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  1. Artanis Brightblade, Human Knight of Solamnia, Paragon Warlord or Cavalier Fighter Name: Artanis Brightblade Character Concept: A peasant horse farmer's son who grew up in awe of the Knights of Solamnia, dreaming of joining the order and becoming a knight in shining armour defending the weak. Now that he has finally set out on his own as a squire, how will his untested idealism stand up against the grit of everyday life? Long past are Solamnia's days of majesty - do any truly follow the Oath post-cataclysm, or is the glorious Knight of Honour Artanis always dreamed of just that? Race, Background, Subclass Class: (Variant) Human Knight of Solamnia Paragon Warlord () Description: Artanis is tall and well-muscled, a reflection on both his hard work training horses when young, and his dedicated training to become a Squire of Solamnia. Dusty brown hair hangs behind a tanned face with square jaw, but gentle eyes. Callused hands carefully run an oiled rag along the plain-looking steel longsword across his lap. He is dressed in well worn but carefully maintained chainmail, and smells of leather, sweat, dust and horses. It is clear from his appearance he does not come from noble or wealthy stock, and his easy-going and quiet manner only confirms this - he move to let others pass as needed, and peaceably waits his turn to be served. A closer look reveals the majority of his equipment to be similar in state - well-worn, perhaps second-hand, but cared for with an honesty and meticulousness that would fit items of much greater worth. Around his neck he wears a plain wooden symbol of Kiri-Jolith to proclaim his faith. Striking up a conversation he is forthright and blunt, not as an excuse for rudeness but rather because his education (or lack thereof) has not lent him a silver tongue, and honesty needs none besides. He believes the truth speaks for itself. He is clearly friendly and not shy to offer aid to those who request it, in no way viewing simple manual work beneath him - he is as happy to help you move a stuck cart for kindness sake alone, as to undertake a grand quest. A merchant or more cynical character would quickly assess that it comes as no surprise he lacks for gold. Beyond the tavern, he carefully tends to his mount before turning in, taking the time to brush it down, check it over for sores, and inspect the stable himself before tipping the stableboy generously despite doing most of the work himself. It's clear to anyone watching from the love in his eye and gentle touch of his hand, as well has the horse itself, that he cares greatly for the animal. Indeed he would find it hard to tolerate abuse of such creatures as much as that of his fellow man. Your Character’s Plothook: 5 - Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill. Past is Prologue: Artanis was born the son of a horse breeder and farrier in a small village, in one of the numerous duchies the now make up Somalnia. He grew up fascinated by stories of the old Kingdom and the Knights of Solamnia riding to glory, taking what little spare time he had to practice fighting with wooden swords and pretending himself one of them, though never to the detriment of his work. His father was a fair man (perhaps too much) who did not shy from labour, and instilled in Artanis the same values of honesty and hard work. These have stood him in good stead and were perhaps what caused Ipsin Greenshield to take a liking to him when the adventurer passed through. His mother, unfortunately, died whilst he was young - as is all too common in these small communities she fell ill, and his father could not afford a cleric to heal her. Whilst the house was quieted with grief for a while, his father did not lose himself to it as some do, and remained a good father. His sisters and brothers worked hard to raise him too in her stead. He never neglected the horses for training, developing a deep love brought on through years of closeness. When Ipsin stayed, the young Artanis lapped up the stories, and through dogged persistence persuaded a laughing Ipsin to tutor him in swordplay. He spent the entire summer practicing every evening, even when he would normally be out riding the grasslands. Iain was only here for a season, Artanis would impress him enough to take Artanis with him! Obviously the old adventurer would lead a naive young boy away from his parents, and so when he left, he ruffled the despondent boys hair and gave him a letter to keep safe, and promised that should he still wish to seek adventure when he came of age, to give the letter to one Becklin, Knight of Solamnia, and Ipsin's boon companion. Time passed, but Artanis' dream did not fade. On his eighteenth birthday, he came before his father, and informed him nervously of his intentions. Whilst sad to see his son leave, his father had known this would come for a long time, for Artanis had always been one to wear his heart on his sleeve. He offered his blessing, and a small supplement of coin to Artanis' own savings. For his part, the young lad was bright eyed, and full of promises to visit, to send money home, and to defend their village from all sorts of predation! He sought Becklin, who sponsored his entry into the Order, and was taken as squire to an older Knight of the Crown, Ser Brightblade. The Brightblades had a long pedigree of supplying knights to the Order, and though gruff, he treated Artanis fairly. The boy trained hard, harder than many of the noble children who had been born to comfort and privilege. His muscles had been built over the forge, and his speed and balance trained by unruly stallions. More than that, his heart still burned with the same pure desire that had been ignited so many years ago, that drove him to get up each time he fell, no matter how hard. Over time, Ser Brightblade took a strong liking to the young peasant, refreshed by his honesty and unclouded belief in the Oath. Being of a slightly removed branch of the family, and with no children of his own, he sought to offer Artanis to take the Brightblade name, Artanis bearing none of his own. Permission was granted, on the basis that no claim was extended with this hour of course, and so was knighted Artanis Brightblade, overwhelmed with emotion. With the honour, his mentor granted Artanis a steel longsword (knowing the lad would never be able to purchase such himself) and set him on his path to demonstrate his worthiness through deed before he returned proven. It was on this journey that he heard of Ipsin's passing, and so made his way to the small town of Vogler... Truths, Rumors, and Lies: Include at least two of the following in your application: Loyalties. Order of the Knights of Solamnia - following his coming of age, and with Ispin Greenshields letter of recommendation, he sought out Becklin for sponsorship into the order. She was happy to trust her long time comrades judgement of character, and with her blessing he was inducted as squire to Ser Brightblade. He now ventures to prove himself worthy of the Orders of the Crown, Sword and Rose. Deity. Kiri-Jolith - both as one of the triad of deities that the Knights of Solamnia honour, and the embodiment of everything Artanis dreams to be, the honourable knight in shining armour riding out a hero to defend the weak. Also honours Habbakuk and Palatine, as patrons of the knightly order. Is Might Right? No - the strong have a duty to defend the weak, and dispense justice wisely. Strength of arms or noble birth is not a god-given mandate to decide what is right, but is the power to ensure righteousness upheld. Music. Lament for the Rohirrim "". He Who Would Valiant Be "". I won't Back Down - Johnny Cash "" Holding Out for a Hero "" Images. Connections. Should be apparent from background & loyalty information above , but will make more explicit on request
  2. It's late, so I'll fill this in later 1. What is your experience with the D&D5e Rules? I'd like to think I know them well. I picked them up when I wanted to show the "game of my youth" to my kids. I'm mostly a "forever DM", in that I don't get to play, except here on Myth-Weavers, and we all know most PbP games don't make it far. 2. What is your experience with PbP? I started in the mid 2000s on Wizards of the Coasts boards, playing Star Wars d20 Revised. I had moved away from my hometown (and thus my friends/players) for work, so PbP was pretty much the only way I could play. At some point in 2008, I found Myth-Weavers and I've been here ever since. 3. What is your Role-playing Experience (overall, PbP and otherwise) ? And, what makes a game "good"? Similar to you, I started in the early 80s with the Red Box. Tried a few other systems (such as Marvel's FASERIP, Top Secret/SI, Gamma World) and eventually settled on Star Frontiers (I still have the Alpha Dawn, Knight Hawks boxes and the Zebulon's Guide), Star Wars d20 Revised (later upgrading to SAGA) and AD&D - I don't remember if it was 1E or 2E. I moved away before the 3rd edition, and thus I skipped 3, 3.5, and 4th, renewing with D&D 5E when the kids were old enough. Ironically, the pandemic has helped me play "live" again - my friends and I started to meet weekly through Zoom (moved to Discord later), and we play using Maptool as a virtual tabletop. These days we mostly play Solasta, as I'm still working on the next adventure (that "forever DM" thing I mentioned earlier). What I see as a "good game" is a mix of combat, roleplaying, and strategy. Roleplaying is fun, but it has to lead somewhere and be relevant. A cleptomaniac rogue stealing from every NPC might be "good roleplaying", but does nothing to move the story forward, unless it is played "off-camera", such as the character having random new useless trinkets every once in a while (and this one time where he actually picked up something useful). But having the player spend time describing his theft every single time is annoying, and especially slow in PbP. On the other hand, a claustrophobic character might cause a change in plans if the group has to go through a small tunnel, but only if there is another way. If there isn't, then it's just useless chatter of the character not wanting to go, then everyone else convincing him to go (which might still happen if there is another way), but such situation can be resumed in a single DM post. And, of course, past connections and prejudice from everyone does put a spin on some social encounters. Some action (eg combat) is needed as well. Let's face it, the entire system is based on combat, and nearly all our character's abilities as made for combat. Without roleplaying, we're just playing a bunch of stats, which is why some roleplaying during combat is great too. But there has to be some action somewhere! Lastly, strategy. This one is a bit hard in PbP, because it requires a lot of real-time. I have great memories of some TT games where we spent two hours coming up with a strategy on how to make our attack. It was a lot of fun, but it would take a very long time in PbP. What does work well in PbP, however, assumes we are working with a map (such as Roll20) - positioning, crowd control, placement of AoE spells, etc. 4. Please link me a couple examples of your Roleplaying here at the Weave (preferred). If no examples, be sure to post an "RP" in the open RP thread here in this game and link that for me. I'd like to see a sample of your game-style writing. There's a Paladin in the game . There's another Paladin in a where the PC wake up as undeads. There's a Force User in the Star Wars SAGA game. There's where I played Darth Vader. (Star Wars SAGA, obviously) And, last but not least, from the only running game I'm in - a fighter in a D&D 5E game. 5. Tell me about a couple of your favorite characters you've actually played (in PBP or even in TT) and why you enjoyed those characters so much. In TT, back when I was young, we found the Half-Ogre playable race for 2nd Edition. I ended up with the classic dumb brute: STR 21 (back when 18/00 was a thing - and the absolute maximum for a character), CON 19 (I think regeneration started with such a high score), and INT... 3 ! It was a lot of fun because, yeah, in combat, he dealt quite a bit of damage, but his low INT made roleplaying different! And, of course, the character's name was appropriate: "Damage"! There was my first ever character, from the pre-Advanced Dungeons & Dragons (eg "the Red Box"), a wizard, which I played all the way through to level 36. Sadly, we never moved into the Immortal black box. In PbP, it's a bit harder because so many games don't make it far, but I'll mention the last character I linked to in the question above - Falken Windriver. When I made the character, I specifically did not want a high-Charisma character, as I didn't want to be the face. But somehow, that character became the "de-facto leader" of the group (still not the face, though). He has a somewhat bleak view of things (well, Ravenloft...), but can't give up because people are counting on him. A character of contrast, apparently, but not one I planned - it just sort of grew that way in the game. 6. Name (do not use the "mention" function) one or more players 'applying' for this game ("Nidavellir Imperative") whom you would like to be accepted into this game 7. Tell me about yourself; something different than the above questions. I want to get a chance to 'know' you a little. What comic books and novels do you like best? What RPG systems and Video games? If those things are not major factors in your life, leave them out. I just want to learn a bit about the person typing on the keyboard on the other side of the screen however far away you are from this old curmudgeon tapping away in Central California, USA. I work in IT and live in Québec - so yeah, French is my main language. While all students have English classes, it's really D&D that made me learn English: the boxes (the "Red Box Set") translation was always 2 years behind back then, and we wanted to play, so we ended up purchasing the original English boxes and played with our English-French dictionaries. I'm a bit of a rules lawyer, but I don't think in a bad way: I will point to the rules if I think something is wrong in the way it's being played, but I don't argue and let the DM make his/her ruling. In some cases, someone tried to do something which looked cool, but broke the rules, and I found a way to do the same effect within the rules, so it's not always negative! 😁 I have a fulltime job + kids, so I don't get enough "me-time" (or sleeptime), which kinda work with PbP. I like both Star Wars and Star Trek! 😆 I'll admit I'm not a great writer (as you can see from the RP samples posted above), but I am getting better. 8. Describe your desired character for me. An Aesir Paladin looking for vengeance for the murder of his parents.
  3. Name: Reginald Tyle (Riptile) Powerset: Riptile is a mutant. Born with reptilian features and characteristics that became more pronounced as he aged. He can climb walls like a gecko, his body is flexible like a snake, he can change his colour like a chameleon, has venomous fangs, claws, a tail, infravision, increased agility and dexterity, and can leap great distances. Description: Riptile is lean, and although quite short has an, ungainly, lanky build with arms and legs that look slightly too long. He has large, yellow reptilian eyes, and his body is entirely covered in scales with a dark green and brown patterning that lightens to a paler green on his lower jaw and throat, chest, and palms. He most often tries to escape notice and usually wears a dark burgundy hoodie with a low drooping hood to cover his face, a long trench coat, simple grey jogging bottoms (that his mother has adjusted to make way for his tail), and old Nike's. He usually only comes out in the evenings or night times and has terrible, slouched posture. Personality: Reg is quiet, studious, and withdrawn. But also genuinely nice, caring, and eager to help. He's aware that his powers mean he can help people, but also very aware that being a reptilian man in Cynamos means most people aren't going to trust you straight away. Backstory: Reg had always had trouble. Born with clear signs of mutation, his snake-like eyes and scales made him an easy target for bullies. Nobody seemed to know who his father was, and his mother would never talk about it, which meant rumours ran rife. His slight frame and always-short-for-his-age growth didn't help much either, as it meant he had little way of defending himself when some of those bullies decided it was time to get physical. His main solace was his mother, Mary-Anne. She told him that his appearance was a gift, something that made him special. Reg can still remember how when he was young, his mother would encourage him to go and play with the other kids, and tell him how one day maybe he'd even get super powers and be able to help people and then everyone would love him as much as she did (well, almost as much). He also remembers how over the years, when the bullying never let up, and his appearance grew more reptilian, she began to encourage him to study instead, to not listen to the mean kids and to focus on his own work and not worry about being popular. But she never stopped encouraging him to be nice, to be a good person. Until the Darkest Day. Reg was only 14 when it happened. The earth tore open and reptilian invaders crawled up from the ground. The horrors of that day were terrible enough for a normal citizen, but for Reginald they were a downward spiral in an already troubled life. On the Darkest Day he was at school and as news broke of what was happening suspicious eyes turned to him almost immediately. While the children were moved from their class rooms to gather in supposedly safer parts of the building, some kids managed to pull Reginald aside into an empty room and beat him badly, accusing him of working with the invaders. Eventually they left to catch up with the rest of the kids and Reginald decided to escape and go home. More than once on his journey someone screamed and pointed at him. He was chased multiple times and only managed to escape due to his burgeoning abilities. But the sight of a young lizard boy scaling a building to escape didn't exactly make people less suspicious. He eventually made it home, but his mother wasn't in their apartment and he didn't have a key. He curled up into a ball on the doorstep and wept in fear, pain, and exhaustion. Eventually his mother came home and found him there. Beaten, crying, tired. She snatched him up and held him close, taking him inside to hide out the rest of the day, weeping all the while. Mary-Anne changed that day.. She became afraid, reclusive. She plead with Reginald to stay home, and at first he did, but eventually he realised that he couldn't hide forever. Going back to school was tough. Everyone treated him with suspicion, the bullying got worse, and most of the teachers did little to stop it. But Reg was a good boy. So he kept going, worked hard, he would do other kid's homework for extra money, as his mother who had always worked as a cleaner began to work less and less so that she could "be home to take care of him.". Over the years she withdrew more and more, until now she never leaves the house. Luckily, Reg did well in school, and then took online courses so that he could stay home and look after his mother. Now he works from home, providing online technical assistance. Mostly telling people to turn their devices off and on again. It's not the most glamours work, but it pays the bills and he gets to help people. People who don't get to see him, so they don't recoil in shock. At night, he sneaks out. He can scale walls with ease now. He can leap from one building to the next. He's even learned how to blend in with his surroundings for when he really needs not to get spotted. And he thinks maybe, just maybe, he could be a hero. And maybe he could show his mother the world is safer, and she can go back to being herself. Complications: Secret Identity - Reginald lives a secretive life. Working from home, ordering groceries online, only ever going out at night. Family - Mary-Anne Tyle is a recluse, locked in a prison of terror that stops her from ever leaving the house for fear that if she does, something may happen to her son. In reality, Reg looks after her now. His job providing the income that pays their bills. Day job - Reginald works as an online IT consultant, taking phone calls and guiding users through their technical issues, or helping them to complete item returns and order replacements. Any superheroics may have to wait while he finishes his shift, or until he can get his PTO approved. Character Sheet:
  4. Kit Falco Half-Elf Rogue (Thief) Sheet--> Background: If Kit were to have an episode of honesty, he would admit that his first steps into a life of skullduggery and derring do were just an attempt to impress a guy he liked. He grew up the son of a very respectable cleric. He never would have imagined how good he would end up being at sneaking and stealing until he fell madly in love with a jaded noble with a questionable grasp on the idea of things belonging to other people. Kit took a few pointers from him, and soon far exceeded his teacher in the craft. When they got themselves in too deep with their pilfering shenanigans, the bratty noble was just fine throwing Kit to the constables to save himself. His respectable and upright family were disgusted with his new hobby and left him to his fate. He was saved from a foregone verdict at trial when Slade the Red plucked him from his cell with the payment of some bribes. Broken-hearted and thrown out into the world by his family, serving Slade was his only option. Slade was keen to invest in an up and coming thief that would now be heavily in his debt. Kit's skills continued to grow, and he has established himself as a respectable member of the Thieving Community. He's reached the point where he can start picking and choosing what missions he feels like going after, but he is still well and truly under Slade's thumb. Description: Kit is tall and thin, with his human father's strong jaw and elven mother's pale complexion and fine, blonde hair. He has dramatic eyebrows and a perpetual smirk that make him seem he's concocting a clever scheme. He has a habit of glancing both ways and leaning in to speak like he's divulging sensitive information. He usually dresses in a way to show off his trim figure and always has his trusty sword on his waist. Personality: Kit just wants to have fun with his life--why waste away doing boring activities just to make it day to day? Why do people spend so much time worrying about things they can't control anyway? He is rather vain and always confident in his abilities. His positivity extends to other people, though he often thinks people need to lighten up. He does know how to be serious when it's necessary, though even then he does give the impression that it's all a game that he's mastered. This boldness gives his work in the field some spontaneity that has gotten crews out of tight spots time and again, though time and again it has also made jobs more complicated than they needed to be. Perhaps its own a matter of time before he thoughtlessly gets himself into a situation he can't get himself out of again.
  5. Aizella "Zela" Varochean (vuh-ROCK-ee-ehn) "I wasn't meant to exist, but I'll do everything in my power with the gifts I've been given." Theme: Elf • Shadow Elf • Cultist • Slayer • Bruiser Adept 1 Medium • Neutral Good Backstory The day Zela was born was quite peculiar - unlike any way a person is usually born. One day, she opened her eyes and she just… was. She awoke in a bed, in a body that was already fully grown, and with thoughts and memories that both were hers, and were not hers. She knew she was Aizella; that was for certain. "Aizella Varochean": a name from a line of noble elves. She knew her body like it was muscle memory: the pain of every scar and every muscle, etched into her by her master to shape her into a weapon. She had a master? She supposed she did. She went off in search of this master for answers, and for a long time, her journey was fraught with only more questions. Why was everyone so gloomy all the time? Why were all the colors so dim and drab, on the outside as well as on the inside of people's hearts? Who was this "Gullog", and why was his the shadiest heart of all? They called her their "champion". Said she had trained for this her whole life. But the ritual had been interrupted. Her body had been preserved by dark sorcery at the peak of her mortal potential, yes, but who knows what the side effects were of Gullog's attempt to salvage such an important spell? Eventually, Zela figured it out: Aizella had died her true death. Someone else inhabited her body now, and that someone was her. With time and perspective, Zela was finally in a position to make a choice. She ran away - from Gullog, from her mentor, from the gothic souls and the overcast skies - and made her way to the Freelands. She would become an adventurer. Contact the Winter Elves. If anyone could help her put an end to Gullog's plan and save Bás from herself, it would be them. Abilities & Proficiency Bonus Strength 16 (+3) • Dexterity 10 (+0) • Constitution 12 (+1) • Intelligence 10 (+0) • Wisdom 14 (+2) • Charisma 12 (+1) Point Buy & Boosts Str 15 • 9pts • +1 from Background Dex 10 • 2pts Con 12 • 4pts Int 9 • 1pts • +1 from Background Wis 14 • 7pts Cha 12 • 4pts Proficiency Bonus +2 Adventuring & Combat HP 9 / 9 • HD 1 / 1 (d8) AC 15 (12 + Str Mod) Initiative +2 • Dex 0 • Extra 2 Saves Str (+5), Dex (+2) Perception +4 • Proficiency 2 • Wis 2 • Item 0 • Senses Darkvision 120' Speed 30' Class DC 13 • Proficiency 2 • Base 8 • Str 3 • Item 0 Weapons & Attacks Partizan(Modified spear) +5 • Proficiency 2 • Str 3 • Item 0 • Damage 1d6 + 3 Slashing / 1d8 + 3 Slashing (Versatile) • Defensive Piercing (Heavy), Simple, Thrown (20/60) Spear +5 • Proficiency 2 • Str 3 • Item 0 • Damage 1d6 + 3 Piercing / 1d8 + 3 Piercing (Versatile) • Defensive Piercing (Heavy), Simple, Thrown (20/60) Skills Acrobatics +2 • Proficiency 2 • Dex 0 • Item 0 Animal Handling +2 • Proficiency 0 • Wis 2 • Item 0 Arcana +0 • Proficiency 0 • Int 0 • Item 0 Athletics +3 • Proficiency 0 • Str 3 • Item 0 Culture +0 • Proficiency 0 • Int 0 • Item 0 Deception +3 • Proficiency 2 • Cha 1 • Item 0 Engineering +0 • Proficiency 0 • Int 0 • Item 0 History +0 • Proficiency 0 • Int 0 • Item 0 Insight +4 • Proficiency 2 • Wis 2 • Item 0 Intimidation +1 • Proficiency 0 • Cha 1 • Item 0 Investigation +0 • Proficiency 0 • Int 0 • Item 0 Medicine +2 • Proficiency 0 • Wis 2 • Item 0 Nature +2 • Proficiency 0 • Wis 2 • Item 0 Perception +4 • Proficiency 2 • Wis 2 • Item 0 Performance +1 • Proficiency 0 • Cha 1 • Item 0 Persuasion +1 • Proficiency 0 • Cha 1 • Item 0 Religion +4 • Proficiency 2 • Wis 2 • Item 0 Sleight of Hand +0 • Proficiency 0 • Dex 0 • Item 0 Stealth +0 • Proficiency 0 • Dex 0 • Item 0 Survival +2 • Proficiency 0 • Wis 2 • Item 0 Proficiencies Weapons Simple Weapons, Hand Crossbows, Punching Daggers, Rapiers, Shortswords, Throwing Daggers Armor Light Armor Tools Lute Skills Acrobatics, Deception, Insight, Perception, Religion Expertise Insight • Detecting Lies • d4 Insight • Sensing Motives • d4 Languages: Common, Elvish, Undercommon, Kemet Class Features Brutal Defense You are proficient with light armor. While wearing light armor, replace Dexterity for Strength in AC calculation. If you know the Adept Speed practiced technique or any other that has it as a requirement, you can use them while wearing light armor. Martial Arts Gain the following benefits while unarmed or wielding only adept weapons (quarterstaves, punching daggers, shortswords, and any simple melee weapons that aren't heavy or two-handed) and you aren't wielding a shield: You may use Dexterity instead of Strength for the attack and damage of unarmed strikes and adept weapons. You may use your Martial Arts Die instead of the normal damage die of unarmed attacks and adept weapons (d4). When you Attack with an unarmed strike or an adept weapon, you can make one unarmed strike as a bonus action. Other Features Heritage Darkvision • 60' range. Dim light becomes bright light, darkness becomes dim. Can't see color in darkness. Fey Ancestry • Expertise on saves v.s. Charmed, and magic can't put you to sleep Trance • Spend 4 hours in trance instead of 6 hours of sleep, during which you have no penalty to perception Keen Senses • Proficiency with Perception Prophetic Instincts • Your ability to detect danger is nearly unparalleled. +(Wis Mod) to Initiative rolls, and you can't be surprised while conscious (even in Trance). Culture Umbral Acclimation • Your darkvision is 120'. Shadow Elf Weapon Training • Proficiency with rapiers and hand crossbows. Shadow Lore • You know the (Minor Illusion) cantrip. At 3rd level, you can cast Faerie Fire once per long rest. At 5th level, you can cast Darkness once per long rest. You don't need material components for these spells, and their spellcasting ability is (Wisdom). Languages • You know Common, Elvish, and Undercommon. Background Skill Proficiencies • Proficient with Religion and (Deception). Languages • Proficient with Kemet. Forbidden Lore • When you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek - finding the book or paying the being's price is another matter. Destiny War of Attrition • You gain Inspiration whenever you strike a blow against an especially powerful creature related to your destiny (but not necessarily your specific destined foe). Force the enemy's retreat, obtain an item important to their defeat, gain a significant insight into their location or intentions, defeat one of their trusted lieutenants. Slayer's Gift • Fighting the creatures of darkness hones both your mental and physical prowess. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your Inspiration to add a +5 bonus to that roll. Feats - Spells & Powers Spell Attack +0 • Proficiency 0 • Abi 0 Spell DC 0 • Proficiency 0 • Base 8 • Abi 0 Spell Slots: 1st Lvl • 0 / 0 Prepared Spells Cantrips Minor Illusion 1st Lvl - Inventory Money: 0 CP • 4 SP • 0 GP • 0 PP Weight 62 lbs • Enc 225 lbs (Str x 15) • Push/Drag/Lift 450 lbs (Str x 30) • Bulk 0 / 4 (1 + Str Mod) • Supplies 5 / 15 (Str) Equipped Padded Leather Armor • 8 lbs Partizan(Modified spear) • 3 lbs Backpack • 5 lbs Carried Spear • Sheathed • 3 lbs Tent • Strapped to Backpack • 10 lbs Rope (50') • Strapped to Backpack • 10 lbs Grappling Hook • Attached to Rope • 4 lbs Crowbar • Strapped to Backpack • 5 lbs Pouch (Sand) • Belt • 2 lbs (1 lbs pouch + 1 lbs of sand) Waterskin • Belt • 5 lbs Stowed Mess Kit • 1 lbs Tinderbox • 1 lbs Torches (x2) • 2 lbs (1/unit) Clothes, Common • 3 lbs Connections Your former mentor who now hunts you for your desertion of the cult. Mementos A talisman which is said to open a gateway to the realm of a forgotten god. Motivation Guardian: You embrace your destiny to protect as many people as possible.
  6. Thorkell the hammer-fisted Race: Human Class: Fighter Alignment: Chaotic Good Deity: Not sure yet Attributtes STR: 17 (-2) INT: 9 (0) WIS: 8 (-1) DEX: 11 (0) CON:16 (+2) CHA: 14 (+1) Vitals THAC0: 19 Armor Class: 3 (Chain & Shield) Hit Points: 8 Wounds: 0 HD: 1d8 XP: 0 Equipment Gold: ?gp Chain mail Shield (10gp) Long sword (10 gp) Dagger Backpack (5gp) 50' rope Waterskin (1gp) Lantern Tinder Flask of oil x 2 Standard rations x 1 Torches x 2 Small sacks x 2 Large sack x 1 Long sword Damage: 1d8+2 Saving Throws Death 12 Wands 13 Paralysis 14 Breath 15 Spells 16 Special Abilities & Misc. Languages: Common, Chaotic Good Spell List None Thorkell is a fool; an amicable and good-hearted one, but a fool nonetheless. His pa filled his head with tales of great deeds and hard-fought battles and mighty warriors of old. His impressionable mind gobbled it all up, and now he believes himself their equal, even though he is but a green warrior. He adventures for fame and for gold and is fond of boasting and carousing and making jests (on occasion at the expense of others). With any luck, whatever monsters lurk in the ruins of Stormshelm will knock some sense into his head before burying an axe in it.
  7. Name: Sophie/Siofra McLaughlin Gender: Female (she/her pronouns) Age: 20 Nationality: Irish Playbook: the Monstrous Appearance Sophie is a young woman with auburn hair and green eyes that have just a bit of sparkle to them when she smiles. She tends to dress practically, preferring to blend in more than stand out. But there is something about her that makes her hard to forget. It can only be described as presence, one of the few outward indicators of her fey origins. Sophie carries herself with a subtle confidence, exuding calm even under stressful circumstances. Personality Despite her origins or perhaps because of them, Sophie is much more serious a person than the mischievous (and often sinister) feyfolk who brought her into being. She is responsible and conscientious, always looking out for others, especially those who are victims of abuse. She is a caregiver and protector, with a soft spot for children. Then Once upon a time, a babe was born with a gleam in her eye and a smile on her cheeks. So full of life and promise was this girl that the fey chose her to host the soul of one of their kind. The two souls lived in the body together, like sisters. Sophie and Siofra, human and fey. What better playmate for a child than one you can play with in your dreams every night? By day, Sophie endured the grayness of the waking world, and by night she frolicked with Siofra in their shared Dream. So joyous was the Dream that Sophie would want to stay in it, but Siofra reminded her she had a life beyond, with family and friends and classmates. Sophie’s stories of the waking world were the only way Siofra got to experience it. She wanted her soul sister out there living, so that she could live and learn vicariously through her. But from time to time, Sophie refused, and so Siofra would take the driver’s seat, getting the rare chance to experience the human world the way the fey intended. In full control. As Sophie’s childhood wore on, she sought refuge in the Dream more and more often. In the Dream there was no pain. In the Dream, there was no abuse. There was only happiness and freedom. Siofra knew the things Sophie feared. She had experienced them herself in those times when she took control. She tried to support Sophie and make her strong, but Sophie only continued to recoil inward. Siofra decided to do something about it. Using strength born of her fey nature, she fought back against Sophie’s abuser. She made sure that Sophie would have nothing to fear in the waking world ever again. But Sophie was still too scared. She had retreated too far. She never wanted to leave the Dream. Siofra knew that Sophie could not survive in the Dream forever. She could feel her human soul beginning to wilt, like a flower denied the sun. Siofra tried time and time again to coax Sophie back to reality. She promised she would protect her. She promised she would be safe. But Sophie would not listen. Time eroded her connection to the real world, to the point where she became just a figment of the Dream. Sophie was gone, and so it was left to Siofra to live the life that had been lost. Of course, this was exactly what the fey had wished. This was the way of such things. The Dream always wins. But what the fey did not count on was Siofra’s bond with the child. They did not count on Siofra fighting back to protect her. They did not expect to create the agent of their own undoing... Now Today, Siofra is Sophie, and Sophie is Siofra. She is currently a second-year undergraduate studying Psychology at St. Catherine’s College. When not in class, she can frequently be found working at a daycare off campus. She also serves as a research assistant for the Developmental Psychology lab, where she helps with autistic and traumatized children. She has a way with kids that transcends age or experience. She knows their fears and traumas intimately, and she won’t let another one slip away. It is in this lab that Sophie met Edward Aldridge, a graduate student pursuing his PhD in Cognitive Neuroscience. From the moment she first met Edward, Sophie knew there was something wrong about him. He has the smell of the same abusers she’s been quietly fighting for the past decade. And given that his research involves children, she’s made a point to keep close tabs on his activities in and outside the lab. Because some monsters are human. But some monsters most definitely are not, and Sophie is also well aware of their presence in this world. She has only recently learned of the Oxford University Monster Hunting Society. She crossed paths with some of its members while stalking something particularly nasty one night. They defeated it together, and since then Sophie has been a prospective initiate of the Society. However, she has remained very guarded about her true nature, for fear the others may view her as just another monster in need of a stake through the heart. Crunch Breed: Fey Curse: Iron Vulnerability – As in myth and legend, Sophie cannot stand the touch of iron or related alloys. It burns her flesh like acid, and it’s EVERYWHERE. Natural Attacks: Fey Touch – Base magical force (1-harm magical close) plus ignore armor. Moves: Unnatural AppealRoll +Weird instead of +Charm when you manipulate someone. and Dark NegotiatorYou can use the manipulate someone move on monsters as well as people, if they can reason and talk. – Sophie's fey nature imbues her with supernatural charm. Gear: None – She fights unarmed. Ratings: Charm -2, Cool +2, Sharp 0, Tough 0, Weird +3 Alternative Weird - Empathy
  8. Wotcha The Eyes and Ears of the Low Table “You've got to pick a pocket or two...” General Info Name: Race: KenkuAbility Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. Creature Type. You are a Humanoid. Size. Your size is Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. Class : Rogue 1/ Bard 5 Background: EntertainerSource: Player's Handbook Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: Disguise kit, one type of musical instrument Languages: None Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15gp By Popular Demand You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Alignment: Neutral Age: 16 | Gender: Male Height: 4' 1"| Weight: 48 lbs Languages: Common, +1 Appearance and Personality With a broad, rakish grin and a twinkle in his eyes, Wotcha seems the happy-go-lucky type. Colourfully dressed, with his bandore slung across his chest, he always has a friendly word, a song and a joke for the people he meets and his performances in the taverns around town usually draw a lively crowd. He seems such a nice chap...why, he even helps clean up the breakages when the crowd get a little too enthusiastic! However, those who observe him carefully will notice that he's constantly vigilant, watching and listening to all around. For this young kenku is the eyes and ears of the Low Table, always collecting news and gossip and possible marks for the guild that he loves. He's a Jack of All Trades whose loyalty for his guildmates is without question...after all, life with Dagon and the crew is all he has ever known Personality Traits Traits: Whenever I come to a new place, I collect local rumors and spread gossip. Nobody stays angry at me or around me for long, since I can defuse any amount of tension. Ideals: Material goods come and go, but bonds of friendship last forever. I steal from the wealthy so that I can help those in need - we have to take care of each other, because no one else is going to do it! Bonds: I owe a debt I can never repay to Dargon One-Eye, who raised me from an egg - I would do anything for the other members of the Low Table! Flaws: I once satirized Lord Gamar and almost lost my head! It was a mistake that I will likely repeat. Backstory "We are family..." Wotcha was born and raised to the Low Table. It's the only life he has known and, well...damn, but it's a fine life! It was Dargon One-Eye who procured "the egg". He never revealed how or where he came by it, but there was a glisten and a glow to it, and the charismatic father figure clearly saw potential in the tiny chick that hatched from it. It was obvious that there was something of the Feywild in the nature of the growing bird and Dargon thought that was no bad thing. Growing up, Wotcha was constantly learning, in the way that only Kenku can. He observed and he mimicked and before long it was obvious to all that he would make a useful addition to the guild. So Dargon put him to work! He made sure that the little fledgling had every possible opportunity to develop his skills. He was sent to Slade to learn thieving skills, and he ran the rooftops as though his species had never forgotten how to fly. He worked with Hammer, and learned to "persuade" his marks to hand over their protection money. But it was when Glandar and Silk took him under their wings that the youngster truly flourished. He seemed to have an ear for music, a ready charm and a way of making everyone like him. Everyone that is, except Lord Gamar! As Wotcha learned his trade he somehow always seemed to rub the noble up the wrong way. The final straw came when the young kenku wrote a particularly funny little ditty called "The Lord and the Serving Wench". It was all Dargon could do to stop Gamar from throttling the feathered fool there and then! Over time the Lord's ire cooled, helped somewhat by Wotchas talent for picking up gossip, identifying marks and spotting danger. He earned a reputation as the best eyes and ears in the guild...what a tragedy then that he never saw their end coming! Magic Items Instrument of the Bards Fochlucan Bandore An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Entangle, Faerie Fire, Shillelagh, Speak with Animals Horn of Silent Alarm This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Trinket - broken Wand of WonderCan only cast Mending Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
  9. Egg Magi, Hedonist, Healer of the Downtrodden "Let us drink deeply of this beautiful world... its wonders, its splendors, its fascinating people." Mechanics: Character Sheet: Spells: Domain Spells 1st: Detect Magic*, Magic Missle 2nd: Magic Weapon, Nystul's Magi Aura 3rd: Dispel Magic, Magic Circle *Due to Feat, can cast Detect Magic unlimited times Non-Combat Spell List 1st: Bless, Ceremony, Cure Wounds, Detect Poison and Disease 2nd: Augury, Calm Emotions, Lesser Restoration 3rd: Remove Curse, Sending, Tongues Combat Spell List 1st: Bless, Command, Healing Word, Inflict Wounds 2nd: Enhance Ability, Hold Person, Spiritual Weapons 3rd: Bestow Curse, Mass Healing Word, Spirit Guardians Starting Equipment: Starting Items Emblem of the Magi (Background) Text of the Magic (Background) Amulet of the Devout +1 (Uncommon Magic Item) Armor of Gleaming (Breastplate) (Common Magic Item) 2 Healing Potions Purchases (190 Starting Gold) Shield (10 gold) Priest's Pack (19 gold) Backpack Blanket 10 Candles Tinderbox Alms Box 2 Blocks of Incense Censer Vestments 2 Days Rations Waterskin Fine Clothes (15 gold) 2 Fine Bottles of Wine (20 gold) 2 Antitoxin Vials (100 gold) 26 gold remaining Physical Description Egg is a sun-kissed man of Elvish heritage, pale blue, pupil-less eyes giving himself away as a Magi. He walks with an air of grace, pride, and most of all bemusement as he strikes any who look upon him as someone who is enjoying himself, taking in the moment. He dresses impeccably well, not to the point of being a noble or merchant lord of any kind, but with Mending, Prestigitation, and splurging his money on good clothes he does come across as someone with money. His voice betrays education, his white teeth good hygiene, and the lightness of his movement a carefree lifestyle. He is the kind of person comfortable making direct eye contact for more than a few seconds. He leans in to hear people speak, or leans to the side if he's eavesdropping on others' conversations. In the few cases he's genuinely unhappy, his expression turns to neutral, and is quick to smile once whatever inconvenience is troubling him has passed. Perhaps most striking is his physicality changes very little whether the people he's around are rich or poor, kind or wicked, friend or stranger. It is perhaps only when he's charming someone or being charmed (which happens often enough) may he lean a bit closer, speak a bit more sweetly, but otherwise all can expect similar treatment from the Elf named 'Egg'. Personality Egg is an eccentric man who loves the finer things in life. Sweet wine, delicious food, and attractive company, he is a shameless hedonist who spends his money losing at gambling (which to him is the point of it), trying exotic dishes (whether they taste good or not), and spending gifts on his many trysts. For him, life is about the experiences, and why not make the most of it? One might wonder though why for a man of such tastes would he move about the underbelly, healing toughs, curing men and ladies of the night, swapping stories with thieves? for Egg, it's simple, he finds those who've been betrayed by their community are far more intriguing and entertaining, those well off far more common and bland by comparison. Still, he is a Magi through and through, his calling, his passion, his muse is magic. From healing to destruction, from prophecy to cheating, his is utterly fascinated by magic and is quick to share his beliefs with anyone and everyone. He wears his station on his sleeve, literally, for with Egg he may keep others' secrets, but he is not much good with his own. People know who they're dealing with. Those who want true love know to rebuff his interest, those looking for a whirlwind of a night, perhaps even a couple weeks can find him accommodating. Those who want to earn some extra coin know he's a good person to have at the table as he's a very good sport when losing, and is smart enough to only get into as much debt as he can pay back. For those in need of his magical services, they know the price is to listen to his sermons as he aids them, plus whatever is then owed to the Low Council. Background The Magi are arcane priests who worship magic, who go around and ensure that magic is used to help people, and to deal with magic that is too dangerous or corrupting for their users to handle. They often also deal with otherworldly threats with their special blending of the arcane and divine. One of the members is Egg, who joined the group more out of boredom, feeling it'd be interesting. Though he lacked the discipline and passion for it, he made up for it in skill and the willingness to put in the effort to do earn his way into their ranks. Still, once he was done, he quickly moved to Tremont, celebrating by gambling, drinking, and sleeping with questionable company until his money ran out. When the debt collectors came for him from The Low Council, he was quite friendly and amicable, willing and interested in using his magic and talents for their intriguing organization. Not many holy men and women are interested in helping such groups, let alone one who doesn't follow some untrustworthy trickery deity. For Egg, giving himself the name for his real Elvish name was far too complicated and in his opinion boring, found the idea of helping the downtrodden, the lowly, those whom society shunned a taste of what magic can be, even for them, a most worthy cause. This, and he happened to like his vices, of which the Low Council had in spades. It was a perfect arrangement for him, at least until his whims took him elsewhere, which for an Elf's long lifespan could be many years. As he's proven more and more useful, more and more trustworthy, he's been brought more and more into the fold, a proper member in his own right with all the privileges and responsibilities therein.
  10. Name: Powerset: Musical Support (Buffs/Debuffs) / Psychic (closest archetype) Description In the field, Muse tries not to be seen and spends most of his time cloaked from view. However, he can still be detected due to the music he plays, his baritone voice that reverberates like a church bell, or the disembodied chorus that accompanies him. When he does appear, he always makes a show of the reveal, being as flashy and dramatic as possible. He certainly doesn’t hide his face due to a homely appearance; he’s quite easy on the eyes. His brow, nose, and chin are all on the tall side, giving his overall head an oval shape. His jaw is strong yet rounded, far from the chiseled look. In profile, his face is ever-so-slightly flat, nowhere near pug-like but shallower than average. His hair is a cascade of caramel, shoulder-length curls, sometimes gathered at the top of the neck with a simple red hairband. His eyes are mid-way between olive and chestnut, though some would call it a darker hazel. His skin is tan enough that he’s been mistaken for Latino or Middle Eastern, though as a proud Greek this is likely to set him off. He’s decently tall and well-built, though his body is more wiry than stocky. He has a fondness for tunics and togas, though he doesn’t often wear them due to how out of place they are. He’s capable of blending in with just jeans and a t-shirt, often favoring a black T-shirt with the Greek flag on it. He’s comfortable when dressed down, but he’d much rather dress to the nines, decked out in bold, contrasting, asymmetric, and vertically dramatic clothes. He doesn’t have a super suit, preferring instead to changing his style daily. His posture is refined and confident but far from stodgy. He often leans or reclines on his surroundings and makes himself comfortable even when it’s not necessarily appropriate. His body language is almost always open and inviting, though he doesn’t make a lot of eye contact. He’s almost always found carrying–or playing–some sort of musical instrument. Personality Muse is confident, charismatic, and talented–and he most certainly knows it. He does himself few favors when rebuking the label of “narcissist”, but even then he remains charming. He knows how to work a crowd and to entertain, and he loves to make unforgettable moments. Yet as gregarious as he is, he avoids the spotlight like the plague. One of his most fervently-held beliefs is that it’s never about him, that he exists to tell the stories of others and to inspire them to be greater. This puts him at odds with those who are lazy and shallow, who don’t create things or take risks. He doesn’t intend to come off as condescending or judgemental; he just gravitates toward those with better stories to tell. People who appreciate him and seek his favor are a guilty pleasure of his, and sometimes he can get carried away when others pay attention to him. But ultimately, he tries to redirect that attention to those whom HE favors: artists, craftspeople, and heroes. He lives–quite literally–for the moments of inspiration, comprehension, and motivation that flash in others’ eyes, and he’ll do just about anything to support those who are willing to follow through on them. Sometimes these people need a little bit of a nudge, and Muse enjoys working behind the scenes to do just that. He can be quite thoughtful and considerate, often with an uncanny ability to anticipate others’ needs. He can also be two-faced and spiteful, and those who displease him can sometimes find themselves going mad or even pacified. He doesn’t have the best track record for respecting people’s free will, though he reminds himself not to meddle too much lest it interfere with the story. Backstory Thousands of years ago, Mnemosyne, the goddess of memory, bore several daughters to Zeus. They became the Muses, patrons of the arts and sciences, sources of all knowledge, and granters of inspiration. They were revered, as all the gods back then were. But times changed, and when a deity loses followers they start to fade away–never truly gone but usually forgotten and sapped of their powers. Some gods thrive on the stories told about them while others reinvent themselves, either adopting a conceptual existence or changing outright depending on their believers’ views. The muses were lucky: they were perpetually kept alive in the minds of artists, developing an abstract sort of “belief” in them even as the age of reason and skepticism ripped through most of the divine realm. That isn’t to say they avoided the upheaval entirely: as art and media changed, so too were the Muses forced to adapt. After all, nobody really creates much sacred poetry anymore. It was exceedingly rare for a new divine entity to be born. Usually this requires a critical mass of the faithful to start believing in something that hadn’t before–that is to say, when the deity’s existence becomes necessary and is willed into existence. It’s not entirely unheard of, but up until recently the Muses have been able to pick up whatever new domains of art and science just happen to spring up. Thus, it was a complete surprise when, around the time that the internet became accessible to more and more people, that a tenth Muse was born to help lighten the load of the impending explosion of arts and science that was yet to come. He found himself in a new land, far across the ocean, where his fellow Muses had opened a small family restaurant to act as their anchor to the mortal plane. They doted upon him and taught him all that they could, although they had considerable difficulty understanding the ever-changing world of technology. They taught him how to be one of them, to sneak around and dip into people’s psyches, to break through creative blocks and implant visions and ideas. But as skilled as he was, he was still nowhere near as powerful as his family. The Muses had always kept a keen eye on the rise of the modern superhero, telling their tales and filling the young Muse’s head with fantastic stories that had to be seen to be believed. He started showing up whenever disaster struck, whenever villains made their moves. He never interfered–his family had drilled into his head that he shouldn’t intervene in the story. But that just created a sense of child-like wonder, a desire to be closer to the action. Of course, his presence hadn’t gone entirely unnoticed. Individual heroes as well as superhero agencies have noticed his presence before, leading to questions of who he was and why he was there. As a child he could get away with pretending to be an innocent bystander, and he even let himself be “saved” twice. But as he grew older, it became harder to explain his presence or to convince people he was a neutral or benevolent entity. He’d always managed to avoid being captured and interrogated, but how long could keep that up? Certainly his escapades couldn’t last forever: in fact, at least two secret organizations have already picked him up on their surveillance networks and have started to put the pieces together. It’s only a matter of time before one of them decides to pick him up and figure out who he is once and for all. Complications MOTIVATION: THRILLS Muse is nothing if not a thrill-seeker. He loves to see superheroes shine, to bear witness to life-and-death situations and see them come out the other side victorious. He would love to be part of the action… but it’s never really been allowed. He’s supposed to be the spirit of inspiration, bringing out the best of others while staying in the background. Of course, that just makes him want to be part of the action even more. There’s also the matter of his questionable “immortality”. He’s not even sure IF he’s immortal. He knows he’s not particularly fast or strong or durable, and he himself knows little about combat and doesn’t have a lot of power at his disposal. On the battlefield he could be taken out quite easily, and he doesn’t know if he’ll die for good or not. But again, that just makes him want to be part of the action even more. In addition to death in the line of duty, there’s also the specter of time hanging over his head: given the pace of technology he knows he could be replaced in a heartbeat. If that happens, that’s little different to a lesser deity than death itself. So, he figures, he’s here for a good time, ostensibly not for a long time. Perhaps it’s that uncertainty, that novelty of death, that has kept his family from doing the same. RELATIONSHIP: FAMILY He took on the name Muse simply because it seemed like an apt descriptor. He didn’t give much thought to the potential confusion it could cause others. It’s fitting, though, that he doesn’t differentiate himself from the other Muses, though: his family is incredibly important to him. They live and work together, keeping alive the traditions of ancient Greece and Rome while simultaneously pushing the artists and scientists of the modern world forward into the future. Plus, having the restaurant means there will always be good food and he won’t have to worry about making a mortal living. Ever since he was a baby, he had nine… sisters? Mothers? He never really cared to make that distinction; he was always just one of them. Plus, a complicated family tree was par for the course for a Greek god. As far as he’s concerned, he has nine cool “moms” that teach him and play music with him from time to time. Even though he’s starting to strike out on his own, his family will always be close to his heart. ENEMY: CULTURE CENTRAL He’s quite the musician, mastering a wide variety of musical instruments, though his weapon of choice is the bass guitar. He’s played with several other musicians of the mythical world, though there are some whose path he hesitates to cross. In his younger years, he had a friendly rivalry with Siren and Nixie, sitting on the shore as they dueled with their songs. Over time he started to see less and less of them, and the last time he saw them they seemed… changed. They felt darker, and for creatures keen on luring people into bodies of water and drowning them that was a decently high bar. He couldn’t get much out of them save for an allusion to Culture Central. He hasn’t been able to learn anything about them or Culture Central since. The latter is an organization bent on destroying and corrupting modern culture in order to destroy it from within. Occasionally they’ll do something overt like steal a priceless violin or blow up a famous movie theater, but that’s not really Culture Central’s style. They prefer to work in the shadows, to make the citizens want to rip their culture apart themselves. In short, they don’t leave very much of a trail. Thanks to Siren and Nixie, they now know about Muse’s existence. Stopping a deity of creativity from inspiring generations of upcoming culture creators is pretty high on CC’s to-do list–and unfortunately for Muse, he likely won’t see them coming.
  11. Name: Cassandra "Cassie" Mercury (Golden Guardian) Age: 25 Identity: Secret Powerset: Cassie is a genius and in particular a gifted engineer. She wears a high tech suit of armour she developed which allows her to be a super hero despite not having any powers. The suit not only allows her to walk but also fly. Her suit is also equiped with a variety of weapons and useful gadgets. In other words she'd more or less your typical battlesuit character. Description: Cassandra is an attractive young woman with red hair and blue eyes. She is 5'4" tall with a slim build. She dresses in smart casual clothing more often than not and is typically seen in a wheelchair which she has needed since the invasion 10 years ago. Her armoured suit is a sleek and aerodynamic design with a black and gold paintjob. Personality: At her core, Cassandra is strong willed, intelligent but also stubborn. She may not have any super powers but she wishes to use what gifts she does have for the betterment of Cynamos and the world at large. She is highly intelligent which leds to a certain level of arrogance which she can only sometimes keep in check. Her first instinct whenever she is met with a challenge is to face it head on except when it comes to problems in her personal life. Those she prefers to avoid. There is a lighter side to her too and she often has a quip or cheesy one liner ready, especially when situations seem dire and she needs to keep up a confident facade. Backstory: Cassandra was born lucky in that her father, Steven Mercury was the founder of "Mercury Technologies". The company makes everything from electronics to medical equipment and even weapons. This means that Cassie was always live a life of luxury. Much like her father she was also a gifted engineer, excelling academically from a young age. She was also popular in school due to her family's wealth and status, although that did mean that it was hard for her to figure out who her real friends were growing up. She had a close bond with her father and he gave her pretty much free reign to use his workshop for any of her own projects and experiments. Despite her lack of experience or formal education she had already begun developing prototypes of potential products by the age of 14. Her father was an honest hard working man that built Mercury Tech fro mthe ground up. Her parents grew up in Cynamos and loved the city. They spent a considerable portion of their wealth on philantropic work to help the city. Unfortunately her charmed life didn't stay charmed for very long as on her 16th birthday the Reptilian invasion happened. During the chaos Cassie was seperated from her parents before being hit with a piece of falling debris from the battle, knocking her unconcious. She woke up in hospital three days later, having sustained a spinal injury that paralysed her from the waist down. She was also informed that her parents were among those still missing after the attack and a week later they were confirmed dead. Naturally the next few years were hard for Cassandra. She was set to take over her father's company when she turned 25 as per her fathers will. After she graduated highschool she left Cynamos and moved away for college. Depite loving her home city there was just too many bad memories there. She spent the next few years throwing herself into her studies to distract herself from her grief. She mostly kept to herself and didn't make many friends in college. She spent her studies doing various internships or working on personal projects that she funded herself, all to give herslef a reason not to return home. After graduating she decided to spend the next couple years travelling the world. She saw almost all that the world had to offer, flying to a new country prety much every week before she eventually decided to return home. It was only a just over a year ago when she finally returned hom to Cynamos to take over her father's company. She has returned just in time for the nine year anniversary of the darkest day. She had been taken aback by just how much the city had changed in the nine years since it lost its heroes. She wanted to use her money to help the city, make donations to improve infastructure and create more local jobs at Mercury Tech but she realised that alone wouldn't be enough. She realised, as she was sitting alone in her manor that the only way to return the city to how it was when it had heroes to protect it was to become a new hero for the city. On that day the Golden Guardian was born. She had always been a natural problem solver but this had to be one of Cassie's more radical solutions. Luckily she has the resources and brains to pull it off. As the ten years anniversary of the darkest day approaches Cassie is ready to make her debut as the Golden Guardian to Cynamos and bring hope back to her city. Complications: Motivation - Loss: Cassandra feels it is her responsibility to do good, both as a hero and a philanthropist so that others won't have to suffer the same pains she has. Motivation - Restore Hope: Cassie hopes that if her Golden Guardian project is successful that she will be able to bring hope back to Cynamos as she knows its what her parents would have wanted. Disability - Paraplegic: Cassie is paralysed from the waist down and requires the aid of either a wheelchair or her suit. Obligation - CEO: Cassie is obligated to keep her father's company running smoothly and keep its board happy despite having little to know buisness education or experience. Secret Identity: Cassie keeps her identity as the golden guardian a secret to the rest of the world. Mechanics Pl 10 pp 150 Abilities: 28pp Strength: 0 fighting: 0 Agility: 0 awareness: 5 Dexterity: 0 Intellect: 8 Stamina: 1 presence: 0 Offence: Unarmed: +0/10, dc 15/25 toughness Plasma Blasters: +10, dc 25 toughness Missiles: dc 20 dodge, dc 20/25 toughness Defences: 20pp Dodge: 2 (8) Parry: 4 (8) Fortitude: 10 Will: 10 Toughness: 1 (12) Skills: 9pp Technology 8 (16), perception 2 (7/9), persuasion 5 (5), insight 3 (8) Advantages: 13pp Jack of all trades, inventor, benefit: wealth 5, eidetic memory, extraordinary effort, interpose, equipment 2, connected Equipment: 10ep Mercury Mansion: Large, computer, Fire protection system, garage, living space, personnel, security system 2, workshop. 10 ep A luxurious modern mansion just outside Cynamos. The mansion is almost completely run by a computer and is fully wheelchair accsessible. The basement houses Cassandra's workshop where she works on her armour. Powers: 80 pp Golden Guardian armour: removable, 100pp - 20 Protection 11, permanent, 11pp Rocket Boots: Flight 10, 20pp Immunity 2, suffocation, 2pp Advanced systems: 35pp +3 Plasma Blasters: Damage 10, ranged, multiattack, accurate 5. 35pp High intensity blasts of Plasma which can be fires from her gauntlets in rapid succession. Servo motors: Enhanced trait, Strength 14, 4 ranks limited to lifting, close combat unarmed 10, improved grab, improved hold, fast grab, skill mastery: athletics, improved critical 4 (unarmed). 32pp High powered motors which allow her to witstand incredible loads and with the aid of her armour's combat computer, fight effictevly in hand to hand. Missiles: Damage 10, ranged, area: burst (30ft radius). 30pp Small missiles cand be fired from various concealed compartments in her armour. Guardian's Shield: Create 11, impervious, selective, concentration. 33pp Her armour has the ability to project translucent gold coloured forcefields to protect civilians. On board computer: Feature 3, computer, cell phone, holographic display. 3pp An advanced talking computer is integrated into the armour, with a holographic projector that can be used to share information with those not wearing the suit. Combat computer: enhanced trait, assessment, power attack, all out attack, move by action, takedown, evasion 2, dodge 6, parry 4. 17pp Sensor array: Senses 9, infravision, darkvision, extended vision, ultra hearing, radio, accurate radio, tracking. 9pp Enhanced trait, perception 2, 1pp 28+20+9+13+80 = 150
  12. The Gunslinger Name: "The Chrono-Ranger", "The Paradox Rider", "The Man With The Hourglass-Star" - or most commonly just "The Gunslinger". Was actually born Jeremiah "Blackjack" Crimshaw, a name Historians of the Old West would recognize but he keeps that a secret from even his allies. While physically in his late 20's he was actually born in 1848. This was possible due to Time Travel. Description: Like he stepped off the set of a bad Sci-Fi Western. Hat, Boots, Duster, the whole nine yards there. Except an array of technological gadgets and weaponry also covers his person. Most prominantly is what appears to be a lovingly maintained 1847 Colt Walker Revolver on his belt, but something about it just doesn't reflect light just right. Looks vaguely like Ben Browder like he could be a cousin, but this is probably just a coincidence. Personality: Jeremiah "Blackjack" Crimshaw is not a good man. He's a thief, a murderer, a traitor, a deserter, a liar, a cheat, and an all-around bastard. He's trying to be a better person though, he really is. And he certainly has his good points, he was an abolitionist in a time period when it seemed like few were. In a fight he has few qualms with doing whatever it takes to win, no matter how dirty or low the tactic seems to be. He'll gladly bring a gun to a knife fight, two if he can hide the second real good. Blackjack Crimshaw isn't a hero, he knows it and he's honest with himself at least. He knows what he really is - he's a desperado with a gun and a time machine, hoping to one day become a better man. Backstory Jeremiah Crimshaw was born in 1848 in the foothills of his beloved Virginia. The hills and wilderness were good to him, he learned to fish, trap, and most of all he learned to shoot. Today we'd call his father a horrifically abusive alcoholic, back then they just called him a mean drunk. Jeremiah considers the one thing the old man did right by him was that he taught him how to shoot a pistol properly. That part he agrees with how history judged him completely. The rest was dime store novel stuff, stories made up by men trying to sell papers. Exaggerated at best and a lot of it completely untrue, the details of it at least. History says one day he stole his father's gun and killed his family with it, he admits that he killed his father only because the man tried to kill him first like he had already done with his mother and sister. History says he joined the Confederate Army, robbed his unit's paymaster, then deserted and ran West. What really happened was that the judge at his trial said join the Confederate Army or be Hanged but as the war went on and the issue of Slavery became more prominent he deserted when he couldn't reconcile his love of Virginia with his hatred of Slavery. One of the few good points of Crimshaw is an unwavering belief that nobody has the right to own the sweat of another man's brow. He did go out west, that's true. History says he'd rob banks, trains, stage-coaches, ranches - anyone he could take money from at the end of a gun. History even goes as far as to say that he once bragged in a saloon that he'd "killed 40 men - and that ain't counting women, injuns, and negroes". He says he never did that, but he doesn't deny that he's robbed people at gun point and put some others in the ground, he'll even admit that he's put some men in the ground that didn't deserve it. He isn't claiming that he was a good man, just that he wasn't a monster either. He was just a man, if one that the power at the trigger of a gun and the tides of history both ran away with. History also said that he died in a gunfight with a whole posse of lawmen. Story goes that he killed every single one of them but he took some gut shot in the process, and only lived long enough to crawl off somewhere to die. Nobody ever found the body of Jeremiah "Blackjack" Crimshaw, stories of the outlaw that brought with him the smell of gunpowder and the hate of hell still are passed around by ranch hands too this day. The truth is, however, stranger then history. In a distant future, a tyrant known only as the Time Commander rules with an iron fist. A master strategist that uses time travel to manipulate history to his advantage, one of his strategies is to recruit "agents", other villains grabbed moments before their deaths from throughout history to fix and do his bidding. "Blackjack" Crimshaw was one such "Agent", pulled out of his fated moment to die and healed so that the Time Commander could use his guns to kill his enemies and enslave the survivors. It's then that Jeremiah "Blackjack" Crimshaw did something nobody expected, he blinked. Seeing the evil of his legacy and the horrors the Time Commander was making him do, especially the enslavement of entire galaxies and time periods, caused him to decide to stand up to the Time Commander. Managing to steal one of the Time Commander's smaller time-ships, Jeremiah "Blackjack" Crimshaw set out to do something no Hero in any time period had ever succeeded in doing and stop the Time Commander, possibly before he even started - but nobody's ever accused "Blackjack" Crimshaw of being a hero either. That was two years ago, in Jeremiah's personal timeline. He's spent those two years travelling up and down the timeline. He's been gathering weapons, he's been acquiring tools, he's been collecting knowledge, and he's been making little changes to history to try make small improvements in hopes that it will shift things away from the Time Commander's advantage. He even tries to keep it subtle too, riding the line between preventing the Time Commander's paradoxes and causing his own. The lucky break that gets the serial killer caught? The accident that makes someone miss their doomed flight? The equipment failure that hits the villain's superweapon at the best possible moment? The broken pipeline that accidentally exposes and fixes a much deadlier gasline break? The sniper's bullet that mysteriously misses? The data that goes missing mysteriously, or is found by just the right person just as mysteriously? He keeps his past very secret, and the superhero community of the 20th and 21st Centuries only knew him as "The Gunslinger". Listen to the stories of the old-timers some time and they'll talk of the man with an Hourglass-Star. A mysterous stranger that always appears as if from thin air with a hand and a gun. He never tells you everything, he always clearly has a mission of his own, and when he's done he always disappears with a puff of stale air - but all anyone really knows for sure is that when the world is in danger, he's around somewhere if you know how to look. During the Reptilian Invasion, the Gunslinger was right there in the fighting. And tragically, he could only watch many of the deaths of heroes. Some of them were set events that had to happen - but people have noticed that the Gunslinger put a *lot* of attention on protecting Civilians. Especially families with Children. Sure, he could just be trying to doing the right thing, but one has to wonder - if a Time Traveller somehow knew that the invasion was going to wipe out a whole generation of Superheroes and that the Darkest Day was going to happen, and that it couldn't be prevented - what would they do? What if he knew the current generation of Supers was a lost cause - but the next could be saved? And now the Paradox Rider has returned, his gun strapped to his belt and with business clearly on his mind... Powerset: The Gunslinger appears to actually have no internal abilities but Jeremiah "Blackjack" Crimshaw has collected a wide array of weapons and technology from up and down the timeline. Plundered from various historical periods and areas; items range from Ancient Egyptian Daggers and Roman Cestus Gloves to Assault Rifles and Renraki Ceramic Body Armor from the Corporate Wars to Alcubierre Space-Warp Rifles and a (GM Controlled) Time-Ship direct from the Time Commander's fleet. To help with his ride across the timeline, one of the first things he stole was 'Wells', an AI from the 26th century that helps with a lot of the logistical hurtles and calculative heavy lifting. 'Wells' is smart enough to adapt its appearence and approach based on who its interacting with, and with Crimshaw it usually goes for something like an east-coast intellectual of the late 1800's. It's a form that Crimshaw seems able to process. Jeremiah "Blackjack" Crimshaw also has access too *some* knowledge of future events. There's nothing supernatural about this, he simply has some limited access to databases and informational collectives that exist further ahead on the timeline. This information is often not entirely accurate or unfortunately vague, usually of no better quality than a wikipedia article. This isn't great but it is better than nothing. Crimshaw also isn't in the habit of giving a fair fight, and has become something of an expert of using improvised and often morally questionable but effective tactics to achieve his goals. Complications Enemy: Crimshaw is an escaped slave of the Time Commander, a time travelling villain from centuries into the future. The idea is to kill the Time Commander before the Time Commander kills him first, but time travel is involved. Secret: Those that know about "Jim" think he's a time-lost old west lawman like a sheriff or a marshall. Actually, he's a timelost outlaw and murderer trying to make up for his past, and he keeps it a secret. Motivation (Responsibility): The Gunslinger is one of the few people with access to time travel technology, if only in a very limited form, and has the ability to change history. To make up for his past he's determined to make it better, or at least prevent others with access to similiar technology from exploiting the timeline.
  13. Name: Gary Hall (The Gargoyle) Powerset: Alternate Form, Paragon type (transforms into a living gargoyle) Description: Gary is average height in his normal form. He has dark brown hair, gray eyes and has a wiry build. He usually dresses casually. The Gargoyle is almost eight feet tall, heavily muscled with literally chiseled features. It has an enormous pair of wings that, although they are made of stone, they are still flexible enough to fly. Sharp claws grace its fingertips, which it brandishes in front of