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  1. Aldi Stormreveler “I seem to have misplaced something - he’s about six feet tall, snores in his sleep, and thinks Kobolds are a government conspiracy.” Name: Aldi Stormreveler Race: Aasimar Gender: Female Age: 28 Class: Fighter (Viking Archetype) 8 Sheet: Concept and Plot Hook: Aldi is a winged mercenary who fled her previous life as a sea reaver long ago in favor of a more carefree lifestyle of exploring and carousing across the continent in search of excitement, gold, and glory. A brush with death led her and her fiance, Ser Gale Greatheart, to give up the adventuring life. However, money quickly grew tight on the salary of regular folk. Gale took an extra job, unbeknownst to Aldi, escorting a caravan through Glimmer Pass in hopes of raising some extra funds for a future wedding. He didn't return and so now it's up to Aldi to either rescue or avenge him. "How about I murder him? Is that an option or is that too dark?" Description: Aldi stands abut 5'2" tall and weighs just over 100 lbs. She has long back length, braided blonde hair and a petite figure with soft, fair facial features. The most striking part of her appearance is the two large white feathered wings that sprout from her back. They allow her some flight, though an old battle wound keeps it limited. She dresses rather plainly most of the time, preferring simple clothes that are easy to alter to fit her around her extra appendages. Her favorite tailor is a halfling that lives near the port city’s docks. "Call me small one more time big guy. With these wings, I can still reach your face." Personality: Aldi has a bit of a bird brain. She tends to be absent-minded and overall just a little ditzy. This isn’t to say she isn’t intelligent - no, like a raven she is rather surprisingly smart. It’s just that Aldi’s usually bubbly and carefree mind constantly jumps around a lot, especially when there is something shiny or exciting to distract her. Instead of pondering life’s greatest questions, she’s settling the great mysteries of ‘what does this button do’ or ‘why is everyone laughing at what he said’. Which it’s funny that so many jokes go over her head, seeing as Aldi is always quick with her own twisted sense of humor. She enjoys making quips about how beautiful it is outside when the weather is atrocious, or how fun a long journey has been when everyone is bone tired. She also insists on measuring herself up to the biggest guy in any establishment. That seven foot tall giant half-orc bouncer in front of the tavern, she claims that she can take him with all five feet two inches of herself. The best part is she probably can. For somebody that was never really picked on as a kid, Aldi has managed to develop a fiery chip on her shoulder that burns quite bright in combat. Her rage is something to behold, fueling magnificent feats of speed and aggression that would make a dragon blush. All of it from a tiny girl that’s usually so happy and fun-loving you might have thought she was raised by gnomes. Needless to say though when her temper flares it is as obvious as it is quick, so if she’s laughing when she threatens to beat you up you needn’t worry. Aldi is practically harmless unless someone really riles her up. Like her fiancé… There is nobody else in the world that holds as much space in her heart as that big old goof. That’s why it cut her so deeply to hear he had gone adventuring again, and without even telling her to boot. “They so much as touch my Gale and a boot is exactly what they’re getting!”
  2. Rogue 1 CN Medium Catfolk, Hunting Catfolk, Humanoid Perception +4; Low-Light Vision Languages Common, Amurrun Skills Acrobatics +7, Athletics +4, Deception +5, Diplomacy +5, Intimidation +5, Lore: Port Torvin +3, Nature +2, Society +3, Stealth +7, Survival +2, Thievery +7 Str +1 | Dex +4 | Con +3 | Int +0 | Wis -1 | Cha +2 Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (3), Torch (5), Waterskin, Soap, Climbing Kit, Thieves' Tools, Mirror AC 18; Fort +6, Ref +9, Will +4 HP 19 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Hatchet +4 (Agile, Sweep, Thrown 10 ft.), Damage 1d6+1 S Ranged Crossbow +7 (Crossbow), Damage 1d8 P Cat's Luck (Catfolk, Fortune) Frequency once per day Trigger You fail a Reflex saving throw. You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result. Precision Damage Sneak Attack 1d6 Additional Feats , , , Additional Specials , , , , Edicts: Never forget where you came from. - Growing up destitute was hard and he will never forget those he went through that with, young and old. Give to those in need and they'll give back. - We look out for those who help us they will reward you in kind. It's the most core tenant of the whisper networks. This is law to Nico. Always double check your work. - Never let a trap or plan go off half cocked! Anthema: Quick to switch to a different tactic if it doesn't work. - Being young means he has a short attention span and little patience if something doesn't go his way the first time. Distrusting of those in power and with what he perceives as too much money. - It isn't simply that wealth isn't meant to be hoarded. Nico firmly believes this is a personality issue with those that hold all the wealth in the world. Short fuse when he feels him or someone he cares for has been wronged. - Nico hates being treated with disrespect, but hates it even more when you harm or mistreat one of his people.
  3. Minerva Hecate "There are secrets the gods hid from mortals. I intend to find them." Human ANCESTRY Occult Librarian BACKGROUND Witch 1 CLASS Level 1 HP 16 AC 16 STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 18 (+4) WIS 12 (+1) CHA 10 (+0) BASICS SAVES Perception +4 🅣🅔🅜🅛 (WIS) Speed 25 feet Alignment True Neutral Fortitude +5 🅣🅔🅜🅛 (CON) Reflex +5 🅣🅔🅜🅛 (DEX) Will +6 🅣🅔🅜🅛 (WIS) SKILLS PROFICIENCIES Acrobatics +5 🅣🅔🅜🅛 (DEX) Arcana +7 🅣🅔🅜🅛 (INT) Athletics +0 🅣🅔🅜🅛 (STR) Crafting +7 🅣🅔🅜🅛 (INT) Deception +0 🅣🅔🅜🅛 (CHA) Diplomacy +0 🅣🅔🅜🅛 (CHA) Intimidation +3 🅣🅔🅜🅛 (CHA) Lore: Academia +7 🅣🅔🅜🅛 (INT) Medicine +0 🅣🅔🅜🅛 (WIS) Nature +4 🅣🅔🅜🅛 (WIS) Occultism +7 🅣🅔🅜🅛 (INT) Performance +0 🅣🅔🅜🅛 (CHA) Religion +4 🅣🅔🅜🅛 (WIS) Society +7 🅣🅔🅜🅛 (INT) Stealth +5 🅣🅔🅜🅛 (DEX) Survival +0 🅣🅔🅜🅛 (WIS) Thievery +0 🅣🅔🅜🅛 (DEX) Arcane Spell Attack Rolls +7 🅣🅔🅜🅛 Arcane Spell DC 17 🅣🅔🅜🅛 Unarmed Attacks  🅣🅔🅜🅛 Simple Weapons  🅣🅔🅜🅛 Martial Weapons  🅣🅔🅜🅛 Advanced Weapons  🅣🅔🅜🅛 Unarmoured Defence 🅣🅔🅜🅛 Light Armour 🅣🅔🅜🅛 Medium Armour 🅣🅔🅜🅛 Heavy Armour 🅣🅔🅜🅛 Languages Common, Elvish, Draconic, Fey, Dwarvish, Diabolic FEATS AND ABILITIES ANCESTRY FEATS CLASS FEATS GENERAL FEATS Natural AmbitionYou 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. 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. Source: Level 1 General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Special You can select this feat multiple times, choosing a different feat each time. Source: Ancestry Paragon 1 CauldronYou can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are. You can brew a great deal of magic within your cauldron. When you Craft a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch. Source: Natural Ambition SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS Arcane SensePrerequisites trained in Arcana Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level. Source: Versatile Heritage Dubious KnowledgePrerequisites trained in a skill with the Recall Knowledge action You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but not 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. Source: General Training Schooled in SecretsPrerequisites trained in Occultism You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it. Source: Occult Librarian Background Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power. A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full. At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here. Your patron is one of sigils and symbols, tomes and texts, words and wisdom. Spell List arcane Patron Skill Arcana Hex Cantrip discern secrets Granted Spell magic weapon FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels. Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar. If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Heightening Spells When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels. Cantrips Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells. HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost. Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here. You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons. Hex Cantrips Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme. Spellcasting Cantrips Level 1 (2/2) Level 2 Electric Arc Ghost Sound Illuminate Light Mage Hand Needle Darts Prestidigitation Read Aura Shield Slashing Gust Befuddle Fear Illusory Object Magic Weapon Summon Animal Wall of Shrubs Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Hexes Discern Secrets Protect Familiar Familiar Stats Traits BASICS SAVES Perception +5  Speed 25 feet HP 5/5 AC 15 Fortitude +5  Reflex +5  Will +6  Familiar Ability: Fly Familiar Ability: Speech Master Ability: Share Senses Recipes Known: Healing Potion (Minor), Ration Tonic, Potion of Emergency Escape, Shielding Salve Inventory Readied Stored Explorer's Clothing Sling (20 bullets) Sickle Staff Material Component Pouch Adventurer's Pack 12 gp, 6 sp, 8 cp
  4. Stilgar Reborn Volo Kobold - Paladin 5 - Oath of Glory - Acolyte - 54 HP - 18 AC Basic Information Age - 33 Height - 2'7" Weight - 27 lbs. Description - Short little kobold, dark, dull red scales with a beige scaled belly. Two horns that shoot back passed his head and has a number of smaller ones that go down his spine, all the way to the tail. He has deep, warm brown eyes. Across the his neck is a scar that he keeps around as a reminder to himself about his past. He wears common clothing with studded armour underneath for protection, on his left hip sits a whip and inside of his shield is a dagger. The dagger itself is very well made, with markings along the blade and the handle being made out of the bone of some kind of creature that lives on his home planet. Personality - I see omens in every event and action. The gods try to speak to us, we just need to listen. Nothing can shake my optimistic attitude. Ideals - Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) Charity. I always try to help those in need, no matter what the personal cost. (Good) Bond - I am in search of the chosen one that will lead my people to freedom of tyranny. Flaws - Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. I am inflexible in my thinking. History - Born on a planet that was taken over by followers of Bahamut's rival, Tiamat. - Parents were part of the resistance and filled Stilgar's head with stories of a chosen one, that would lead his kind to take back their home. - Him, as well as several others took over a ship and escaped the planet, each then left on a different planet in order to find the chosen one. -
  5. Elyas Zelman Legion Dark Angels ♦ Specialty Tactical Marine ♦ Rank 1 (12,700 XP spent) Demeanours Studious, Sons of the Lion ♦ Deed None Distinctions None, yet... Wounds 23 ♦ Fate 3 ♦ Insanity 0 ♦ Corruption 0 Movement 5/10/15/30 ♦ Carry/Lift/Push 900/1800/3600 Height (Without armor) 1,86 m ♦ Weight (Without armor) 104 kgs Hair Black ♦ Eyes Orange ♦ Skin Tan Weapon Skill 42 4 Ballistic Skill 5747 Base +5 Dark Angels +5 Helm of Mordicus 5 Strength 6338 Base +25 Power Armor 9 Toughness 47 8 Agility 48 4 Intelligence 5550 Base +5 Dark Angels 5 Perception 45 4 Willpower 4742 Base +5 Simple Advance 4 Fellowship 40 4 ♦ Skills Basic Skills Awareness 5045 Perception +5 Auto-Senses Carouse Charm Climb 6363 Strength Command 5040 Fellowship +10 Helm of Mordicus Concealment 848 Agility - 30 Heavily Armored -10 Mk Armor Contortionist Deceive Dodge 4848 Agility Evaluate Gamble Inquiry Intimidate 4040 Fellowship Logic Scrutiny Search Move Silently 848 Agility - 30 Heavily Armored -10 Mk Armor Swim Advanced Skills Acrobatics Chem-Use Demolition Interrogation 4747 Willpower Invocation Lip Reading Literacy 5555 Intelligence Medicae Psynicience Security Shadowing Sleight of Hand Survival Tech-Use Tracking 4545 Perception Wrangling Ciphers Skills Chapter Runes 5555 Intelligence Xenos Markings 5555 Intelligence Common Lore Skills Adeptus Astartes 5555 Intelligence Imperium 5555 Intelligence War 5555 Intelligence Drive Skills Ground Vehicles 4848 Agility Forbidden Lore Skills Xenos 5855 Intelligence +3 Robe of Secrets Navigation Skills Surface 4545 Perception Pilot Skills Scholastic Lore Skills Codex Astartes 5555 Intelligence Speak Language Skills High Gothic 5555 Intelligence Low Gothic 5555 Intelligence Tactics Skills Recon and Stealth 5555 Intelligence Trade Skills ♦ Talents, Traits and Abilities AmbidextrousThis Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand. Special: When combined with a Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same turn drops to –10 Astartes Weapon TrainingBattle-Brothers of the Adeptus Astartes spend years becoming proficient with all manner of weapons. By the time that a Battle-Brother has entered service in a squad, he will have not only trained with both heavy and melee weapons, but used those weapons on countless battlefields. The Battle-Brother is proficient with bolt, chain, melta, plasma, power, flame, primitive (ranged and melee), las weapons, launchers, solid projectile, and thrown weapons of all Classes. In essence, the only weapons that the Battle-Brother is not proficient with are exotic weapons; for these, he must acquire individual proficiencies as normal Bulging BicepsWhereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing . The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace Dark SightA creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting Heightened Senses (Hearing, Sight)Either genetics or augmetics have made one of the character’s senses are superior to others. When the character gains this Talent, select one of the five senses. The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of shale crows, but not to a Ballistic Skill Test or a Weapon Skill Test simply because the character is using his eyes Killing StrikeSpace Marines are amongst the deadliest warriors in the galaxy, and they have learned how best to place their blows for maximum effect. When taking the All-Out Attack action, a Space Marine may spend a Fate Point (before rolling the dice) to make his melee attacks for that round impossible to parry or dodge Nerves of SteelLong years on the battlefield enable the character to remain calm as fire impacts all around them. The character may reroll failed Willpower Tests to avoid or recover from Pinning Quick DrawThe character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can Ready as a Free Action when armed with a pistol or basic ranged weapon, or a melee weapon that can be wielded in one hand Resistance (Psychic Powers)The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character selects this Talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past True GritThe character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage,halve the result (rounding up) Unarmed MasterThe character has developed unequalled mastery of unarmed combat techniques. The character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality Unnatural Strength (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus Unnatural Toughness (x2)One or more of the creature’s Characteristics is unnatural. Each time this trait is gained, select a Characteristic, and double its bonus Special Abilities Tactical ExpertiseWhen initiating a Squad Mode ability, the Tactical Marine may share the benefits of his Chapter’s Squad Mode abilities with the members of his Kill-team as if they were part of his Chapter. This requires a successful Hard (-20) Command Test. At Rank 3, the Command Test becomes Challenging (+0). At Rank 7, the Command Test becomes Routine (+20). Solo Mode Abilities Stoic DefenseContent... Squad Mode Abilities Sustained SuppressionContent... ♦ Wargear Weapon Name Class Range RoF Damage Pen Clip Rld Special Wt Unarmed Melee Melee - 1d10+9 I 0 - - - Astartes Combat Knife Melee Melee - 1d10+2 R 2 - - 2 kgs Astartes Bolt Pistol Pistol 30 m S/3/- 2d10+5 X 5 14 Full Tearing 5,5 kgs Astartes Bolter Basic 100 m S/2/4 2d10+5 X 5 28 Full Tearing 18 kgs Astartes Frag Grenade Thrown 27 m S/-/- 2d10 X 0 - - Blast(5) 0,8 kgs Astartes Krak Grenade Thrown 27 m S/-/- 3d10+4 X 6 - - 0,8 kgs Armor Name Locations Covered Special Qualities AP Wt Mk 2 "Crusade" Armor All See Below 7/9 280 kgs Armor Features Enhanced StrengthIncrease the Battle-Brother’s Strength by +25. The effect on SB is calculated after the Unnatural Strength multiplier Bio-Monitor and InjectorsIf the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins. This provides the following benefits: • +10 to Tests resisting the Toxic Quality and similar poison effects. • The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered. • If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it Nutrient RecyclingFilters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely. For every week that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every week that passes without food or Preomnor-derived sustenance Poor Manual DexterityWhile protective, armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other than those of Astartes design are too small for an armoured Battle-Brother to wield at all Auto-SensesThe Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests) for Sight and Sound. Input filtering provides immunity to photon flash grenades and stun grenades. Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-senses stack with the benefits of the Space Marine’s Lyman’s Ear and Occulobe implants (meaning that Space Marines have a +20 to Sight- and Sound-based Awareness Tests). Additionally, the Auto-Senses make the Called Shot Action (see page 238) Into a Half Action Vox-LinkServes as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals Recoil SuppressionProvides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat Blood of Those Who Came BeforeThis suit is stained forever on its inside surfaces by the blood of its previous occupants. For some reason a tradition has developed that the life-fl uids spilt when the wearer of this suit is killed should not be cleaned away. Rather they are left as a harsh and visceral reminder of a Space Marine’s ultimate duty, one that steels his mind against the threat of death. The wearer gains a +10 bonus to Pinning tests Osmotic Gill Life SustainerWith the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered Magnetized Boot SolesCan be activated to provide the equivalent of Magboots Giant Among MenA Space Marine in power armour is Hulking. This increases his Base Movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. See page 134 for the full effects of Size. He still suffers the usual penalties to Concealment and Silent Move for being heavily armoured Helm of MordicusThis suit has been modifi ed with the addition of a rare Mk2 helmet, dating from the very outset of the Great Crusade. Its Machine Spirit is a veteran indeed. Such a prized relic commands much respect and authority among the Adeptus Astartes. This helmet provides AP 7 to the head and Mk2 Auto-senses. It also grants +5 Ballistic Skill, +10 to Command Tests and +5 Fellowship when dealing with other Space Marines Other Wargear Repair Cement, Robe of SecretsAdds +3 to all Forbidden Lore(Xenos) Tests Implants Betcher´s GlandThe Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute), BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait, Black CarapaceThis implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace, Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time, HaemastamenThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits, Larraman´s OrganSpace Marines do not normally suffer from Blood Loss (see page 260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (see page 136) may still inflict Blood Loss as normal, Lyman´s EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent, Melanchromic OrganThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait. At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity, MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space, Multi-LungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (see page 261). In addition, the Space Marine gains a +30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results. The Space Marine may also breathe water through his multi-lung, NeuroglottisThe Space Marine may detect any poison or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (–20) Awareness Test. The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted, OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent, OmophaegaBy devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course), Oolitic KidneyThis implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality, PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons, ProgenoidsSee page 271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind, Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits, Sus-an MembraneThe Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds. This organ also automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (–20) Medicae Test to revive a Space Marine in suspended animation ♦ Personal History, Appearance and Personality While not born there, Elyas Zelman was nothing but a toddler when his parents brought him to a remote research station on Quaddalur Minoris. His father was a member of the Imperial Army detachment sent to protect the station, and his mother one of the scientists assigned there to study the planets odd biological properties. Something about the planet had caused strange mutations in the plant life there, and made it grow beyond usual metrics. Curios and hungry for knowledge, he would spend as much time as he could with his mother in her lab, and once he got older he would ask to journey with them on expeditions out into the jungles. While this was a relatively peaceful life for the most part, that would all change one day as they made a startling discovery. The source of the strange mutations on the flora was due to infection from a strange parasite, which not only mutated the plants but also provided them with a certain level of sentience - at least enough to adopt the nature of savage predators, disturbed by the humans poking around to close to its nest. As only a handful survivors from the ill-fated expedition returned, screaming about walking trees and carnivorous plants, the rest of the people on the station could only watch on as they were slowly surrounded by animated plant-hybrids. As the garrison engaged the approaching enemy, it would soon be clear that elevated bastions and high-velocity weapons would not do much to slow them down, and they instead focused on closing down all available entrances and potential breach points. Handing out whatever weapons they had - including a small number of flamers - the soldiers prepare to dig in and try to hold on, hoping that an emergency call that had been dispatched would reach someone. It was a tedious wait. Elyas and a few other young men would join the rest of the defenders, and on at least one occasion they would find themselves holding back a small breach in the station, and each attack usually took something away: either someones life, or part of the will to go on - often both. For a few days they managed to hold on, until finally one of the main entrances to the station was breached, allowing the more vicious and sizable aliens to make their way inside. The survivors - a handful of combatants, and about a dozen other people - gathered themselves in the most secure part of the facility they could and decided to make their last stand. Clutching his almost-empty flamer tight, Elyas would watch as a deformed. wrangled mass of roots, branches and vines spread it way across the ceilings, walls and floor of the room. Then suddenly, he could feel something shifting in the air. One moment, the only thing he saw was the slowly approaching alien lifeform. In the next, his field of vision was blocked by a trio of hulking figures, encased in pitch-black metal that put even the ebony of the enemy to shame. They did not speak, they did hesitate - they went to work. With chainsword, bolter and flamer they pushed the aliens back, and soon the survivors could hear the roar of landing craft outside. It was over in mere minutes, and what few remained of the stations crew was brought aboard the Spear of Truth, a warship of the Dark Angel legion that had been passing just close enough by that they had picked up the distress call. While the shock of what he had been through kept him shaken to his core, another feeling began to grow inside him: awe. He had been told stories of the Space Marines of course, these invincible warriors who protected the Imperium. But it was another thing entirely to see them for real. After spending a while with the other survivors, they were approached by an officer of the strike force that had landed on the planet. He would look around until he found the few young men - Elyas among them - who had partaken in the stations defense. Having learned of their resolve during the crisis, and understanding that they were now all orphans, he offered them a choice: return to the Imperium to find their places there, or step onto the path that fate had put them on and join the legion. They unanimously accepted the offer. The path to become one of the marines was long indeed, and Elyas faced many trials. Given a slightly smaller physique than most of his peers, he had to rely on other qualities to compensate, such as his wit and fast-thinking. And sometimes when only brute force would suffice, he would fall back on pure willpower to see himself through. Eventually though, the time would come to see them tested unlike ever before. Elyas and the other survivors was to be sent back to Quaddalur Minoris to seek for and exterminate any traces of the lifeform that had wrecked their home so long ago. Bringing with them all the wrath they had carried, as well as the fire- and willpower instilled in them by the legion, they found a last remaining nest of the parasites, and exterminated them with extreme prejudice. Having passed their final trial, they returned to the ship, now ready to join the legion as neophytes. Elyas would find that he had adapted to the life of a marine with ease, and he also took every opportunity to indulge his more analytical side. He would volunteer to serve as a forward scout and vanguard, preferring to be instrumental in gathering intelligence rather than relying on others to do so. He would eventually go on to serve in the Firewing, the most intelligence-oriented of the various wings within the Dark Angel legion. For one of the Adeptus Astartes, Elyas holds quite a small physical frame. Without his armor he stands about a head shorter than most of his kin, and his body is also more along the leaner and skinnier line - all being relative of course, as he is quite the impressive physical specimen compared to regular humans. His most noteable physical feature is his intense orange eyes, which give him an eerie appearance that can often unnerve those around him. He usually keeps his black hair braided, and his face covered in only a thin layer of facial stubble. To those not used to being around him, he can be seen as somewhat reserved and distant, which is only partially true. Having spent most his life in relatively secluded communities (the research station and the legion), some would say his social skills could use a little more work, and while he does not object to such statements, it is not work that he is in a rush to put in. His social skills work well enough to function within the legion, and that is where he feels most at home. But even among his kin, he is definitely more reserved and studious than most. His mother really left an imprint on him with her analytical and researching mind, and he has put this talent to good use in his service, often volunteering to lead recon missions and perform surgical strikes. All to ensure his duty is carried out as effectively as possible. ♦ Experience Experience Spent On Advance Table Cost Simple Willpower Advance Forbidden Lore(Xenos) Ciphers(Xenos Markings) Interrogation Tactical Marine Special Deathwatch Dark Angels 200 100 200 200
  6. Name: Sean Peltrage [] Level: 1 Ability Scores: Four free ability boosts (all used) -Strength: 10 + 2 (free ability boost) + 12 (total, +1) -Dexterity: 10 -Constitution: 10 + 2 (free ability boost) = 12 (total, +1) -Intelligence: 10 (Base) + 2 (Ancestry) + 2 (Background) + 2 (Free Ability boost) = 16 (total, +3) -Wisdom: 10 -Charisma: 10 (base) + 2 (Ancestry) + 2 (Background) + 2 (Class) + 2 (Free ability boost) = 18 (total, +4) Race: Human -Hit Points: 8 -Size: Medium -Speed: 25 feet -Two free ability boosts: Charisma and Intelligence -Languages: Common, 1 + your Intelligence modifier (3) = 4 additional languages (Elvish, Dwarf, Halfling, Gnome) -Heritage: -Ancestry feats: and Background: Merchant -Two ability boosts: One must be Intelligence or Charisma(chosen), one must be a free ability boost (Intelligence) -Trained skills: Diplomacy and Mercantile Lore -Skill feat: Class: Thaumaturge -Key Attribute (Charisma): Gain an ability boost to Charisma -Hit Points: 8 + your Constitution modifier (1) = 9 -Total Hit Points: 8 (Ancestry) + 8 (class) + 1 (Constitution modifier) = 17 hit points total Initial Proficiencies: -Perception: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5 -Saving Throws: --Fortitude: Expert = your proficiency bonus (5) + your Constitution modifier (1) = 6 --Reflex: Trained = your proficiency bonus (3) + your Dexterity modifier (0) = 3 --Will: Expert = your proficiency bonus (5) + your Wisdom modifier (0) = 5 -Skills: Trained in Arcana, Nature, Occultism and Religion (Proficiency bonus [3] + Int modifier [3] = 6 total) . Trained in additional skills equal to 3 + your Intelligence modifier (3) (Intimidation [3 + 4{Cha} = 7], Deception [3 + 4{Cha} = 7], Society [3 + 3{Int} = 6], Medicine [3 + 0{Wis} = 3], Thievery [3 + 0{Dex} = 3], Athletics [3 + 1{Str} = 4]). Trained in Diplomacy (3 + 4{Cha} = 7) and Mercantile Lore (3 + 3{Int} = 6) (Background). Trained in Esoteric Lore (3 + 4{Cha} = 7) (Class Feature). -Attacks: Trained in simple weapons, martial weapons and unarmed attacks -Defenses: Trained in light armor, medium armor and unarmored defense -Class DC: Trained in thaumaturge class DC = 10 + your proficiency bonus (3) + key ability modifier (Charisma = 4) = 17 DC Esoteric Lore: Trained in Esoteric Lore skill which uses Charisma as your modifier on Esoteric Lore checks and gains feat First Implement and Esoterica: chosen, gain a mundane tome and initiate benefit for the chosen implement. Exploit Vulnerability: Gain action Implement's Empowerment: The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit. Feats: -Class: -Natural Ambition: -General Training: (Medicine, 10 + your proficiency bonus [3] + 3 = 16) -Background: Bargain Hunter -Ancestry: Natural Ambition -Ancestry: General Training -Versatile Heritage: -Esoterica Lore: Dubious Knowledge Equipment: 17 gp (15 starting gp + additional 2 gp from background) - 12 gp, 5 sp = 4 gp, 5 sp left -Adventurer's pack: 1 gp and 5 sp, Bulk 2 -Healer's tools: 5 gp -Chain Shirt: Flexible, Noisy, Light, AC = 2, Dex cap = +3, Check penalty = -1, STR Req = 12, Level 0, Bulk 1, Chain Armor group, 5 gp -Longsword (Attack = your proficiency bonus [3] + your Strength modifier [1] = 1d20 + 4): Versatile P, Sword Weapon Group, Damage = 1d8 S, Hands to use (1), Level 0, Bulk 1, 1 gp Alignment: Neutral Deity: N/A Age: 25 Armor Class: Your Dex modifier up to Dex cap (0) + 10 = your proficiency bonus (3) + armor's item bonus to AC (2) =15 AC Bulk: 5 plus Strength modifier (1) = 6 total Bulk, 4 Bulk used
  7. Right now, running with one of my go-to concepts... Human rogue who's more of a pickpocket and general thief... with a bit of charm about him that he uses to try to get out of trouble. More later when I develop the character.
  8. Here is a run down of my character below. I can post twice a week. Probably more as needed to keep the story moving. Everything is complete except for equipment. If selected it will only take a short time. ----------------------------- Tannah Londre is a human cleric of Sheyln. She is well muscled and compact 5' 5" and 140 lbs. She is pretty in a girl next door way with a smooth olive complexion, bright green eyes, and long black hair tied in a braid. Tannah wears blue robes trimmed in silver and gold over pale red breeches. Both accentuate her natural curves but still ensure modesty. Over this she also wears a finely crafted breastplate. She wields a glaive, the favored weapon of Sheyln, and a morningstar hangs on her belt. Tannah's most treasured possession is a covenant ring on a silver chain that she wears beneath her armor. It is a reminder of her fallen lover, Wynton. Tannah is a cheerful and enthusiastic when engaging others, especially about the Lady Sheyln. She supports her companions wholeheartedly after they have proven themselves to be trustworthy. She tends to get a bit somber when she is alone and has had a couple cups of wine. Tannah was taken in as orphaned child on the streets of Magnimar and raised in a temple of Sheyln. She took to heart the teachings of the Lady of Love and Beauty, learning the rites and rituals of the temple as she eventually grew to become a woman. She spent a few years as an adult in the temple until she met a paladin of Sheyln named Wynton. They fell in love and after a whirlwind year together, planned to marry. Unfortunately, Wynton was killed while on a mission of the church and his body never recovered. Tannah was devastated and fell into depression due to her grief. After a few months, the temple's high priest decided that Tannah needed a distraction and new purpose. He sent her out on a mission to seek beauty and love out in the real world, aid those in need, and spread the word of Sheyln. So now Tannah travels the land telling anyone who will listen about of the Lady's message of Love and Beauty. Now, after traveling from Magnimar to Riddleport and back in the last year or so, Tannah found herself in Sandpoint to represent the Temple of Sheyln on the eve of the consecration of new Sandpoint Cathederal. However, the situation in Sandpoint has taken a grave turn and she has found that her assistance is badly needed.
  9. Concept: Feminist Attorney Short-term Deed: Establish a law practice that helps women in both the natural and supernatural worlds Long-term Deed: Rescue someone from an unjust magical contract or Fate-imposed relationship Band Deed: To be decided by all Paths: Origin: The Not So Dumb Blonde (secondary) Skills: Culture, Empathy, Subterfuge Connections: Graduates of Zanadu High School who remember her parties, fellow members of college clubs Condition: Organize a social event Role: Legally Blonde (Primary) Skills: Academics, Integrity, Persuasion Connections: Stanford alumni, law school professors, legal organizations that help women Condition: Take a difficult case or take a case pro bono Pantheon: Sospita, the Savior (tertiary) Skills: Empathy, Leadership, Persuasion Connections: Temples of Hera/Juno, lesser goddesses and immortals of Hera's retinue, Scions of other Theoi Condition: Assist a divinity or hero who has Hera's favor, as Hera aided Jason Skills: Academics 4 (Legal Eagle), Culture 2, Empathy 3 (Hair of Gold, Heart of Gold), Integrity 3 (Recognize BS), Leadership 2, Occult 2, Persuasion 4 (Seriously, Girl), Subterfuge 3 (Girls Just Wanna Have Fun) Attributes: Favored Approach - Finesse Presence 4, Manipulation 5, Composure 2 (Primary) Intellect 3, Cunning 5, Resolve 2 (Secondary) Might 1, Dexterity 4, Stamina 3 (Tertiary) Callings: Judge 2 (Fair, Advocate) Lie Detector On the Case Leader 1 (Code) Grand Entrance Lover 2 (Beautiful, Blithe) Center of AttentionI Purviews: Beauty (Innate, Lasting Impression) Metamorphosis (Innate) Order (Code of Heaven) Sky (Innate) Birthrights: Followers 4 (The Daughters of Melanippe) Guide 5 (Iris) Relic 2 - The Peacock Phone (Order) Finishing Touches Legend: 1 (Blithe Spirit) Virtues: Egotism ( ) ( ) (X) ( ) ( ) Kinship Health [ ] Bruised [ ] Bruised [ ] Injured [ ] Maimed [ ] Taken Out Defense: 3 Movement Dice: 4 Extra Skills: Academics +1, Leadership +1, Occult 2, Subterfuge +1 Extra Attribute: Stamina Followers 4 Appearance: June is a tall young woman with what some would call a stereotypical California girl look: bright blonde hair, stylishly coiffed; blue eyes framed by dark brown lashes, skin with just enough tan to look "outdoorsy" rather than "pasty" or "leathery" and perfectly accessorized apparel from the latest popular designer. The only thing that mars this ensemble is her chin -- it's just a little too stubborn to make the image of a doll-faced blonde Valley Girl work. Personality: She's that girl in hot pink while everyone else is wearing subdued earth tones, and she makes it work. Though she's perpetually bubbly and seems like a ditz at times, June was a Poli-Sci major at Pomona, and her greatest strength is her understanding of emotions and the human condition. Her relentless optimism is her way of dealing with a World that seems determined to make everyone cynical and pessimistic. As June says, "if injustice is, like, hard-baked into the World or something, then all we have to do is change the World, right?"
  10. Kyrana "Kira" Yarilovna Stone Daughter of Jarilo Legendary Title: Witness to the Change Origin: the Volkhv's Apprentice Role: Mega-Disciplinary Creative Pantheon: Equinox Child Short-term Deeds: Try something new Long-term Deeds: Figure out what "right action" means for her Band Deeds: to be determined Found ○○•○○ Wayward Attributes Physical Mental Social Force Might ••○○○ Intellect ••••○ Presence •••○○ Finesse Dexterity •••○○ Cunning •••○○ Manipulation ••○○○ Resilience Stamina •••○○ Resolve ••••○ Composure •••○○ Skills Academics ••○○○ Athletics •••○○ Close Combat •○○○○ Culture •••○○ Empathy •○○○○ Firearms •○○○○ Integrity •••○○ Leadership ○○○○○ Medicine ••○○○ Occult •••○○ Persuasion •○○○○ Pilot ○○○○○ Science ○○○○○ Subterfuge •○○○○ Survival ••○○○ Technology •○○○○
  11. Beastmaster 4 (7600 XP) Hit Points 26 (d8) Armor Class 5 Alignment NG THAC0 15 STR 18 (+3) INT 11 WSD 12 DEX 12 CON 16 (+2 hp) CHA 11 11 Death Ray/Poison 12 Magic Wands 14 Paralysis/Turn To Stone 16 Breath Weapon 15 Magic Spells Equipment Backpack 1 Rope, 50’ 2 Waterskin 2 Small sacks 1 Large sack Torches (6) Tinder Hide Armor Spear Short Bow Daggar 40 coins — 120’ / 40’ / 120’ Background Thorn's origin was shrouded in mystery. He earned his name after a compassionate elderly leather worker and his wife discovered him hidden beneath the protective embrace of a viper-thorn bush. Even as a young child, Thorn displayed an uncanny affinity for animals. The couple's cat would bring him morsels of food whenever he cried out, showcasing his innate connection with the natural world. As Thorn grew older, he found solace in the forest, feeling a sense of belonging that eluded him within the confines of the town and the company of the elderly couple. Now a grown man, Thorn occasionally ventured into town to procure supplies that couldn't be found through foraging. On rare occasions, he would offer his expertise as a guide to hunters or travelers. The townspeople regarded him with a mixture of warmth and caution whenever he was in their midst. While Thorn was amicable towards those he knew in town, he remained wary of strangers, carefully assessing his interactions with them. In the untamed wilderness, Thorn brooked no mischief. He held a deep reverence for the woods, fiercely protecting its sanctity. Those who dared to harm the fragile balance of nature, whether by depleting game irresponsibly or cruelly mistreating the creatures of the forest, risked invoking Thorn's wrath in its entirety.
  12. Potpourri, Wizened Snitch "Screw this world for mistaking nice for good." CHARACTERISTICS Personality Traits I know I'm not the best nor the brightest, but if I put my best self forward, I can overcome anything. I'm always in the wrong place at the wrong time. Ideals Discombobulate. The more chaos that swirls around me, the more opportunities I can find to prosper. Sacrifice. Nothing valuable is given freely. Bonds My peers keep me grounded. Nepenthe. I seek the mythical nēpenthés phármakon. Flaws If anything goes wrong, it must be someone else's fault. Let me explain that in detail. The person who gains the most reward for the least effort wins. Age: 36 Height: 4' 1" Weight: 43 lbs Appearance x. Backstory A rebel since birth, she always believed the system was built to eradicate her kind. Her beliefs weighed heavy on the people around her, including her family. Even after getting her life back on track, the scars in the Family remained. When she saw the change that was happening in their community because of the business her mother was running, she was determined to bring out the truth, regardless of the threats and roadblocks thrown in front of her. [It was her decision to challenge the [Ten Hands: government, institution, or power] which put her in the crosshairs of the [Herb Lady: bounty hunter, enforcer, hitman (maybe lycanthrope)] and the [Taboo: the powers that be], eventually leading to her mother's death. bringing final rest to a life that had ended long ago.] The Tragedy at Bitter Basins Having thrown her lot with the Emerald Enclave, Potpourri was sent to an expedition to retaliate against the People of the Black Blood. Following several attacks on settlements, the Enclave tracked down the werebeasts to Bitter Basins, a suspected stronghold of theirs. Potpourri's team was deployed on Bedguay Notch, overlooking a rear exit from Bitter Basins. Their orders were to cut off any nightwalker attempting to escape, to prevent them from flanking the main force. However, when her team spotted people coming through the canyon, they immediately noticed that the group was mostly non-combatants: women, children, and the sick and elderly, with wounded in tow. Communication with command failed to correctly identify the situation and they ordered the scouts to fire on all targets until they were "out of condition." Forced to follow their orders, Potpourri and the rest of her troupe rained fire. A New Light in the Dark Potpourri's past actions drove a wedge between her and her family. After her actions pushed her mother and siblings over the edge, she went homeless abandoning her family. She later turned her life around after the police led a brutal street cleanup that put her in the hospital, and returned back to her mother. For a while, she ran a shelter, a place for the homeless, but held strict rules for the tenants in order for them to stay, despite the fact that her mother was funding the shelter with [dirty: Zhentharim, Ashmadai] money. Knowing full well what kind of damage the information hazards Halcyonella was peddling and the fact that a devil was supplying her, she joined forces with [name: informant, planetar, agent of Mechanus or other predestination-adhering realm] to expose and depose those who stand to benefit. The Last Straw Her plans to help royally failed. She was almost immediately discovered by her mother. During their confrontation, she claimed Halcyonella was no longer held in check by her conscience. Potpourri pleaded for her to change her ways, to find a different way to exist, to cease spreading pain in their community. They separated ways after Halcyonella brought her gilded candle across Potpourri's face. Ten days later, she learned of her mother's death, along with the notion that "she would not stop finding her body". The chunks of flesh in their ancestral home proved the whispers to be true. Halcyonella x. Mother (Pride) Your mother was kind and loving, but also strong and independent. She raised you on her own, supporting you by telling fortunes and performing tarot readings for the locals in the town where you grew up. Once you began your adventuring career, her reputation grew quickly. Officials and nobility of ever-increasing rank and importance began to come to your mother for insight into their futures, amazed at the accuracy of her predictions. What you didn’t know was that her rapid rise in stature was due to her signing an infernal contract with Asmodeus to enhance her gifts. x. Ability Scores Ability Rolls Bonus Wis 13 +1 Fairy Cha 15 +1 Fairy, +2 ASI, +2 ASI, +2 Tome Con 13 +1 Fairy Str 11 +4 Shard Dex 14 Int 10 Starting Gold Expenditure Name Number Price Total Tome of Leadership and Influence 1 Free Shard of Xeluan 1 4200 4200 Eyes of Minute Seeing 1 150 150 Goggles of Night 1 400 400 Helm of Comprehending Languages 1 300 300 Lantern of Revealing 1 Free Pearl of Power 1 400 400 Bit and bridle 1 2 2 Elephant 1 200 200 Feed 100 0.05 5 Oil (Flask) 10 0.1 Rations 100 0.5 50 Riding Saddle 1 10 10 Spell Scroll (Summon Fey) 6 250 1500 Studded Leather Armor 1 45 45 Wand 5 10 50 7313 Side notes: "Just as a flute turns breath into music, I am a vessel through which the Ether produce glorious justice." Incipit Vita Nova, Dante - Cesare Saccaggi, capture the creepiness Dante "Love" for Dante's school of poetry was seen as a way to purify and elevate the soul; specifically, extra-marital "love" that never involved anything beyond a greeting: these women were turned into "angel women", who were viewed as messengers from God. He met her twice, the first time when she was nine and he was around six years her senior (please correct me if I'm wrong), and the second time when she was around twelve; all this to say, it wasn't love, or even a crush, the way we'd see it. More than a little creepy, he met her twice, once when she was 9 when he saw her across a room and then when she was 12 when they crossed a bridge at the same time & she allowed her chaperone to wave her handkerchief towards him. He literally didn't know her, never spoke to her or even heard her voice. She was married off & died in childbirth aged 14. Meanwhile, he was married. Gemma bore him at least four children and outlived Beatrice by about 40 years. He never mentioned his wife in his writings even once. Songs for inspiration and centering The Kids Aren't Alright, specifically . x. "Man is a vanity; his days are like a shadow that passes." "As the hour here you see, Think on death and ready be." "Time is the devourer of things." "Insensibly, without feeling, life is aging." Asmodeus is... The Wooden Girl (from Winter's Splendor) From The Faerûn Child’s Book of Fables The girl’s name was Elzerina and she was brought to life in the puppet-maker’s workshop. Like most girls, Elzerina was equipped with limbs and a face and, of course, a heart. The puppet maker, Sophie, crafted Elzerina with loving detail. Sophie perched Elzerina in the window of the shop, where she could wave to the passers-by and enjoy the view of the ocean in the distance. On the first morning of Midwinter, Elzerina gazed longingly through the window, watching the white caps fold over the sea. Snow began to fall, dotting the shop windows and obscuring her vision. Elzerina grew sad and wistful. She wanted to leave the shop, but knew that she could not. Suddenly the snowdrops on the glass began to melt. A vivid orange glow filled Elzerina’s sight. On the other side of the window stood an old man, face shrouded in a torn scarf, holding a candle. Elzerina was fearful, for Sophie had always told her: wooden girls must stay away from fire. Sophie told Elzerina about the wooden snake she had crafted as a child. When the snake was brought to life, it slithered toward the hearth, seeking warmth. A stray ember ignited the snake, and it withered to ashes. This was not the only warning; Sophie also told Elzerina about the set of pick-up sticks she had crafted when she was the woodworker’s apprentice. Pleased with her work, Sophie rubbed two sticks together to sand away the splinters — but the friction sparked, and the sticks burnt to cinders. But the man’s flame was low on the wick, and he peered at her through the glass. Little wooden girl, why are you so sad? I wish to see the sea beyond this pane of glass, she said. When it snows, the drops blur the window, and I feel trapped. What if I took you from your mount? he said. Would you like that? Elzerina frowned. My maker warned me not to go outside, for I could get lost. She says little girls like me get lost in big cities. But the man persisted. Surely she did not create you just to keep you trapped here forever. What if you fetched her a gift for the holiday? This filled Elzerina with joy. Oh, yes! I should so love to bring my maker a present. And perhaps I will get a quick glimpse of the sea. He stepped into the shop and lifted her from her mount. He marched through the city and she reveled in the freedom. But he strode not to the sea, but toward the City of the Dead. It was not the cool blue ocean she eventually saw before her, but a scene awash in gray. Perhaps if she blurred her sight, she could pretend that the feeble sun glinting off of the snow-slick tombstones was the white-capped surface of the sea. But Elzerina knew already that she had made a terrible mistake. She suddenly longed for the puppet-maker’s workshop, for the stoic company of alphabet blocks and sets of dice and intricately-carved spinning tops and tiny ballerinas who danced but never spoke. The man wove through the rows of stones and sat at a circle embedded in the ground, an altar unmarked and unnamed. But it had been desecrated already; Elzerina saw the remnants of a fire that once burned, the debris of used tinder. The man pulled away his scarf and grinned at her, an evil smile matched by red eyes that glinted with sadistic pleasure. He placed her atop the ashes and pulled a matchbook from his shabby coat pocket. He had the tool but not the fuel — until he had found the wooden girl in the workshop window, made from the choicest wood for burning, the perfect size for kindle on a long winter night. The man struck an oiled match tip and the flame roared to life, a curious gradient of deep navy and violent orange. And as the blue heart of the flame engulfed her, Elzerina thought of both the azure sea she would never meet and the puppet-maker’s kind cornflower eyes, and longed for their cool, dousing touch.
  13. Level: 1 Abilities Class: () Strength: 12 (+1) Ancestry: Dexterity: 10 (+0) Background: Constitution: 14 (+2) Alignment: Wisdom: 18 (+4) Deity: Intelligence: 10 (+0) Gender: Male Charisma: 14 (+2) Age:45 Speed: 20 feet Height: 4'4" Hit Points: 20 Eye Colour: Artic-Blue Languages: Common, Dwarven Hair Colour: Bloodred Senses: Combat Reference Perception: +7 Lev (+1) + Wis (+4) + Trained (+2) Class DC: 17 10 + Lev (+1) + Wis (+4) + Trained (+2) Fortitude: +7 10 + Lev (+1) + Con (+4) + Expert (+4) + Item (+0) Reflex: +3 10 + Lev (+1) + Dex (+4) + Trained (+2) + Item (+0) Willpower: +9 10 + Lev (+1) + Wis (+4) + Expert (+4) + Item (+0) AC: 17/19 (w' shield) 10 + Lev (+1) + Dex (+0) + Trained (+2) + Item (+4) Spell DC: 17 10 + Lev (+1) + Dex (+0) + Trained (+2) Melee Attack: +4 10 + Lev (+1) + Str (+1) + Trained (+2) Ranged Attack: +3 10 + Lev (+1) + Dex (+0) + Trained (+2) Spell Attack: +7 10 + Lev (+1) + Wis (+4) + Trained (+2) Skills Acrobatics +0 Lev (+0) + Dex (+0) + Untrained (+0) + Item (+0) , Arcana +0 Lev (+0) + Int (+0) + Untrained (+0) + Item (+0) , Athletics +4 Lev (+1) + Str (+1) + Trained (+2) + Item (+0) , , , , , , , , (Trained Only) Crafting +0 Lev (+0) + Int (+0) + Untrained (+0) + Item (+0) , Deception +2 Lev (+0) + Cha (+2) + Untrained (+0) + Item (+0) , , Diplomacy +2 Lev (+0) + Cha (+2) + Untrained (+0) + Item (+0) , , Intimidation +2 Lev (+0) + Cha (+2) + Untrained (+0) + Item (+0) , Lore: Anatomy +3 Lev (+1) + Int (+0) + Trained (+2) + Item (+0) , (Practice a trade "Doctor") Medicine +7 Lev (+1) + Wis (+4) + Trained (+2) + Item (+0) (Trained Only), (Trained Only), (Trained Only), Nature +4 Lev (+0) + Wis (+4) + Untrained (+0) + Item (+0) , Occultism +0 Lev (+0) + Int (+0) + Untrained (+0) + Item (+0) , Performance +2 Lev (+0) + Cha (+2) + Untrained (+0) + Item (+0) Religion +7 Lev (+1) + Wis (+4) + Trained (+2) + Item (+0) , (Trained Only), (Trained Only), (Trained Only) Society +3 Lev (+1) + Int (+0) + Trained (+2) + Item (+0) , , (Trained Only), (Trained Only) Stealth -2 Lev (+0) + Dex (+0) + Untrained (+0) + Item (-2) , , Survival +7 Lev (+1) + Wis (+4) + Trained (+2) + Item (+0) , , (Trained Only), (Trained Only) Thievery -2 Lev (+0) + Dex (+0) + Untrained (+0) + Item (-2) , Feats, Features and Abilities Class Ancestry Skill Equipment Held Steel Shield Spear Worn Cloths Chainmail bandolier Doctors bag Healers Tools Brass Holy Symbol of Ra Waterproof Case with Holy Texts Clan Dagger Adventurers Kit Bedroll, Chalk (10) Flint and Steel Rope 50' Rations (2) Waterskin Soap Grappling Hook Belt pouch 3sp 4cp Bulk: 0.2 Encumbered: 6 Maximum: 11 Background "Guilty!" *Bang bang bang* Rang the judges gavel. His voice filled with contempt for the confirmed. "Dr Jabari, you have been found guilty of enforce slavery of your own soul and the corrupt ion of an innocent with Devine magic. The maximum punishment for which is death. We're it not for the kind words of the honoured Kassi Aziril this would be your sentence. Instead you will hence forth be taken from this place and banished via teleportation to the furthest possible limits from Azir. And should you be found within the borders of Rahadoum again, your life will be forfeited." *Bang* With a finality the gavel came down once more. "Nooooooo!" A woman's cry erupted behind the doctor. His elderly Dwarven mother dropped to the floor tears streaming down her face. His father a thick set pahmet dwarf wrapped his arms around her. Consoling her while his disappointed gaze fell on his son. He had been a fool to let the boy attend the University it was a silly longshanks place. He should not have even entertained the idea when Jabar came to him 5 years ago saying he was going to become a doctor. He should of put the insolent child chain and Hade him march the tombs until such foolish notions were vanquished from his addled brain. Hind sight is 20/20 they say. All he could do now was comfort his distraught wife as guards took his only son away to be banished henceforth. The chains rattled as Dr Jabari shuffled down the hall, his guards pushing him along. His mind wanders back to his younger years forced to guard the banned temple ruins and ancient tombs with his father, uncles and cousins. The endless marching and hammer drills, made to wear armour for hours on end. He was ecstatic when he was accepted to the University on a medical scholarship, Kassi Aziril had seen potential in him. Taking him under her wing she taught him medical methods of the most advanced kind he helped her brew potions and cures. For 5 years he studied finally getting recognition as a doctor by the University. He was so happy his father would be proud or so you would have thought. Yet it wasn't enough, his father never seemed to respect his achievements. Then his sister got sick. It was his mother that came to him for help. She had bloodred hair like his, a throwback to some mountain dwarf heritage far in the past. Though hers was lightly streaked with grey, it was to be expected after 284 summers. With out question Dr Jabari came to help. At last, he hoped to prove himself. Alas it was not to be. When Jabari saw his sister, his heart dropped. She was weak and enfeebled unable to fight the illness any longer. Though he tried but was unable to do anything he couldn't even identify the disease. As a last resort he took his sister to Kassi Aziril. After examining her Kassi dashed his hopes, "I believe your sister has contracted or been cursed with Demonic Famine if I had seen her a week ago there may have been a chance, but now she is too weak. Even with my skills she cannot be healed. I am sorry Jabari, only the dead gods of old could cure this now." Her expression was one of sorrow knowing how much Jabari cared for his sister. Her words hit Jabari like a full force hammer to the face, but they also planted a seed, an idea that ultimately caused his current predicament but given the choice he would do it again... "Common move it in you go!" *shove* Dr Jabari's thoughts were disturbed as he was shoved into a large room with a raised daises marked by a magical circle and runes. He is shoved up onto the daises and forced to kneel in the circle. "Dr Jabari of the Sandforge Clan, you have been found guilty of indenturing your soul and corrupting the innocent. By the laws of the council of blah blah etc ect..." The guard continues to read from a parchment listing his crimes and charges, a robed figure in the background begins to chant strange and arcane words. As the incantation nears its end, Dr Jabari's manacles are removed, and the guard finishes his dialogue. "... you will be sent to the other end of the world, banished to the ice lands, and take your god filth with you.. Do it." The guard is blunt dropping the doctors medicine bag next to Dr Jabari. There are no last words for the doctor, no goodbyes, the guard simply steps off the daises as the robed figure finishes the spell. Magical energies surround the good doctor enveloping him then all goes black. Looks / Personality Dr Jabari stands a respectable 4'4" tall and descends from the Pahmet dwarves on his father's side giving him a darker skin tone, but his eyes and beard he inherited from his mother's side of the family which has mixed in mountain dwarf lineage. This lends his hair to a dark blood-red colour, and eyes of a piercing blue. He was part of the university stone rolling team giving him a little muscle, but his studies have left him a little flabby compared to when he patrolled the tombs and ruined temples with his father and cousins. Like most dwarves he is stocky and stoic. Dr Jabari would be best described as a converted fanatic. Seeing the power of his god over life itself, has left a deep and permanent scar on his psyche. Being banished to him is a time of trial, the opportunity to prove his faith to his patron. He is a pilgrim now, a preacher for the "king of Heaven" sent to a new land. His mission to bring the righteous faith to the infidels. He will stand on street corners if he has too and preach the righteous fire of the sun to any who will listen. Praise be to Ra giver of light and life may you follow the natural order of the world and be blessed. Daily Spells Content
  14. Akompa Female Unbreakable Goblin Flames Oracle 1 - Emissary - Chaotic Good - Class Oracle Mystery Flames Background Emissary Ancestry Goblin Heritage Unbreakable Goblin Deity Sarenrae, The Dawnflower Party Role(s) Healer with utility and mild damage on top STR+0, DEX+3, CON+1, INT+1, WIS+0, CHA+4; (Ancestry: +CHA +DEX, Background +CHA +DEX, Class +CHA, Free +CON +DEX +INT +CHA) Hit Points 19; AC 17 (10 + 1 Item (leather) + 3 Dex + 3 Trained); Fort +4 (+1 Con +3 Trained); Refl +8 (+3 Dex +5 Expert); Will +5 (+0 Wis +5 Expert); Perception +3 (+0 Wis, +3 Trained), Darkvision; Acrobatics +6 (Trained), Crafting +4 (Trained), Diplomacy +7 (Trained), Intimidation +7 (Trained), Goblin Lore +4 (Trained), Brevoy Lore +4 (Trained), Nature +3 (Trained), Performance +7 (Trained), Religion +3 (Trained), Society +4 (Trained), Stealth +6 (Trained); All other skills Untrained. Languages Common, Goblin, Draconic, Boggard, Sylvian; Dagger +6 | Damage 1d4 P (Agile, Finesse, Thrown 10ft, Versatile S) Gear Money 1gp, 3sp; Current Bulk 2 (Enc. 5, Max 10) Backpack (worn) Bedroll Chalk (10) Flint and Steel Rations (2 per week) Rope Soap Torch (5) Waterskin Leather Armor (worn armor) Dagger (worn) Scroll of Heal (1st, usually held in small satchels on he, as worn) Teeth Necklace (worn) This is one of Akompa's dearest items, as it was given to her by her mother. The teeth look to be of different creature's origins. Stone Token (worn on Akompa's belt) Given to her by her brother Kerkish. Has the word "Blueberry" engraved on it in goblin. Spells Cantrips (1st) Shield, Divine Lance, Guidance, Stabilize, Needle Darts, Produce Flamce (Ignite)R; 1st (2 Slots) Heal, Harm; Focus (1st) Fire Ray, Incendiary Aura; Ancestry Feats Goblin Lore (Nature, Intimidation), Burn It! Background Feats Multilingual (Draconic, Boggard) Special Mystery (Flames), Domain Spell (Fire) Akompa is a Female goblin coming from a tribe called Maltfangs near the border from the River Kingdoms and Kyonin, in the Loric Fells. The tribe was relatively peaceful with other creatures and human settlements, so most other groups just left them alone. As Akompa started growing, she started to develop some sort of potent innate fire ability. The group started viewing her as some kind of a leader, as she frequently got visions from otherworldly divine figures. One day, she received a message from a deity that a powerful demon attack would destroy her tribe soon, so she tried to guide her group out to safety. Even though the demon group didn't kill all of them, there were casualties, and the tribe lost their settlement, so they are now in search of a place to live. Akompa herself was adopted by a swordlord after she helped them against a bandit attack. She hopes that by accepting lady Jamandi Aldori's offer, she will give the goblins a place to live. She also hopes to support the tribe with resources and food. Akompa looks like just your average green goblin, except her demanours seem to be more polite and posh than the average goblin (though still rough by human standards). She wears rough leather clothing that doesn't seem to be too clean, and a small coat that covers her shoulders.. She has a necklace of teeth with her given by her mother. She says it gives her power, but it actually doesn't do much. Finally, she has a small wooden symbol of Sarenrae on her chest, a symbol of her faith. She hold it very dearly too. Akompa is not the smartest, but she is kind and often wishes the best to others. Due to her high charismatic abilities, she often tries to calm others and have a positive outlook in life. She has a brother, Kerkish, who left the tribe at a young age to follow his visions of becoming a powerful warrior. The Maltfangs were orignally part of the "warg queen"'s clan, but after her defeat and the death of many members, they ended up becoming peaceful tribe. Akompa likes to create charms and lucky tokens by engraving words on random stones with her teeth. She holds her favorite token dear with her, a stone given by her brother with the word "blueberry" written on it in goblin. She wears it on her belt.
  15. Sophic Tech Technician 1st Class Raxis Prime 2nd Militia Batallion. Segment 1 Backstory I've been in this fight since I was tall enough to look a Jawa in their little twin lanterns. Jawas, salt of the earth they are. Of course it wasn't the big fight, but look anywhere in the damned Republic and there's shit going down. One of those little fights is Raxis Prime, the infamous waste dump planet, where I'm from. My fight was against the Corps, the Corporate Alliance and the Commerce Guild, we just call them CommCorp or C n' C for short, might as well since they're closer than an old married couple, a couple that bury folk under the floorboards. They got a strangle hold on our world and every time we try to catch a breath, they just dump more of their poison in. Time was Raxis Prime was such a shining gem of a world it was called Nikato's Shining Gem and the Circlet of the Tion. Anyway, some of us want that world back and we're willing to fight, and die if need be, to get it. On Raxis Prime, you're either a Poisoner, living in C n' C habitats, following their rules, or you're an Outer, scrabbling out survival in pressurised compartments of dumped starships buried in the foul skin of the Galaxy's foremost garbage dump. Not all Outers are fighters, but all fighters are Outers. I'm a fighter. I started cleaning tech when I was small, graduating to assembly when I was a tad taller. Don't know who my parents were, there were lots of kids just like me. When I was twelve, I could disassemble a blaster in minutes, taking a little longer to put a bomb together... but mostly they had me programming and doing droid work, with the Jawas mostly. I left the Jawas when I came of age, Jawas don't fight, they collect, build, make wondrous booby traps. The tall folk are the fighters, tall folk like me. Anyway, I got a blaster pistol and a toolkit. And, since I was a slicer, I got a computer as well. So, we blew up their rigs, crashed their lifters, backchanneled gas and watched processing plants explode. Then we left breadcrumbs for them to follow. When they followed, well we left none alive. Then of course, it escalated like it always did. Like Sabac, they could just keep raising the ante, until we couldn't. They called in the Mandos. The Mandos are warriors, living for war, not like us. We're fighters in that we fight 'for' something. We have a code as part of the system to meet a goal, which is the establishment of a democratic planetary government. For us it's a tool. For them, it's what they are. Mandos got no higher goal than to be a better Mando, soulless they are. You'd think they'd know better, what with a greater power doing the same to their world, but no. So, it was the militia, fighting out of love for something only their descendants would see realized, against the mercs, fighting for cash and notches on their blaster rifles. I've killed three.. they came into a chamber I'd set up with a hot running maneuvering thruster on fast start up behind a false wall. Melted their Beskar with them still inside it. As for the Mandos, well they wiped out all my friends. We killed a lot of them. They killed pretty much of all us. Unstoppable force meets an 'initially' immovable obstacle whose only purpose was to take as many of them with us as we could. You'll kill us, but we'll leave you bloody. And so we lost. Funny thing, the more I fought the Mandos the more I became like a Mando. Sometimes when you look into the Abyss, the Abyss looks back. So, we scattered, got off world, there being no hiding on Raxis Prime any more. Time comes, when they drop their guard, I'll go back and take up where I left off. One of the last four of a batallion that numbered 400. Even funnier, everywhere I went I found C n' C and Mandos, different names, different faces, different races.. but underneath the facade just more soul-less carbon copy scum. So, why go back? Fighting where I am just saves on travel time. So many enemies, not enough time. Might as well fight a tidal wave, but what choice you got? You go out with a whimper or a snarl. Appearance Nothing remarkable about how I look. Dusky complexion, blue eyes, long curly dark brown hair, curled up and pinned to immobility. On my world, short hair is for the married women. Long hair is for maidens, and for those women who are married to mayhem. I've walked right past Stormtroopers and the like, looking like I'm heading to tech college.. they see their little sister, just tall enough that the top of my head touches their helmet chin strap. They've said as much.. 'You look my sister back on Coruscant'. I'm human, so in the new Empire, I can get a free pass, even though in my head, I'm at least a quarter Jawa. Abilities I can shoot, if need be. Can't say I'm that good at it. I've worn light armor. The joke is it since it looks too heavy for me to carry my big brother's armor in my arms, I wore it instead. Still, drop me into the navigator's seat and I'll cut days off the jump. Give me droid scrap, I'll give you something that walks up like a protocol droid and blows up in your face like a thermal detonator. Put me in front of an access panel and I'll cause all kinds of merry hell. I sneak like an assassin droid. I'm no Face, no Sniper, no Heavy Weapon Specialist, no Pilot. Personality and Mannerisms I've taught myself to speak like I was born and bred on Coruscant. I sound Core to the core. I collect badges of Coruscant bands, and so look Core to the core. Troopers just give me the once over, thinking I'm one of them, the ones that give them orders, the ones they recruit from, the ones they're not supposed to harass. I make jokes a lot. If you're enmeshed in a cosmic sick joke, well it helps if you've got a ready come back up your sleeve. My laugh is something of a dirty snigger, not full throated. My voice is a bordello full house, being a breathy, husky, purring contralto. The husky is from when my rebreather cut out when I was sneaking past an acid pit on Raxis Prime, it's scarring but I like how it sounds. My face makes me look like a teenager, my voice makes them look twice. I've seen older men debate with themselves as to what my apparent age means to them. I dream of a day that I know will never come. In my dreams I am diving, the battle scars on my skin on full display in the blue oceans of Mon Calamari, with a parcel of kids I'll never have and a mate I'll never cleave to. Raxis Prime was a lagoon world.. once. Now, you dive into any blue water, you'll dissolve without protective gear. If I wasn't a fighter I'd be a builder, but destruction takes moments and building takes time. So, first things first. Go after the destroyers, beat them down. Like my commander said.. There's two flames in the heart. The flame of anger against injustice and the flame of hope that you can build a better world. Around my neck I have a necklace of keepsakes. There's Fel's earring. My BFF, she died in the Second Battle of Acid Lake. There's 'Batteries Not Included''s dodgy finger servo mount. A mando hit my favorite droid with a grenade during the Sluice Ravine skirmish. There's Zinn's lucky rings. He got killed at Zephyr Ruin. He was going to ask me to marry him, give one of them rings to me, though I never knew. Anyway, he dragged the Mando that was going to kill me off of me, died doing it. Anyway, I keep them, just in case I find that special someone.. but like I said the fight comes first. Likes Jawas. Verpine Droids. The Kazelli Light Freighter. Droids that fly. Water Worlds. Boys. Scoundrelish Smugglers. Opportunities to sneak around and cause havoc. Blowing shit up. Neutral Towards Jedi.. Yeah, they're good allies, but they never helped us. Dislikes Corporations.. though not the Verpine Roche Hive for some reason. Mandalorians.. though she likes their technology and technology combinations. The Empire. They backstabbed us. The Empire's 'quantity over quality' ethos. Hand to hand combat. Pretty girls her age. The Jungle. The Desert. Ice Planets. Segment 2 My own private war, on Raxis Prime, is over for the moment. C n' C is gone. All their holdings absorbed into the Empire. Apparently, CnC's upper management up and disappeared when the war ended. I like to think their bodies were dissolved in one of their own acid pits. The Empire, that was the Republic that supplied us with weapons to fight the CIS, runs the factories now. Our former arms supplier is now more of an oppressor than even C n' C were, and they knew where to hit us, when the time came. We scattered to survive, keep the dream on life support, come out of the coma when it's quieter. What few were left of us scattered to the four corners of the Galaxy. Only reason I'm alive is I got dragged out by Kelso, whose a prodigy with guns and ships. Only reason he got to drag me to a ship is I decrypted an Imperial code and tipped off all my comrades in arms. "Run now.. Empire's bringing the hammer down on us". Anyway, I send a message to Kelso, my old Lt, now owner of a bar on Tattooine, about once a month. Yeah, I helped him rob some folk. Someone from a different command, whom he doesn't know, keeps an eye on him, incognito like, so if he's gotten to, we'll know. If a particular news item show up on an obscure server then we'll know to get deep and run silent. Compartmentalization is the key. Good people have wars still ongoing against folk who have no idea I exist, who ain't looking for me. So. I help out where I can. Trust me, you can find out a lot more than you should if you're a good slicer and I'm a really good slicer. With C n' C gone, it's me against the Empire. So, what's the plan? Compile a list of all the heads the Empire want to put on spikes, the Jedi rank number one on that list, though they never aided us, too few they said. Anyway, run interference, make forged manifests, forged IDs, whole new identities. I'm not in the fighting business per se, though I consider myself a fighter. I'm an information gatherer, a procurer, a forger, a revealer of dirty little secrets, a lockbreaker, a thief. The Galaxy runs on code and metal.. that's my speciality. Sophic is a collector of gear and tech. She looks to expand the company's capabilities with regards information gathering, gear acquisition and other non face-face facilitator functions. She provides dossiers, blackmail material, to the Face.. doing her due diligence. She works well with the Face. She finds out where they need to go, who they need to talk to, provides him with information to bargain with. He then talks the pants off them. She provides installation plans to combat leaders, opens their locked doors, on occasion explosively decompresses a compartment that still have people in them, slices the system to slow countermeasures. She sets the charges. She gets supplies to medics, fake military IDs for the seriously wounded so they can be treated in hospitals. She keeps the ship running, though can't fly it herself, or pilot anything else for that matter. Her combat specialty was such that she got to do a lot of climbing and walking. Vehicles can be tracked, so she's generally been in an economy seat on forged documentation on a ticket bought with cash she's stolen. On a starship, she's only found in the engine room when it's on the ground and undergoing maintenance. In flight, she's on sensors and navigation, thus on the flight deck. She hopes to have the wherewithal one day to have a small, silent and but invisible scouting droid, knowing 'all to well' the advantage to be had from knowing the other side is there, and knowing it first. She's all support. If she gets caught in melee combat, she dies. If she has to pilot a ship, or talk someone down herself.. everyone's dead. Character Arcs Sophic has little regard for Jedi and Force Users. She's not going to say this in a nasty way, but more in a "You're a Jedi, so what?". That's sourced mostly on her Theoden's 'Where was Gondor (the Jedi) when the Westfold fell (we were getting slaughtered)?' way. So, there's a lot of space for her to become a fan. Sophic is beaten down and broken. She's got survivor guilt. She's a dried out sponge waiting for the water of hope. A blasted ruined metal strewn plain, smoking here and there with toxic fumes. This stretches as far as the eye can see. In the midst of this is the hovertrain track, upon which runs a hovertrain pulling a long, long line of cargo cars towards a vast processing plant, a toxic plume rising from which is visible even over the horizon. Around the plant, the dots of Mando patrol craft and drones flit back and forth. From a rent in a ruined abandoned starship hulk, two figures, one clearly a jawa, the other a human from the pressure suit configuration, stealthily watch from a distance of five or so klicks, electronic binoculars in hand. "Sophic promised me a show.." it squeaks, clearly invited along for some kind of surprise. Sophic points, but says nothing. "There's no way to board that train, it's guarded." says the Jawa. Sophic turns and through the faceplate of her gas screening mask, respirator and rebreathing equipment, just grins... then turns back with binoculars. She flicks a switch and Sass, her friend, gets to see what she's looking at. In the distance something seems to emerge from under the tracks as the train passes over it, there to maintain position beneath the train without any visible means of anchorage. "You're using flotation and magnetic anchoring to keep it there.. contactless." Sophic simply nods, as two more devices similarly rise from the ground, from the same patch of ground further and further back under the train. "Clever, but the configuration will be flagged by the sensor array and the explosives.. you can't hide explosives." Sophic presses another button and the floating object is overlain with a digital framework.. "Ah so it's separated into different sections, that combine at the last minute, innocuous configuration until it's too late. Clever, but what about the explosives?" Sophic presses the button again.. can be heard to snigger. "Ah.. binary explosive.." Sophic holds up three fingers. ".. only registers as explosives when combined, which suns!, won't be until it's too...." murmurs Sass, a note of wonder and grudging admiration evident in his rising voice. "A curse on their line, come on.. come on!", he starts to shout, lineage being a thing with Jawas, urging the train on. Sass returns his attention to the train, in time to see the train cross the processing plant's boundary. The foremost flotation device seems to air brake, combining with another section further back, which then air brakes too, combining with the third section, all of which then clamps onto the underside of the still fast moving train. Klaxons instantly blare from the Processing Plant as sensors put two and two together... much too late. Mando perimeter gunships veer away, punching it, but it's a done deal now, the 'sleight of hand' bomb is driven right inside the processing plant. In utter silence, like a breath before a dive, the blinding light from the explosion reaches them first... as the entire complex disappears inside a massive supersonic shock dome that extends for kilometres. Gunships, drones, everything.. disappears... annihilated. In their nook, both their visors black in the glare, the two bosom buddies scream in utter joy and delight which echo inside muffler earpieces. Then they are both on their feet, hugging, bouncing up and down, frantically delirious. Sophic, in her mind's eyes, recalls seeing her uncle's body, beaten to a pulp, suit rent and torn, the word 'terrorist' daubed on him, set high on a spike by CommCorp for display. His corpse, over a gate into a Hab, was meant to keep the locals cowed and compliant. However, it did not have the effect they'd intended. She thinks her uncle would be yelling too, right about now, as would her friends the fight had already taken. Sass is in the throws of something similar. Then the sound reaches them, a massive concussion. They both disappear entirely into blown dust, akin to a dust storm picking up massive sand dunes and just tossing them. In CommCore habitat dome Parasesis, some forty klicks away, everyone stops in shock as falling dusk turns momentarily to blinding sunlight. There is much screaming and shouts of alarm. Sophic and Sass rapelle deep into a sink hole making their getaway through a labyrinth of garbage tunnels, cable bridges, walls with hidden hand holds. Their precious recordings safe in shielded pouches.
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