bit from being wholly about them, it will be said that they worked heard for eachother's affections and are quite madly in love. Remy's eldest sister has inherited her mother's masterful wit and social mannerisms (alongside her lovely proportions). Her younger brother is already quite tall and looking to be following in her father's footsteps for physique and skill with the sword. Remy herself however finds herself leaning more towards her father's traits than her mother's. She is quite tall for a woman, slim like her mother but devoid of the... youthful developments her mother and elder sister have enjoyed. Enamoured by her father's tales of adventure and glory she was quick to take to seeking out her own legends, much to the chagrin of the housemaids and landsmen of their estate. She listened earnestly to the lessons of courtly etiquette and the womanly tips her mother tried to pass along, but this would never be the life she would live and the whole family (if not the whole region) was very aware. As such, her parents had her pack her things and move to their summer-home in Greenbrook at the young age of thirteen, where she would reside until the present day. This is not to say she was abandoned by her family, mind. Her mother and father visited often, spending much of the warm season there with the entire family. However, it would be remiss to think that her personal habits of climbing trees and exploring the woodlands would not damage the reputation of her family; a fact she was all too aware of. Her sister was of the age where she was moving into the political arena, off to score alliances and allegiances among the wealthy elite, all while positioning herself for a political marriage that she would hopefully control. To have her younger tomboy sibling smearing metaphorical mud on the hem of her silks was a set-back to be certain, and as thus Remy herself chose the exile to Greenbrook (though for equal measures duty and desire for adventure). Though, in no small amount of irony, Remy's proportions and mannerisms have found significant appeal among the young women in her area, somehow managing to flip that princely switch in their hearts. Returning to the woman this backstory is for, Remy spent a great deal of her time exploring the lands of her home estate and Greenbrook alike, brazenly climbing near every tree, boulder and bluff she could find and lighting every corner of every cave, nook and cranny she'd come across. She has been bitten and stung by near every insect she'd neared, sustained or poisoned by near every mystery food she'd found and stricken with an uncountable number of rain and chill induced cold a child could manage. And after she'd returned every time she would tell her parents what she'd found and learned in great detail leaving nothing out, eyes glimmering in youthful joy even as the scratches and bumps built up on her frame (not that her mother or handmaids would let them remain, ever treating her with tonic, tincture and technology). Though her greatest love was the journey to the new and previously unseen, the thrill of hunting was her next favoured to be certain. She joined the boys on their hunts for game, even managing to claim a hare or deer on occasion happily presenting them to her parents (though her mother did faint at the sight of her daughter soaked in the blood of a fresh kill). Having moderate skill with the blade, she was quick to master the bow, favouring it over more potent firearms for its silence and striking power. This is not to say she disregarded firearms, but the sensation of drawing the bowstring, lining the shot, the cutting of the air and the pull and flex in her hand as the arrow was loosed. She compared it to communion with the divine, a certain moment of absolute connection between herself and the world around her. Perhaps then it is understandable why she continued with the bow into her training and favoured it so highly in the trials before her submersion in the crystalline waters. Lastly we must speak on matters of her greater inspiration and desire for knighthood. Sufficed to say, her father's tales of knightly valour and adventurous escapades were a major driving force, but one must never underestimate the PR wing of the Order of the Lion. The iconic knights in their glistening armour, traveling the world righting wrongs and protecting the innocent! Ever on watch to protect your home, your lands, your beloved family! Begin your training today and stand alongside us in service to the Kingdom! She was "doomed" the moment she saw the first broadcast. She hopes to enlist among the lions herself, making her family and the kingdom proud and safe! Family Details Ser Remmington Dragomir (Father - Knight) - Remy's father and source of her motivation to become a knight. An upstanding man of honour with a notable military history. He himself is a Knight of the Flame, though he does not begrudge Remy's desire to seek a different path. He is a tall man of 6'5" with a muscular physique, short ashen hair and stately goatee. He favours a longsword but is adept with most melee weaponry alongside throwing axes. He himself is somewhat weak on the political front but his beloved wife (with whom he is in an eternal honeymoon with) makes up for his deficiencies therein. He is a loving, doting father, an active hunter and a military man through and through. It has been said that were anything to stand before him obstructing either his quest or his family that there would be nothing left but ash and sorrow. Lady Ydrale Dragomir (Mother - Socialite) - Remy's mother and famed beauty of the realm. Gifted with an hourglass figure and appreciable assets doubtlessly intended for child-rearing, the Lady Ydrale was the target of a great many courtiers. To each she gave a quest and each would either give up at its audacity or fail in obscurity. All save her now-husband Ser Remmington. The exact details of his quest are lost to the rumour and exaggeration but somewhere within are tales of scaling a mountain covered in demons to obtain a flower which blooms only at midnight once every second new moon of winter and returning while it still held its petals and frozen dew, all without the aid of a vehicle. How true that is remains a mystery but none question it aloud for fear of angering the Lady herself. After all, this is the man she chose to wed; he must have accomplished the impossible, no? Lady Ydrale plays the strict mother in public but cannot help but spoil her children at home. She treats them to lovely clothes, expensive sweets and will often interfere with any physical training for fear of them getting the smallest injury (though her husband eventually wins out there in the end). It was with great internal conflict that she sent Remy to Greenbrook while Rayne began her "political career" and more than twice has she tried to hurry off to visit her distant daughter. Rayne Dragomir (Eldest Sister - 1st Child) - A lovely young woman to be sure with a clever mind to back up her beautiful body. Two years Remy's elder, Rayne has taken up the political trade under her mother's tutelage and is quite the quick learner. She is well-adept in courtly graces and spends most of her time in Strael strengthening bonds with active (and potential) allied families. She and Remy have a somewhat unique relationship. There are a number who believe the pair dislike eachother given the conversational duelling that they are oft seen engaging in, but this ire is surface-level at best. They are actually quite close and each envy the other's strengths as they are quite opposite one another. Rayne is very appreciative that Remy cared enough about her future to choose a sort of exile at the summer-home in Greenbrook and while she does miss her sister, the pair write one another quite actively, preferring letters to more traditional communication for the sake of archival. Rayne does have a bit of a sinister side however; should anyone speak ill of her family in her presence, regardless of the level of sleight, Rayne will make note and begin plans to "punish" this person's insolence in some social, detached manner that leaves her free of suspicion. More than one foolish loudmouth has fallen victim to Rayne's malice and more will likely follow. Raubert Dragomir - (Younger Brother - Second Child) - Raubert is now fourteen years old and already a good ways into his growth spurt. Quickly gaining height and muscle he is well on his way to reaching the physicality of their father and as such, recieves personal training from him on the regular as father-son bonding. Like his father, he favours a blade and is expected to join the Knights of the Flame when he completes his training in a few years' time. His two elder sisters are quick to join their mother in spoiling him, though he views this more as annoying familial teasing than anything. He has declared Remy his rival, both due to her entering the knighthood before him alongside her apparent charm over the local maidens. A bit awkward thanks to the throes of puberty, he is ever envious over how some women seem to swoon over her sister's mannerisms and eagerly awaits the day they will turn their eyes his way instead. Despite his declaration and envy, he does love his sister and would die to protect her (as a good man should). Ryuubi Dragomir - (Youngest Sister - Third Child) - Ryuubi is a young six years old now and while her future course is uncertain, she seems to take after her eldest sister the most. Ever the precocious child, she is wholly aware of the power that being the youngest wields and makes no end of trouble for her elder siblings, escaping blame more often than not by turning the power of her innocent eyes on their mother. Even with these antics the whole family dotes on her heavily; a fact she takes great advantage of.
  2. Lapis Centaurea Mechanics (PL 11) Combat Initiative: +20. Defense: +6. Resistance: +16. Base Attack: +5 (DC 20 Damage, DC 15 Maneuver). Powers: +11 (DC 26 Damage, DC 21 Effect). Skills Deception: +0. Expertise: +21. Insight: +10. Intimidation: +0. Investigation: +0. Mobility: +20. Perception: +10. Persuasion: +0. Stealth: +0. Technology: +0. Treatment: +21. Fields of Expertise (+1pp): Animal Handling, Architecture, Art, Business, Carpentry, Cooking, Crafts, Current Events, Dance, Dust, Etiquette, Fashion & Styling, Grimm, History, Mistral Local, Music, Myths, Navigation, Pizza, Pop Culture, Scholastic, Science, Survival, Tactics, Tailoring, Vehicles Advantages All-out Attack, Artificer, Benefit 2 (Bedside Manner [use Treatment for provoking positive emotion], Dustweave [use Tailoring Expertise for Artificer to weave Dust into cloth]), Improved Smash, Improvised Tools, Interpose, Move-by Action, Power Attack, Skill Mastery (Treatment), Teamwork Powers Semblance - Threading the Needle: Semblance Scaling (Scaled Measure [Quickness]) {0} Novice Seamster: 55-point Dynamic Array {55+11} Needle: Multiple Effects. You May Feel A Light Prick: Damage 11 [11] Proverbial Haystack: Enhanced Range 9, Damage gains Precise and Subtle[11] Dust Needle: Damage gains Secondary Effect [11] Pincushion: Damage gains Multiattack [11] Hay In Needlestack: Damage gains Shapeable Area [11] Thread: Multiple Effects. Spin A Yarn: Affliction 11 (Impaired+Vulnerable > Disabled+Defenseless; Extra Condition, Limited Degree) [11] Bundled Up: Affliction gains Extra Condition (Immobilized > Stunned) [11] Joining Skeins: Affliction gains Shapeable Area [11] Self-Tightening Coil: Affliction gains Progressive [22] String Theory: Multiple Effects. Pull Tight: Strength 11 [11] Mechanical Advantage: +10 Strength (lifting only), Strength gains Precise, Feature 2 (Easy Hold, Free Lift) [8] Thread Sling: Winged Flight 10 [10] High Priority Commissions: Create 12 (Continuous, Innate, Precise, Subtle, Tether, Reduced Range, 2 ranks of Limited [volume only]) [26] Stitch: Multiple Effects. A Stitch In Time: Healing 11 (Limited [Others only]) [11] Saves Nine: Healing gains Shapeable Area [11] Patchwork: Remove Limit from Healing [11] Mending: Healing gains Affects Objects and Creatures [11] Labor of Love: Healing gains Persistent [11] Acupuncture: Multiple Effects. Satisfying Trigger Points: Weaken 11 (Resistance) [11] Overwhelming Relaxation: Weaken gains Additional Effect (Effect Bonus) [11] Group Therapy: Weaken gains Shapeable Area [11] Structural Weakness: Weaken gains Affects Objects and Creatures [11] Chakra Stimulation???: Healing gains Restorative [11] Expertise: Multiple Effects. Time Management: Quickness 21 [21] Team Management: Quickness gains Affects Others (Quirk [Must actively work together with affected targets]) [20] Quality Control: Senses 3 (Analytical Vision, Acute & Analytical Touch; Analytical limited to fabrics) [2] Clear Workflow: Feature 2 (always able to retrace steps) [1] Proper Attire: Morph 3 (humans and faunus; Affects Self and Others, Continuous, Increased Action 2 [standard], Limit [can't change someone's height or build or add body parts, just creates very real suits and masks], Quirk [other people can't change their Morph other than taking it off, Lapis has to change or re-apply it]) [11] Calculations Defenses 54 + Skills 42 + Advantages 12 + Powers 66 = 174/174 PP, PL 11. Complications Keep Things Together [Motivation - Doing Good] - Given current and past events, things are kind of coming apart at the seams. At least some people need to keep things from fraying too much so the actually important ones can fix things. Get Real [Motivation - Acceptance] - If he has to become well-known, he would like to become well-known for what he actually is, not the endless array of rumors and yarns spun about him, thank you very much. In The Footsteps of the Determinator [Motivation - Responsibility] - Being the guy who has to take the place of the quite literally globally (in)famous Lin Bane, on the globally (in)famous team RACL… is a rather tall order. People keep telling Lapis how RACL are a team of mad berserkers led by a crazy dog faunus and his hat, who literally eat Grimm for sustenance, and are always one step away from destroying whole cities. Surely, most of that is overblown… right? Still, he’s just a little guy with needles and some yarn, y’all. Promoted Background Character [Quirk] - Never wanted to really stand in the limelight or be a Huntsman, but that just kind of happened. Hero’s Journey kicked down the door and dragged him out screaming. So outwardly he has an “it is what it is” attitude dealing with the many problems he now has to face, while there is much internal screaming. Orchid Centaurea, Demanding Socialite Mom [Relationship/Responsibility] - Being a fixture of Mistralian high society, Lapis’ mother Orchid was quite adamant about having her only child excel. She also would have preferred a daughter, but she worked with what she was given, so her side of raising Lapis precisely did not care all that much about common wisdom on how boys should be raised. There was a lot of pressure on Lapis to fit his mother’s lofty expectations (not helped by her extolling his supposed talents and virtues). This is also how he ended up getting into tailoring, among other things, and came to like it. By now, Orchid still very much wishes Lapis to excel, but there is an understanding that she is proud of her son. But she also still ropes him into her high society dealings, especially since he is so skilled in creating fashion and art, among other things. As a side note, Orchid may or may not have been or still is an assassin of sorts. But such things surely are just hearsay. Or at least blown out of proportion/misinterpreted. Cyan Cayenne, Gung-ho Supportive Dad [Relationship] - Cyan is a traditional, sword-toting outdoorsman of a Huntsman who never really got on that well with all the technological thingamajigs. After years of Orchid mostly dictating how Lapis should be raised, Cyan eventually put his foot down, told his wife that if she continued like this “the boy will implode”, and took him on an extended (we are talking two years) trip through the wilderness when Lapis was about 12 years old. They traveled extensively through almost the entirety of the continent of Anima, accompanied by the members of his team-mates Setzer, Celes, and Sabin (Team SCCS “Success”; I leave it to you which S is the leader). So Lapis experienced a whole lot of Grimm and bandits, discovered his Semblance on the road, and just kind of filled whatever role was needed, either among the team or in whatever village they came across. Partially because Cyan has seemingly endless faith in what his son can accomplish (and also isn’t afraid to loudly claim such things) and being a big believer in learning through hardship. Nowadays, Cyan is a little disappointed Lapis never took up the sword, but he started training as a Huntsman and is protecting people where he can, so he’s a proud dad overall. Tabby Boots, Wish-Granting Manipulator [Relationship/”Enemy”/Accident] - A cheerful cat faunus, Lapis' self-proclaimed best friend, with a seemingly wish-granting Semblance, which she used to achieve riches and prestige in Mistral’s social circles. All because Lapis once found her out in the wilderness of Anima after she was left to die by bandits, helped her back on her feet and get a fresh start in Mistral (also outfitting her with clothes aiding her in making first impressions). That act of kindness caused Tabby’s Semblance to emerge, and she quickly went to work to make the most of the opportunity. Sadly, the now young woman has an amoral streak and felt few compunctions in terms of manipulating and exploiting her way towards the top in the murky Mistralian circles, now quite well-situated in the gray area where nobility and crime intersect, with connections to Spider. She has offered Lapis to live with her in luxury several times, but the latter always refused, given what he’d have to stomach morally, and wishing Tabby would use her talents for more charitable purposes. They do like each other a lot despite their different views, though Tabby has caused Lapis no shortage of mostly accidental trouble by involving him in her schemes “for his own benefit”, or running into him during a particular predicament, or impromptu inviting him to a hangout, or Tabby’s enemies trying to go after the boy. It also doesn’t help that Tabby does her own sort of myth-building for Lapis, much to the latter’s chagrin. Lapis still tailors clothes for Tabby, partially in hopes of maybe effecting a slow change for the better. Tabby frequently favors a swashbucklery style with matching rapier, and of course her magnificent collection of boots, though also dresses for any given occasion, whether it is a social function or a heist. Mila Fury, Tabby's Bodyguard [Relationship/”Enemy”/Accident] - An icy young human woman with a Semblance allowing her to weaponize her blonde hair in an outlandish variety of ways. Lapis does not know much about her at present. Tabby seemed to have acquired her loyal services on her way up through Mistral's high society and crime circles, though she doesn't seem to solely be a servant, but rather a devoted partner in crime, so to speak. Mila seems quite fond of the way Tabby carves out her own fortune regardless of everything and disregarding societal rules, though Tabby's fondness for Lapis seems to irk Mila, seeing him as something holding her back, so she is rather cold (more than with most people) towards Lapis. When Lapis literally lost his arm and leg (though only temporarily) to defend Mila during the attack, while she doesn't agree with his way of trying to fit into society (and really doesn't like that he got Tabby marked as an enemy of the radical White Fang), she could appreciate his dedication to doing what he believes in, even at personal cost. Baby steps. Also ever since Lapis stitched his own limbs back on with strands of her Aura-infused, Semblance-enhanced hair, she more or less can track down Lapis when she wants to. Jury's out on what she decides to do with this information, and whether as well as who she might decide to share this with (or not). Lapis gets the feeling Mila derives a degree wicked joy from this, and that she likes having information Tabby would like to have for her shenanigans that she can feel like not sharing if Tabby is causing her too many headaches. In retaliation, Tabby has started shipping Mila and Lapis, much to their chagrin, and Tabby's cackling glee. The Grimm-Faunus-Shadow Creature [Enemy] - Better naming pending. The creature encountered during the attack on Vale, which seemingly accompanied the White Fang. Frankly, Lapis has no idea what this thing is. His best guess it is some weird creature of Grimm grafted onto a male faunus (type unknown, too hard to see in the heat of the moment) in some way, but that is speculation. Could also be some freaky Semblance that went out of control, or someone else using their Semblance (given the messed-up things Mac has done, well...). The result is a highly dangerous and vicious creature able to weaponize the shadowy substance it seems to be mostly made of and can spread out into puddles, able to form weapons and creature parts like huge maws from it. At the same time, it seems intelligent, if unwilling to talk as of yet. Mila appears to be familiar with this creature, or more specifically the faunus inside it, but she has kept silent about this. The creature fled when Lapis, Tabby, and Mila tried to separate "Grimm" and faunus, so it is still out there. Whatever it is planning or doing. Reputational Superposition [Reputation] - Due to years of people claiming things about Lapis and the boy seemingly attracting this sort of thing, people who do know about him tend to have a bunch of different opinions, often based on what they heard, rather than the person himself. Depending on who said reputation stemmed from, people might think he is some sort of high society distinguished smooth operator (Orchid), a giant man uprooting trees and slaying Grimm by the dozens with his bare hands (Cyan), or something like a mysterious ninja living in the shadows (Tabby). Add additional reputations to taste. Nexus of 1001 Dubious Tales [Reputation/Quirk] - Additionally, there are a ton of rumors floating about of what Lapis allegedly did or can do, and these have been passed around for so long that they have taken on a life of their own entirely. Able to see and weave one’s innermost desire, burst boulders with but a needle prick, puppet unknowing people, break through the shell of even the most hardened politician, stop an Alpha Nevermore dead in its tracks, slice through a dozen bandits with atomically-thin wire without them even noticing. Needless to say, Lapis does his best to debunk, at times having to deal with the fallout, or people thinking he is being modest. However, there are also the counter rumors of him just being a random seamster innocent of any wrongdoing or even having a Semblance or aura who couldn’t hurt a fly, which is overall nicer, but really doesn’t help with being taken seriously during Huntsman work. The Incredible Spider-Fauxnus [Prejudice] - The most baffling rumor that also seems to be the most adamant to be universally accepted as true is that people think Lapis is a spider faunus, projecting webbing from his hands. He can create thread on the fly, and he has become rather good at navigating and balancing on strings and such, and he does immobilize bad guys by binding them, but he is really, really not a faunus, you guys! Even the White Fang and the Farm seem to believe it. Lapis is just so thankful whenever someone actually believes he is human. Power Descriptions Semblance - Threading the Needle The true nature of Lapis' Semblance remains a bit of a mystery, even to himself. At first, no one actually realized he had a Semblance. Then he thought he was just good with needlework. Then he discovered being able to make needles deadly weapons. Then control string. Then seemingly memetic tailor abilities amped to 11. Lapis' best guess by now is that his Semblance is basically "what if someone took the archetype of a tailor, and made a mythical creature out of it". However, his Semblance only unlocks capabilities, but the actual applications required intense work to figure out and make usable, especially in combat. For some reason, his mom Orchid is really quite fond and proud of her son's Semblance. In hindsight, she indirectly contributed to a lot of its combat and healing-adjacent capabilities, hmm... Novice Seamster In a mixture of trying to be real, humbleness, and a degree of induced impostor syndrome, Lapis thinks he is just very much a beginner in what he does, with his primary job being a seamster (due to Orchid employing his talents, fixing his dad's clothes and gear that got put through the wringer by his wild adventures, and making dresses for Tabby). Naturally, most seamsters don't fight Grimm and bandits with needle and thread, but, well, baby steps. Lapis is getting to thinking of himself as a Huntsman eventually. Needle The most direct applications of the needle, with little thematic bending. The first application of his Semblance that emerged. As long as he has Aura, Lapis seems to never run out of needles. Though there is no telling whether he might still have needles on him without. While Cyan thinks Lapis would be even better with a sword, he has come to think of Lapis' needlework as being like wielding a (very small) dagger with which his son smites evildoers and Grimm, making Cyan a very proud dad. You May Feel A Light Prick Lapis can do surprising damage by stabbing someone or something with a needle, through a combination of aiming for vital areas and his Semblance vastly increasing the force of the used needles. Thus his attacks are more comparable to gunshots with high-caliber, low-mass, high-velocity bullets. Proverbial Haystack Lapis is able to manipulate needle and thread at a range, and also propel them at very high velocities. The low mass and not being made to stabilize in the air hurt the range of his needles somewhat, but his aim has become pinpoint, and it is rather hard to see and hear a flying needle coming, especially when they can be flicked covertly. Dust Needle So, just creating temporary needles is also a thing Lapis can do, and if he includes Dust in it (usually in powdered form or threading it with Dust string he made), secondary harm befalls a hit target shortly after the initial impact as the Dust activates. Pincushion Lapis simply attacks with more needles, having become proficient at wielding several at the same time, and throwing them in large quantity and frequency as well. A leading cause for ninja-related stories about Lapis. Hay In Needlestack Yeah so, how about even more needles? What was that? More needles? Okay, more needles it is! Thread The most direct applications of the needle, with little thematic bending. The other basic application of his Semblance that first emerged, and much like with needles, Lapis seems to just not run out of thread. This absolutely contributed a lot to people thinking he is a spider-faunus. Spin A Yarn Trapping a target in thread patterns, making it more difficult for them to move offensively and defensively. Lapis outright controls the thread, but also uses momentum, leverage, and both his own and the target's motions to hinder them as much as possible. As a by product, does produce interesting patterns. Bundled Up Apply even more thread, and in much more intricate and stronger patterns, seeking to outright prevent movement by restricting limbs or tying the target to an object (or other person). Frequently results in beautiful web-like patterns, heavily fueling the spider rumors in addition to the function. Joining Skeins So much thread. Endless thread. Such webs Lapis weaves. At times creates a greater work of art consisting out of the individual tied-up targets. Self-Tightening Coil Lapis knows his knots and patterns, weaving them so that the target's motions trying to free themselves contributing to making them more helpless. Met with particular approval by Orchid and Tabby. This was really hard to get right and Lapis felt quite proud about accomplishing this, but those approvals do make him feel weird about this, kind of souring on it a little. String Theory Experimentation in the applications of string. Lapis learned that string he wields can have incredible tensile strength, and Cyan did subject him to hellish physical training by way of dragging him through the Grimm-infested wilderness for years. Here are the results! Pull Tight Lapis does not look it in his usual choice of clothes and with his wiry five-and-a-half-ish foot frame, but the lad is strong, heavy on the functional strength while keeping excess muscle mass as low as possible, thanks to Cyan's training regiment (the man knows what he is doing and talking, after all) and Orchid's requirements that Lapis should aim for a pleasing physique for his own benefit. Lapis can also deliver said strength through string, often involving it in the applications, such as grabbing and throwing someone with ropes. Mechanical Advantage Lapis knows how to use his strength optimally, especially in combination with string to multiply its effects. Distributing weight, creating mechanical advantage, proper leverage, you name it. Since he can apply his strength through his string, this also allows for incredibly precise control of it, able to manipulate objects in a fine manner (Orchid made him learn to produce calligraphy via brushes operated with his string). Because of this, it is rather trivial to quickly pick up and carry objects (and people) with him. Thread Sling Cast out thread and pull himself towards where it tied itself to. Compensate the landing issues with Landing Strategy. Alternatively, he can launch himself through the air by pushing himself away via string bundles. So it is not technically outright flight, but close enough, given how quickly he can change his trajectory. Because of the necessary motion involved to not just splat against something (or to even get moving), it is rather difficult to do this tied up, perhaps somewhat ironically. High Priority Commissions Creating a lot of thread, and weaving it on the spot, with all the strength mentioned above, allowing him to create large projects in the blink of an eye, and also unravel them as quickly if necessary. Intense to use, but versatile, especially with different kinds of thread. From impromptu clothes to tents to ramps to surprising utility items, Lapis is able to accomplish a lot. Basically all of his abilities combined into one and taken as far as he can make them go at this time. Lapis himself prefers a less intense approach if he can help it and has the time (though "slower" is quite relative in this case). Stitch So when Lapis learned to be a medic while dragged along by traveling with Team SCCS and thus learned how to stitch wounds, he started figuring out that his Semblance helped with that. Followed by wanting to create surgical thread, something going wrong, and instead creating his first instance of thread consisting of sheer aura with no real normal physical qualities. From that, well, Lapis not only became a very proficient medic, but also a very fast and nigh miraculous one. A Stitch In Time With pure Aura needle and thread, fueled by actual medical training, Lapis sews wounds shut, creates Aura bandages promoting healing of larger-scale injuries, mends Auras, you name it. It is a mixture of accelerating natural healing, Aura infusion and amplfication, or perhaps it is simply Semblance not!magic. This sort of thing is best done on other people though, as treating himself this way takes a lot of doing. Saves Nine Doing the same as above, but on a wider scale. With this, Lapis tends to focus mostly on Aura and "easier" injuries, but it is not like he is incapable of providing full aid to multiple people at once. It is just not very easy. Patchwork Treating one's own injuries tends to be harder for a variety of reasons, including it being rather difficult to often see and reach injuries with enough precision to do the work. This allows Lapis to intuit the procedures enough to take care of himself when push comes to shove. Treating his own Aura is another matter, basically needing to amplify his own reserves, which again takes a lot of doing, though helped by the fact that he can see damage to his Aura as flaws he can mend. Mending It turns out he can also apply his healing techniques to objects, making them whole again, whether through actual stitchwork or by basically Aura-fusing them together like a supernatural weld bond. A bit of a nightmare with shattered objects, but, well, it is what it is. Would be nice to have a machine do the puzzling for him. Labor of Love As harrowing as the process of learning his medical skills was (and still is), and how unpleasant the situations where he needs them often are, Lapis does feel good about doing the work. That and he learned that if he doesn't do it, he can't necessarily expect someone else to step up. So even if he is facing cases where he can only wonder how to best go about it, gotta find a solution somehow. Acupuncture So acupuncture has some uses, but they are relatively minor all in all. However, things are very different when you have Aura needles, Dust-infused needles, and can channel Aura via them. This actually developed out of stress-relieving massage/acupressure, but adding his brand of needles and abilities led to such potent relaxation that... that he could actually use it in combat. As weird as that sounds. Satisfying Trigger Points Hitting just the right spots, and there goes body tension and keeping Aura stable from sheer good vibes. Overwhelming Relaxation Pile on even more relaxation and suddenly, doing harm becomes rather difficult when you swing like a pool noodle. Group Therapy Once again, doing all this to several people at once, usually in a similar manner as normally attacking with a mass of needles. Has at times led to weird situations where Lapis crowd-controlled multiple people this way, followed by Team SCCS taking out happily-noodly, babbling bandits. Structural Weakness So you have the ability to drive needles through Grimm plating, create Dust needles, have really good aim, and were forced to learn about how architecture works to put buildings back together while out with Team SCCS? Congratulations, you have all the ingredients to ram Dust needles into structural weak points and crack a building open. This came in handy during the invasion of Vale, given there were rogue military robots. Chakra Stimulation??? One of the applications that is frankly weird to Lapis himself. As far as he could manage to find out, there are points where if Aura with perhaps a bit of specific Dust is channeled into, it helps get rid of various conditions. There is also basically pulling through semi-immaterial Aura needles and thread through someone to apply these forces on the inside of the body or directly attack the cause of an ailment. However, most of this is moot, as this has been hijacked by other people to mean that chakras are indeed real after all and Lapis is merely masterfully manipulating these with good ol' traditional medicine. Which Lapis has been trying to work against, because he doesn't want people to randomly jam needles or Dust crystals into their bodies. Expertise At this point, you probably know Lapis has been far busier having to learn more things than the average teenager probably should need to learn. To cope, one has to develop a certain skill set. And also, practice simply makes perfect. Tabby happily points out the stories of diligent tailors and seamstresses for this to explain Lapis just managing to cram all this into the average day alongside everything else (and sometimes even sleep). Lapis' face usually has deep dark rings under his eyes and a too tired to argue expression in those situations. Time Management Between the dozens of hats Lapis has been wearing, there is only so much time in a day. So he channels the example of tailors of legend (as Tabby happily puts it) and simply has to make do. Lapis has been doing what he has been doing so much he got good at it, and with getting good came getting fast. Now, he actually became... very quite fast at what he does. A bit inexplicably so. So his Semblance is to blame for this as well. Lapis is just grateful he can do this, though he does remark that he works efficiently, not just faster, not being fond of his weird emergent gameplay Semblance getting all the credit. Team Management And often, Lapis can't do everything himself. So he had to learn about team management as well, especially in situations where nightfall might mean bandit attacks, Grimm, or even worse, nobles without the clothes that were ordered with ludicrous time tables. But there is also that he cares about his colleagues not getting into trouble. So he basically wears the Producer hat, coordinating, motivating, helping, and as long as he can directly work with the team, they get stuff done quick. There is a flow state for everyone involved, with the perception of time getting weird as they hardly think about that anymore and it really not feeling that long despite how much they are actually doing, and afterwards going "wow, we really got a lot done, huh?". Quality Control You work with this much thread and a very demanding mother, and you start noticing what is good material quality and what isn't. And for the craftmanship. And who made it. And who made the material for the person who made it. And which of the hundreds of raw materials to pick for any given project. And how well someone takes care of their clothes. There may have been eye twitches. Clear Workflow By now, Lapis unfailingly remembers the order of everything he does in a project and can reverse-engineer it, as well as whatever path he took wherever he went, even when the surroundings mainly look like TREES AND MORE TREES. Proper Attire An off-shoot of his instant production capabilities. Lapis wondered if he could make entire bodysuits and spy masks and what-not, so he tried, and the answer was yes. So there is that. He absolutely does not have the infiltration capabilities for this, but Tabby sure is damn interested in this, and he is fairly sure Orchid has been keeping her eye on this as well. Why are those two frequently in alignment about stuff like this? Physical Description About 1.7m tall, long blue hair frequently styled differently (because of course he is also a hairdresser), blue eyes, fair skin. Wiry in build, he wears a wide variety of fashion in public, often with aspects of Mistralian culture, depending on circumstance and partially mood (and how likely it is to draw his mother's disapproval by underdressing in official settings). In more casual settings, he likes baggier, comfy clothes, which often also mostly hides his physique. During more official events, he wears fitting garb ranging from sleek with intricate detail on closer inspection to quite elaborate. For combat, he wants full range of motion and access to his tools, which incidentally makes him look very ninja-adjacent, covered in elaborate patterns doubling as Dust thread reservoirs, and contributing to the persistent spider-faunus allegiations. His combination of high flexibility, quick precision strikes, thread weaving, and balance only further emphasize this. Lapis trends somewhat androgynous on average, and he doesn't particularly mind wearing more feminine styles, courtesy of his fashion work done for his mother Orchid. So people often end up assuming he relies solely on agility and speed. These people are often surprised to see a sculpted physique trained to purpose to achieve the most effect with only as much muscle mass as necessary, and that he is more likely to withstand attacks with thread barriers and string traps than nimbly dodging out of the way. His dad Cyan is very big on being able to take hits in fights, so that was a big focus in Lapis' training.
  3. %5Btable%3D2%2C1%5D%5Br%3D1%2C1%5D%5Bimg2%3D400%5Dhttps%3A%2F%2Fi.imgur.com%2FZq3SZje.jpg%5B%2Fimg2%5D%5Br%3D2%2C1%5D%5Bfieldset%3DStatsheet%5D%5BB%5DName%3A%5B%2FB%5D%20Lapin%20%22Chapi%22%20Champagne%0A%5BB%5DAge%3A%5B%2FB%5D%2017%20(debatable)%0A%5BB%5DGender%3A%5B%2FB%5D%20Female%0A%5BB%5DBreed%3A%5B%2FB%5D%20Rabbit%20Faunus%0A%5BB%5DSize%3A%5B%2FB%5D%205'6%22%20(6'6%22%20w%20Ears)%0A%5BB%5DStatus%3A%5B%2FB%5D%20%22Upper%22-Class%20Citizen%5Booc%3D*%5DHer%20father%20works%20as%20a%20clockwork%20specialist%2C%20making%20all%20sorts%20of%20clockwork%20bits%20and%20bobs%2C%20from%20music%20boxes%20to%20small%2C%20dancing%20automatons.%20%C2%A0They%20are%20inferior%20in%20durability%20to%20the%20proper%20defense%20robots%20and%20such%2C%20however%20due%20to%20the%20nature%20of%20clockwork%2C%20they%20often%20don't%20require%20Dust%20to%20run.%20%C2%A0Most%20of%20what%20he%20makes%20are%20decorative%20art%20or%20toys.%20%C2%A0While%20rather%20niche%2C%20there%20is%20a%20market%20for%20it%2C%20which%20has%20allowed%20Chapi%20and%20her%20family%20a%20decent%20lifestyle.%5B%2Fooc%5D%0A%5BB%5DBirthplace%3A%5B%2FB%5D%20Outer%20Region%20around%20Mistral%0A%5BB%5DResidence%3A%5B%2FB%5D%20Beacon%20Academy%2C%20Mistral%0A%5BB%5DNotable%20Features%3A%5B%2FB%5D%20Red%20eyes%2C%20long%20dyed%20black%20rabbit%20ears%5B%2Ffieldset%5D%5Bfieldset%3DPersonality%5DWhile%20most%20rabbit-based%20Faunus%20are%20known%20to%20be%20timid%2C%20skittish%20and%20a%20bit%20shy%2C%20Lapin%20is%20only%20a%20little%20different%20than%20the%20stereotype.%20%C2%A0Actually%20rather%20energetic%2C%20she's%20rarely%20known%20to%20stay%20still%2C%20always%20in%20a%20rush%20from%20someplace%20to%20some%20other%20place.%20%C2%A0She's%20quite%20polite%20and%20well-mannered%2C%20considering%20her%20outskirts%20heritage%2C%20but%20remains%20rather%20brisk%20when%20she%20feels%20she's%20late.%20%C2%A0She%20has%20a%20deep%20passion%20for%20classic%20robotics%2C%20loving%20all%20things%20clockwork%20and%20vintage%2C%20and%20is%20known%20to%20collect%20all%20sorts%20of%20bric-a-brac%20in%20that%20regard%20(much%20to%20the%20detriment%20of%20her%20roommates).%20%C2%A0She%20does%20have%20her%20timidity%20and%20will%20run%20when%20frightened%20if%20noone%20else%20is%20ast%20risk.%20%C2%A0She%20avidly%20avoids%20all%20political%20topics%2C%20often%20turning%20a%20blind%20eye%20to%20the%20anti-Faunus%20actions%20of%20others%2C%20preferring%20to%20run%20rather%20than%20fight%20against%20it%5Booc%3D*%5DTo%20her%20shame%2C%20in%20fact.%5B%2Fooc%5D.%5B%2Ffieldset%5D%5B%2Ftable%5D%0A%5Bfieldset%3DBackstory%5D%5BU%5DStandard%20Student%20Knowledge%5B%2FU%5D%0ALapin%20(preferring%20the%20nickname%20Chapi)%20is%20an%20outer-born%20Faunus%20who%20immigrated%20to%20Mistral%20when%20she%20was%20rather%20young.%20%C2%A0Her%20mother%20died%20when%20she%20was%20a%20child%20and%20she%20was%20raised%20by%20her%20father.%20%C2%A0She%20was%20taught%20all%20the%20physical%20arts%20by%20her%20larger%2C%20more%20aggressive%20father%20(a%20Hare%20rather%20than%20a%20Rabbit%2C%20as%20her%20mother%20was)%2C%20her%20speed%20and%20acrobatic%20ability%20significant%20though%20often%20kept%20concealed%20from%20others.%20%C2%A0She%20uses%20a%20giant%20clockwork%20ball%20and%20chain%2C%20that%20when%20collapsed%2C%20is%20about%20the%20size%20of%20a%20backpack%2C%20but%20when%20enacted%2C%20is%20as%20large%20as%20herself.%20%C2%A0It's%20often%20a%20question%20how%20someone%20her%20size%20can%20fling%20that%20thing%20around%20as%20easily%20and%20actively%20as%20she%20does%2C%20and%20there%20are%20more%20than%20a%20few%20rumors%20suggesting%20that%20she%20uses%20some%20kind%20of%20telekinetic-based%20semblance.%0A%0AWhile%20always%20obsessed%20with%20being%20prompt%2C%20she's%20famed%20for%20having%20a%20terrible%20sense%20of%20time%2C%20easily%20distracted%20and%20such%2C%20often%20seen%20making%20the%20mad%20dash%20to%20get%20to%20class%20in%20time.%20%C2%A0There%20are%20arguments%20that%20she%20might%20actually%20be%20as%20quick%20as%20Professor%20Oobleck%20when%20she's%20about%20to%20be%20late%2C%20though%20this%20competition%20has%20never%20taken%20place.%0A%0A%5BU%5DTeam%20Knowledge%5B%2FU%5D%0AChapi%20keeps%20a%20carved%20Grimm-bone%20pendant%20with%20her%20at%20all%20times%2C%20heralding%20it%20as%20her%20most%20prized%20possession.%20%C2%A0The%20bone%20has%20worn%20a%20bit%20from%20constant%20wear%2C%20and%20the%20stippling%20that%20makes%20up%20the%20carving%20is%20losing%20detail%2C%20but%20she%20holds%20it%20as%20dear%20as%20her%20own%20life.%20%C2%A0It's%20a%20memento%20from%20the%20last%20time%20her%20whole%20family%20was%20together%2C%20and%20the%20only%20keepsake%20she%20has%20from%20her%20mother.%20%C2%A0Additionally%2C%20twice%20a%20year%2C%20she%20drops%20everything%20to%20see%20her%20father%2C%20having%20booked%20the%20time%20off%20from%20school%20and%20duties%20far%2C%20far%20in%20advance.%20%C2%A0The%20exact%20nature%20of%20those%20get-togethers%20is%20a%20family%20secr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Statsheet Name: Lapin "Chapi" Champagne Age: 17 (debatable) Gender: Female Breed: Rabbit Faunus Size: 5'6" (6'6" w Ears) Status: "Upper"-Class Citizen*Her father works as a clockwork specialist, making all sorts of clockwork bits and bobs, from music boxes to small, dancing automatons. They are inferior in durability to the proper defense robots and such, however due to the nature of clockwork, they often don't require Dust to run. Most of what he makes are decorative art or toys. While rather niche, there is a market for it, which has allowed Chapi and her family a decent lifestyle. Birthplace: Outer Region around Mistral Residence: Beacon Academy, Mistral Notable Features: Red eyes, long dyed black rabbit ears Personality While most rabbit-based Faunus are known to be timid, skittish and a bit shy, Lapin is only a little different than the stereotype. Actually rather energetic, she's rarely known to stay still, always in a rush from someplace to some other place. She's quite polite and well-mannered, considering her outskirts heritage, but remains rather brisk when she feels she's late. She has a deep passion for classic robotics, loving all things clockwork and vintage, and is known to collect all sorts of bric-a-brac in that regard (much to the detriment of her roommates). She does have her timidity and will run when frightened if noone else is ast risk. She avidly avoids all political topics, often turning a blind eye to the anti-Faunus actions of others, preferring to run rather than fight against it*To her shame, in fact.. Backstory Standard Student Knowledge Lapin (preferring the nickname Chapi) is an outer-born Faunus who immigrated to Mistral when she was rather young. Her mother died when she was a child and she was raised by her father. She was taught all the physical arts by her larger, more aggressive father (a Hare rather than a Rabbit, as her mother was), her speed and acrobatic ability significant though often kept concealed from others. She uses a giant clockwork ball and chain, that when collapsed, is about the size of a backpack, but when enacted, is as large as herself. It's often a question how someone her size can fling that thing around as easily and actively as she does, and there are more than a few rumors suggesting that she uses some kind of telekinetic-based semblance. While always obsessed with being prompt, she's famed for having a terrible sense of time, easily distracted and such, often seen making the mad dash to get to class in time. There are arguments that she might actually be as quick as Professor Oobleck when she's about to be late, though this competition has never taken place. Team Knowledge Chapi keeps a carved Grimm-bone pendant with her at all times, heralding it as her most prized possession. The bone has worn a bit from constant wear, and the stippling that makes up the carving is losing detail, but she holds it as dear as her own life. It's a memento from the last time her whole family was together, and the only keepsake she has from her mother. Additionally, twice a year, she drops everything to see her father, having booked the time off from school and duties far, far in advance. The exact nature of those get-togethers is a family secret, but it's suspected to be related to her mother somehow. While normally a bit skittish when around strangers, she's rather open around her team. Still, she's very proper and well mannered all the same, which is something she's often teased for by friends and foes alike. She has an adoration of clockwork, and whenever they have shopping trips about town, she always seems to find more clutter and gizmos to fill the dorm room with. No matter the determination in eliminating her 'little treasures', something is ALWAYS ticking or tocking in her room someplace. Denton Denton - her nickname for her Engineered Detonation Sphere - is a . Collapsed, it is the size of a smaller backpack. When fully released, it's about 3/4 of Chapi's height. Once set to battle mode, the gyroscope along the inner walls of Denton start spinning, vastly aiding Chapi in her manipulation of the weapon, while still maintaining its striking power, momentum and mass. The handle on the end of the chain allows Chapi to activate Dust charges within the weapon, causing elemental detonations, support maneuvers and even opening the sphere to capture smaller enemies or shield allies within. The weapon's construction is a work of love, for Chapi. She dislikes violence, but understands the need. She wants to be able to defeat enemies and protect allies, thus the duplicity in Denton's design. The lion's share of its use is in its dust abilities, though Chapi is far more than proficient in the unwieldy weapon. Semblance Chapi's semblance is seen by the student populace to be short range teleportation, be it for herself or her weapon strikes. She doesn't debate this at all. In actuality, she can stop time for a short duration. She's done extensive experimentation during this time, discovering a few rules that her powers need to follow, limiting the usefulness of her ability. As her ability grows, though, she continues to uncover new and unique uses for this ability. The commonplace uses she has in place are short-range teleportation, where she locks time and closes the distance with her own natural movement, presetting traps to support allies, relocating allies when they are about to suffer enemy attack and entrapping enemies with Denton's chain. Header :: :: 『Attack 10』『Defense 12』『Resistance 8』 『H.P 2 (+3 Party)』 Condition: Normal Active Powers: Notes:
  4. Yoshi Hoshigaki Age: 18 Clan: Hoshigaki Height: 6' 3 Weight: 295 lbs Background: Student Class: Tactical Scout-Nin 5 Concept: Water tai-nin with a bit of medical capabilities Description: Yoshi is a blue-skinned Hoshigaki, with gills on his neck and thickly built. His hair is black, long and curly, just like the beginnings of his beard. He tends to tie his hair back so most of it is out of his face, and is not afraid to use a ribbon to do so. He has dyed most of his hair black to cover up his blonde locks, but left some of his sunny yellow hair undyed in honour of his Fathers memory and his Blonde locks than anything else. He has an extended Jaw and some really sharp nashers, with two fairly pronounced that juts from his lower jaw. He is seen in Kimonos, and all sorts of different colours and patterns. From an all black one that he uses when he expect night-time missions to occur, to his casual wave-designed based one, he is usually in various types of Kimonos, treated to dry quickly when submerged. He even has a dedicated Kimono for his Medical duties. He doesn't explain why he dresses solely in them, but it was a well known thing that his mother adored Kimonos and loved it when he was all dressed up. Most people can put two and two together. Underclothing is usually a simple white or red fundoshi, and his footwear is usually sandals, usually without socks or tabi. The only other thing he wears is a Haori-coat, but that it usually kept wrapped over his shoulders as a mini-cape. He wears his Headband around his neck, but sometimes keeps it on his forehead when working medical or on his arm during away missions (it's less of a chocking hazard then). Personality Yoshi is the definition of "gentle giant". Despite his fearsome appearence he's remarkably soft to friends and acquantices. However, this does conceal a deeply protective rage he has deep within. Having lost his parents, one who died defending the family and the other from a festering injury, Yoshi has focussed his skills into making sure those two scenarios never happen again. He's trained to be hard to beat, and he's studied medicine so preventable losses like his parent can never happen again. He loves seafood and Ramen, although most meats are deeply appreciated. He does however, dislikes Sea-Urchins. And may have a slightly protective streak to close friends. And a temper that is buried deep, deep down, inside. He enjoys swimming, training and helping out in the Medical Center. He dreams of a world where his friends are still alive in the future. And maybe having his own children and NOT dying on them. He may have some issues... Backstory Yoshi is an imigrant to the village. He doesn't know much about his history, but he remembers his parents and himself fleeing to his new home. How as a young child, watched his father waste away from illness. He remembers arriving in the village, how his mother and himself were interrogated but how his father's illness had done too much damage over too long a time to his organs that he was going to die. A few weeks before, he would have been fine, but it ravaged his body and he pushed himself too far to be able to keep going. As newcomers to the village, it was strange to experience. His Mother, Yakura, was descended from the Hoshigaki's, so she joined that sect of the village with him and operated as a Kunoichi of the Village. During this time, Yoshi took up Medical Jutsu, adamant that illnesses like the one that took his Father would never happen again. His mother rapidly rose in the ranks, her uncanny mastery over Water Jutsu made her quiet the power house as well as just general use all round. She did have one particular weakness though, she found an adorable pair of matching Kimonos that was designed for a mother and son. Pretty soon, both of their wardrobes were half filled with Kimono's that she's collected, and did her best in attending any and all festivals in them. It reached the point that she only work Kimono's, and foudn great glee in hiding needles and knives within the flowing robes. Her death was due to an encroaching enemy ninja. She managed to take the guy down at the same time, but had thrown herself at her teammate who was stunned and vulnerable to attacks. She saved her friend, but lost her arm in the process. She lost too much blood that by the time the injury was wrapped, she was in shock and died on the journey back. Yoshi was now an Orphan. He amped up his own training when not studying and started to wear Kimono's for everything, like his Mother did. He vowed to never let another comrade die if he could help it. His own Mastery over Water was similar to his mothers, but his addition of various Healing Jutsu that works with Water made him quite the beast, as well as his own natural advantages and prowess.
  5. Version 1.0.0

    3 downloads

    It's a fillable character sheet for a 3.5e Eberron campaign
  6. A lot of classes in D&D 5e have class specific abilities that would require to be tracked, and while it's doable to track them by typing out tally marks in the features & traits box, I think a lot of sheets would greatly benefit from adding extra modules on the character statistics / spells page to keep track of class or race abilities. Abilities like Ki points, sorcery points, and barbarians' rages would be easier to keep track of if given a dedicated space on a custom template built for the respective class.
  7. 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.
  8.   “Death never comes at the right time, despite what mortals believe. Death always comes like a thief.” ― Christopher Pike, The Last Vampire Or perhaps.. “Life is a dream from which we all must wake before we can dream again.” ― Robert Jordan, The Fires of Heaven Life is a time of hardship.  Youth is the hardest time of all.  The transition from a realm of innocence and wonder to the harsh, grinding reality is hardly kind, even to those that notice its effects the least.  We all have our coping mechanisms, as is our human design.  Some revel in the company of others, sharing the burden of growing and changing with those of like mind.  Others seek rebellion, shouting out at the sky for all to hear; I will never be bent!  I will stand unbroken!  Others still find an escape, be it through religion or digital realities of our own creation. I found mine in books. My Grandmother said to my mother once that my body was not made to hold a soul so pure and wonderful.  That God missed my spirit so much that he designed me flawed that I might return to him swiftly.  She meant best, but Mother had no love for a god that would blight her child with an incurable illness.  She spoke to me with smiles and a loving heart, but every moment we were together pained her.  She was very good at hiding it - father too - but by the time I'd become a teenager, I'd figured it out.  If I had one gift from the divine in exchange for my shortened time limit, it was my keen mind.  When my swift legs were taken by a quaking cough, I learned of War and Peace in older times.  When my lungs couldn't battle the smallest germ, I learned of Pride and Prejudice and what it brought to bear.  Before my eyes closed for the last time, I had stood before the oncoming tide as the Maid of Orleans, slain dragons as the great Siegfried, felled trees as Paul Bunyan and outraced a steam engine as John Henry.  The ink stained pages gave to me the worlds I was denied and even with all the pains heaped atop me, they were what I would miss the most. If God could hear me, if he cared as my Grandmother said, I have a few requests for my next life. ...Processing This time, can I have an adult's body?  One that could hold the people I love and be loved by others properly? ...Feature Added: Adult Figure I'd like to be unique for something other than sickness; a trait that would make others look at me with wonder. ...Feature Modified: Very Adult Figure I'd like to visit the worlds I've seen in my fantasies, to travel among those worlds as one of its inhabitants. ...Race Clarified: Fantasy Race I would love to read all of their books, to see the magic held in their pages, ...Class Chosen: Mystic Arcanist and have the time to read them as well. ...Race Chosen: High Elf Most of all.. I would like to have friends, to share my discoveries with, to laugh and cry with, to know the companionship I was denied in my previous life. ...Assembling Party. Features Selected, Race Chosen, Class Chosen, Party Matchmaking in Progress Loading... ... .. . Initializing Rebirth ----- Stats Prior Name: Vanessa Michaels Age at TOD: 15 Gender: Female Height: 4'8" Weight: 80lbs Eyes: Blue Hair: Black Birthplace: New York, New York   Personality Vanessa was a young girl afflicted with a genetic disorder that caused her cells to get progressive flaws with each later division, allowing for vulnerability to illness, organ damage and, in the end, full organ failure.  Quiet and contemplative, Vanessa spent most of her days reading books from her hospital bed, dreaming of lives she could never live, worrying more about her family than herself.  After all, she was going to die; they would have to live on without her, and from how people spoke, that was going to be very hard.  Sweet, kind, and gentle were how she was described after she passed; perhaps that was all accurate.  It was hard to see from the personal perspective, after all.   Stats Name: Vael'mira Age (Rebirth): 80 Gender: Female Height: 5'11" with heels Weight: 115lbs Eyes: Brown Hair: Red Birthplace: TBD Personality Vael'mira is a studious high elf if there ever was one.  Prone to collecting items, she is normally quite shy and quiet, keeping to herself with her nose in some book or another.  However, once dragged out on adventure, she is excitable, enthusiastic and often comically childish, unbefitting of her perceived age.  She is equal parts proud and embarrassed with her body, often declaring certain people perverts for staring.  However, she is able to run, jump, climb and breathe easily, traits that she revels in (much to the confusion of everyone she's ever told).  "She is the most un-elven elf that ever elved to elf.", some have said.  They might just be right.   Full Character Sheet*This is the full and editable version. It makes paperwork SUPER easy for leveling =D The only thing it has issues with are spells and traits from outside sources. It's handling Mystic well enough though. Abridged Character Sheet*If you cursor over the spells, gear, traits, basically anything, a tooltip pops up with notes and details. MV Table Plant MV: 22  
  9. [floatleft][img]https://philgamer.files.wordpress.com/2015/08/ryuutama-logo.jpg?w=723[/img][/floatleft] [floatright][img]https://live.staticflickr.com/65535/53051949493_dcc9c7e2dd_o.png[/img][/floatright   [floatleft][img]https://philgamer.files.wordpress.com/2015/08/ryuutama-logo.jpg?w=723[/img][/floatleft]   Character Sheet Version 1.0   [floatright][img]https://live.staticflickr.com/65535/53051949493_dcc9c7e2dd_o.png[/img][/floatright] Character ------------ Player ------------ Level ---- XP ---- Age ---- Pronouns ---- Class -------- / -------- Type -------- / -------- d? d? d? d?   - / - - / - ? STR DEX INT SPI   HPMax HP = STR x 2 MPMax MP = SPI x 2 Condition Class Skill Stat Effect ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ ---------- [---] + [---] ------------------------------ Weapons   Accuracy Damage Durability Effects ---------- [---] + [---] [---] -- ---------- ---------- [---] + [---] [---] -- ---------- Armor / Shield   Defense Penalty Durability Effects ---------- -- -- -- ---------- ---------- -- -- -- ---------- Equipped Outfit Slot   Effects Shoes ---------- ------------------------------ Cape ---------- ------------------------------ Staff ---------- ------------------------------ Hat ---------- ------------------------------ Accessory ---------- ------------------------------ Personal Inventory (Capacity: -- / --)                         Backpack (Capacity: -- / --)                         Other Container (Capacity: -- / --) (Copy & Paste As Needed)                         Incantations   MP Duration Target Range Effect ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ Seasonal Magic   MP Duration Target Range Effect ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------ ---------- -- -- ---------- -- ------------------------------
  10. Anika Non-Clan Medical-Nin (Natural Medicine) Lv.5   Art work by Fatih Öztürk Source byZoe O'Shannessy @Pinterest.com Basic Information Clan: Non-Clan Age: ? 20's ish Class: Medical-Nin: Natural Medicine Background: Traveler Appearance Anika has light skin, and deep-set blue eyes. Her hair is black, very thick, and very wavy to the point of being frizzy. She keeps at shoulder length and occasionally ties it back into a pony tail. There is a solid black tattoo around her mouth, and a black stripe that runs from the middle of her lower lip down to her chin. There are also two smaller, thin black strips that run from her ears across her cheeks to the sides of nose. Traditional: Her clothing consists of a plain skirt layered with flowing layers of fabric and an oversized top both colored in hues of blues and greens. A dark red shawl with elaborate designs on it is wrapped around her shoulders. There is a red belt around her waist, also with elaborate designs on it. Her head is covered in a plain blue cloth that is tied around her head and hangs down her back. A small animal skull with four horns sits on top of her head dress, a symbol of her status as being chosen by the Forest Bear Spirit. Genin: Her Genin outfit is very simple. It’s black with a black hood. She doesn’t wear any shoes or armor of any kind with it. Personality Anika is friendly, social and enjoys sharing her culture and beliefs to others who are curious enough to ask her about her people. At the same time, she’s very curious about and really enjoys learning about the foreigner neighbors in Matsugakure. She considers her friends as part of her extended family and will do anything to help and protect them. Anika also reflects some of the behaviors of her bear brother, Nitay-Kamuy. She is soft spoken, but if she’s angered, she won’t back down, unless forced to do so. When she has some time off, Anika likes taking her friends back to her village and introducing them to her people's way of life, just like she was introduced to outsiders' way of life. She believes this will help build a better understanding between herself and her teammates. BackstoryTL;DR  Born and raised in the forests of Land of Auroras, Anika is a member of a large group of indigenous people known as the Forest Bear People. Anika’s way of life is rich and full of traditions, dating back to an unknown age long ago. Anika and those of her generation are the inheritors of many long artistic traditions such as storytelling, music, dance, embroidery, tattooing, woodcarving and the preservation of their history and myths through oral literature. Her people believe that kamuy, or spirts, live in all things in the forest and are always watching over all humans, which heavily influences how she and her people art. Flora, fauna, fire, water, wind, mountains, and rivers are all kamuy that manifest in the human world with gifts such as meat, furs, water and materials for goods such as housing items and house building. Anika and her people also believe that the kamuy can take the physical form of an animal which becomes the protector of a particular group. In this case it’s the Bear that protects the People of the Forest. While there are many indigenous groups throughout the Land of Auroras, Anika's people have had a lot of contact with the outside world for some time now. This contact is either by direct contact with sea traders who come up the inlet river from the ocean to trade, or indirect contact through other indigenous groups who have traded with Lands of Earth and Stone. Even during the Third Shinobi War, the Forest Bear People where kept well informed about what was going on in the outside world, thanks to the continued trading within their trade network. It didn’t come as a surprise that outside foreigners were going to established the village of Matsugakure at the ancient mountaintop fortress, which placed it close the settlement of Forest Bear People. It was during this time that, during the construction of the Village Hidden in the Pines that the Truce of Mutual Understanding and Harmony was made between the village and the Forest Bear People. It promised that anything wouldn’t be taken out of the forest without consent with the Bear People and to make sure that there wasn’t any intrusion on scared lands or areas. To reinforce this promise, the Truce also established a culture exchange, information sharing and trade between both the indigenous group(s) and the outside foreigners. Up until now both Matsugakure and the Forest Bear People have upheld this truce. As part of the culture exchange, once a year the village of Matsugakure offers members of the Forest Bear People a chance to be a Genin and participate in the education and training of shinobi. Being chosen as the future leader of the Forest Bear People, Anika decided it was her duty to accept the invitation. This would offer a chance to really get to know and understand not only the foreign people of Matsugakure but to study their ways of warfare. Anika believes that not only will this strengthen the bond between her people and that of the outsiders, but the knowledge gained from Genin training will help ensure the future of the Forest Bear People should war break out among the foreigners once again. Connections Source by alphacoders Anika Bear, D-Rank: Natural Talent Anika’s bear form. The secret of shape-shifting was taught to her by the Forest Bear Spirit. This gift is only bestowed on those who will become the tribal leader of the Forest Bear people. Anika takes great pride in this special gift and will use it to protect her people and the land they live on. Anika also considers Nitay-Kamuy her big brother and part of her human family.   Source by Vince @Pinterest.com Nitay-Kamuy Bear, D-Rank Summon Kind and gentle, Nitay-Kamuy is big bear with a big heart. He is soft spoken, friendly and very social. He can also be a little moody at times and sometimes standoffish, a reflection of his bear behavior. However, when angered he is fearless and won’t back down unless forced to do so. He also isn't sure about the non-Forest People and a little hesitant about working with them. He was given the job by the Forest Bear Spirit to show and help train Anika in the ways of natural cures and how to use the energies of natural Chakra foundi n both in the earth and nature that is around her. Nitay-Kamuy is very proud that he was picked for this role and will fulfill it to the best of his abilities. On his backpack in full display are a set of animal horns, a symbol of his status as being chosen by the Forest Bear Spirit. He also considers Anika his little sister and part of his bear family.   Source by PonyPonyPony @ pinterest.co.uk Forest Bear Spirit Spirit Guide (Sage/Kamuy) Many believe the Forest Bear Spirit is the physical manifestation of Kim-un Kamuy the god of bears and the mountains and represents the spirit-kamuy that live in all things in the forest. It will only guide those who show great potential or will become leader of the Forest Bear People. It’s a great honor to be chosen, and Anika doesn’t take it lightly. She will do her best to uphold the rules set down by the Forest Bear Spirit and prove to it that it made the right choice. Anika Non-Clan Medicla-Nin (Natural Medicine) Lv.5       STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA 10 (+0) 16 (+3) 16 (+3) 12 (+1) 16 (+3) 12 (+1) +0 STR Save +3 DEX Save +3 CON Save +5 INT Save +7 WIS Save +5 CHA Save +0 Athletics +0 Martial Arts   +3 Acrobatics +3 Sleight of Hand +7 Stealth   +7 Chakra Control   +1 Crafting +5 History +1 Investigation +5 Nature +5 Ninshou   +3 A. Handling +7 Illusions +7 Insight +7 Medicine +7 Perception +7 Survival   +1 Deception +1 Intimidation +1 Performance +1 Persuasion     Traits Initiative +3 AC 13/   18 Health 40/40 Chakra 45/45 Healing Energy 5d6/5d6 Speed 30 ft Proficiency +4         Attacks Unarmed +6/   +8    1d4+2/   +4 bludgeoning Panther Claw +9/   +11 2d10   +2 lightning Thunderclaw +9/   +11 2d6+5/   +7 lightning       Proficiencies and Equipment From class: PROFICIENCIES Armor: Light armor, medium armor Weapons: All Simple Weapons Ninja Tools: Medicine Kit, Poison Kit Saving Throws: Wisdom, Charisma Class EQUIPMENT: Combat Jacket. Selling Combat Jacket for 100ryo. One Simple Weapon: Tanto (Shortsword) 1d6 Piercing Light, Finesse One Kunai Stack: Kunai 1d4 Piercing Light, Finesse, Thrown (30/60), Multiattack, ammunition 1 Flash tags Medicine Kit Background: Tool Proficiencies: Poison Kit Equipment: One set of traveler's clothes, any one gaming set from your homeland, a poorly written map from your homeland that depict where you are in the world, a small piece of jewelry worth 10 Ryo in the style of your homeland's craftsmanship, and a pouch containing 100 Ryo Total Ryo=210.   Featurea and Feats Feats. HERBALIST *    RESILIENT: Intelligence * TAIJUTSU EXPERTISE   HERBALIST *  Category: Skill You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits: • You gain proficiency in Nature. • You can apply natural cures and medicines to heal your allies. So long as you are near a variety of plants and natural foliage you can make an Intelligence (Medicine) check in place of a Wisdom (Medicine) check. • If you are in wilderness you can treat the surrounding natural foliage as if you have a Medicine kit. • Over the course of a short rest, you can make an Intelligence (Nature) check to search for special plants and herbs which can be used to create a special salve which you or another creature can consume or apply to yourselves or another willing creature as an action. The DC to find the plants needed to create the salve are listed in the Herbalist chart at the end of this feat. If you succeed on the check, you pick one of the salves you want to make that has a DC lower than or equal to your checks result. You can only make one Salve per rest. These Salves retain their potency for up to 24 hours as you infuse your chakra into them. You can only have two salves at any given time. If you ever gain a third salve, one of the previous salves lose potency and becomes inert. You can only find special plants for these salves in any given location within 10 miles twice per month. HERBALIST CHART:  DC Salve Name Effect 10 Bitter Salve End the Poisoned condition and recover 1d8 + 4 Hit points 12 Sweet Salve Regain the ability to Mold chakra and recover 1d8 + 4 chakra points 15 Gelatinous Salve Select one damage type. You reduce all damage inflicted by that damage type by 5 for 1 minute. 17 Sour Salve End the Charmed or Feared condition and recover 2d8 + 12 hit points 20 Tangy Salve End the Stunned or Paralyzed condition and recover 2d8 + 12 chakra points. 22 Salty Salve Regain 1d4 + 1 hit points at the end of each of your turns for 1 minute. 25 Rock Salve You gain resistance to all damage for 1 minute. 27 Taffy Salve Your AC becomes 15 + Your proficiency bonus for 1 minute if it is lower than the result. Your AC cannot be reduced below this value for the duration. 30 Omni Salve Select two of any previous Salves and combine their effects.   RESILIENT: Intelligence *  Category: General Choose one ability score. You gain the following benefits: • Increase the chosen ability score by 1, to a maximum of 20. • You gain proficiency in saving throws using the chosen ability. • You can take this feat multiple times.   TAIJUTSU EXPERTISE Category: General, Taijutsu Your Focus in the heat of Combat and mastery of the martial arts, allow you to fight with much greater efficiency. You gain the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • You may instead use Dexterity instead of Strength as your Taijutsu Modifier. • You may use Dexterity instead of Strength for your Unarmed Attack and damage rolls.[/ooc] TRAVELER Background Feature. FEATURE: THE EXOTIC INDIVIDUAL Your 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.   NON-CLAN features.   Select one between Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. Your ability score is counted as being +2 higher, for the purpose of casting Higher Ranked jutsu that are classified as the chosen type through any Ability score Restrictions (SHB, pg.190). General Literacy: Taijutsu *  Select one between Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. Your ability score is counted as being +2 higher, for the purpose of casting Higher Ranked jutsu that are classified as the chosen type through any Ability score Restrictions (SHB, pg.190) Self-Taught Skills:*   You are one of pure hard work with no family ties that grant you any natural advantages or benefits. At 1st Level Select any 1 Skill. You gain proficiency in the chosen skill. If you are already proficient in those Skills, you may treat them as if you are an expert, you gain expertise in the chosen Skills. You may select another skill at 7th and 15th level. Unrelenting Focus:*   In your quest for greatness, you have achieved what your allies have not, additional talents that potentially takes years of extra training that those who are born in a clan do not have the time to commit to. At 1st Level you gain an additional Feat of your choice. You may gain additional feats at 3rd, 11th, and 18th levels. You cannot take Feats with the Clan Category, even when you would gain a feat in a class you have.   Nindo:*  You are not someone who gives in easily. You have created a short saying to yourself, something you repeat to yourself when you are in a tight spot and when your backs against the wall. At 3rd Level Select any of the following “Nindo” and reflavor the wording to whatever suits your shinobi. You gain the effects of the Nindo you select. Beginning at 11thh level, you may select a second Nindo and at 18th level you may select a third Nindo   Never Give up: This Nindo is one of perseverance. The first time you are reduced to 0 Hit points by a hostile creature, you are instead reduced to 1 Hit point. You cannot go below this 1 hit point until the end of your next turn. When you fall unconscious or enter the dying condition, you roll your Death saving throws at advantage. You cannot gain the benefits of this feature more than once per rest. Class features: Medical-Nin: Natural Medicine.   MEDICAL NINJUTSU*  Beginning at 1st level, as a Medical Ninja you gain the ability to learn Jutsu with the Medical Keyword. Ninjutsu, you cast with the Medical Keyword, may use Wisdom instead of Intelligence for the Attack and Damage rolls, as well as Save DC calculation. When using any Jutsu with the Medical Keyword that recovers hit points, add your Wisdom Modifier to the Hit Points Regained. Additionally, you can use Intelligence in Place of Wisdom for the Medicine Skill. REJUVENATING REST*  Also, at Level 1 you use your medical skills to revitalize wounded allies during a short rest. When you or any friendly creatures who you can touch regain Hit points at the end of a short or long rest, they regain an extra 1d6 Hit points. This amount of extra healing increases to 2d6 at 7th level, 3d6 at 11th, and 4d6 at 17th Level. CHANNELED HEALING*  Starting at 2nd Level you learn to passively enhance your Medical Jutsu to greater Lengths. Whenever you use a Ninjutsu with the Medical Keyword of D-Rank to restore hit points, the affected creature regains additional hit points equal to 1d10. This amount increases to 2d10 at 9thh level and 3d10 at 15th level. You may use this feature twice per rest. Additionally, Ninjutsu with the Medical Keyword you cast that restores hit points or ends conditions, remove one failed death saving throw from an affected creature, if any. TENETS OF MEDICINE: NATURAL MEDICINE*  Starting at 2nd Level, you begin to focus on a Specific Tenet of Medicine that will enhance your abilities to support your allies. These Tenets will provide you additional features at 2nd Level, and again at 5th, 9th, 13th and 17th Levels. SUMMONING APPRENTICE*  Beginning at 2nd level, you have contacted a tribe of animals that are willing to help you in your studies, and will even fight by your side in defense of you, your comrades and your pursuit of knowledge and wisdom. You learn the Summoning Technique Ninjutsu. This does not count against your Jutsu known limit. Creatures you summon using this jutsu become able to cast Ninjutsu with the Medical Keyword as well.   NATURAL HEALING*  Also, at 2nd level, you learn to use the natural veins of chakra found in the earth itself and all through nature to heal yourself and your allies at range, though this method is less potent than direct healing. You have stored a pool of this healing energy represented by a number of d6’s equal to your Medical-Nin level. As a bonus action, you can choose one creature within 60 feet of you and spend a number of those dice up to half your Medical-Nin level. Roll the spent dice and add them together. The target regains a number of Hit Points equal to the total. The target also gains 1 temporary Hit Point per die spent. You regain all expended dice when you finish a long rest. Beginning at 5th level,  while you are gaining the benefits of your chakra Scalpel Class feature, each time you would deal damage with your Chakra Scalpel, you regain hit points equal to your chakra Scalpels damage + Your Intelligence Modifier. You can only regain hit points this way once per turn. CHAKRA SCALPEL*  Beginning at 3rd Level, you have learned to manifest a medical ninja’s signature technique, the Chakra Scalpel. As a bonus action you coat your hands in highly condensed blades of chakra, designed to slice muscle and flesh with surgical efficiency for one minute, while in combat or 1 hour while not in combat. [b]While in Combat.[/b] For the duration, unarmed attacks now deal 1d4 + your wisdom ability modifier in slashing damage, this increases to 2d4 at 7th level,, 3d4 at 11th level and 4d4 at 18th level. These attacks count as chakra enhanced and you may use your Wisdom instead of Strength for attack and damage rolls of your unarmed attacks. Taijutsu you cast that deals unarmed damage gains any additional effects granted by this feature. Beginning at 7th level when you would deal unarmed damage to a creature with temporary hit points while you have chakra scalpel active, you bypass the temporary hit points instead directly reducing their hit points. Beginning at 11th level, when you deal unarmed damage with your chakra scalpel, the target creature must succeed a constitution saving throw vs your Ninjutsu save DC or gain one rank of the bleeding condition on a failed save. This Ninjutsu Save DC can be calculated using your Wisdom in place of your Intelligence. Finally, at 18th level, on a failed constitution saving throw the target also gains the Weakened condition for 1 minute. A Creature weakened in this way remakes the constitution saving throw at the end of each of their turns to end the condition. [b]While out of Combat.[/b] For the duration when you would make an Intelligence or Wisdom (Medicine) check to stabilize a creature, you gain a +5 bonus to the result. Beginning at 7th level you can spend one use of your Chakra Scalpel to automatically end one Non-Jutsu based Condition. Beginning at 11th level, the +5 bonus is increased to a +10-bonus made to stabilize a creature. Finally, at 18th level, you can spend a use of your Chakra Scalpel to end any condition a creature is suffering from regardless of its origin. For all of this techniques splendor and prowess, the toll it takes on one’s body is immense. You may only gain the benefits of this feature a number of times equal to half of your proficiency bonus (Rounded down) per long rest.[/ooc]* NATURAL TALENT Starting at 5th level, you learn the techniques required to play a powerful role in the throes of battle. You learn the following jutsu as you gain levels in this class according to the Natural Medicine Chart at the end of this class section. Each jutsu learned also grants you an additional feature pertaining to the jutsu. Learned jutsu do not count against your jutsu known as seen on your Medical-Nin Class Chart. Additionally, you have learned to transform into a member of the tribe you selected from your Summoning Apprentice class feature for short periods of time. As an Action, you may assume the form of a D-Rank Summon of your Tribe, replacing your own Physical Ability Scores (Strength, Dexterity, and Constitution) and your HP with the creatures Physical Ability scores and Hit points. (When calculating Hit points, take the average of the creatures Hit points. Your Chakra Point Maximum, and current chakra point total does not change.) Your new forms natural attacks and AC are calculated using your full proficiency bonus. You also gain any traits the summoned creature you transform into would have at the appropriate rank. You may remain in this form for a number of hours equal to half of your Medical-Nin level. If your new forms hit points are reduced to 0, you immediately revert back to your normal form and fall unconscious. You may assume the form of a C-Rank Summon at 9th level, B- Rank at 13th level, and A-Rank at 17th. You may transform using this feature twice per long rest.[/ooc]   Jutsu Justu casting NINJUTSU Ninjutsu save DC = 13 (Intelligence modifier) Ninjutsu attack modifier = +5 (Intelligence modifier) GENJUTSU Genjutsu save DC = 15 (Wisdom modifier) Genjutsu attack modifier +7 (Wisdom modifier) TAIJUTSU Taijutsu save DC = 15 ( Strength Dexterity modifier) Taijutsu attack modifier = +7 ( Strength Dexterity modifier) Jutsu that doesn't count against number of known Jutsu.   SUMMONING TECHNIQUE Classification: Ninjutsu Rank: D-Rank Casting Time: Full Turn Action Range: 10 Feet Duration: Instant Components: HS, CS, CM Cost: Special (See Summoning Section for Jutsu breakdown) Keywords: Ninjutsu, Fuinjutsu, *** Creatures you summon using this jutsu become able to cast Ninjutsu with the Medical Keyword as well.*** Description: You have formed a Blood Contract with a Sage creature. Upon learning this Jutsu, select 1 Sage creature you wish to form a contract with from the summoning creature table at the end of the Ninjutsu Chapter. You must have encountered this breed of creature at least once in order to form a contract. This technique summons one of the creatures the user has a blood pact with. The chakra cost of the technique is equal to the summon level and rank of the summoned creature summoned. If a creature refuses or cannot be summoned, only the technique's base chakra cost is spent. (5 Chakra) It appears where the user designates and can act as a Bonus Action on the user's turn, on the user's initiative order. If no commands are given to the creature, it performs the dodge action automatically until you order it to do something else. You can communicate with the creature and it will listen to you and only you in combat. You can direct it to perform the following actions: Attack (Unarmed, Weapon, or Jutsu), Dodge, and Help. The creature can perform an Action and Move. If the summoned creature has a bonus action or reaction ability or jutsu, and the conditions for that bonus action or reactions reaction are met (if any) then they can perform that jutsu or feature as normal without command from their summoner. The creature must remain within 120 feet of the user.  If the creature cannot speak, the user, and the user alone, may roll an Insight check (DC 15) to decipher what the creature is trying to say by its body language. The duration of the summoning is based directly on the summoned creature's Hit Points & Chakra Pool. When it runs out of Chakra or Hit points—it simply vanishes and cannot be summoned again for 8 hours. At Higher Ranks: For each rank you cast this jutsu above D-Rank, you summon a corresponding creature equal in level and rank to the Rank used upon activation.     CHAKRA TRANSFER Classification: Ninjutsu Rank: C-Rank Casting Time: 1 Action Range: Touch Duration: Instant Components: CM Cost: Special Keywords: Ninjutsu, Medical Description: You place your hand on a creature and share your chakra with them, transferring it to them. Spend a number of Chakra die up to your proficiency bonus. When you do roll the spent die, recording the result and adding your Constitution modifier. Transfer the result to a willing creature. Chakra die spent in this way cannot be regained until you complete a long rest. If the creature is affected by a Genjutsu, they gain advantage on their next saving throw. **** Add half of your Medical-Nin level to the maximum amount of chakra your target gains.*** Jutsu known: 10. C-rank E-Rank: ???? ENHANCED DEFENSE Classification: Ninjutsu Rank: E-Rank Casting Time: 1 Action Range: Self Duration: Instant Components: HS Cost: 2 Chakra Keywords: Ninjutsu Description: You focus chakra into the top layer of your skin, providing your resistance to Bludgeoning, Piercing, and slashing damage until the start of your next turn     RELEASE Classification: Genjutsu Rank: E-Rank Casting Time: 1 Action Range: Touch Duration: Instant Components: HS, CM Cost: 2 Chakra Keywords: Genjutsu, Fuinjutsu Description: This technique allows the user to isolate and forcefully remove the effect of a single Genjutsu effect, so long as it can be dispelled. You must first be aware that you or your target is under the effect of a Genjutsu. As part of the activation of this jutsu, make a Chakra Control Check at advantage against the Save DC of the Genjutsu you are affected by. On a success you free yourself or your target from the Genjutsu.     MIND SLIVER Classification: Genjutsu Rank: E-Rank Casting Time: 1 Action Range: 60 Feet Duration: 1 Round. Components: HS, CM Cost: 1 Chakra Keywords: Genjutsu, Visual, Tactile Description: You inject a disorienting spike of chakra into the mind of one creature you can see within range. Make a Ranged Genjutsu attack, dealing 1d6 psychic damage. The target must also succeed an Intelligence saving throw. On a failed save, until the end of its next turn, it must roll a d4 and subtract the number from the first saving throw they make for the duration. At Higher Levels: This Jutsu’s proficiency increases as you increase in level rolling an additional 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6)   FEATHER BURST Classification: Genjutsu Rank: E-Rank Casting Time: 1 Reaction, which you take when you would take damage. Range: Self Duration: Instant Components: HS, CM Cost: 2 Chakra Keywords: Genjutsu, Visual Description: A simple illusion of sight. When hit by an attack, the opponent sees you burst into black raven feathers reforming at your current location. When hit by a melee attack, roll 1d8 reducing damage taken by the result and move 10 feet away. This movement does not provoke attacks of opportunity. At Higher Levels: This Jutsu’s proficiency increases as you increase in level rolling 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)   TRANSFORM Classification: Genjutsu Rank: E-Rank Casting Time: 1 Action Range: Self Duration: 10 Minutes Components: HS Cost: 1 Chakra Keywords: Genjutsu, Visual Description: This technique is taught to every student of the academy. Using this technique, the user assumes the form of a creature of the same size category as they are or smaller. They may freely designate the specifics of their new form (such as height, weight, hair texture and color, skin tone, etc.). You do not lose any of your personal abilities, features, or jutsu as this transformation is purely cosmetic and an illusion. When you make a Charisma (performance) or Charisma (Deception) check while in this form, you add an additional 1d10 to the check. At Higher Levels: This Jutsu’s skill reinforcement increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), 17th level (4d10)   D-Rank:   CHAKRA SKIN  Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Action Range: Self Duration: 8 Hours Components: HS, CM Cost: 5 Chakra Keywords: Ninjutsu Description: This jutsu can only be used when you are not wearing Armor. You coat yourself in a Protective aura of chakra, protecting you from damage. Your AC becomes 13 + Dexterity or Intelligence (Pick one) + Half of your proficiency Bonus (Rounded Down). This jutsu ends if you wear armor or dismiss the jutsu as a Bonus action.     HEALING AURA Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Bonus Action Range: 60 feet Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Ninjutsu, Medical Description: You mold Medical chakra into a web as you spread it affecting multiple creatures healing their wounds from a distance. Select a number of creatures equal to half of your proficiency bonus within range. They heal a number of hit points equal to 2d6. This jutsu has no effect on undead or constructs. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the number of creatures you can target by +1 and the amount of healing by 1d6.     HEALING ELIXIR Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Minute Range: Touch Duration: 1 Hour Components: HS, CM, NT (Medical Kit) Cost: 5 Chakra Keywords: Ninjutsu, Medical Description: You use your medical kit to assist in creating a healing elixir which is contained in a simple vial that appears in your hand. The elixir retains its potency for the duration or until its consumed. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 3d4+3 hit points and immediately ends the Poisoned or removes 2 ranks of the Bleeding condition. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When you cast this Jutsu at B-Rank, the drinker instead regains 3d8+6 Hit points and immediately ends the Poisoned, Dazed, Weakened or removes 4 ranks of the Bleeding condition. When cast at S-Rank, the drinker regains 3d12+9 and ends any single condition excluding Exhaustion, Prone, or Invisible.     SEALING ART: BIND Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Action Range: 60 feet Duration: Concentration, Up to 1 minute Components: HS, CM, CS Cost: 5 Chakra Keywords: Ninjutsu, Fuinjutsu Description: You infuse chakra into a chakra seal as you attempt to mark a person with the seal of binding. A creature within range, must succeed a Charisma saving throw. On a failed save the target creature is Restrained unable to move or form handseals for the duration. A creature restrained by this jutsu remakes their save at the end of each of their turns. Another creature within 5 of the target may attempt to release them by making an Intelligence (Ninshou) check vs your Ninjutsu save DC, breaking the seal on a success.  At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the number of targets by +1.   C-Rank:   SEALING ART: AURA OF LIFE Classification: Ninjutsu Rank: C-Rank Casting Time: 1 Action Range: Self (30-foot radius sphere) Duration: Concentration, up to 1 Minute Components: HS, CM, CS Cost: 7 Chakra Keywords: Ninjutsu, Fuinjutsu, Medical Description: You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of forgiveness. For this jutsu’s duration, anytime you or a non- hostile creature in this jutsu’s radius would take damage from a hostile creature, they immediately regain 10 Hit points. This jutsu immediately ends after 50 Hit points have been healed. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the maximum amount of hit points this jutsu can heal by +20.   SEALING ART: AURA OF PURITY Classification: Ninjutsu Rank: C-Rank Casting Time: 1 Action Range: Self (30-foot radius sphere) Duration: Instant Components: HS, CM, CS Cost: 9 Chakra Keywords: Ninjutsu, Fuinjutsu, Medical Description: You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of virtutis. You release a potent wave of medical release chakra. All creatures within range who are currently; Berserk, Blinded, Charmed, Dazed, Deafened, Poisoned, or Feared as a result of a jutsu of equal rank or lower, has all stacks (if any) of their condition removed, cleansing them. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. Listed conditions inflicted by jutsu of equal rank or lower are removed.     Level Progression/Info Non-Clan skills: History, Survival: Self-taught skill: Stealth General Literacy: Taijutsu Background Skills: Insight, Perception Class skills: Medicine, Chakra Control, Illusions, Ninshou Feat: Skill - Nature Stats: original: Str:10, Dex:13, Con:16, Int:11, Wis:14, Chr:12 After mods: Str:10, Dex:16, Con:16, Int:12, Wis:16, Chr:12 Level 1: Feat (Background) HERBALIST. Gain proficiency in Nature. Feat (Non-Clan) TAIJUTSU EXPERTISE. +1 to Dex. Stat increase (Non-Clan) +2 Wis Level 2: Level 3: Feat (Non-Clan) RESILIENT Intelligence. +1 Int, Int saving throw. Level 4: +2 Dex Level 5:      
  11. Aryana, Half-Elf Warlocker “Oh no I’m soooo scared- somebody grab this guy before I kill him.” Basic Information Race: Half-Elf (Frelehan)  | Sex: F | Age: 24 | Height: 6' 1" | Weight: 155 lb Alignment: LN | Background: Undead Hunter | Class: Fighter (4) | Subclass: Witch Hunter Quick Stats Proficency: +3 | AC: 17 | Max HP: 68 | Speed: 30ft | PP: 11 | Init: +3 | Darkvision: 60ft Abilities and Skills STRENGTH: 11 (+0) + 4 STR Save +0 Athletics DEXTERITY: 16 (+3) +4 DEX Save +6   Acrobatics | +3 Sleight of Hand | +6  Stealth CONSTITUTION: 14 (+2) + 5 CON Save WISDOM: 12 (+1) +2 WIS Save +1  A. Handling | +1  Insight | +1  Medicine | +4  Perception | +4  Survival INTELLIGENCE: 10 (+0) +1 INT Save +0 Arcana | +0 History | +3 Investigation | +0 Nature | +3 Religion CHARISMA: 14 (+2) +3 CHA Save +2 Deception | +2 Intimidation | +2 Performace | +2 Persuasion Attacks Unarmed Strike: (melee) +2 to hit, 1 blungeoning damage Longbow: (150/600) +5, 1d8+3 piercing damage Shortsword: (melee) +6, 1d6+4 piercing damage Bonus Actions Second Wind: 1/short rest Action Surge: 1/short rest Detect Magic: 1/short rest Counterspell: 3/long rest Class Features Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Actions Surge (Level 2): Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Mage Slayer (Level 3): When you choose this archetype at 3rd level, you gain the Mage Slayer feat. You can also cast the spell Detect Magic without components. You cannot cast Detect Magic from this feature again until you have completed a short or long rest. Extra Feat - Punisher (Level 4): For every inch an enemy moves away from you, you extract your pound of flesh. You gain the following benefit: Increase your Strength score by 1, to a maximum of 20. You can make one Opportunity Attack per round without using your reaction. Extra Attack (Level 5): Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Extra Feat - Sentinel (Level 6): You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Magical Defense (Level 7): Starting at 7th level, you can cast the spell Counterspell without components and as if you used a 3rd-level slot; strength is your spellcasting ability for this spell when you use your magical defense. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. At 15th level, your Counterspell from magical defense is cast as if you used a 5th-level slot. Extra Feat - Retaliator (Level 8): You punish successful attacks against you. You gain the following benefit: Whenever you are hit by a melee attack, as a reaction you may immediately make a melee attack against the creature that hit you. Proficiencies Tools: Herbalist | Languages: Kelevan (Kelerak), Anarian (Anaria), Altarian (Elven) | Weapons & Armours: Light armor, Medium armor, Heavy armor, Simple weapons, Martial Weapons.  Racial & Background Features Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray. Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.[/ooc] Haven from the Haunted: The path you walk is a dark one and few can understand the horrors you face. You spend many nights alone in the wild, waiting and watching for the living dead to rise. In times of need, you often can find respite in the churches, temples, and shrines of the faithful. Churches and temples will provide you with food, drink, shelter, and the warmth of a fire to help keep the horrors away, at least temporarily. If you stay at a church, shrine, or temple for a few days, you are able to learn about local undead lore by studying holy tomes and speaking with the keepers of these holy places.[/ooc] Equipment Weapons: Longbow, with 20 arrows | +1 Shortsword, cold iron (1000gp) | +1 Shortsword, alchemical silver (1100gp) Armor: Cloak of Protection (3500 gp) | Glamoured Studded Leather Armor (2000 gp) Magic Items: Potion of Heroism x 5 (900gp) Other Equipment: Traveler’s Clothes, Backpack, Bedroll, Mess Kit, Tinderbox, Torches x 10, Daily Rations x10, Waterskin, Herbalism kit, Vial of Holy Water, Holy symbol, Lamp, Hammer, Wooden stakes x3, Shovel Treasure: Gold Pieces 100gp | Silver Pieces 10sp Personality and Appearance   Aryana’s father once told her that if you love your job, you’ll never have to work a day in your life. He was referring to growing potatoes, not slaying monsters, but the lesson stuck with her nonetheless. Her favorite pastime is monster hunting and when she isn’t hunting she likes to do things that make her better at monster hunting, but that isn’t to say she doesn’t have other hobbies. Ary can be found at the bar thinking deeply over a flagon of ale about hunting or even talking to disinterested lovers about hunting. If there’s one way to her heart, it’s with a well-placed arrow. The girl is tall with a lithe, elven build. Standing at 6’1” tall and 155 lbs, she would be a much more imposing figure if it wasn’t for her fairylike figure. Her most striking feature is her shimmering back-length, silver blonde hair which she usually wears up in a high ponytail or in a messy bun to keep it from getting bloodied with zombie guts. That stuff stains. Aryana has a warm, clear complexion and mostly delicate features. In contrast, her long sharp ears often get her mistaken for a full blooded elf. She tends to dress in dark, hooded clothing to look ‘tough’ although her tight-fitting outfits do little to actually disguise her. Too many layers would get in the way of her acrobatic fighting style. Aryana is both a dedicated killer and an eager opportunist. She solemnly believes it his her duty to slay as many evil beasts as people will pay her to kill. She also has a huge soft spot for puppies and flowers. She’s the kind of fiery-willed woman that’ll try to end a bar fight with her fists, but just as quickly hold your hand and offer a friendly smile in the darkest of nights. She doesn’t say much to strangers and in fact frequently gives them a cold shoulder, eliciting an aura of mysteriousness that follows her, but Ary is quite cordial and even rather bubbly around her friends in the party. In fact, she smiles all the time when they get to fight or go anywhere together. If you saw it you might equate it to the earlier lesson on passion her father gave her at the beginning of this section, but I’ll let you in on a little secret. The real reason she smiles is because she finally has true friends. Backstory Aryana’s story begins in a quaint little village on the divide between Amaria and Kelerak. Officially under the rule of the Lord of Lust, her elven mother and human father did their best to raise Aryana and her two sisters, Arathel and Ardanna, in peace despite the challenges of farm-life on the frontier. When the Kingdom of Kelerak was liberated there were more reasons then one to celebrate. Arathel, the oldest sister, married into the prestigious Vastaff family whom had won mayorship of the village and teenaged Aryana was accepted as a priestess in training at a nearby Temple of Kantor. Ardanna, the youngest, was still just a baby. One fateful evening Aryana was late walking home from the temple when she came upon a man draining the blood of the town’s baker on the outskirts of town. It was one of the Vastaff sons, brother to her sister's new husband. She screamed and as fast as she could blink he was on top of her. The blood-crazed vampire would have killed her too if it wasn’t for a hooded man stepping out of the shadows at that very moment, cutting off the vamp’s head with his sword. Her hero called himself a “Warlocker” and told her they needed to leave right away before the rest of the vampire clutch found out what happened and connected her scent to the remains. Aryana rushed home, packed her things in a panic, and told her family she was going on a trip as a missionary. The Warlocker became sort of a mentor to the young girl. He taught her to hunt evil beasts for profit as he did, and how to survive the dark world that surrounded them. It was certainly more fun then the stuffy temple and boring religious stuff. He promised someday when she was strong enough she could return home and they would kill the vampires that covertly ran the village. The Warlocker died before he could fulfill his promise, at the hands of an evil witch they battled together. After the fight Aryana felt the call to pick up his mantle and title where he left off. She now carries his swords and name proudly, a beacon of hope in the shadows of Kelerak. If only people actually knew what a Warlocker was… ”I told you, I’m a Warlocker. It means I hunt the shadowy wretches that plague your mortal nightmares.” ”How much Lotus are you on elf? I just want to know you have a job so you can afford the room, don’t go stabbing no wenches in my inn. They’re good for business.” ”No I said wretches, not wenches. I kill monsters…you know with like big teeth and pointy claws.” ”Sure kid, if that were true you’d have just said you were a monster hunter not whatever it is you call yourself.” ”Warlo- Nevermind! Here’s your gold.” Unable to avoid home for too long, Aryana has taken to occasionally visiting the folks on the down low between adventures. She tells her parents she now works as a courier spreading both faith and letters across the kingdom. Of course, she hides the bruises and true nature of her work especially from her older sister whom Ary believes may now be a vampire's thrall herself. It’s a sad hometown despite everyone pretending things are normal. Everything around the village seems so grim lately, but before Aryana can save them from the Vastaff vamps she needs to train so she can save herself…at least mom and dad seem happy. Vignette A jeering crowd gathered in a circle outside the front door of the Orc’s Foot, a tavern made infamous for drinks that tasted worse then the namesake smelled. It was a wonder so many travelers frequented the run down joint but a place with soft beds and strong booze was otherwise hard to come by for travelers and trappers on the remote border of Amaria and Kelerak. A drunk and unruly group, they celebrated as two bearded bare knuckled brawlers went at each other in the middle. It was a quick rout as one knocked out the other and then unceremoniously passed out drunk on top of him. Inside the establishment things were no less civilized as patrons danced and sang, boasted and argued, and otherwise drank until they could hardly stand. The young half-elf Aryana sat by herself in the corner, brooding under a hooded cloak. Her previous mentor believed it was an important tradition, the brooding in a dark corner of a tavern that is, before and after each hunt. She stared most solemnly, focusing her attention on a tall ginger haired man seated at the bar until it was interrupted by an unwelcome distraction. ”Olaf thinkssch pretty girlsch should smilesch more.” A portly dwarf burped, spilling part of his mug of ale on Aryana’s lap as he appeared in front of her. The dwarf ignored her as she cussed at him. ”Whatsch say pre-“ He didn’t get the chance to finish his sentence before a scream silenced the room. The ginger haired man had grown fur and sharp teeth. Apparently, the food at the Orc’s Foot was worse then the drink and the wolf man, her intended target, was still very hungry. ”Move dude!” Aryana launched herself around the dwarf and unsheathed her sword with determination in her eyes. People were running in every direction, all except the wolf man whom locked his eyes with our blonde haired monster hunter and growled. She went to step forward but didn’t get very far. A strong shoulder checked her sideways from behind. ”Fearsch not pretty girl! I knowsch you are afraidsch that beast wouldsch eatsch you but I am Olafsch and I will protectsch you!” The dwarf slurred his words as he pushed past her with an axe held high. Ary was less then impressed as she picked herself off the floor and dusted herself off. A damsel in distress? She rolled her eyes and smirked. “Oh no I’m soooo scared- somebody grab this guy before I kill him.” At least the wolf man was listening. With a quick swipe of his claws he launched the dwarf back across the room. ”Cute.” Aryana stepped over him and the fight was on. It was a battle of supernatural strength against fairy like grace and agility. The wolf man crashed through the bar swiping at the girl with his dagger like fingernails and chomping at her heels with trap like jaws. She nimbly dodged each attempt, dancing from table to table and along the bar top. Her own swords cut and forged from cold iron and silver, sliced at the monster’s pelt. He finally managed to catch her off balance and knock her to the floor, but with a well timed jab of her blade threw the beast’s open maw it perished from this world. Aryana wiped the wolf’s drool from her face and found the dwarf on the ground as the patrons started to file back into the destroyed tavern. She helped the wide-eyed axe weilder up and smiled. He just stood there trembling for a minute of silence. ”Maybe-“ She started to speak, but the dwarf abruptly put a finger to her lips and roared confidently. ”I toldsch you pretty girl! Olaf has slainsch the wolfsch man!!” A cheer rose from the tavern and Ary threw two hands up in exasperated defeat. ”Yeah pal you sure showed him. A drink to our hero!” Aryana slapped him on the back and grinned as a large man lifted Olaf to his shoulders in celebration, carrying the dwarf against his will across the room to the tables chanting his name. ”Waitsch no I was stillsch talkingsch to her.” Ary replaced her hood and melted back into the scenery. It was better the dwarf got the credit, so long as she kept the credits. This way she could finally go back to brooding in the corner in peace. Bardic Tales The party, known only as The Black and Blue Eyed Peace, had been tracking this creepy necromancer through the even creepier back alleys of Dragonspur for hours now. The guy had apparently been a minion of the Lord of Sluts Lust or whatever so he was like totally bad. He was wounded though from their previous fight so Aryana led the way following droplets of blood because she’s this mad tracker ya know. Too bad everyone in the party was also exhausted from that fight, it made all the walking kind of suck. They finally catch up with the dude but did I mention he was a necromancer already? Guy pretty much makes all these other undead guys pop up out of nowhere and the party is surrounded. Meanwhile scaredy pants-less necrophiliac starts running away again. So everybody goes stabby stabby but there’s too many undead and it already looks like the end of the party in only the charachter application section right? Plus, our big bad evil guy is getting away. Well this edgy half-elf chick who by the way looked too happy to be killing things just sheathes her swords in the middle of the fight and starts clutching her holy symbol. With the same hand she then nocks an arrow on her bowstring and there’s a big gust of wind and leaves moving about. It looks really bad ass as she just calmly draws back and lets that arrow fly between zombies towards the necromancer. I tell you man, we all absolutely lost it when that arrow missed him clean by like a whole three feet. It just kept going and going and going. She looked mortified. Well eventually the arrow hit the corner of a house and richocheted a few times off the walls in the alley and next thing you know it was cruising back at the party but instead of hitting them it nailed the knee of this of this other adventurer guy who had come to help kill the zombies. He fell over screaming and out of his pocket this sweet roll came rolling out faster then a dragon down the street. The donut thing tripped the necromancer who fell and hit his head on the cobblestone. All the undead then just like fell over and were un-un-dead. Aryana who at this point was absolutely grimacing, straightens up and walks over to the bad dude with a look of pure fake confidence and is all like- ”Here is your evil monster, he has been defeated!” The party was paid handsomely for that one. Guess you had to be there though. It was way cooler in person, went nothing like how the bards sing it. Trivia Place of Birth: North Kelerak Home: North Kelerak Parents: Liessa (Female Elf, Galan) and Thorvald (Male Human, Anarian) Siblings: Arathel (Sister, older) and Ardanna (Sister, younger) Current Love: Easy gold and occasional one night stands. Lost Love: A Wyverian guard captain by the name of Wilhelm, they had a brief fling before he proved unfaithful. He still lives, unfortunately. Children: None Current Age: 24 Best Friend:To be determined from party members. Worst Enemy: The Vastaff family, a clutch of vampires whom preside over her home village. One of them is married to Aryana's older sister. Greatest Regret:Not yet having the strength or guts to face off against Derollo and his minions.  
  12. Greetings everyone. Here's a little template I made for my solo campaign, and I thought it could be useful for other OSE players too. This is the Descending Armour Class + Item Encumbrance version. PC   Character name Class   AL   Alignment: Law, Neutrality, Chaos Title   Level   Experience level Ability Scores Saving Throws   STR   Melee att./damage, Open doors D   Death, poison INT   Languages, Literacy W   Magic wands WIS   Saves vs magic P   Paralysis, petrification DEX   Missile attacks, AC, Initiative B   Breath attacks CON   Hit points S   Spells, magic rods, magic staves CHA   Reactions, #Retainers, Loyalty ±   WIS save modifier to saves va magic Ability check: Roll under or equal on 1d20 Saving throw: Roll over or equal on 1d20 Character portrait, symbol, description Combat Encounters                    
  13. Dani McKenna a Resilient Quickened who...   TIER 1 EFFORT 1 XP 2   MIGHT SPEED INTELLECT POOL 14 EDGE (0) POOL 12 EDGE (1) POOL 16 EDGE (1) Recovery Rolls (1d6+1):  1 Action, 1 Action, 10 Minutes, 1 Hour, 10 Hours   SKILLS Specialized None Trained Might defense Intellect defense Persuading Deceiving Healing Sneaking Fleet of Foot (special ability) Inability All knowledge tasks and figuring out puzzles and problems Moving, bending, and breaking things   SPECIAL ABILITIES (Type) Quickened Action Hero:  When acting in initiative order you always act at least every other turn. Prowess: Distribute a total of 4 extra points into Stat Pool(s) of your choice; You are trained in 3 non-combat skills. Translation: You can participate in he process of traveling to another recursion. When initiating a translation, choose to Initiate as a Paradox, Hasten as a Spinner, or Ease as a Vector. Action to initiate. Versatile:  You know 2 additional special abilities selected from among all three character Types and may select from among these Types with future picks. Speaker Practiced w/ Light and Medium Weapons: You are skilled light and medium weapons, though if you use a heavy weapon the attack is hindered by one step. Enabler. Fast Talk (1 Intellect): When speaking with an intelligent creature who can understand you and isn’t hostile, you convince that creature to take one reasonable action on the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action. Spin Identity (2+ Intellect):  You convince all intelligent creatures who can see, hear, and understand you that you are someone or something other than who you actually are. You don’t impersonate a specific individual known to the victim. Instead, you convince the victim that you are someone they do not know belonging to a certain category of people. “We’re from the government.” “I’m just a simple farmer from the next town over.” “Your commander sent me.” A disguise isn’t necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to convince more than one creature, the Intellect cost increases by 1 point per additional victim. Fooled creatures remain so for up to an hour, unless your actions or other circumstances reveal your true identity earlier. Action. Erase Memories (3 Intellect):  Your words twist the mind of a target within immediate range who is able to understand you, erasing up to the last five minutes of its memory. The target forgets what it experienced during that time. Action. Vector Fleet of Foot (Trained):  If you succeed at a difficulty 2 Speed roll to run, you can move a short distance and take an action in the same round. Enabler.   ... Solves Mysteries on Earth   SPECIAL ABILITIES (Focus) Solves Mysteries Investigator: You can spend points from your Might Pool, Speed Pool, or Intellect Pool to apply levels of Effort to any Intellect based task. Enabler. Sleuth: You are trained in perception.   EQUIPMENT Offensive Unarmed Attack: Light melee (2 Damage) 1-step attack advantage Collapsible Baton: Medium melee (4 Damage) .22 Semi-Auto Pistol: Light ranged (2 Damage) Short range Defensive ARMOR:  1 Leather Jacket: Light (1 Armor) +1 Speed Effort penalty Artifacts Cypher Box (Level 5):  This small, lead-lined box is quite heavy but allows you to carry one additional cypher above your limit. Miscellaneous MONEY:  $300 Laptop computer Flashlight Utility knife Cell phone Ardeyn: Land of the Curse, player's guide Keyring from Tom Mallard's house Painting of a fractal landscape by the Master A recursion key to the Lamsblood taproom's pantry in Shalmarn, Ardeyn Tom Mallard's filesRAMIS OF ARDEYN: One filing-cabinet file is a dossier on “Ramis of Ardeyn,” complete with a hand-inked likeness on parchment of a woman in heavy leather robes, notes on Ramis’s ownership of something called the Lambsblood Tap in a city called Shalmarn, and a timeline of Ramis’s occasional travel between Shalmarn and a known Estate safehouse in Hazurrium. The travel implicates Ramis as an undercover Estate operative. GOSPELS OF LOTAN: Another folder is labeled “Gospels of Lotan.” According to parchment scraps in this folder, the gospels are “real” artifacts in Ardeyn, though mostly lost. According to the file, the quantum code responsible for Ardeyn’s anomalous creation might actually be imprinted in any one of the gospels, of which seventeen are believed to exist. One of those gospels almost certainly lies in the qephilim ruins beneath Shalmarn. A message written on a sticky note adds, “Soon, the Master will have what he seeks.” MASTER'S LAIR: A final folder is labeled “Master’s Lair.” This file is fragmentary, but it suggests that Tom Mallard frequently visits someone called the Master in a secret lair in Ardeyn. One loose piece of parchment contains a painted likeness of the Master sitting on some kind of throne. ... Names on Ardeyn     SPECIAL ABILITIES (Focus) Names Name (1 Intellect):  You attempt to discern the common, given name of a person, creature, or object within short range. This ability doesn’t give you power over the target, but it does allow you to address the target by name or potentially learn the real identity of someone in disguise or the common name of an odd object. Knowing the name of a person who hasn’t revealed it to you could provide an asset to your attempts to persuade, fool, intimidate, or ingratiate yourself with the target, depending on the situation. Action. Onomatology: You are trained in the origin, history, and use of names.  Enabler.   EQUIPMENT Offensive Unarmed Attack: Light melee (2 Damage) 1-step attack advantage Whip: Light melee (2 Damage) 1-step attack advantage Dagger: Light melee (2 Damage) 1-step attack advantage Defensive ARMOR:  0 None: Light (0 Armor) +0 Speed Effort penalty Artifacts Artifact (Level):  Description Miscellaneous MONEY:  17 Crowns Scholar's clothes Quill and ink Lorekeeper's Guide to ArdeynA reference book. Study for an hour to get asset on knowledge checks about Ardeyn Lore Notebook   CYPHERS Cypher Limit:  3 Analeptic (Level 1d6+2) Substance restores a number of points equal to the cypher’s level to the user’s Speed Pool. Curative (Level 1d6+2): Substance restores a number of points equal to the cypher’s level to the user’s Might Pool. Meditation Aid (Level 1d6+2): Substance restores a number of points equal to the cypher’s level to the user’s Intellect Pool. [Cypher Box] Matter Transference Ray (Level 1d6+3):  This Cypher was found in Tom Mallard's house.  The user can target one nonliving object within long range that is no larger than the user and whose level is less than or equal to the cypher’s level. The object is transferred directly into a random recursion. If the GM feels it appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no more than the user’s).   CHARACTER ARCS Solve a Mystery:  My neighbor Tom Mallard has mysteriously vanished--what happened to him? ✔️Opening: Pledging to Solve the Mystery ✔️Step:  Research.  You get some background. Step(s):  Investigation.  You ask questions.  You look for clues.  You cast divinations.  This likely encompasses many such steps. Climax:  Discovery.  You come upon what you believe to be the solution to the mystery. Resolution:  In this step, which is fare more active than most resolutions, you confront the people involved in the mystery with what you've discovered, or you use the information in some way (such as taking it to the proper authorities). Learn:  How do I overcome my moving, bending, and breaking things inability? ✔️Opening:  Focusing on the Problem. Step:  Finding a Teacher or a Way to Teach Yourself.  Now you can truly begin. Step(s):  Learn.  Depending on what you've learning, this could involve one step or quite a few. Climax:  The Test.  You put your new knowledge to the test in a real situation. Resolution:  You relax a bit and decide what to do next.   ADVANCEMENT Increase Capabilities: +4 points into stat Pools Move Toward Perfection:  +1 to the Edge of your choice Extra Effort:  +1 into Effort ✔️Skill Training/Other:  Train in a skill or specialize in a trained skill  
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