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  1. Bishop (He/Him) [ Race: Human Class: Inquisitor (Urban Infiltrator) Ability Scores STR: 13 DEX: 16 CON: 12 INT: 12 WIS: 16 CHA: 13 HP: 9 AC: 18 Fort: +3 Ref: +3 Will: +5 ―Feats― Human Bonus Feat: Black Market Sleuth Skilled Inquisitor Domain: Law Favored Weapon: Crossbow Stern Gaze Gifted Detective Touch of Law Judgement 1/day Traits Addicted Friend: Local (Campaign) Ordinary (Social) Dormant Defense (Combat) Lover of the Law (Religion) Paranoid (Drawback) Feats 1. Point Blank Shot/Dodge Home: Bishop was originally raised in the North Point district in the orphanage sponsored by the Church of Abadar. Once he began to work as an Inquisitor he would move around and use a stipend to rent various rooms. Currently, he has a room within the Midland district. ―Background― The child who would become known as Bishop, and his sister, were placed in an Abadar orphanage at a very early age. They grew up raised under strict discipline, the church being what it is, with Bishop being noted early on as "adaptable". Although he had a bland and ordinary look to him, his talents for changing his mannerisms, voice and appearance would come to define his youth. The church saw these traits and chose to train him as an Inquisitor. An agent that would go undercover in Korsova, seeking out those that looked to degrade society. While highly successful, the job was incredibly stressful on Bishop, his mental state seemed to reflect the danger he was always in. His ever-present paranoia serving to enhance his situational awareness but severely erode his trust in others. After some years of service and success, tragedy befell his personal life when he found out his sister, known as Quinn, had fallen on harder times then he and became addicted to a highly dangerous drug known as shiver. After a bit of investigating, calling on his resources and trained skills, he has learned the villain behind it all, Gaedran Lamm. While the guards Bishop has approached seem to be focused on bigger dealers, he has taken it upon himself to seek out Lamm and vows to take them down. ―Personality― While Bishop is bland and otherwise unextraordinary in appearance, inside he is everything one might expect from someone raised in an Abadar orphanage. He is passionate about the law and protecting the values of society. He understands that not everyone is out to subvert the law and missteps should be considered, but he is not naive and fully expects those who toe the line will ultimately have to make a choice to go in one direction or the other. His largest downfall is his paranoia and major distrust of others, something he actively works against but has not been able to overcome. ―Appearance― Bishop keeps his face clean shaven, and his brown hair taken down to merely stubble. He has that appearance people find easy to overlook, underestimate or simply ignore. ―Skills― (unlisted = unranked) Bluff 1 (+8) Diplomacy 1 (+5) Disable Device 1 (+5) Disguise 1 (+8) Knowledge: Religion 1 (+5) Perception 1 (+7) Sense Motive 1 (+8) Stealth 1 (+5) ―Background Skills― Knowledge: Local 1 (+5) Sleight of Hand 1 (+2)
  2. Selena Shardova Female oracle () 1 CG medium outsider (native) & humanoid (human) Init +3; Senses darkvisionDarkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 60 ft., low-light visionFetchlings can see twice as far as humans in conditions of dim light.; Perception -3 Defense AC 1410 +1 armor +3 dex, touch 1310 +3 dex, flat-footed 1110 +1 armor HP 108 +1 con +1 favored Fort +2+0 oracle +1 con +1 trait (drug addict), Ref +3+0 oracle +3 dex, Will +1+2 oracle -1 wis; +4 competence vs mind-affecting effects Defensive abilities shadow blendingAttacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Resist cold 5, electricity 5 Weaknesses shadowboundYour pigmentation is oddly colorless, and your eyes are highly sensitive to light. You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet., shattered psycheYour mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a –2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. Offense Speed 30 ft. Melee dagger +0 (1d4, 19-20/x2) Ranged light crossbow +3 (1d8, 19-20/x2) Special Attacks misfortuneAs an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day., unnerving gazeSome fetchlings gain an upsetting gaze attack that they can activate three times per day as a standard action, affecting all creatures within a 30-foot cone that can see. All creatures that meet the fetchling’s unnerving gaze are shaken for 1 round (DC = 10 + 1/2 the fetchling’s character level + her Charisma modifier; Will negates). When the fetchling reaches 9th level, her gaze instead causes creatures to be staggered. When the fetchling reaches 13th level, her gaze instead causes creatures to be stunned. Unnerving gaze is a mind-affecting fear effect. This racial trait replaces the fetchling’s spell-like abilities. (3/d; 30' cone; shaken 1rnd; DC 14) Statistics Str 10, Dex 1614 +2 race, Con 12, Int 14, Wis 810 -2 race, Cha 1917 +2 race Base Atk +0; CMB +0; CMD 1310 +0 BAB +0 Str +3 Dex Feats Extra RevelationYou have discovered a new aspect of your mystery. Prerequisites: Revelation class feature. Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation. Special: You can gain Extra Revelation multiple times. Adventuring Skills Diplomacy +81 rank +4 cha +3 class, Knowledge (religion) +51 rank +2 int +3 class +1 trait -2 shattered psyche, Sense Motive +11 rank -1 wis +3 class -2 shattered psyche, Spellcraft +41 rank +2 int +3 class -2 shattered psyche, Stealth +61 rank +3 dex +2 race, Use Magic Device +91 rank +4 cha +3 class +1 trait Background Skills Knowledge (history) +41 rank +2 int +3 class -2 shattered psyche, Knowledge (nobility) +51 rank +2 int +3 class +1 trait -2 shattered psyche Languages Common, Aklo, Draconic SQ bound to GolarionSome fetchlings are from families that have fearfully avoided the Shadow Plane, living on Golarion for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait., dark secretsYou learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list. Traits child of the templeYou have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. Benefit: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (nobility) is always a class skill for you., dangerously curiousYou have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you., drug addictYou had become addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. While some consider shiver as a problem of the lower class, you overdosed on the stuff. The one who got you addicted in the first place was a crimelord named Gaedren. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you. Benefit: Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws.: personal (campaign), rich parentsYou were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure Benefit: You enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp. (social), umbral unmaskingYou cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility). (drawback) Spells CL 1, DC: 14+spell level 0th (at will) (4) , , *, , 1st (43 base +1 cha/day) (3) , , *, , *, * * Dark Secrets: CHA (4) spells from Illusion (shadow) or with darkness descriptor Equipment Armor: haramaki (3 gp, 1 lb) Weapons: dagger (2 gp, 1 lb), light crossbow (35 gp, 4 lbs), 10 bolts (1 gp, 1 lb) Wondrous Items: Wrists: sleeves of many garments (200 gp, 1 lb) Clothing: courtier's outfit (30 gp), signet ring (5 gp), jewelry (50 gp) Standard equipment: masterwork backpack (50 gp, 4 lbs) bedroll (1 sp, 5 lbs) chalk x5 (5 cp) belt pouch (1 gp, 0.5 lbs) canteen (2 gp, 1 lb) grooming kit (1 gp, 2 lbs) mess kit (2 sp, 1 lb) signal whistle (8 sp) silk rope (10 gp, 5 lbs) skeleton key (85 gp) soap (1 cp, 0.5 lbs) trail rations x5 (2.5 gp, 5 lbs) Wealth: 346.34 gp Encumbrance: 31 lbs (light) Light 38, Medium 76, Heavy 115 Personality Selena can appear happy and interested in one moment, and disoriented or depressed the next. Sometimes she is stable for extended period while other times her shifts occur in rapid succession. Her unusual swings to her mood and energy a remnant of a fractured sanity. Nonetheless, given she has, for some time, been living with a condition that was brought about through the combination of addiction, overdose, and the touch of a mad god, she never fully loses grasp of the rational, of reality. Background Selena was born into a minor noble family, House Shardova, seemingly destined for a life of privilege and comfort. She was a precocious and curious child who loved to explore, sneaking into places of the mansion, some dangerous, that she shouldn't. However, as she grew older, her home felt smaller and she began to feel a sense of restlessness, seeking thrills beyond the confines of her noble upbringing. It was during a decadent gathering of her peers that Selena first dabbled in the drug called shiver, eager to experience the euphoria that was whispered about in hushed tones. What started as a harmless experiment quickly spiraled into an addiction, as she found herself drawn to the vivid and otherworldly experiences that the drug provided, a stark contrast to what she found was a dreary repetitive life as a young noble. She found herself shutting herself off from her peers as she spent more and more time under the influence of the drug experiencing the visions that felt more palpable than reality, as if she could traverse the planes, exploring realms beyond mortal comprehension. She even sought out someone who could supply her directly, a man named Gaedren. One night, after indulging in a particularly large dose of shiver, Selena's drug-induced hallucinations took a sinister turn. She found herself transported to a desolate and ethereal realm, a vast necropolis that resembled how some might describe as the Boneyard through a warped lens. As she wandered through this strange and terrifying landscape, her gaze was drawn to a bloated moon hanging low in the sky. Curiosity turned to compulsion as she flew into the stratosphere to get closer to see shadowy forms milling about the surface. As she reached out to touch the rocky surface, shadows froze and the moon shuddered and slowly turned. She fled upwards as the sands twisted and contorted forming a massive shape of a skull spanning the surface, the dull sockets turning its indifferent gaze towards her. The weight of a vision of the End crushed her sanity and she was plunged into the void. When she awoke, Selena found herself in a secluded temple, being treated for an overdose, having been on the brink of death. She had been in a coma for several weeks and her family hid her away to spare themselves the shame. What may have been the touch of Groetus had shattered her psyche. Moreover an accursed power awoke within her that she had yet to fully understand. At the temple, she spent some years struggling to piece together her fractured mind and to come to terms with the profound and terrifying experience she had endured. On her return to Korvosa, she became more aware of the impact of the drug that had nearly claimed her, particularly among the youth and the lower classes. A part of her still wanted to taste what the drug had offered but an anger at the man who had set her on this path was more insistent. Even with her noble background, her absence had reduced any influence she may have had. The guards wouldn't move to take on the crime lord, considering the issue to be one that only impacts poorest of the poor. It seems she may need to try to do something by herself, or find other like-minded individuals to take on this foul man. Build thoughts Just to keep track of my inner debate on how I may flesh her out (fluff and crunch): - I know going Shadow Magic for the +1 DC is better mechanically than the bound to Golarion but I didn't see an obvious fetchling (rather than something like a fetchling decendant/ancestry) fitting well in this setting, particularly if she came from rich family or nobility. - Although Zon Kuthon has the connection to fetchlings (Shadow Plane/Netherworld), I'm leaning Groetus for the Madness component (Shattered Psyche curse). Also swapped out the SLA for the unnerving gaze. - To dual curse or not to dual curse? If dual curse may need traits to fill in some class skills (at least stealth - what fits here? maybe workaround via Child of the Moon?). Exotic Heritage - stealth to set up later Eldritch Heritage - umbral? Maybe later. For consideration if Dark Secrets (maybe not for level 1 revelation): 0: penumbra 1: dancing darkness, shadow weapon, shadowfade, touch of blindness
  3. HAKAJA KEK Whatever the Divinity is, know that it cares not at all for you, or else the wicked would be punished and the good would be rewarded, yes? But the world is not fair. It is not remotely fair. This is obvious. So put no faith in such a fickle thing as the Divinity. The Hakaja Before the Great Upheaval, Kek's tribe lived in the deep forest in a dangerous, war-torn land. According to the Hakaja's oral tradition, they had long ago been locked in a life-or-death struggle with an enemy whose identity has since been forgotten. The legends say that they had lost battle after battle to this foe and were on the verge of extinction, yet the spirits that the Hakaja worshiped called for bloodier and bloodier sacrifices -- sacrifices which did nothing to win them success in war. So the Hakaja slew their gods. It's unclear precisely what happened or how this was accomplished (and less charitable historians might suggest that their gods never existed in the first place, and the Hakaja merely purged themselves of various opportunistic charlatans). Either way, the Hakaja found a newfound strength in their godlessness, and subsequently defeated and exterminated their mortal enemies. For centuries after, they lived and thrived in their ancestral forests, surrounded by vicious monsters and enemy tribes. While their existence remained brutal and bloody, the Hakaja never again faced such an existential threat as before. The Great Upheaval The Great Upheaval deposited the Hakaja deep in the wilds of Orona, far from any other civilizations. When the Hakaja realized that the world had changed around them, they sent scouts out to learn of these new lands, and to report back. Being analytical rather than superstitious, the elders of Hakaja selected several different people to represent them, as they did not know which sort might be most successful in such a strange place. The seven emissaries they chose were a warrior, a tradesman, a scout, a criminal, a grandmother, a healer, and an idiot. Kek was the healer. Kek Kek is a loyal member of Clan Hakaja, and at some point he plans on returning to tell them of the strange people who populate these lands. To outsiders, Kek is cagey about his origins, and while he has told his close associates that he comes from an orc tribe deep in the wilds, he has told no one of his mission or the exact location of the Hakaja. Kek adventures in part because he is a healer and a warrior -- and what else would a combat medic do? But he also adventures because he wants to learn about these strange other people who are not orcs, and whether they will in time be the Hakaja's enemy ... or not. Future Directions Kek will take Medic as his archetype, and probably Godless/Mortal Healing as feats. Posting Rate I can somewhere between every weekday and every other weekday -- let's say 4x/week. Weekend are very hit or miss for me. Sometimes I'm around, but most of the time I can't commit to posting at all. Preferred Game Balance Evenly split between social, exploration, and combat. Sheet link:
  4. "You want to survive, you need to learn to live with monsters. The ones with tooth and claw are easy to spot but the ones who come slithering out of your own darkness, armed with self-doubt and regret are the ones that'll tear you down." Level: 1 Class: Swashbuckler Archetype: None. Background: Pilgrim Deity: St Cuthbert Height: 5'11" Weight: 179 lbs Eyes: Midnight Blue Skin: Lightly Tanned Hair: Dark Brown; Shaggy Race: Human, Skilled Gender: Male Age: 27 yrs Abilities Ability | Modifier STR: 12 | +1 DEX: 18 | +4 CON: 10 | +0 INT: 10 | +0 WIS: 12 | +1 CHA: 16 | +3 Hit Points: 18 Armor Class: 18 Size: Medium Speed: 25 ft Perception: +6 ◆◆ Fort Save: +3 ◆ Ref Save: +9 ◆◆ Will Save: +6 ◆◆ Abilities Ancestry HumanRarity: Common Hit Points: 8 Size: Medium Speed: 25 ft. Ability Boosts: Two Free. (Dexterity, Charisma) Racial Languages: Common Bonus Languages: Additional languages equal to your Intelligence modifier. Choose from the list of common languages and any other languages to which you have access. (Old Oeridian) Traits: Human, Humanoid. Heritage SkilledYour ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice, Athletics. At 5th level, you become an expert in the chosen skill. Background PilgrimIn your youth, you made several pilgrimages to important shrines and holy sites. You might have been a mendicant friar, a seller of holy relics (real or fraudulent), or just a simple farmer following the dictates of your faith. Whatever the aims of your wanderings now, your faith still protects you on the road. Choose two ability boosts. One must be Wisdom or Charisma, and one is a free ability boost. (Charisma, Dexterity) You're trained in the Religion skill, and a Lore skill for your patron deity. You gain the Pilgrim's Token skill feat. Ancestry Features N-A Class Features Class ProficienciesPerception: Expert (◆◆) Saves: Fortitude: Trained (◆), Reflex: Expert (◆◆), Will: Expert (◆◆) Skills: Trained in Acrobatics, Trained in Diplomacy (Wit), Trained in a number of additional skills equal to 4 plus your Intelligence modifier. (Deception, Society, Stealth, Thievery) Attacks: Martial Weapons: Trained (◆), Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Light Armor: Trained (◆), Unarmed Defense: Trained (◆) Class DC (Dexterity): Trained (◆) | PanacheYou care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not. You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold). While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache. | Style: WitAs a swashbuckler, you have your own distinctive style that enables you to gracefully handle everyday events and life-or- death situations alike. Wit You are friendly, clever, and full of humor, always knowing just what to say in any situation. Your witticisms leave foes unprepared for the skill and speed of your attacks. You are trained in Diplomacy and gain the Bon Mot skill feat. You gain panache during an encounter whenever you succeed at a Bon Mot against a foe. | Precise StrikeYou strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead. As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels. | Confident FinisherYou gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action. CONFIDENT FINISHER (◆) TRAITS: Finisher, Swashbuckler You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. FAILURE: You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike. Feats Skill Feats Class & Archetype Feats Ancestry & General Feats Bon MotBON MOT (◆) TRAITS: Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill PREREQUISITES: Trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. CRITICAL SUCCESS: The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. SUCCESS: As critical success, but the penalty is –2. CRITICAL FAILURE: Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed. | Pilgrim's TokenPILGRIM'S TOKEN TRAITS: General, Skill PREREQUISITES: Trained in Religion You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first. SPECIAL: If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or Craft a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement. Flying BladeFLYING BLADE TRAITS: Swashbuckler PREREQUISITIES: Precise Strike You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon's first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike. | One for AllONE FOR ALL (◆) TRAITS: Auditory, Concentrate, Emotion, Linguistic, Mental, Swashbuckler PREREQUISITES: Trained in Diplomacy With precisely the right words of encouragement, you bolster an ally's efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to Aid that ally. When you use the Aid reaction to help that ally, you can roll Diplomacy in place of the usual check. If your swashbuckler's style is wit and your Diplomacy check to Aid meets or exceeds the very hard DC for your level, you gain panache. Cooperative NatureCOOPERATIVE NATURE TRAITS: HUMAN The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid. | Natural AmbitionNATURAL AMBITION TRAITS: Human You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class; Flying Blade. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +7 ◆ Arcana: +0 Athletics: +4 ◆ Crafting: +0 Deception: +6 ◆ Diplomacy: +6 ◆ Intimidation: +3 Lore (St Cuthbert): +3 ◆ Medicine: +1 Nature: +1 Occultism: +0 Performance: +3 Religion: +4 ◆ Society: +3 ◆ Stealth: +7 ◆ Survival: +1 Thievery: +7 ◆ Attacks MELEE RANGE Rapier, Deadly (d8), Disarm, Finesse ◆, +7 1d6+1 P Starknife, Agile, Deadly (d6), Finesse, Thrown 20 ft, Versatile S ◆, +7 1d4+1 P Whip, Disarm, Finesse, Nonlethal, Reach, Trip ◆, +7 1d4+1 s Starknife, Agile, Deadly (d6), Finesse, Thrown 20 ft, Versatile S ◆, +7 1d4+1 P Inventory Platinum Gold Silver Copper 0 4 4 0 Weapons & Armor Rapier Starknife Whip Leather Adventuring Gear Worn Stowed Backpack, Chalk (x10), Flint & Steel, Thieves' Tools, Waterskin Bedroll, Rations (x2), Rope, Soap, Torch (x5) Current Bulk: 3 Encumbered: 6.0 Maximum: 11.0
  5. Flick (he/him) Kobold Psychic 3 Ancestry: Kobold Background: Trailblazer Class: Psychic Ability Boosts A: +CHA, +DEX B: +CHA, +CON C : +CHA Free: +CHA, +CON, +DEX, +INT STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 18 (+4) 30 HP6 ancestry + 8 per level (X) Perception (T) Fortitude (T) Reflex (X) Will "I'm not fearless, I'm just really good at being scared." ―Feats― Ancestry Skill (Mountain) Class (fey bloodline) General (Perception) ―Ancestry Features― Caveclimber KoboldYou live in a vertically-oriented home, and you're a consummate climber. You gain the Combat Climber skill feat, even if you don't meet the prerequisites. You can use your clawed feet and tail to Climb, leaving your hands free. Additionally, if you succeed at an Athletics check to Climb, you critically succeed instead. Draconic ExemplarYou draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM’s discretion. Your exemplar may also determine details of other abilities you have. - Brass DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. ―Class Features― Subconscious MindA psychic's power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic. Choose a subconscious mind from the options to which you have access. This choice will determine your key ability, special spellcasting components you use, and an action you can take while you have Unleashed your Psyche. - Conscious MindContent... - Unleash PsycheIf you're in an encounter, you cast a spell on your previous turn, and you aren't stupefied, you can call on the depths of your mind and let psychic power flood through. Your psyche remains unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, you're constantly surrounded by the visual manifestation of your psychic magic, you can use actions that have the psyche trait, and when you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's level. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're stupefied 1 for 2 rounds. Restore the MindYour unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one ally within 30 feet that you can see. You can grant them a +1 status bonus to saving throws against mental effects until your psyche ends, or you can have them regain Hit Points equal to 2 + double your level. That ally is then temporarily immune for 10 minutes. ―Items― Starting Wealth: 15 gp 1 gp, 5 sp 1 sp 3 gp 2 gp Unspent Wealth: 8 gp, 4 sp ―Background― Kobolds are inquisitive creatures, but most are too fearful to directly indulge their curiosity, so instead, they hide and watch from afar. They mostly live on mountaintops, isolated from the rest of the world... but then the Great Upheaval happened. Fortunately, the Whiteclaw tribe appeared on a mountaintop, which they quickly made their new home. Unfortunately, as they soon discovered, their new home sits atop a fount of arcane power. Sooner or later, that would draw attention - and of course, they can't just relocate, because the wilderness is full of big, hungry things. It took several years for the tribe to prepare an "ambassador" - and another year before official contact was made - but that ambassador was Flick's mother, and her son would be expected to follow in her footsteps. Flick didn't want to talk to bigfolk or map a new continent, he just wanted to pick berries. But he was told, quite forcefully, that it was this or exile. After years of rigorous self-training, Flick has embraced his fight-or-flight instinct and has learned how to force himself to choose "fight". And through his mental training, he has learned to harness a special kind of magic. He is ready now to face his fears. ―Appearance― Flick is short, like all kobolds, and rather scrawny, though his legs are quite strong. His scales are the color of polished metal - what metal, though, is the subject of much debate - and his body is covered with various spines and frills, though none of them actually offer him any extra protection. He wears simple clothing: a pair of cropped pants, and a jerkin which bears his clan's symbol. He also carries a shield, which he hides behind more than is entirely necessary. His voice is soft and meek. To his credit, though, when forced into diplomatic situations, he can speak quite eloquently. ―Personality― Almost anyone who meets Flick will inevitably describe him as a "lovable coward". Whenever he is faced with danger or even social pressure, he always wants to run, hide, or some combination thereof. But when forced to face problems head-on, he does face them quite fiercely. Deep down, he is eager to meet people and experience new things - but there's some part of his mind that's always expecting the worst, and it's hard to ignore. Recently though, Flick has found that he enjoys working as part of a team - strength in numbers, and all that. He is considerably more willing to face danger when he is not facing it alone. He also wants to make a good impression on behalf of his people; so if he is asked or ordered to step up, he probably will. ―Skills― (unlisted = untrained) (T) Acrobatics (T) Athletics (X) Deception (T) Diplomacy (T) Intimidation (T) Kobold Lore (T) Cartography Lore (T) Nature (T) Stealth (T) Survival (T) Thievery (ABP +1) ―Magic― (T) Occult - spontaneous (T) Primal - spontaneous Focus Spells (2 focus points) Cantrips (rank 2) Rank 1 Spells (2 per day) Rank 2 Spells (1 per day) (signature spell)
  6. "Gather around, for I have a tale to share that spans the cosmos and beyond." The fair skinned man with different colored eyes and strawberry-blonde hair raised his wine cup to his lips. He looked upon the gathered strangers and said; "In my former life, what little I do remember, I was an intrepid space explorer. My people were new to traveling the heavens and I was but one of the lucky brave few to take up that challenge." He set his cup down on the table and leaned back into his chair and said with cold detachment, "Inside a giant monolith I raced towards the heavens only to have my ship damaged and left adrift in the cold dark void of nothing and everything ..." He looks past his audience as if trying to focus on a memory just out of reach, "I went half mad from starvation from being lost in space for what seemed like eternity. I know not how I was saved but I do know they were scavenger gnomes that found my ship." He nodded to one of the strangers listening to his tale and continued, "These kind and goodly folk nursed me back to health. I could not remember my name, or my life before being found, but I did remember the name of my home world, Earth. It was much like this place..." he thought about what he said for a moment and then dismissed it as being false for this world is far too strange to be anything like his home world. "Yet different in many familiar ways. I feel like this world is sometimes like a dream. I don't know ... maybe I'm still on my ship slipping deeper into madness." A somber sadness comes over his face for a moment as he drifts in his thoughts, but then his expressions lightens as if pushing those darker thoughts aside. "I traveled the stars with those little gnomes for a while until they made their way here. I thought about staying with them indefinitely, but I could not. I needed to find my own way in this universe. I am not sure if I will ever make it home, but my people are far travelers and it is in my best interest to explore these realms." The truth of the matter is that something is compelling this lost wanderer to journey the cosmos. Venturing into the unknown with courage and conviction seems eerily familiar to him. His thirst for the unknown, no matter how frightening or disturbing it might be, is more comforting than being stranded in the darkest reaches of space. Upon entertaining that thought he tells his audience "Have any of you been up there in the black?" He point up and looked at their expressions. Many listening to his tale think he is mad, but some are actually interested in what he has to say. Those interested listeners shake their heads to indicate that they have not been off-world. "It can be the most beautiful and most terrifying experience of your life." His memories of the void haunt and excite him like a madman. Maybe he is still on his ship adrift in space? Character Synopsis My character is named "Thom" and he is from earth. He was an astronaut lost in the void of space and found by an alien species that brought him to an alien world. Stranded far from home he has no choice but to make his way in this universe. He feels utterly alone and is suffering from some trauma from his near-death experience, and while this alien world holds many new wonders for him to explore he feels too alien to enjoy it; but that can change. Something inside of him has changed, though he would not know it since he remembers only fragments of his former life, but maybe in this new universe he can become the man he was always destine to be. The purpose of this character is to be the "stranger in a strange land" type of character where everything is a new experience of him. He will not be able to take anything for granted because all of it is so alien to him. The physical journey he takes in this game will result in a spiritual journey of self-discovery, and along the way he will reconnect with that part of himself that he has lost touch with. This game sounds like it promises whimsy and lots of "tomfoolery" that will undoubtedly seem strange and push the boundaries of his sanity; because there is no reason for him to believe that he is not dreaming as he drifts alone in his spaceship in the cosmos until he should expire. The adventures he could take will only further him to rationalize the wonders of the universe or the depths of his imagination he can explore in his dreams. What is real and what does it all mean? He will forever have a hard time trying to answer those questions. To quote the Grateful Dead: "What a long strange trip it has been." Character Backstory Thom is now an Aberrant Sorcerer. With all the holes in his memory he doesn't remember if he has always been or if this is a recent development for him. In truth it is recent and it begins with him being lost in the void of space. Somewhere he drifted into or close to an the Astral Realm where something beyond his comprehension "interacted" with him and touch his mind in such a way that lit a "magic spark" within him to grasp fabrics of The Weave. He doesn't necessarily understand how he does it, but it can be described now as an intuitive knowhow. Still lost adrift in the void of everything and nothing in his spaceship his mind must have called out to something for aid. Half mad and half dead he was hardly up to the task of bartering for his life. These creatures, and not the light green aliens of his world's conspiracies or folklore, came to him and saved him. Thom believes it was the gnomes of the spacejamming vessel he traveled with for sometime, but in truth it was these gigantic blue skin and thick robed creatures that restored his fading vitality. Unbeknownst to him they are called the Arcane (or Mercanes) and they were intrigued with the little lost human from somewhere else. Thom was like no other human they had encountered and his spaceship and clothing seemed so alien to the Arcane. As mentioned earlier Thom was not in his right mind to barter with these sophisticated extraplanar creations / merchants and agree to hand over his possessions to the Arcane for some healing, and little does Thom remember that an eye was also part of the deal. To humans of earth, and maybe beyond, "the eyes are the windows to the soul" and these Arcane were very interested in discovering more about Thom, the strangest human they had ever encountered. The Arcane motives for dealing with Thom cannot be known, but considering they usually have an interest in spelljamming equipment then maybe Thom's spaceship was enough to peek their curiosity in him. Still, they were not cruel in these negotiations and fitted Thom with a perfectly good replacement eye (Ersatz Eye) that magically functions like his real one. Since Thom doesn't remember much before being lost in space he doesn't know that one of his eyes in not his own. What Thom doesn't remember is that it was the Arcane that enlisted the Gnomish spelljamming crew of the Scaavimpee to take Thom away. It was convenient for the Arcane to make such a request considering they were already involved in trade negotiations with these Gnomes. As always, the Gnomes were more than happy to trade their equipment with the Arcane and so they decided that taking on a passenger to the nearest port would be of little trouble for their best clients. When Thom finally recovered from his near death like state he was greeted warmly by these Gnomes and they introduced themselves to him: Captain Zulsa Starhopper, Commander Kazigim Luckgrinder, Lt. Zinna Quillcraft, and Chief Farkas Glittergear. The journey to the next port of call on a world called Toril was more than a few months away, within that time the Gnomish crew learned everything Thom could remember; which was very little, but he did delight his gracious hosts with earthly tales that he could remember. He told them bits and pieces of fables from his youth that reminded him of the Gnomes in his company, he mentioned stories on picture boxes and wall screens that invoked epic journey through time and space, he tried his best to sing them songs he could vaguely remember from his home world ... he did his best to try and remember as much as he could but so much was missing from his memory. At the same time so much was happening inside his head without his knowledge. During that journey Thom learned that he could do "magick". It was alien to him but the Gnomes were more than versed on how to explain it to him. While they were not that knowledgeable of his particular affiliation to the source of his magical gift they still had a strong affinity to the Weave that they could instruct him on the basics of how it worked: Power, Focus, and Effect. Thom had some power gifted to him while stranded out in the void of space, he needed to learn to focus it to produce an effect. After sometime he got the hang of his gift and stop questioning himself on how or why he had it. It was enough that he did so now he would use it. Fastforward to landing on Toril in the port city of Waterdeep, Thom disembarks the Gnomish vessel and was gifted with some clothes and walking around money. The Gnomes taught him enough of the Common Tongue so that he could speak to most races he would encounter. They taught his enough about currency so he wouldn't get ripped off, and they wished him well. He was a stranger if there ever was one in this world and they could only look after him for so long; after a while he would need to find his own way in this world and universe. They prayed to their gods to look after him. Captain Starhopper didn't just leave poor Thom on an alien world with no contacts in Waterdeep, he sent Thom to several inns and tinker shops to meet some Gnomes and maybe find some work to earn a living. Life is an adventure and so Thom would learn how to live the life of an adventurer by adventuring. This experience was a perfect opportunity for him whether he liked it or not. Still, Captain Starhopper promised that someday they paths would cross again. Wishing the stranger well the Gnomish Captain set off on his spelljamming vessel and went back out into the void. Thom felt more alone that he had ever been in a city as big as Waterdeep, but he had to admit it was exciting; almost exciting as staring into the abyss of endless black space. Character Build Thom is a variant human who was in contact with something in the Astral Realm that gave him his Aberrant Mind powers. Through some light instructions from the Gnomes he was able to tap into its power to experiment with different effects. Once he gets to Toril and starts his adventuring career in Waterdeep he will continue to grow in power. These early levels equally about learning his abilities as it is learning about this planet. He is an alien on an alien world and the wonders to experience are too vast to mention here. Needless to say that his adventures are eclectic. [1] Sorcerer 1 "Aberrant Mind" - adventures in Wildspace aboard the Gnomish spelljammer Scaavimpee [2] Sorcerer 2 - adventures in Waterdeep (maybe something akin to Dragon Heist to get his hands on the stone that reads minds) [3] Sorcerer 3 - continued adventures in Waterdeep [4] Sorcerer 4 - moves on to Baldur's Gate By the time he meets up with the other characters he has moved on from Waterdeep to Baldur's Gate to escape whatever trouble he found there. He is needed a fresh start in a new city with new friends.
  7. Liam Tullius (he/him) Human Magus 1 Ancestry: Human Background: Academy Dropout Class: Magus Ability Boosts A: +CON, +DEX B: +CHA, +DEX C: +DEX Free: +CHA, +CON, +STR, +INT STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 14 (+2) 18 HP8 ancestry + 10 per level (X) Perception (X) Fortitude (T) Reflex (X) Will ―Feats― Ancestry (Society and Genealogy Lore) (Evocation) Skill Class None yet General (Perception) ―Ancestry Features― Versatile HumanHumanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation). ―Class Features― Hybrid StudyYour extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that's more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to Spellstrike or Arcane Cascade, and it determines your initial conflux spell. - ―Items― Starting Wealth: 15 gp 1 gp, 5 sp 3 gp 3 gp 9 sp Unspent Wealth: 6 gp, 6 sp ―Skills― (unlisted = untrained) (T) Acrobatics (T) Arcana (T) Athletics (T) Deception (T) Academia Lore (T) Genealogy Lore (T) Society (T) Thievery ―Magic― (T) Arcane - Prepared Focus Spells (1 focus point) Innate Spells Spellbook Cantrips 1st-Level Spells
  8. A: Resources (450,000 Nuyen) B: Skills (36 skill points/5 skill group points) C: Attributes (16 stat points) D: Race (Orc, 0) E: Magic (Jack and Squat type of Mundie) Character Concept Legion generally keeps quiet around people he does not know very well. He will speak when he has something to say, but otherwise does not join in idle chit chat. Once he gets to know you and trust you, he opens up more and is more vocal. While not a blood thirsty person he is not squeamish about killing someone in his way or in his face. He is not trigger happy. He will evaluate the situation and determine what the proper response is and is just as willing to punch someone in the face as shoot them. If he is out “gunned” he is smart enough to back down but will remember and look for a way to pay the offender back later. For a good example, I give you one of my favorite quotes, “I won't be Wronged, I won't be Insulted, I won't be laid a hand on. I don't do these things to other people, and I require the same from them.” Description Duke is short for the average orc at 5'11 and weighs around 250 pounds. His skin is a mud brown and his hair is slightly darker. His hair hang down to his shoulders and his sideburns drop all the way to his jaw line. He has piercing light gray eyes. His most notable feature are his matching cybernetic arms which are obvious metal arms. He wears dark blue pants with a dark read shirt. Brown leather boots and normally has on a blue gray duster and generally has a pair of googles sitting on his head if not actually being used. Compared to most orcs he is more pudgy than muscular. Background Born Luke Books, aka Legion, was the child of two corporate employees of Evo Corporation. His mom was the head of a research division that worked on designing customized vehicles and other items for those metas who have difficulty with normal human sized things. His dad was a chef who worked in one of the fancier restaurants. Legion grew up going to some of the nicer schools and showed skills in both of the areas his parents specialized in. Life was good, right up until his junior year in high school. Someone in the corporation decided they wanted his mother's job. They conspired and set her up for stealing corporate secrets. The company reacted a bit harshly and sent some enforcers to the house. One thing led to another, and they killed both of his parents. He just happened to not be home. He was on his way home when he saw the corporate security group leaving his house. He watched them drive off as he came around the corner headed home. He was not sure what was going on, they had never had any corporate vehicles at their house before. Upon entering his house, he found his dad lying on the kitchen floor, blood everywhere. He heard a noise from his mom's study and rushed in there to find her bleeding on the floor having been shot several times, but she was alive. He rushed to her side and was panicking when his mom grabbed his hands. She was able to explain that the corporation had accused her of stealing and sent a kill team. She warned they might return for him. She gave him the code for her safe and told him to grab whatever he thought he would need and to run. She made him promise and then she passed away. It took him a few minutes to gather himself, but then he moved into action. He went to the safe and found an Ares Predator V with three clips of ammo as well as a cred-stick. He grabbed all of it and then ran to his room and grabbed a large duffel bag. He stuffed it with clothes and his computer, then rushed to the kitchen and grabbed food that would not spoil. After looking around and snatching one or two other items he snatched a picture of his parents and slipped out the back door. He stayed hidden till he was about a block away and then went out to the street and glanced back at his house. He spotted another corporate truck pull up and people exited it and entered his house. He hid and watched. Six people entered the house. Shortly after four of them came back out and started looking around. The way they held one hand inside their coats told him they had guns. He stayed hidden until they went back inside, then he ran and has been hiding and running ever since. Now he makes his living as a Shadow Runner and is more than happy if his job causes a big corporation some problems, especially if it is Evo Corp. He managed to escape to Southern Florida and has been living the life of a Shadow Runner ever since.
  9. Runner Handle: "Llorona" Real Name: Isadora Salgado Medina Age: 32 (born August 15, 2046) Weight: 189 lbs (85.7 kg) Height: 6' 5" (195 cm) Metatype: Elf (Dryad) Notable features: - Amber-yellow irises - Multiple tattoos, most significantly that of twin green dragons along her arms - Laceration, bullet wound, and claw scars across her body, many of which cut into the tattoos - Distinctive claw scars across right eye, including scarred eyebrow Archetype: Street Sam (bioware focus), Off-face (otherwise known as "tactical arm candy"), Physical Infiltration Concept: Former Amazonian guerrilla turned Aztlan POW/experimental subject/gladiator, now Shadowrunner When one thinks of the term "street samurai", one likely conjures up an impression of an individual, usually an ork or troll, cybered to the gills, and unafraid to show it as they tear through their foes with their death-dealing tool of choice. While the runner known as "Llorona" isn't afraid to strut her stuff when it comes to her expertise in violence, Llorona is decidedly not an ork, troll, or even human. She is, in fact, an elf - more specifically, a dryad. Assuming she's just another pretty face hanging off someone's arm, however, will end up with you tossed on your back ... and not in the fun way, given the business end of a knife, fist, or gun is usually involved. A recent arrival in Miami's shadows, she cuts a distinctive figure, between the extensive tattoos decorating her body, the scars that cut into those tattoos, the glamour that follows members of her metatype, and her piercing amber yellow eyes. The Latina dryad is evidently Amazonian, given that the Az-Am war is a sore spot for her, even after four years. Her fluency in both Amazonian Portuguese and Aztlanner Spanish, alongside her vocal distaste for Aztechnology, is further evidence to that point. Her professional demeanor and skillset indicates ex-military, though she is notably reticent to talk on the subject. The augmentation she sports, near-entirely composed of bioware, seems to lend itself to simplicity and reliability. Initially, Llorona was seen in Miami in the company the orc fixer "Lighthouse", an up and coming player in Miami seemingly intending to expand upon his own established network in Seattle. The orc man had her on his retainer as a bodyguard near-constantly, most often during Johnson meets and negotiations. Most failed to see past the ornamentation and novelty of an "elf bodyguard", dismissing her as some sort of status symbol. Llorona seemingly did nothing to disabuse them of that notion, letting her principle Lighthouse take the spotlight. This state of affairs continued until an incident at a Johnson meet in a downtown Miami club. While the exact details surrounding the shootout are unclear (sources indicate some local power in Miami taking offense at an outsider setting up shop), the surveillance footage has managed to make the rounds ... not in the least because it effectively acts as a demo reel for Llorona's skills, unknown till now. It starts with four gangers attempting to corner Llorona and Lighthouse at the club's bar. What ensues from the moment the shooting starts has been variously described as "terrifyingly competent", "an absolute slaughter", and "fraggin' art", ending with Llorona driving the six inch heel of her shoe into the last ganger's hand as he tries to crawl away. In the time it takes for Lighthouse to pick up his drink, sip, and put it back down, less than ten seconds, all four would-be hitmen are either unconscious or bleeding out on the club floor, from a rapid succession of blunt force impacts, bullets, and stab wounds. Not long after the Johnson incident, Llorona began putting out feelers regarding joining a runner team in Miami. Given that Lighthouse officially established himself as a proper fixer in Miami's shadows soon after the incident, this seems to indicate that the dryad's retainer period has come to an end, now that Lighthouse's operation is self-sustaining. If you've got a team in Miami that needs a specialist in the various gradients of violence required for our line of work, Llorona is one to keep an eye on. Quotes: "You hire me, you get the exact level of violence you want. A quiet gunshot in a back alley? Done. Every bone broken and a medical bill that would make Doc Wagon weep tears of joy? Easy. Breaking news headlines? That's why explosive rounds and grenades exist, meu amigo." "Yes, the ink is real. No, I'm not an adept. Yes, I know I can have work done for the scars, and no, I'm not going to say how I got them, at least not while I'm sober. If you want that story, you're gonna have to pay the tab. Any other questions?" "If you have the chance, always take the mage first. The decker might brick your gun or your cybereyes, sure, but the mage ... well, there's a reason 'geek the mage first' is a saying, no matter what your line of work." "Yeah, yeah, laugh it up, 'I brought a knife to a gunfight'. Figured I'd make this a bit more interesting on my end. Besides ... you wanna know what else I brought? Grenades." *chuckles* "Start running, palhaços." "I've had several well-intentioned Awakened tell me my soul is hanging onto my body by the astral equivalent of a hair's width. Bold of them to assume I didn't trade it away a long time ago." "'Vitória sobre a morte.' Funny how that turned out." Skillset Skillset Hand to Hand Combat - As expected, Llorona is a skilled melee combatant, having fought for her survival for almost two years in the Aztlan gladiator pit, building on skills learned at a young age and reinforced in the heat of battle. Adept with both blade and augmented body, Llorona usually carries at least two bladed weapons on her at any given time, and knows how to use them proficiently. Her swordsmanship skills were acquired during the Az-Am war, and translated well into shadowrunning, especially when things got loud and time was more important than subtlety. Marksmanship - Llorona's skills in firearms handling, specifically those of pistol-sized weapons, are a product of her time in the Amazonian military, and further honed by her association with the fixer "Lighthouse". Some might question her use of pistols near-exclusively in a line of work where people usually pack heavier hardware. Those people haven't seen her plant a bullet in a person's neck with practiced ease and precision, or witnessed her put the rest of an APDS round burst into the same hole the first round made. Breaking & Entering - Llorona's natural agility, refined by years of combat experience and freelance work, makes her quite effective at getting into places people usually don't expect her. Whether it's to set up an ambush, or acquire a physical object, it's one more reason why people describe her as a "ghost". Social Maneuvering - While not a dedicated "face", Llorona is adept at navigating social encounters, able to blend in with a crowd, or simply act as discreet protection hidden in plain sight. She's got a pretty face, and she knows it; it attracts a lot less unwanted attention to her principle than a bulked out bodyguard in a suit. While Llorona certainly gets looks, thanks to the distinct combination of ink, scars, dryad glamour, and predatory grace, it's the kind of attention that distracts, instead of warns. She also knows a thing or two about interrogation, able to act as "good cop" or "bad cop" depending on the situation. Contacts Adam Perkins aka "Lighthouse" (Fixer) (Loyalty 4/Connection 3) "Metahumanity is a species of social creatures. You gotta find your people. Me? I help other people find their people." A relatively young ork man approaching his mid-thirties, Lighthouse has his roots in the Ork Underground in Seattle. He made a name for himself by guiding the lost, forgotten, and broken of all walks of life, sending them where they needed to go, with the tools they required. That the people he sends are shadowrunners, the places they need to go are their target locations, and the tools they require are a myriad of weapons, infiltration gear, and other such sundries, is a set of minor details. Relocating to Miami has put him at the intersection of multiple different borders, and thus, multiple different opportunities. While not as wide as his Seattle network, it's only a matter of time before his operation in Miami extends over just as much. Expanding his network beyond the confines of Seattle has opened up new opportunities for contacts, whether shadowrunners, suppliers, or something in between. Lighthouse expected his meeting with Llorona after the Aztlan gladiator job to be a simple matter of adding another runner to his stable. Instead, he found someone well and truly lost, adrift and alone in an ocean of doubt and risk. So he did as his namesake does, and guided her to shore. He found work for her that fit her skillset, and nurtured the talents Llorona didn't know she had. He began employing her directly for bodyguarding work whenever he needed discreet but effective protection (and sometimes when he didn't), often during runner meets or high-stakes negotiations. She's saved his life more than once, and he's pulled her out of bad situations just as often. Mutual respect in each others' capabilities bloomed into genuine friendship ... and maybe something more. Whatever their relationship is, they trust each other, and that means a lot in the shadows. Dr. Harald Oberlander (Street Doc) (Loyalty 1/Connection 5) "I don't run a charity, but my prices are ... flexible. Money is merely another medium of exchange, after all." Any self-respecting street samurai needs a solid street doc, both to make sure their implants are still working, and as a dependable pipeline for upgrades to retain their edge. For Llorona, Dr Oberlander is that street doc. A former JHIH doc, the human man is rather tight lipped about what caused his descent into the shadows, saying "it would have been a violation of his oath to 'do no harm'", which is, incidentally, something Dr. Oberlander takes very seriously. Whatever it was, it was enough to convince him to abandon a rather successful medical career. Even still, Dr. Oberlander has the connections in high places to get what runners want, and the skills required to make the implantation process as smooth as possible. An avid combat sports fan, both on the trid and in meatspace, Dr. Oberlander operates a gym in the basement of his clinic, used "officially" as a physical therapy section of the clinic. For a small fee, individuals in the shadow community not on the clinic's recovery list after an operation can use the facilities. "Calico Bob" (Smuggler) (Loyalty 1/Connection 4) "So what can I do you for, eh, chica? New guns, new drugs? Eeeeeverything's got a price. All you gotta do ... is ask. Your buddy, Calico Bob, will do the rest." Loud, brash yet gregarious, and always ready to bargain, the Ork man known as "Calico Bob", or simply "Bob" for short, is a Miami native. "Bob" first made his name personally smuggling contraband in and out of "The Reef", using his contacts in the 305 gang to get things where they needed to go. From those humble beginnings, with the generous application of blood, sweat, and tears, his smuggling network now extends north past the Orange Curtain and into the CAS and UCAS beyond, south into the rest of the Carib League and parts of Amazonia, and even west into Aztlan. The ork smuggler has made it a point of professional pride to ensure his customers' needs are met ... assuming they hold up to their end of the bargain. He also acts as a reputable buyer, able to move goods and people quickly and quietly. Despite his success, "Bob" remains a pillar of the community in Miami's shadows, especially in and around Little Havana. Though now independent, "Bob" retains a good relationship with the 305 gang, hiring them out for muscle when moving product locally. He does, however, contract that role out to runner teams if he's moving particularly valuable items, offering favorable discounts on his services as part of the payment. Randall Horn (Arms Dealer) (Loyalty 1/Connection 4) "I'm a businessman, and my business is weapons. Where or how you use them is none of my interest. What is my interest, however, is the details on what I receive in exchange. Let's get to working those details out, shall we?" Randall Horn is a perfectly legitimate businessman who just so happens to see the shadows as another revenue stream. The owner of the "Ammunation" chain of gunstores, Randall is no-nonsense, stubbornly against mixing business with pleasure. That, however, is balanced out by the quality of his wares and the services he offers. Ammunation itself specializes in high-end armaments and armor. Everything from combat knives to heavy machine guns, and armored vests to licensed high fashion armored clothing can be found in the chain's catalogue. Ammunation also offers gunsmithing and post-purchase modification services, tailoring the item to the client's needs and desires, cultivating a reputation for quality and exclusivity. While Ammunation's usual clientele is often the wealthy elite, mercenary outfits, or acquisition specialists representing various groups of note in the Carib League and beyond, Randall himself isn't averse to selling to other, more private parties offering alternate payment options (read: shadowrunners), mostly as a way to get a use out of excess inventory. Quality, after all, doesn't come cheap. However, there's a certain level of professionalism that the elf prefers in his clients during these "special end-user acquisitions", and negotiations always start with the understanding that Ammunation is legally absolved from responsibility should any "end-users" run afoul of the law while using Ammunation products. Gallery Street chic (w/ armored jacket) Bodyguard duty "Bienvenidos a Miami, I suppose ..." (Tattoo/scar detailing) Custom Ballistic Mask w/ integrated gas mask and ultrasound visual sensors Chummer/PDF files Dicepools Quick Ref (WIP) Hide this Creation method: Priority (DBECA), utilizing Chummer chargen helper Quick reference sheet: Attributes Body 3 Agility 7(9) Reaction 4(6) Strength 4 Charisma 5 Intuition 4 Logic 2 Willpower 3 Special Attributes Edge 1/6 Essence 0.01 Derived stats Condition Track 10 (stun)/10 (phys) Initiative, Physical 10+3d6 Initiative, Matrix 10+3d6 Dodge (Full Def) 10(19) Armor 19 Qualities Positive Qualities: -40 Agile Defender (3) Biocompatibility (bioware) (5) Catlike (7) Glamour (12, metatype) Jack of All Trades Master of None (2) Lowlight Vision (4, metatype) Shoot First, Don't Ask (2) Sharpshooter (4) Strive for Perfection (12) Negative Qualities: 50 Code of Honor (Afila Tu Acero) (-15): Never show fear. Challenge your strength against worthy foes. Do not allow yourself to fall to decadent or slothful behavior. Never harm the weak or innocent. Consummate Professional (-3) Distinctive Style (-3, metatype) Flashbacks R1 (7): Uneasy around spirits, and especially mages that summon them on the battlefield. Impassive (-7) Insomnia (Basic) (10) Prejudiced (Aztechnology [Common, Outspoken]) (-7) Records on File (Aztechnology) (-1) Symbiosis (-5, metatype) Martial Arts Jujitsu (7) Clinch (free w/ art): Simple Action. Gymnastics + AGI [Physical] vs. opposed REA + INT. If successful, opponent is clinched. Both characters can not move away from each other. Initiator gets Superior Position bonus while maintaining control. Both characters' Reach is negated, melee attacks receive a penalty equal to Reach bonus. Firearm attacks from both receive penalty equal to net successes. Both can move up to 2 meters together on each of their actions. Character in inferior position can attempt to use Escape Action to break Clinch. Character in Superior Position can let go of the Clinch as a Free Action; character in an inferior position can choose to use an Interrupt Action (–5 Initiative Score) to attempt to maintain Clinch and gain Superior Position. New Gymnastics + Agility [Physical] by the player in the inferior position w/ +1 dice pool bonus; character in the Superior Position does not get Superior Position bonus. Augmentations Cyberware (0.38 Essence) Smartlink (used): +2 bonus for smartlinked guns Datajack (used): DNI capability Bioware (5.61 Essence) Bilateral Coordination Co-processor (standard): Gives ambidexterity Bone Density Augmentations R4 (used): +Rating to soak, Unarmed now deals (STR+3)P Muscle Toner R2 (used): +2 AGI Narco (geneware): Improves positive ATT bonuses of drugs by 1, -2 to addiction tests if not addicted, +2 if already addicted Nephritic Screen R6 (used): +Rating to drug resistance tests, reduces drug duration by increments equal to Rating Orthoskin R4 (used): +Rating to armor, stacks with worn armor Reflex Recorder (Pistols, Blades, Unarmed) (standard): +1 to skill's pool Sleep Regulator (standard): Require only 3 hours of sleep, stay awake twice as long before sleep deprivation fatigue Striking Calluses (standard): 1 per hand/foot, combined gives +2P to unarmed attacks Synaptic Booster R2 (standard): +2 REA, +2d6 initiative dice Synch (geneware): +1 to Perception tests, +1 to combat tests against enemies after their first attacks Tetrachromacy (geneware): +3 to visual Perception tests, treat Partial Light as Full Light Troll Eyes (used): Thermographic vision Attributes & Skills BOD: 3 AGI: 7(9) REA: 4(6) STR: 4 LOG: 2 INT: 4 CHA: 5 WIL: 3 Edge: 1 MAG: N/A Skills Pistols 6 (Spec: Semi-Automatics), Blades 6 (Spec: Swords), Unarmed Combat 6 Gymnastics 3, Sneaking 3 Perception 2 Con 1, Intimidate 1, Pilot Ground Craft 1, Throwing 1 Skill Groups Influence 2 (Etiquette, Leadership, Negotiation) Knowledge Skills Area Knowledge: Miami 2 Small Unit Tactics 4 Languages: Amazonian Portuguese N Aztlaner Spanish 6 English 6 Gear (WIP) - to be filled Backstory The story of the woman who would become the shadowrunner "Llorona" starts like many stories in the Sixth World. Born in the Amazonian Metropole sprawl, Isadora Salgado Medina's early life was characterized by poverty and hardship. The sixth of ten siblings, and the only sister in a group of brothers, she developed an independent streak and resilient mindset, as well as an impressive understanding of social dynamics. Her metatype, normally an asset in more ... "civilized" levels of society, attracted attention, requiring Isadora to develop self-defense skills as a method of protection. Gang violence was common, and she learned the best way to stay alive was to hit first, hit fast, hit hard, and stay out of the way. She was especially close to her grandmother, the matriarch of the family stepping in to help discipline the ten siblings often. It was her grandmother who gave Isadora her first knife, and taught her how to use it. Life continued for her in Metropole, until one day, Isadora was reported missing by her family. Roughly a year later, a few months past her 18th birthday, Isadora was arrested for aggravated assault and theft during an escalation of gang violence in the sprawl, several miles away. During her trial, Isadora impressed the judge responsible for her case with her bearing and character, despite her upbringing. Seeing the chance for reform, he gave her two choices: rehabilitation, or service in Amazonia's military. Isadora chose the latter, and when her mandatory service period ended, the dryad found that she couldn't see herself in another profession, and so re-enlisted. She'd found something there that she have never expected to find: purpose. Being a mundane, Isadora went down the route of augmentation during her service. A medical assessment indicated she had a significantly high degree of tolerance for bioware implantation, which she utilized to her advantage by implanting cheaper "used" ware. This, paired with a tempering and refinement of her street instincts thanks to military discipline, lead to her eventual service in the Comando de Operações Especiais, Amazonia's special forces command. At that point in time, tensions between Amazonia and Aztlan were reaching a boiling point, and everyone knew a war was going to happen. It was only a matter of time and cause. Among the armed forces of Amazonia, irregular as they were, it was akin to an Awakened Crusade, in protection of the "deity" that was the Amazon. Isadora, thanks to her experience in urban areas and her understanding of Aztlanner Spanish, was stationed near Bogota with her unit, the 5th Special Forces Company, nicknamed "Deadhands" (known for their higher than average number of cyberware users, a rarity among Amazonian military cells) when the war began. Initially, the Deadhands were tasked with both direct action missions, and assisting cells and sympathetic paramilitary groups in their operations in and around Bogota. Even as the war turned, and the unit began taking casualties, they survived, striking the Azzies where they could, before fading back into the jungle. The Great Dragon Sirrug the Destroyer, however, changed the face of the war with his attack on the city of Cali. Even today, Isadora bears the tattoo she got commemorating the shift in the war. For a time, she bore the tattoo with undisguised pride, as Aztlan cowered in the face of the Great Dragon's wrath. Amazonian forces pushed their foes back to the original pre-war borders. Once again, the Deadhands found themselves operating around Bogota. Then ... Aztlan and Aztechnology played the ace up their sleeve. Sirrug was struck down during Operation: Marauder, and Aztlan launched an offensive to strike Bogota immediately afterward, named Operation: Huntress. Over the next ten days, Bogota became a living hell, with Isadora and her unit in the center of it. The world seemed to descend into a red haze as the Deadhands fought and killed, and were killed in turn as the city-wide melee raged. Isadora, however, was separated from the remains of her unit and captured, eventually being handed over to Aztechnology. Isadora's capacity for bioware implantation did not escape notice, and she was placed as an experimentation subject, alongside other POWs captured during the Battle of Bogota. During this time, she learned about the resolution of the war. Amazonia had lost, the world saw the Azzies as the heroes of the story, thanks to evidence of doctored war crime footage on the part of Horizon, working under Amazonia's contract. Bogota was now in Aztlan hands, and Sirrug was nowhere to be found. The borders were more or less back to where they started. To top it all off, Isadora was officially KIA, her SIN as dead as the rest of her unit. To the Aztechnology researchers, she and the rest of the test subjects were nothing more than living Petri dishes. Over time, the experimentation became more and more invasive as corporate overseers pushed for more results and data. The researchers tested the limits of her biocompatibility, repeated surgeries adding more and more augmented material into her body. At one point, Isadora underwent a particularly invasive surgery, and suffered ... complications. After rapid blood loss, her heart had stopped, and her breathing ceased. She was clinically dead for one minute and twenty-four seconds, before she managed to claw her way back to the living. The scientists hadn't expected her to survive, however. Aztechnology had decided that they'd squeezed as much data from these subjects as they thought they could, given the scope of the research, and so the "rejects" that still lived, Isadora included, were sent to ... "disposal". Shipped off to a blood-sport arena circuit, the rejects were thrown to the metaphorical wolves of the pit, fresh meat with which the new blood and rising stars could pad out their win ratio. Those rising stars were, of course, backed by Aztechnology's entertainment division, looking for talent to elevate to the professional league. One by one, she watched her fellow rejects get slaughtered. When it came time for Isadora to fight, her opponent was one of those rising stars, a cruel smile on his lips as he rolled his cyberarms in his sockets. In the gladiatorial arenas, either you were augmented, or you were dead. And Isadora, thanks to her augmentations consisting near-completely of bioware, didn't look modded at all. The only obvious ware on her body was a datajack. For all her experience, for all the hell she'd gone through, she still looked like a young elf woman, hardened by the recent war, certainly, but nothing special. Her opponent thought it was going to be an easy victory. It was the last mistake of his life. She was like smoke, slipping past her opponent's guard with impunity. Mankind's oldest weapons were his fists and his feet, and Isadora knew how to use them well. She managed to get her opponent into a joint lock, and started dragging him towards the moat surrounding the arena. In full view of the crowd, she forced his face under the water ... and held it there. The jungle had made her brittle. Bogota, and its aftermath, had formed the fault line. But in the arena ... as blood ran from the cuts in her face and body, darkening the sand, and the roar of the crowd filled her ears, something inside her broke. Isadora didn't realize she was screaming until her voice was the only one echoing in the arena, the rest of the crowd silent. When her opponent stopped twitching, she turned, and walked out of the arena, uncaring of the chanted name that was slowly rising from the crowd, gaining volume with every step she took. "Llorona". The Wailing Woman of old Hispanic folklore, a ghost who drowned those that wandered too far from home, in retribution for her own murdered children. The Aztechnology suits in the VIP box, previously angered that one of their prime candidates had been killed ... realized they had an opportunity. When she was approached by Aztechnology with an offer to enter the professional leagues, Isadora wanted to refuse at first. They'd taken everything from her before, so why should she say yes? But ... they were offering money and resources, and more importantly, if she said no ... the Azzies wouldn't take kindly to it. Saying yes bought her time. Time she could use to get stronger, make allies. Time she could use to wait for an opportunity. And so, Isadora Salgado Medina, became "Llorona". A spectre, a harbinger of death, biding her time to strike. Aztechnology used her as a boogeyman, a method with which they could humble fighters on a winning streak, and eliminate competition. She didn't always kill, but Llorona ensured the message got across. Eventually, Llorona became adept at delivering the exact kind of punishment her handlers desired to mete out, whether abject humiliation dealt quickly and efficiently, or a slow, drawn out death, drawing the cheers of a crowd baying for blood. She adopted a modified sugar skull as her sigil, painting it on her face before matches. It served the dual purpose of protecting her identity, and elevating her reputation. The face paint, along with her appearance as a relatively unaugmented individual, was a particularly effective combination. At a certain point, "That face when Llorona" was a relatively popular Matrix meme in certain communities, depicting the wide-eyed shock of a fighter when they realized exactly who their opponent was. Aztechnology was careful to never let her real name or face circulate the Matrix, out of caution that someone might recognize her, and more importantly, the experimentation that had been done to her. Llorona herself ... struggled. Unlike many other fighters, she didn't enjoy the fame that came with being successful in the pit. Aside from her name not being known thanks to Aztechnology's censors, it was, to her, nothing more than a distraction, something that tempted her to forget why she was still alive. Over time, the blood and death in the arena became routine. Sometimes, she lost herself to it, a haze of violence that became a waking nightmare, the combat drugs and genetic tampering messing with her head, trapping her in her own body. The only thing keeping her focused was the 'ware inside her, a reminder of what the Azzies had done to her. She developed a code of rules, one that earned her the respect of other fighters in the pit, the ones that knew her beyond the facepaint and Aztech censors. It kept her centered, focused on one single goal: freedom. In the end, all she was doing was sharpening the knife, until it held a keen enough edge to cut away Aztechnology's bonds. That ... and sometimes she swore she heard whispers in the voices of her dead comrades, both her fellow "rejects" and the fallen members of the Deadhands. They told her to move when there was an attack she couldn't see, whispered secrets to her while she lay awake at night, unable to sleep. Llorona usually dismissed it as a symptom of potential cyber-psychosis, or just plain stress and insanity. But sometimes ... it was uncanny enough to make her doubt it. Still, despite her sense of teetering on the edge, she made contacts, other fighters who wanted out of the pits, and people on the outside. People in the shadows, who sensed an opportunity to punch up at the Big A, as well as people in Aztechnology who had a conscience, and more importantly, wanted to help her. Soon enough, it was time to strike. Data collected, security clearances found, weapons and ammunition stocked, and bribes to the right people administered, Llorona and a cadre of like-minded gladiators made their way out from the clutches of Aztechnology. It was clean, it was quiet, and it wasn't discovered until several days later. By then, they were gone, physical and digital trails erased. Aztechnology decided that the cost to their bottom line wasn't worth what they would recover, and wiped their hands clean of the escaped gladiators, letting them fade into quiet obscurity as the years passed. The gladiators themselves went their separate ways, their goal of freedom now attained. Llorona was finally free, escaping not with a bang, but with a sigh. For the first time in almost a decade, she was the arbiter of her choices. And she felt lost. She couldn't go back home, because it had been over a decade since she'd seen her family. She didn't know how they'd react to her suddenly showing up, especially since they'd likely heard the news of her being missing or dead in Bogota. She couldn't stay in Aztlan, since that was Aztechnology's territory, and she had no desire to goad them. So ... she looked to the shadows. Talking with the coyote that got their group out of Aztlan yielded some results, and she was put in contact with a fixer going by the runner handle of "Lighthouse". With a reference and a solid demonstration of her capabilities, Llorona was soon taking jobs from the fixer, sometimes serving as his bodyguard when he needed discreet protection. Turns out, Llorona cleaned up quite well if she wanted to, perfect for blending in, to a certain degree, when in full view of a crowd. She still attracts attention, but its the kind of attention that distracts from the danger she presents, instead of warning of it. No one expects the pretty elf woman hanging off the fixer's arm to be able to punch a man clear through a wall, moving faster than he could draw his weapon. That said, despite her freedom, Llorona was still restless. She was afraid of Aztechnology changing its mind and hunting the escapees down, especially the ringleader. So she kept moving, kept running, never believing she was truly safe. Lighthouse, true to his handle, helped her find her way, as she helped expand his network to every stop on her journey. Eventually, at his urging, she settled down in the Carib League, the place where people went to disappear, one way or another. While it wasn't perfect protection, she reckoned it was enough of a hurdle to complicate things. By 2078, Llorona has starting feeling a certain level of familiarity with Miami. It's a chaotic, 'might makes right' hellhole ... just like the gladiator pits. Helping her fixer ... friend(?) relocate his base of operations to Miami has helped her get a lay of the land, and start looking for work beyond solo opportunities. Perhaps it's the start of an upward climb to greatness, perhaps it's the prelude to a tragic downfall. Or maybe, it's a little bit of both. Only time will tell ...
  10. "How 'bout I play you a diddy, cher', and you tell ol' Beau why yer knees quiver..." Human Neutral Dirge Bard Face/Control/Buff Appearance: Draped in old, dark and raggedy clothes from a beaten up old, dusty top hat to some broken down old soles. He scrapes his face clean with a knife and adorns himself in beads of bone or dark and smokey stones. He rattles when he passes. His voice is raspy like falling ashes and slow is his melodic tenor... It comes in a broken twangy rhythm. (Think Southern Cajun accent) The vagabond is often tapping a foot, humming low or whistling. He sings in dusky, sweet baritones and loves to strum on that wicked old devil's Banjo. Personality: Nobody knows Beau's true personality, perhaps not even himself. He's a living mummer's act. Most often, he keeps a seemingly cheerful disposition but his mood can shift to dark places in a moment's notice. He speaks in riddles often as not, or simply in incoherent tongues, then shifts suddenly into perfect dictum, like a theater trained orator. People find him off-putting in personality and appearance and will go out of their way to give him a wide berth, then, later, find themselves enthralled, enchanted and dancing to one of his melodies. His intentions and motivations are an enigma. He's obviously fascinated by death and things that go bump in the night and does near whatever he needs for his next meal or passage to the next town. Wherever the cold wind blows is where you're likely to see Beau, shuffling along in tow. Background: Whistling 🎶 picking strings🎶 Tapping a foot 🎶 Starts to sing... 🎶 ----------- Once he was a regular man, Full of plans, bright little plans... Had him a house. Had him a pretty wife... A wee little son... A wee little life. ---------- Taps a foot Picks a string🎶 Whistles low ... Continues to sing🎶 ----------- Work to pay the taxman. Work to buy the grain. Work to keep the roof up. No holes for the rain. Kiss the boy goodnight. Can't recall his name. A flower for the wife 'fore the devil came. ----------- Whistling 🎶 picking a string🎶 Tapping a foot 🎶 Continues to sing... 🎶 ------------ Door ajar... left a mess... Upturned tables... Lifelessness. Time to go. On the run. No more need to be up with the sun. No more taxman come for his coin. Shadow never knows where he's going. The cold wind blows and the days keep turning. Into nights That's the story... ----------- Whistling🎶 Picking a string🎶 A subtle wink. The melody rings. 🎶 ------------
  11. Razig Al'Jabar Human • Hermit • Monk Medium • Lawful Neutral • Human, Humanoid Abilities Strength 16 (+3) • Dexterity 10 (+0) • Constitution 14 (+2) • Intelligence 16 (+3) • Wisdom 12 (+1) • Charisma 10 (+0) Boosts • Ancestry: Strength, Intelligence • Background: Constitution, Intelligence • Class: Strength • Free: Strength, Constitution, Intelligence, Wisdom Adventuring & Combat HP 20/20 Perception +3 • Trained 2 • Wis 1 • Item 0 • Senses Speed 25ft Spell DC • Untrained 0 • Base 0 • Cha 0 • Item 0 Armor and Shields AC 14 • Expert 4 • Base 10 • Dex 0 • Item 0 • Expert: Unarmored Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws • Fortitude + • Expert • Con 0 • Item 0 • Reflex + • Expert • Dex 0 • Item 0 • Will + • Expert • Wis 0 • Item 0 Weapon Proficiencies • Simple Weapons, Unarmed Strike Unarmed +5 • Trained 2 • Str 3 • Item 0 • Damage 1d6 • Agile, Finesse, Nonlethal, Unarmed Falling Stone Strikes +5 • Trained 2 • Str 3 • Item 0 • Damage 1d8 • forceful, nonlethal, unarmed Thowing Knives +5 • Trained 2 • Str 3 • Item 0 • Damage 1d4 • Agile, Finesse, Thrown 20 ft Skills Acrobatics +0 • Untrained 0 • Dex 0 • Item 0 Arcana +5 • Trained 2 • Int 3 • Item 0 Athletics +5 • Trained 2 • Str 3 • Item 0 • Armor -0 Crafting +5 • Trained 2 • Int 3 • Item 0 Deception +0 • Untrained • Cha 0 • Item 0 Diplomacy +0 • Untrained 0 • Cha 0 • Item 0 Intimidation +0 • Untrained 0 • Cha 0 • Item 0 Lore: Zuoken +5 • Trained 2 • Int 3 • Item 0 Lore: Desert +5 • Trained 2 • Int 3 • Item 0 Medicine +3 • Trained 2 • Wis 1 • Item 0 Nature +3 • Trained 2 • Wis 1 • Item 0 Occultism +5 • Trained 2 • Int 3 • Item 0 Performance +0 • Untrained 0 • Cha 0 • Item 0 Religion +3 • Trained 2 • Wis 1 • Item 0 Society +3 • Untrained 0 • Int 3 • Item 0 Stealth +0 • Untrained 0 • Dex 0 • Item 0 • Armor -0 Survival +3 • Trained 2 • Wis 1 • Item 0 Thievery +0 • Untrained 0 • Dex 0 • Item 0 Languages: Common, Baklunish, Sueloise, Flan Abilities Versatile Heritage • Heritage • NoteHumanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation). Flurry of Blows • Class (Monk) • NoteFlourish Monk Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn. Powerful fist • Class (Monk) • NoteYou know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks. Feats Dubious Knowledge • Background (General) • NoteYou're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which. Alchemical Crafting • General • NoteYou're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which. General Training • Heritage • NoteGain a general feat Titan wrestler • General (Skill) • NoteYou can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics. Mountain Stance • General (Skill) • NoteRequirements You are unarmored and touching the ground. * This archetype offers Mountain Stance at a different level than displayed here. You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits. While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. Spells & Powers Spell Attack + • Untrained • cha Spell DC • Untrained • Base 10 • Cha Focus Points 0/0 Spells/Day: 0: Prepared Spells Spell 0 — • Spell Focus Spells • Spell Bioluminescent bomb • Bulk L • NoteUsage held in 1 hand; Bulk L Activate [one-action] StrikeThis vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it shatters and releases the bioluminescent fluid's energy in a flare of light. Each creature within 10 feet of where the bomb exploded must succeed at a DC 17 Reflex save or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a DC 17 Fortitude saving throw against the overwhelming burst of light. Success The creature is unaffected. Failure The creature is dazzled for 1 round. Critical Failure The creature is blinded for 1 round, then dazzled for 1 round. Throwing Knives x10 • Bulk 1 Religious text • Bulk L • NoteThis manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it. Formula Book • Bulk L • NotesRecipes: Alchemist's Fire (Lesser) Antidote (Lesser) Bioluminescence Bomb Drakeheart Mutagen (Lesser)
  12. +++ Shadow, The Dark Fury +++ "Ghastly grim and ancient Raven wandering from the Nightly shore—" Name: Edryc "Shadow" Morrigan Legion: Raven GuardRaven Guard characters are skilled at the arts of stealth and surprise tactics. A Raven Guard Space Marine gains the following benefits: +5 Agility, +5 Perception and the Master of Shadows Solo Mode Ability (see page 17). Rank: 1 | XP: 12900Spent Character XP: 12000 Initial XP: 1000 -Talent: Guerrilla Training - 400 -Talent: Two-Weapon Wielder (Melee) - 500 Spent Initial XP: 900 Unused Initial XP: 100 Total Spent XP: 12900 Specialty: Assault MarineStarting Skills The Deathwatch Assault Marine gains Pilot (Personal) as a Trained Advanced Skill. Special Ability Angel of Death - The Assault Marine gains the Swift Attack Talent. In addition, choose: Wings of Angels Legion Demeanour: Son of NightSon of Night is a Demeanour (see page 32 of the Deathwatch rulebook) unique to Space Marines from the Raven Guard Chapter. The Battle-Brothers of the Raven Guard are known as dark and brooding, often surly and recalcitrant. The Raven Guard are not given to unnecessary conversation, preferring instead to watch and to listen, waiting for events to unfold to their advantage before acting. Some have described their habit of withholding all comment despite repeated questioning to be quite infuriating. The Raven Guard are extremely patient, biding their time and never acting rashly. They appear to be motivated by some inner darkness and to shun the light, metaphorically and often literally. While they do fight alongside other Space Marine Chapters they have often been accused of failing to share the full extent of their plans with their allies, leading to disagreement and overt conflict on numerous occasions. When fighting in the same theatre of operations as conventional forces such as Imperial Guard and local militia units, the Raven Guard have been known to use their allies as bait in elaborate traps, launching ambushes against common foes, but not always before the unknowing bait has been taken. On numerous such occasions, a furious Imperial Guard Colonel or defence force marshal has lodged the strongest of objections with the Chapter, to be met by nothing but a cold, black-eyed gaze, if even that. Personal Demeanour: CalculatingThe Space Marine's mind is highly analytical, constantly aware of the pros and cons of any decisions he faces. Special Ability: Wings of AngelsWings of Angels The Assault Marine may add 20 meters the movement rate of his Jump Pack with a successful Challenging (+0) Pilot (Personal) Test. When making a Charge whilst using this ability, the Space Marine adds an additional 1d5 Damage to any melee attacks. This ability only functions when in Solo Mode. Past Event: SurvivorSurvivor: You were part of a covert team dropped into a heavily contested warzone. The enemy knew you were coming, and your drop site was obliterated by artillery fire. Every single Battle-Brother you dropped with that day was killed in the hail of fire, but you miraculously made it out alive. You carry around a memento of your fallen brothers, honouring their memory with every battle. Starting Skill: Recon and StealthRecon and Stealth: An understanding of the best methods of recon and stealth, such as how to approach a defensive position unseen or quietly destroy sentry positions. Wounds: 20/20 Fate: 3/3 AppearanceThe Raven Guard Melanchromic Organ has a unique mutation that causes the skin of the Space Marine to grow paler. Eventually each Marine's skin becomes pure white while their hair and eyes darken, becoming black as coal. : Battle-Brother Morrigan has ivory white skin, eyes of gleaming black orbs, and hair the colour of raven feathers. At all times, he carries with him the recovered Corvia of all his fallen Battle-Brothers - the only remnants from the doomed covert team. Chained together and hanging from the Assault Marine's belt, the small totems are a dual reminder of their ultimate sacrifice and his miraculous survival against overwhelming odds. Characteristic Roll <+Modifiers> Subtotal <+Bonuses> Weapon Skill 39 <Swapped with Fellowship=45, A Hero's Shame +5=50> 50 Ballistic Skill 39 <A Hero's Shame +5=44> 44 Strength 35 35 <Unnatural Strength (x2)=6, Corvus Armour +20=8> Toughness 38 38 <Unnatural Toughness (x2)=6> Agility 42 <Raven Guard +5=47, Raven Calvaria +2=49> 49 <Corvus Armour +10=5> Intelligence 36 36 Perception 34 <Reroll: 39, Raven Guard +5=44> 44 Willpower 44 44 Fellowship 45 <Swapped with Weapon Skill=39> 39 Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship 50 44 35 8 38 6 49 5 36 44 44 39 Skills: Awareness, Cipher (Legion Runes), Climb, Common Lore (Legiones Astartes, Imperium, War), Concealment, Dodge, Drive (Ground Vehicles), Intimidate, Literacy, Navigation (Surface), Pilot (Personal), Scholastic Lore (Principia Belicosa), Silent Move, Speak Language (High Gothic, Low Gothic), Tactics (Recon and Stealth), Tracking Talents: Ambidextrous, Astartes Weapons Training, Bulging Biceps, Guerilla TrainingRaven Guard Chapter Advances Advance: Guerilla Training Cost: 400 Type: Talent Prerequisites: None Left with an incredibly low number of men after the massacre at Istvaan V, the Raven Guard had to become masters of rapid deployment, stealth, and guerilla tactics. Each Battle-Brother was expertly trained in covert operations to help them deal with their incredibly low numbers. This training and tradition has carried on through the millennia, and members of the Raven Guard chapter are still revered for their ability to operate secretively and silently, even in their bulky power armour. The Battle-Brother does not take the penalties to Silent Move and Concealment normally inflicted by power armour., Heightened Senses (Hearing, Sight), Hulking, Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), Space Marine Implants, Swift Attack, True Grit, Two-Weapon Wielder (Melee)Rank 1 Deathwatch Assault Marine Advances Advance: Two-Weapon Wielder (Melee) Cost: 500 Talent Groups: Ballistic, Melee Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35 Years of training allow the character to use a weapon in each hand when needed. When armed with two weapons of the same type, the character may spend a Full Action to attack with both. Both tests made to attack with the weapons suffer a –20 penalty (see Chapter VIII: Combat for more details on fighting with two weapons). The character must possess Two-Weapon Wielder (Melee) and Two-Weapon Wielder (Ballistic) if he wishes to use a gun and hand weapon with this Talent., Unarmed Master, Unarmed Warrior, Unnatural Strength (x2), Unnatural Toughness (x2), Wings of Angels Solo Mode Ability: Master of the ShadowsRaven Guard Solo Mode Ability: Master of the Shadows Type: Passive Required Rank: 1 Effects: The Raven Guard excel at covert operations, opting for the more subtle approach over an all-out assault. Millennia of training and refining their guerilla tactics have made them masters of blending into the shadows and striking when their opponent least expects it. When the Battle-Brother is in solo mode, he may re-roll any failed Concealment, Shadowing and Silent Move Tests. Improvement: At Rank 3 or above, all attacks made by the Battle-Brother against surprised targets gain a +2 to Armour Penetration. At Rank 5 or above, the Battle-Brother gains a +20 bonus to Concealment, Shadowing and Silent Move Tests. At Rank 7 or above, all attacks made by the Battle-Brother against surprised targets gain a +4 to Armour Penetration. Squad Mode Abilities: Exploit WeaknessRaven Guard Attack Pattern: Exploit Weakness Action: Half Action Cost: 4 Sustained: No Effects: The Raven Guard use precise application of force to cripple their enemy. The squad works in concert to exploit the foe’s weaknesses and deliver potent, strategic blows. As a Half Action, any Battle-Brother in Support Range may single out an enemy. Until the beginning of that Battle-Brother’s next turn, all members of the Kill-team may re-roll damage rolls against that target (the second result must be taken). Only one target may be singled out at a time. Improvement: At Rank 5, singling out a target becomes a Free Action., Evasive ManoeuvresRaven Guard Defensive Stance: Evasive Manoeuvres Action: Full Action Cost: 3 Sustained: Yes Effects: Battle-Brothers of the Raven Guard favour agilely avoiding their opponent’s main attack over a stalwart defence. All Battle-Brothers in Support Range no longer trigger the effects of Overwatch from an enemy. In addition, Battle-Brothers in Support Range gain a +20 bonus to all tests to avoid Pinning. Improvement: At Rank 3, all Battle-Brothers in Support Range are immune to the effects of Pinning. ImplantsRaven Guard do not have the Mucranoid or Betcher's Gland.: Secondary Heart, Ossmodula, Biscopea, Haemastamen, Larraman's Organ, Catalepsean Node, Preomnor, Omophagea, Multi-Lung, Occulobe and Lyman's Ear, Sus-an Membrane, Oolitic Kidney, Neuroglottis, Progenoids, Black Carapace Equipment: Standard Issue: Astartes Bolt Pistol, Astartes Combat Knife, Astartes Frag Grenades (3), Astartes Krak Grenades (3), Legion Trappings: Raven CalvariaRaven Calvaria: Taking the form of a bird’s skull, the Calvaria is a decoration worn by many Battle-Brothers across the Chapter. It is commonly worn hanging from a chain around Space Marine’s neck or strung from their right shoulder pad. Add +2 to Agility (after all modifiers)., Mk VI 'Corvus' Armour (Astartes Power Armour), Repair Cement Assault Marine Standard Issue: Astartes Chainsword, Astartes Jump Pack Name Class Range RoF Damage Pen Clip Reload Special Weight Astartes Bolt Pistol Pistol 30m S/2/- 1d10+9 Explosive 4 14 Full Tearing 5.5 Astartes Chainsword Melee Melee - 1d10+3 Rending 3 - - Balanced, Tearing 10 Astartes Combat Knife Melee Melee - 1d10 Rending 2 - - - 2 Astartes Frag Grenade Thrown SBx3 S/-/- 2d10+2 Explosive 0 - - Blast (4) 0.8 Astartes Krak Grenade Thrown SBx3 S/-/- 3d10+4 Explosive 6 - - - 0.8 Astartes Unarmed Master Natural Melee - 1d10 Impact 0 - - - - Mk VI 'Corvus' ArmourAstartes Mk VI 'Corvus' Power Armour The Mk6 “Corvus Suit” also saw much action during the Horus Heresy. It featured dual technology circuits that allowed the replacement of rare or sophisticated parts with common or basic alternatives. It also included fail-safes such as duplicate power cabling. The left shoulder pad, which always took the brunt of enemy fire, retained the studded Mk5 construction so as to be easily replaced. Mk6 Rules Mk6 is the lightest variant of power armour, and has gained a reputation for having a smoother fi t to its moving parts (despite them being interchangeable with Mk7 armour). This small difference has often led to the Corvus suit being fitted with a jump pack, for use by an Assault Marine. The wearer gains a +10 bonus to Agility. Mark 6 "Corvus", Locations Covered: Full, AP 8/9, 170 kg, +20 Enhanced Strength, Auto-senses (Awareness modifier) +15, Osmotic Gill Life Sustainer, Pain Suppressant Doses: 6, Vox Link, Magnetized Boot Soles, Nutrient Recycling (time per test): 2 weeks, Recoil Suppression, -10 to Agility tests due to Poor Manual Dexterity, Rolls on History Tables: 2 - Type: Power Stats: Head: 0 / Arms: 8 / Body: 9 / Legs: 8 Special AP 9 on Body. +20 Enhanced Strength, Osmotic Gill Life Sustainer, Bio-monitor and Injectors, Vox Link, Magnetized Boot Soles, 2 wks Nutrient Recycling, Recoil Suppression, Giant Among Men, -10 to Agility tests due to Poor Manual Dexterity, +10 Agility. Roll two Histories.: While the Mk IV ‘Maximus’ was intended as the definitive version of power armour, Mechanicum research has nonetheless continued, and already there are prototypes of a new version, dubbed the Corvus Armour. Distinctive with its beak-like helmet shape, the Corvus is intended to be even lighter, more energy-efficient and modular than the Maximus. With a particularly smooth fit to the black carapace, a far quieter backpack generator than older models, and its remarkably light weight, the Corvus is especially useful for scouts and assault marines. - Wearer gains +10 to Agility Armour: 8/9 Weight: 170 Enhanced Strength: +20 Auto-Senses (Awareness modifier): +15 Pain Suppressant Doses: 6 Power Armour History: Legends of War: A Hero’s ShameA Hero’s Shame: In the history of this armour, it was worn by a mighty Captain who led his Company in a crucial battle. For some reason, however, the Captain failed in his duty and the battle was lost, along with many brother Space Marines. Subsequent wearers have fought hard to prove that this was an isolated case, but none have ever become great leaders. The wearer gains +5 Weapon Skill and +5 Ballistic Skill, but suffers a –10 penalty to Command tests.
  13. Sheet: Name: Shekate Winterheart Familiar: Nosoi Psychopomp: Chill Race: Tiefling Class: Witch (Winter) Title: Mistress Shekate Looks & Likes Appearance: Tall with long black hair that looks like it came from the deepest part of hell, her red eyes only add to the evil look that she projects. Shekate has a darkness around her red eyes that enhances her look, there is a black dot in the centre of the eyes that adds to the look. Shekate has a trim build with only average-sized boobs, her lips and fingernails are also jet-black. Shekate has some body markings on her face, back and arms. They seem to be of a pattern that has little or no meaning, apart from decoration that is. Personality: Shekate is not evil at all, generally she will live and let live. Her time in the abyss has taught her all about the person she does not want to be, used by all and abused by men and even some women too. Life was not good and there seemed no end to it, when she arrived on the prime material plane things were only marginally better. It was when she became a witch that people began to talk to her, then her life picked up and thus she was able to learn and improve herself. ` Backstory: Shekate was born to a slave in the abyss, life was not good as she was expected to work from an age that should have been her best years, but when she became a woman things did not improve. Whipped for slacking, tortured for fun, beaten for any excuse. Shekate could see no end to it, and then a miracle, she found a rift that took her to the prime material plane. The people were not much better, it was when she was being chased by the youth of a city that her first big break came. In the woods, she found a small clearing complete with a tiny cottage. The door opened, and she peered inside, a table was laid for two and there was a stew simmering by the fire. Shekate entered and a voice said "wash your hands first Shekate". A tall elf was getting a drink from the cold storage, setting it on the table she then sat down. When Shekate had washed her hands she sat at the table and the elf spoke again "food then study, my name is Mistress Faeryl but you can call me maam" she said with a smile. Shekate was taught the way of the witch, which included healing and alchemy. Three years passed by and Shekate was now able to use hexes and spells, she had a little dinosaur familiar, and as she walked her rounds in Kenebres the children would run to pet Zippy. The city was a good place to live, the sea air was always refreshing, and work was now down to keeping the trade route open so the goods could flow in and out.
  14. Aelysûne Teuvel Cleric of Selûne - Life Domain Name: Aelysûne Teuvel (Pronouned Ay-liss-oo-nuh) Nickname: Aelys or Lys Age: 63 Height: 5'8" Weight: 187 lb. Character Concept: Roleplaying wise: Aelysûne is a young and curious Half-Elven Cleric with a love of mysteries, solved and unsolved. She embodies the celestial harmony between healing and redemption, her unwavering compassion and connection to Selûne guiding her as she seeks to bring light to a world shrouded in darkness, and find her true purpose. Role wise: Aelysûne serves as the compassionate healer and divine beacon of light within the adventuring party, channeling her celestial powers and unwavering devotion to Selûne to mend wounds, provide spiritual guidance, and bring hope to her companions. Lineage: Half-Elf Background: Sailor Planned Subclass: Cleric - Selûne - Life Domain Description: When Aelysûne enters a room, the first thing that captures everyone's attention is an undeniable aura of peace and tranquility that seems to radiate from her very presence. People feel a soothing calmness wash over them, as if the worries and troubles of the world momentarily fade away. Aelysûne's serene nature and inner harmony create an atmosphere of comfort and solace. As gazes shift from the tranquil atmosphere surrounding her, the next thing that catches the eye is Aelysûne's hair. Her hair is striking shades of white and silver that cascade down her back, flowing with an otherworldly grace. Her hair seems to shimmer subtly, as if touched by the light of the moon itself, and especially in the moonlight. Aelysûne is a compassionate, serene, and protective individual with a deep appreciation for mysteries. Her commitment to healing, justice, and the pursuit of knowledge shapes her interactions with the world and those around her. Aelysûne's character offers rich storytelling opportunities, as she navigates her path while seeking to bring light and understanding to a world shrouded in darkness. Plothook: Aelysûne receives the invitation to the Hall of Echoed Wisdom because of her reputation as a devoted Cleric of Selûne and her connection to the Archdruid Aelyshelm, her father. The High Council of Ravenswood, aware of her celestial powers and her unwavering commitment to healing and protection, sought her presence to ensure the safety of others as they embark on this quest. Prologue: Aelysûne Teuvel was born on a Full Moon to a High Elven Archdruid father and a Human Cleric mother. Growing up in a coastal town, she had a natural affinity for the sea and longed for adventure beyond the confines of her small village. She was often rebellious against her parents, assuming that all they wanted was to keep her sheltered from the outside world. Her wanderlust led her to accept an invitation from a crew of sailors on a ship called The Godsbane, embarking on various voyages and learning the ways of the sea. However, Aelysûne's dreams of a life filled with excitement and freedom were shattered when she it was revealed that she was tricked into being employed by Dhurren Gellont, a notorious Half-Orc slaver and leader of The Four Crown Dukes, a vicious pirate gang who worship Cyric, god of tyranny, murder, lies, intrigue, and illusion. Under the employ of Dhurren Gellont, she was forced to be bait, acting as a shipwreck victim for unsuspecting seafarers, when they'd "rescue" her and take her home, she lead them straight to Dhurren's trap, where her rescuers would then be killed or sold as slaves, and all of their loot would be taken as spoils. For 31 years, she felt trapped and unable to escape due to the consequences that might befall her. One day, Dhurren Gellont called on Aelysûne to perform her task, but she refused. As punishment, Dhurren tied stones around her ankles and threw her in the Trackless Sea. Aelysûne fought to free herself but she was unsuccessful, and she drowned. But this was not the end of her story, it seems, as Selûne, Goddess of the Moon, had other plans in store. Selûne's intervention manifested as a brilliant beam of moonlight that illuminated the dark waters, guiding Aelysûne's lifeless body to the surface. As she emerged from the water, the celestial energy radiating from Selûne's touch revived her, breathing new life into her lungs. During this process, Aelysûne's appearance underwent a transformation, with her once-dark hair turning white as the moonlight and her eyes transforming into a brilliant shade of blue. When Aelysûne awoke, she found herself aboard a ship called Tymora's Embrace with a concerned captain who had pulled her from the sea. She then sailed with him and his crew back to her homeland. Grateful for her second chance and recognizing Selûne's intervention as a divine calling, Aelysûne devoted herself entirely to the service of the Moon Goddess. She returned home to her father, in whose arms she found only tearful forgiveness, as they both mourned her mother, who had passed away just three years before her return. She became a Cleric, channeling Selûne's healing and life-giving powers to aid those in need, becoming a tool used to bring life to others rather than take it. Guided by her deep connection to the moon and her desire to bring light and compassion to the world, Aelysûne embarked on a personal quest to spread Selûne's teachings and alleviate suffering wherever she went. As a Cleric, Aelysûne would focus on nurturing and preserving life, embodying the principles of healing, restoration, and protection. She would be skilled in the arts of divine magic, using her powers to mend wounds, cure illnesses, and provide solace to the afflicted. Her adventures would revolve around aiding the downtrodden, opposing tyranny and oppression, and seeking justice for those who cannot defend themselves. Loyalties: Aelysûne's loyalties are rooted in her devotion to the Clerics of Selûne, influenced and supported by her mother Kelenwyth's presence within the faith before she passed away. Her connection to the Druids through her father Aelyshelm's role as Archdruid provides her with a broader perspective and understanding of the natural world. Deity: Aelysûne is entirely devoted to Selûne, Goddess of the Moon. The relationship between Selûne and Aelysûne is one of mutual devotion and partnership. Aelysûne finds purpose and fulfillment in serving Selûne, while Selûne bestows her divine favor upon Aelysûne, empowering her with celestial abilities and guiding her on her path of redemption. Their bond is characterized by grace, gratitude, and a shared commitment to making a positive impact on the world. Music:
  15. %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2895834%5D%5BB%5D%5BSIZE%3D%2B1%5DTrahim%20Silvergrace%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20CG%20Gnome%20Fey%20%26%20Faerie%20Dragon%20Magic%2C%20Bond%20to%20the%20Land%20Alchemist%20Vivisectionist%2FPreservationist%20VMC%20Sorcerer%20%2C%20%5BB%5DLevel%5B%2FB%5D%206%2C%20%5BB%5DInit%5B%2FB%5D%207%2C%20%5BB%5DHP%5B%2FB%5D%2033%2F33%2C%20%5BB%5DSpeed%5B%2FB%5D%2020%0A%5BB%5DAC%5B%2FB%5D%2018%2C%20%5BB%5DTouch%5B%2FB%5D%2016%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2013%2C%20%5BB%5DCMD%5B%2Fb%5D%2018%2C%20%5BB%5DFort%5B%2FB%5D%205%2C%20%5BB%5DRef%5B%2FB%5D%2010%2C%20%5BB%5DWill%5B%2FB%5D%201%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B3%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%204%2C%20%20%20%5BB%5DAction%20Points%5B%2FB%5D%201%0A%5BB%5DCrossbow%2C%20light%20(null)%20%5B%2FB%5D%2010%20(1d6%20(Sneak%20%2B%203d6)%2C%2019-20%2Fx2%09)%0A%5BB%5Dcold%20iron%20dagger%20%5B%2FB%5D%2010%20(1d3%20(Sneak%20%2B%203d6)%2C%20x2)%0A%5BB%5DBite%20%5B%2FB%5D%2010%20(1d6%20(Sneak%20%2B%203d6)%2C%20x2)%0A%5BB%5DSpell%20Storing%20(Vampiric%20Touch)%20Haramaki%20%2B1%5B%2FB%5D%20(%2B2%20Armor%2C%20%2B0%20Shield%2C%20%2B5%20Dex%2C%20%2B1%20Size%2C%20%2B0%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2010%2C%20Dex%20null%2C%20Con%2010%2C%20Int%2016%2C%20Wis%208%2C%20Cha%2011%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Male CG Gnome Fey & Faerie Dragon Magic, Bond to the Land Alchemist Vivisectionist/Preservationist VMC Sorcerer , Level 6, Init 7, HP 33/33, Speed 20 AC 18, Touch 16, Flat-footed 13, CMD 18, Fort 5, Ref 10, Will 1, CMB +3, Base Attack Bonus 4, Action Points 1 Crossbow, light (null) 10 (1d6 (Sneak + 3d6), 19-20/x2 ) cold iron dagger 10 (1d3 (Sneak + 3d6), x2) Bite 10 (1d6 (Sneak + 3d6), x2) Spell Storing (Vampiric Touch) Haramaki +1 (+2 Armor, +0 Shield, +5 Dex, +1 Size, +0 Deflect) Abilities Str 10, Dex null, Con 10, Int 16, Wis 8, Cha 11 Condition None Trahim Silvergrace, a character born into a world scarred by the reign of Lord Acridia Bastion, was not just a victim of circumstances. His thirst for knowledge and fascination with the arcane and alchemy were his beacons of hope in the oppressive shadow of Acridia's rule. This led him to study under the tutelage of a reclusive gnome alchemist in a remote corner of Chrystal, where he delved deeper into the secrets of magic. Trahim's childhood, however, was marred by betrayal and trauma. Bullied by his peers, he endured taunts and ridicule that cut deep into his psyche. Despite his efforts to fit in, his supposed friends turned on him when they ventured too close to the border of the dreaded Wastes. In a cruel twist of fate, they abandoned Trahim to the mercy of the desolate land, leaving him to fend for himself against its unforgiving dangers. Alone and filled with terror, Trahim's survival instincts surged. Tapping into his innate magical abilities, he deftly navigated the treacherous Wastes, using his mastery of silent image illusions to outsmart lurking dangers. Each moment in the Wastes was a fierce battle for survival, a testament to Trahim's unyielding resilience and unwavering determination to conquer the seemingly insurmountable odds. Haunted by the betrayal of his childhood friends and the horrors he witnessed in the Wastes, Trahim emerged from his harrowing experience a profoundly transformed gnome. Paranoia gnawed at his mind, a constant reminder of the fragility of trust and the lurking dangers in the shadows. Yet, amidst the scars of his past, Trahim discovered a newfound strength and a clear sense of purpose, marking a significant turning point in his life. Driven by a deep-seated desire to prevent others from suffering the same fate, Trahim dedicated himself to mastering the arcane arts and perfecting his skills as an alchemist. As the rumors of One-eyed Whalebone's quest for the lost gold of Acridia reached Trahim's ears, he saw more than just an opportunity. It was a chance to confront his demons, to reclaim a sense of agency in a world marked by betrayal and uncertainty. With a steely resolve and a heart hardened by adversity, Trahim Silvergrace made a decision. He would join the ranks of adventurers, not just to thwart the pirate's ambitions, but to prove to himself and the world that he was more than just a victim of his past.
  16. (Here, I'll retool this guy from a recent application.) Concept: Knight, a freedom-loving younger son. Alfrid Dannen: the brash youngest son in a prolific family of men-at-arms who dedicate their prowess to the Holy See, twenty-two years old and betrothed to a girl leagues away in some other duchy. The marriage will be matrilineal, and the date for the wedding is saved in four years hence, and no later, to establish an important alliance, perhaps the strongest and most important alliance in their family's history. Alfrid does not care. He feels as though his family are getting rid of him, and as a man's man, he is a lover of wine, romance, and sport. He departed from his family home in an angry pout after the news, on his way to Yuvia weeks ahead of the family for a tournament circuit. For the moment, he is determined to have fun while he can, and save up money to afford ransom if - or when - he is defeated in the circuit. Alfrid is a powerful young man of middling height. He wears a cocksure grin on a freshly shorn, well-defined jaw, and he speaks with a strong rich voice. When in high spirits, he seems to draw from an endless reserve of energy and cheer. As the youngest son, he was used to low expectations, and loathes obligations in general. He is overconfident and overly presumptive about his own future, and has a lot to learn. Family: Eric and Lydia, father and mother; William, Tanner, and Kennet, brothers; Ana and Dany, sisters.
  17. Kilaim Flintaxe - Dwarf Fighter 1 HP: 22/22 | AC: 17 | Speed: 20ft | Hero: 1/3 Perception: +7 | Fort: +7 | Ref: +5 | Will: +5 StatisticsStr +4 Dex +0 Con +2 Int +0 Wis +2 Cha +1 Languages: Common, Dwarven Attacks: -Fist: +9/+5/+1 1d4+4 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Dwarven Waraxe +9/+4/-1 1d8+4 Slashing • Dwarven, Sweep, Two-handed d12 -Clan Dagger +9/+5/+1 1d4+4 Piercing • Agile, Dwarven, Parry Versatile B -Javelin +9/+4/-1 1d6+4 Piercing • Thrown 30ft | Equipment Consumables: Armour: Chain Mail Wooden Shield Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -7x Rations -5x Torch Coins : 2gp 14sp 0cp | AbilitiesClass: -Sudden Charge -Shield Block -Attack of Oppurtunity Ancestry: -Darkvision -Strong-Blooded Dwarf -Dwarven Weapon Familiarity -Unburdened Iron Skill: -Intimidating Glare Other: | SkillsAcrobatics: +3 (T) Arcana: +0 Athletics: +7 (T) Crafting: +0 Deception: +1 Diplomacy: +1 Lore (Warfare): +3 (T) Intimidate: +4 (T) Medicine: +2 Nature: +2 Occultism: +0 Performance: +1 Religion: +5 (T) Society: +0 Stealth: +2 Survival: +5 (T) Thievery: +0 Conditions :
  18. Bard 1 CN Small Kobold, Spellscale Kobold, Humanoid Perception +5; Darkvision Languages Common, Draconic, Goblin Skills Acrobatics +6, Athletics +4, Diplomacy +7, Intimidation +7, Lore: Mercantile +4, Medicine +3, Occultism +4, Performance +7, Thievery +6 Str +1, Dex +3, Con +0, Int +1, Wis +0, Cha +4 Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Musical Instrument (Handheld), Caltrops, Compass, Manacles (Simple), Writing Set, Signal Whistle AC 18; Fort +3, Ref +6, Will +5 HP 14 Speed 25 feet Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 P Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6+1 P Ranged Sling +6 (Propulsive), Damage 1d6 B Kobold Breath Kobold Breath (Arcane, Evocation, Kobold, Acid) You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line, dealing 1d4 acid damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see Table 1-1). This ability has the trait associated with the type of damage it deals. Occult Known Spells DC 17, attack +7; 1st , , (2 slots); Cantrips , , , , Arcane Innate Spells DC 17, attack +7; Cantrips Focus Spells (2 points) Counter Performance Inspire Courage Lingering Composition Additional Feats , , , Additional Specials ,
  19. Post Rate: Can post once or twice weekdays, don't do weekends. As it will be relevant in a few months, I tend to go offline around Christmas and not go back online until 5th or so of Jan. But Myth Weavers tends to go into hibernation around that time every year anyway. Balance between social, exploration, and combat? Pathfinder really shines in good combat, but what sets a table RPG apart from games is the ability to interact with PCs and NPCs and come up with intersting and fun social interactions. I would aim to 40% Combat, 40% Social, 20% Exploration. Character : Once, as a young farmhand, he and the farm were were saved from bandits by a wandering monk. The old man trained the boy for a short time, and once more set off. Khaine continued to train himself, eager to follow the wanderer and find out more of his strange fighting abilites, and where they came from. Now, he is old enough to set out on his own. He wants to find answers, he wants to test himself and he wants to find his place in the world.
  20. Name: Victor Race: Half-Elf (High Elf) Class: Sorcerer Origin: Aberrant Mind Level: Sorcerer 1 HP: 10 AC: 11 (14 Mage Armor) Age: 20 Height: 5' 2" Weight: 100 Attributes Proficiency Bonus: +2 Strength 7 (-2) Save -2 Athletics -2 Dexterity 12 (+1) Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +1 Constitution 18 (+4) Save +6 Concentration +6 Intelligence 8 (-1) Save -1 Arcana +1 | History -1 | Investigation +1 | Nature -1 | Religion -1 Wisdom 14 (+2) Save +2 Animal Handling +2 | Insight +4 | Medicine +2 | Perception +2 | Survival +2 Charisma 19 (+4) Save +6 Deception +4 | Intimidation +4 | Performance +4 | Persuasion +6 Proficiencies and Skills Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: N