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  1. Name: Fleur LeBlanc Archetype: The Scientist Description She has that DNA from all over look. When she speaks, you can tell she's from New Orleans or thereabouts, on account of using the word Chere, with everyone. She doesn't look tough. Anchor (PC): Drive: I will save us all. Anchor (NPC): Issues: Morally flexible. = Saving us all always comes at a cost. Notes: ATTRIBUTES AND SKILLS 2 Strength 4 Agility 5 Wits 2 Empathy 1 Close Combat 1 Mobility 2 Scout 0 Leadership 1 Endure 1 Ranged Combat 2 Survival 0 Manipulation 0 Force 1 Stealth 3 Tech 0 Medicine Talents Talent Notes Handy With a little time and some tools, you can repair most things – even if you don’t have the right parts. You also get +2 to Tech when you repair things as a project. Health (Stress: 0) 3. Unharmed 2. Bruised 1. Battered 0. Broken Conditions: WEAPONS Damage Bonus Range Pistol (Glock) 2 +2 Short ARMOR Protection Penalty None GEAR (Encumbrance Slots: ) Gear Slots Bonus Flashlight Basic Medical Equipment Stored Gear Location Tiny Items Background Word on the Bayou was that if the distant red neon was shimmering in the heat and it was too hot to sleep, you could follow the sound of a jukebox coming from up the levee and then hang a right at Nick's Cafe. Keep shuffling your feet for a spell and you'd come to Madame X, where you'd find something for every indulgence. If you then found you were not in the mood for depravity, you could do worse than simply listen to Blues guitar while you smoked some of Louisiana's finest THC, courtesy of the LeBlancs.. allegedly, and sampled the Absinthe, once again courtesy of the LeBlancs.. allegedly. Absinthe when drunk in large quantities has a hallucinogenic properties. Mixing THC with Thujone the active psychotropic in Absinthe sometimes takes people places they didn't want to go. While her brothers went in for what she wittily described as 'steer punching', more precisely the punching necessary to steer those asking too many questions to healthier pastures, Fleur busied herself with the technical side of the business, namely production line management and product development. Something of a wiz at fixing things, she's survived by being too useful to kill and using her nonce to figure out ways to go out less. She's technically adroit, pragmatic to the core and morally flexible. Unsurprisingly, given her origins, she's clannish through and through. Living alone would eat through her faster than the walkers would. Fleur is neck deep in the 'if you get me 'A', I can build 'B' for all of us' business. Life 'was' easy. The family had the wares to sell and loyal customers we'd helped through thick and thin, the sticky and the smooth rolling. Pere had kept us out of the Meth business and the cocaine airstrip enterprises too. We were small enough that there were always bigger fish for the Feds to go after, while local law were some of our best customers. Cousin Jean called the strategy sticking to our lane and not getting greedy. Francine joked that we were Warren Buffets of the County, what with having a stake in this place and that establishment... thus way more trouble than it was worth to root out. Pere joked that what we had going would survive the end of the world. My part in this comfortable rocking chair of a life was the technical stuff. Pere had insisted I go to college in New Orleans, a day's drive south. This on account of how my favorite uncle had been Claude, who'd taught me how to break an engine down when I wasn't tall enough to sit in the driving seat and see through the windshield at the same time. Claude said I had a knack for it. So, on returning from the Big Easy I flowed into the tech side of the business smooth as warm molasses out of a jar. Of course Pere hadn't figured on the dead rising and the levees breaking. Thing about the walkers is they don't need to breathe and they can walk through waist high water without ever getting tired. So, the rocking chair on Copperhead Row became the abbattoir of Cajun Catastrophe. Pere always said it was up to the men to guard the cave entrance while the women and kids snuck out the back of the cave... men as the sacrificial speedbump. So, I reckon there's not one of our men still breathing. As for me, when I got clear of the Blood Bayous, the Lethal Levees, I took up with the biggest, meanest protector I could find who kept the walkers and the ferals off me while pimping out my tech skills to the survivors. We made our way north away from the flooding, up the Mississippi to the Missouri and from there to the Ozarks. My third protector, and my third husband too, Hal Holcombe, got killed a couple of days ago.. rearguard action. So, I now carry three wedding rings on a necklace like a jar of dog tags, a roll of honour, the pale ring around my wedding finger will fade in a few days, waiting for the time when it pales again. The family tree goes all the way back to Marseille. When the shitstorm subsides a bit, I'll come off the pill. It just can't end here.
  2. %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2891214%5D%5BB%5D%5BSIZE%3D%2B1%5DTrahim%20Silvergrace%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20CG%20Gnome%20Fey%20%26%20Faerie%20Dragon%20Magic%2C%20Bond%20to%20the%20Land%20Alchemist%20Vivisectionist%2FPreservationist%2C%20%5BB%5DLevel%5B%2FB%5D%201%2C%20%5BB%5DInit%5B%2FB%5D%205%2C%20%5BB%5DHP%5B%2FB%5D%208%2F8%2C%20%5BB%5DSpeed%5B%2FB%5D%2020%0A%5BB%5DAC%5B%2FB%5D%2016%2C%20%5BB%5DTouch%5B%2FB%5D%2014%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2013%2C%20%5BB%5DCMD%5B%2Fb%5D%2012%2C%20%5BB%5DFort%5B%2FB%5D%202%2C%20%5BB%5DRef%5B%2FB%5D%205%2C%20%5BB%5DWill%5B%2FB%5D%20-1%2C%20%5BB%5DCMB%5B%2FB%5D%20-1%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%200%2C%20%20%20%5BB%5DAction%20Points%5B%2FB%5D%201%0A%5BB%5D%20%20Crossbow%2C%20light%20(10%20normal%20%2C%2010%20cold%20iron)%20%5B%2FB%5D%204%20(1d6%2C%2019-20%2Fx2%09)%0A%5BB%5Dnull%20Dagger%20%5B%2FB%5D%201%20(1d3%2C%2019-20%2Fx2%09)%0A%5BB%5Dnull%20null%20%5B%2FB%5D%20%20%20(null%2C%20null)%0A%5BB%5D%20%20Leather%5B%2FB%5D%20(%2B2%20Armor%2C%20%2B3%20Dex%2C%20%2B1%20Size)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2010%2C%20Dex%2017%2C%20Con%2010%2C%20Int%2016%2C%20Wis%208%2C%20Cha%2011%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Male CG Gnome Fey & Faerie Dragon Magic, Bond to the Land Alchemist Vivisectionist/Preservationist, Level 1, Init 5, HP 8/8, Speed 20 AC 16, Touch 14, Flat-footed 13, CMD 12, Fort 2, Ref 5, Will -1, CMB -1, Base Attack Bonus 0, Action Points 1 Crossbow, light (10 normal , 10 cold iron) 4 (1d6, 19-20/x2 ) null Dagger 1 (1d3, 19-20/x2 ) null null (null, null) Leather (+2 Armor, +3 Dex, +1 Size) Abilities Str 10, Dex 17, Con 10, Int 16, Wis 8, Cha 11 Condition None Note: Character sheet used weight field to calculate gp Trahim Silvergrace, the youngest of five siblings, was born in the bustling gnome section of Kenabres, known for its vibrant culture and bustling markets. His father, a respected merchant, and his mother, a skilled herbalist, instilled in him a love for adventure and a deep respect for nature. From a young age, Trahim displayed an insatiable curiosity and a knack for getting into trouble. His misadventures often took him to the outskirts of the city, where he would explore the nearby forests and meadows, captivated by the wonders of nature. One fateful day, Trahim's curiosity led him too far from home, and he found himself lost in the treacherous wilderness surrounding the Worldwound Abyssal Plane. As night fell, he stumbled upon a group of cultists, their dark robes billowing in the wind, performing a sinister ritual. Their eerie chants, a mix of ancient languages and guttural sounds, sent shivers down his spine. Stolen to the Abyssal Plane Terrified and alone, Trahim attempted to escape them unnoticed, but his efforts were in vain. When all seemed lost, a mysterious woman emerged from the shadows, her bow poised and ready. She was tall and graceful, with long, flowing hair the color of moonlight. Her eyes, a piercing shade of green, held a hint of sadness. She dispatched the cultists with skillful precision, saving Trahim from certain doom. Though she never revealed her name, Trahim was struck by her beauty and the sadness that seemed to weigh upon her. Overwhelmed with gratitude for her aid, Trahim followed the woman as she guided him through the perils of the Abyssal Plane, her Desnan symbol glinting in the dim light. Before they parted ways, she bestowed upon him a sense of luck, a boon that would aid him in times of need. Returning home safely, Trahim was forever changed by his encounter with the mysterious woman. Inspired by her bravery and touched by the magic of the Fey and Faerie Dragons that seemed to surround her, he dedicated himself to the path of an alchemist, blending his innate curiosity with a desire to protect the natural world. Now, as a Chaotic Good Alchemist Vivisectionist/Preservationist, Trahim Silvergrace roams the lands, using his skills in trickery and alchemy to combat evil wherever it may lurk. Bonded to the land and guided by the memory of the woman who saved him, he is resolute in his mission to bring light to the world's darkest corners, all while cherishing the beauty and wonder of the natural realm.
  3. Name: Alexander Boone Archetype: Politician Description Anchor (PC): Drive: This is a new beginning Anchor (NPC): Issues: I promise more than I can deliver Notes: ATTRIBUTES AND SKILLS 2 Strength 3 Agility 3 Wits 5 Empathy 1 Close Combat 2 Mobility Scout 2 Leadership Endure 2 Ranged Combat 2 Survival 3 Manipulation Force Stealth Tech Medicine Talents Talent Notes Right Word at the Right TimeWhen you succeed with Leadership, you get an automatic extra success. *Prerequisite*: You had them in the palm of your hand. Health (Stress: 0) 3. Unharmed 2. Bruised 1. Battered 0. Broken Conditions: WEAPONS Damage Bonus Range Assault Rifle 2 3 Long 2 Knives 1 2 Close ARMOR Protection Penalty GEAR (Encumbrance Slots: ) Gear Slots Bonus Notes for a book about this new era 1/2 Autographed picture with Bill Murray 0 Stored Gear Location Tiny Items Background Most folks before the outbreak wouldn't be able to name their state congressman. Most folks, that is, unless they were members of the Born Again Flock of the Mount mega church in Little Rock. Reverend Jacob Boone made certain of that. He'd groomed his son, Alex, originally to join him on stage, but the boy was rebellious and one final incident forced him to consider other options. Given the choice the young Boone would have become a fishing guide, probably on Beaver Lake where the church youth group used to have their retreat every Summer. No, no that wouldn't do. But much as Alex may have resisted his father, he did like lavish living. He did like the girls of the congregation. And all his arguing with the Reverend proved beneficial when he ran for class president, then college student body president....eventually he was an Arkansas State Congressman. Though he'd tell himself he'd earned this on his own he knew that the Boone family name drew a strong Southern Christian support thanks to his father. He'd compromised somewhere along the way though he couldn't point to exactly when or where. He'd even married one of the congregation, a family man with a beautiful wife and two daughters projected a strong appeal to voters. Maybe all the way to Washington... All those dreams fell apart when news started spreading of the new plague. How it made the infected crazy, like rabies, wanting to attack others. Alex had hired extra security for the family's home and to accompany him as he traveled to the state capitol, medical centers, or businesses in support of the relief efforts. He still remembers calling home that morning. He was in Bentonville for a meeting with Walmart on distribution of supplies. His father was holding a large prayer gathering in Little Rock and had asked for Alex's family to be there in a show of faith. Alex had told his wife it was just for the cameras. She said she wouldn't go, she'd always been one of the faithful but she said she wouldn't go. She promised she wouldn't take the girls out... The church broadcast was cut thankfully short so he never saw the end for his family. The situation wasn't much better there in the Northwest; two days later Bentonville was collapsing and Alex could barely rouse himself from his depression to help. It was actually one of his father's congregation that got him out in the convoy. 18 Walmart tractor trailers loaded with people, plowing their way out of the town; fortunately Alex was on one of the few that made it. Fires from the burning of the city helped to light the night and the roar of fighter jets as they delivered their deadly but useless payloads covered people's escape. He was on the move a lot after that. At one point Alex managed to find the old lake house he'd visited as a kid but the area wasn't safe. It wasn't just the dead but a group of folks out in the middle of the lake that had made a floating community out of at least 20 boats. A few came ashore in canoes when they spotted his movement; they were heavily armed and didn't look friendly. As he would do so often in the days to come, Alex ran. One thing he did have time to do in those weeks that turned into months, when sleep wouldn't come because of hunger and fear, was think of the future. Should he just join his girls? Should he keep laying where he was and never get back up? At some point, when he'd managed to find a new group of survivors that hadn't immediately tried to steal what little he had, he got the crazy idea that maybe, just maybe, people could make it in this new world. The old rule, old titles, they didn't mean anything now. There was no need to hold on to beliefs and routines that had failed, heck, that had helped to destroy everything and everyone before. Maybe we could start again?
  4. Map Token Character Generation Ability Scores: 20 point buy Strength: 18 (+2 Racial) Dexterity: 14 Constitution: 14 Intelligence: 10 Wisdom: 12 Charisma: 8 Race: Half-Orc Alternate Racial Traits: None Gender: Male Age: Adult Height: 6'7" Weight: 190 lbs Class: Slayer Favored Class: Slayer Favored Class Bonus: HP × 1 Traits: Reactionary; Bounty Hunter Campaign Trait: Stolen Fury Drawbacks: Scarred Skill Ranks: 6 + Int mod+0 = 6 Skills : Intimidate, Perception, Profession (Bounty Hunter), Sense Motive, Stealth, Survival Feats: Weapon Focus (Falchions) Languages: Common and Orc Hit Points: Max (d10) + Con mod+2 + Favoured Class Bonus+1 = 13 Starting Wealth: 5d6 * 10 GP = 120 GP Equipment Starting Items Cost Source Holy Symbol (Shelyn) 1 GP Core Weapons Cost Source Falchion 75 gp Core Armour Cost Source Hide Armor 15 gp Core Adventuring Gear Cost Source Slayer's Kit 22 gp Advanced Class Funds Remaining: pp | 7 gp | sp
  5. Race: Human -+2 to one ability score (DEX) -Size: Medium -Speed: 30 feet -Bonus Feat: Extra feat at level 1 -Skilled: 1 additional skill rank at level 1 and 1 additional skill whenever he gains a level -Languages: Common, Varisian (ethnic language), Celestial (+1 INT language chosen) Ability Scores: 20 points spent -Strength = 10 (0 points spent) -Dexterity = 18 (10 points spent = 16 plus racial mod, which is +2) -Constitution = 12 (2 points spent) -Intelligence = 12 (2 points spent) -Wisdom = 11 (1 point spent) -Charisma = 14 (5 points spent) Level: 1 Class: Flying Blade (Swashbuckler archetype) -Panache: Gain panache equal to Charisma modifier (+2) at the start of each day. A flying blade regains panache only when they confirms a critical hit or makes a killing blow with a dagger or starknife. -Deeds: Spend panache points to accomplish them, most deeds granting a momentary bonus or effect. But some provide longer-lasting effects. Some remain in effect while having 1 panache point but don't require the expenditure of panache points to be maintained. Deeds can only be performed by the swashbuckler of the same level or lower. -Swashbuckler Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Deeds List: 1st level: -Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). -Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache. -Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Class Skills: (4 + Int modifier + 1 from Skilled +1 from FCB = 7 ranks per level) -Acrobatics (Dex): 1 skill rank + 3 + Dex modifier (4) = 8 total -Bluff (Cha): 1 skill rank + 3 + Cha mod (2) = 6 total -Climb (Str): STR mod = 0 total -Craft (Int): Int mod = 1 total -Diplomacy (Cha): 1 skill rank + 3 + Cha mod (2) = 6 total -Disable Device (Dex): 1 skill rank + 3 + Dex mod (4) + trait bonus (1) = 9 total -Escape Artist (Dex): Dex mod = 4 total -Intimidate (Cha): 1 skill rank + 3 + Cha mod (4) = 6 total - Knowledge (Local, Int): Int mod = 1 total -Knowledge (nobility, Int): Int mod = 1 total -Perception (Wis): 1 skill rank + 3 + Wis mod (0) = 4 total -Perform (Cha): Cha mod = 2 total -Profession (Wis): Wis mod = 0 total -Ride (Dex): Dex mod = 4 total -Sense Motive (Wis): 1 skill rank (FCB) + 3 + Wis mod = 4 total -Sleight of Hand (Dex): Dex mod = 4 total -Swim (Str): Str mod = 0 total Background Skills: (2 Background skill points spent) -Knowledge (nobility): 1 background skill rank + 3 + Int mod = 5 total -Sleight of Hand: 1 background skill rank + 3 + Dex mod = 8 total Weapon and Armor Proficiency: -Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. Feats: - (1st level feat) - (Human Extra feat) Alignment: Neutral Good Religion: Desna Traits: -: Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. -: You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you (Disable Device chosen). Hit Points: 10 (1st level) + Con mod (+1) = 11 total HP Favored Class Bonus: +1 skill rank (Sense Motive) Hero Points: 1/3 Wealth: 5d6 x 10 gp = 130 gp Equipment: (129 gp spent, 1 gp remaining) -Leather Armor (AC Bonus = 2, Max Dex Bonus = 6, ACP = 0,10 gp) -Starknife (Damage: 1d4, Type: P, Critical: x3, Range: 20 feet, Weight: 3 lbs, 24 gp) -Cold Iron Starknife (Same as above but costs 48 gp) -2 Cold Iron Daggers (Damage: 1d4, Type: P or S, Critical: 19-20/x2, Range: 10 feet, Weight: 1 lb, 4 gp each, 8 gp total) -Swashbuckler's kit (Has a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. weights 42 lbs and costs 9 gp) -Thieves' tools (Weight: 1 lb, 30 gp, necessary for Disable Device) Appearance: Ventrusco is a young Varisian man of the age of 24, standing at a height of 5'7" and weights 169 lbs. He has curly black hair, light green eyes and tanned skin, with a lean, acrobatic build to his body. He wears a white shirt with leather armor over it, the armor and belt customized with holsters for his knives, both dagger and stars, a colorful rainbow scarf around his neck, a pair of patterned sapphire green and ruby red pants, baggy enough to hide anything he doesn't want found at simple view and a pair of brown low tops. On his left sleeve, he got the symbol of the Songsphere embroidered so he could always look at it when in stressful times, asking for guidance or just asking for luck. Personality: Ventrusco is a very flamboyant person, enjoying showing off his knife throwing skills, making most people think he's a simple braggart. But in truth, he's a friendly individual still affected by the death of his parents and his time behind enemy lines, all thanks to the demons. Despite his love of attention, he can be very supportive of anyone he's taken a liking to. He still holds an admiration and torch for the woman that rescued him as a child, and holds a deep reverence for Desna thanks to her. Ventrusco holds a particular hatred for shadow demons of all demonkind, having almost died because of one as a child. He still keeps some connections to the streets from his time as a child pickpocket, which he used to help Anevia, his benefactor who got him out of the criminal life. History: Many people have different reasons to come to the Worldwound, mostly involving the demons. Some come for fame, others due to a righteous cause, many for coin. But very few come thinking this was a safe place to be in Golarion, unless one was desperate. Such was the fortune of Ventrusco and his family, who arrived here from Ustalav after an incident caused a mob to chase after them, the cause even hiring bounty hunters to remove the Varisian charlatans and bring back their heads. As such, his earliest memories were his family traveling to Mendev, in the hopes of making a new start. Starting their new lives on Nerosyan, his family did what they did best. Entertain through athletic skills, acrobatics and Harrow readings. It was not an easy life, especially with wary crusaders having to deal with the orcs of Belkzen and the Worldwound but it was a good one. They decided to try their luck in Kenabres a year later, but the reception was far more chilly due to the Iomedaean inquisition. The constant paranoia involving demons and their cultists did not help Ventrusco's family in the slightest and after a month, decided to leave. Unfortunately, the six year old Ventrusco would lose his family, the process started when a bounty hunter revealed to the inquisition the warrants for his family's so-called crime. While trying to make their case to them and putting off being imprisoned and judged, both groups were ambushed by cultists, who killed most of the inquisition and the Varisian family. Ventrusco, his older cousin Alencio and his younger sister Miria were the only survivors. The three inquisitors who survived the assault did not blame the three youths, being more reasonable than Hulrun's men. Feeling guilty, they took the three Varisian youths to the nearest orphanage. They were now alone, to be raised by the kindly Shelyn priest overseeing them. Their time in the orphanage was tough for them, stuck with strangers in a place that's not their home but they made do, despite the scars they obtained from the event. A year later, his fourteen year old cousin, Alencio left the orphanage to join the crusade, no longer finding joy in his family's previous worship of Desna and six months later, Miria began showing interest in the arts and Shelyn's doctrines. As for Ventrusco? He started acting out and even took to stealing as a result. The three youths had forgotten their roots as the years passed by, the young Ventrusco joining a gang of child pickpockets, committing crimes on the streets of Kenabres. The acrobatics and knife throwing skills he learned from his uncle when he was alive helped him tremendously, but one day, his luck ran out. The now eleven year old Ventrusco and his gang had a run-in with a gang of tiefling thieves, known as the Theiflings, belonging to an organization called the Family. Despite getting the better of them, the Family retaliated, chasing down the members of Ventrusco's group. Given the choice to be under their boot or disappear, Ventrusco chose to run when another member spat on them and got gutted. A long chase followed, the Varisian child using his size and knowledge of the backstreets to elude them. But there were more members and they had more years of familiarity with Kenabres. Out of options, he snuck into a crusader barracks and hid inside one of their carts, behind the boxes and stayed out of view. It would be hours before Ventrusco worked up the courage to sneak out and by then, he'd come to regret his decision. For he was now in the Worldwound, far away from Kenabres. Being quickly found out by a guard, he quickly explained that he was hiding from people that wanted to hurt him. But before the guard could do anything, the camp was assaulted by demons. In a panic, the Varisian child ran away, anywhere, far away from the attack and soon, he found himself alone, in the vast wasteland that was the Worldwound. Growing up used to the streets taught him to be tough, not show any weaknesses. But so far from home, in a vast wasteland filled with demons who could come out at any moment, his guard finally dropped and he cried, for the first time in years. Ventrusco didn't know how long he was crying, but he did soon stop as soon as he heard a soothing voice. It came from a beautiful woman, wearing a hood yet carrying a bow. The young Varisian reacted, grabbing a rock to throw at her, when she dropped her bow and raised her hands. He dropped the rock and when asked what he was doing there, he told her everything. Yet the woman did not judge nor scold him like other adults, she simply listened closely and finally answered. "You did well, surviving such odds. Desna's grace is with you still." Ventrusco blinked, reacting to hearing the Songpshere's name for the first time in years. But before he could say a word, the woman shushed him, hearing the sounds of a group talking out loud. Taking his hand, she guided him to hide as a group of cultists came to full view. What happened next, he'll never forget. Ventrusco stood entranced as the woman used her bow and knowledge of the land essentially trick and outmaneuver the cultists, getting them enough time to get past them. The new few days of travel, he learned a bit more about her. While the Varisian child never got her name, he noted her beauty and deep sadness, especially the symbol of Desna, which she kept so close even he could tell it was like a lifeline to her. Eventually, he was able to return to Kenabres and after a fitting punishment from the Shelyn priest, Ventrusco prayed to Desna for the first time in years. That event made him leave his burgeoning criminal life and decide to be the one to continue what their family used to do. He worked and practiced his knife throwing skills, started wearing a scarf, a gift from his sister and embraced Desna once again. Yet he could never leave Kenabres, especially knowing the Worldwound was closeby, yet the military life didn't agree with him, especially with how stifling being disciplined could be. That was when he learned of the Eagle Watch one day in one of the low end taverns in Kenabres, from a snarky woman who he learned later was one of their members, Anevia Tirabade. She knew about his past, especially how he was yet another victim of the cultists and his misadventure in the Worldwound. Unfortunately, his showy attitude didn't make him a good fit but she did keep him around to help out, even paying out of her own pocket for his help. Now at the age of 24, he received an invitation from Anevia to come to the Honeyed Blackmoor Cafe. Since he got the message from a random courier instead of their usual source, it meant she wanted to speak to him about something. On the 15 Arodus 4713 AR, Ventrusco made his way to the cafe in New Kenabres, unaware of what was going to happen next.
  6. In the years leading up to the Fourth Mendevian Crusade, the steward of the Threshold, the bottlemost level of Heaven, grew concerned with the ongoings of Golarion. The Lord of the Wall, Arqueros, was tasked with the first layer of defense of Heaven. In that role, he kept aware of the status of Golarion's Worldwound. Heaven itself could be at risk if the invasion progresses into the world at large and Golarion is conquered. Aequeros determined that a small force of "advisors" be sent to help train the next force of crusaders who's forces were is pitiful shape after the Third Crusade devolved into ferreting out demonic corruption with morally crushing witchhunts. One such "advisor" was the aasimar Arken. Arken held rank among Aequeros forces as a training officer which made her a good fit for her new directive. Upon leaving The Threshold in the year 3685, she arrived at the city of Mendev. She quickly found a place among the Church of Iomedae forces. There she trained and drilled the next generation of officers who would in turn impart their knowledge and discipline to the recruits. Status and rank among the Crusaders meant little to Arken. She mingled among troops and officers alike. With things running to her satisfaction in Mendev, in 2688, she would move on to Kenabres to instill a similar training program with Crusaders there as she did in Mendev. Arken carried a reputation from Mendev and was quickly brought into Kenabre's crusaders and got to work. While her program impacted the quality of the recruits coming up there was another unexpected result. Arken was pregnant. The father could have been several people. Arken had no familiar commitments or social constraints and many lovers. She gave the matter little thought and set herself to preparing for the coming child. Arken maintained her duties into the next year before acquiring a small house within the city. Her son was born on the 28th of Pharast and was named Arkandy Seru. Being born on Golarion, Arken felt he should have a surname per the local tradition. The new happy family would not have peace for long. In 3692 Khorramzadeh, the Storm King, and his forces assaulted Kenabres, The siege was powerful enough to damage Kenabre's Wardstone. Only the intervention of the Dragon Terendelev was able to drive him back ushering in the Fourth Crusade. Arken raised Arkandy in their quiet house, educating him with their ancestral language, Celestial, as well as regaled him with stories of the previous Crusades, news of the ongoing Crusade, and the Splendor of Heaven. She taught him the discipline of a proper soldier. In 4700 the happy family was destroyed. Arken returned home from a hard day's work drilling replacement Crusaders, to find her door broken, the nursemaid she hired was murdered and her eleven-year-old son, Arkandy, was gone. A note pinned to the wall with a cultist dagger gave her instructions to come alone to a specific mausoleum in a cemetery within the old city. Once inside Arken found a tunnel leading to the ruined undercity and eventually to a Cultist sanctum. Arken was ruthless in her rage she slew guards and cultists fight her way through the hideout. She would make her way to a ritual chamber where Arkandy was passed out on a stone slab his face and body had been marked with tattoos as part of the ritual being performed. His blood was being drained and collected. Arken screamed in rage as she pressed her attack, to be stopped by a cultist with a dagger to her son's throat. The standoff was broken with the arrival of a smiling demon, he introduced himself and offered Arken a bargain. Her life for his, she would come with the demon willing, and young Arkandy would survive and be returned to the surface of Kenabres. With little choice, she agreed. Arken placed her crusader cross around her son's neck and kissed him goodbye. The demon kept his word and the boy was returned. He was found clinging to life by one of Arken's subordinates and taken to the Church of Iomedae. Over time Arkandy was nursed back to good health. He was adopted by a colleague of his mother and was raised within the Crusade. In 4707, the Fourth Crusade ended. Arkandy now eighteen, officially joined the Iomedaen Crusaders. He would occasionally be tormented by nightmares. Seeing the torment his mother endured. He was haunted by the possibility she was alive being abused still. He received the rites and became blessed with Paladinhood within the Mendevian Crusade. His faith in Arqueros was respected among his peers. Arkandy spent the next few years in martial training, specializing in the heavy shield. He drilled, trained, and prayed to be prepared for the next attack, the next Crusade. As a Kenabres "local" that would make perfect sense for him to be at or around the Honeyed Blackmoor Café on . Appearance: At only 24 years old, Arkandy is considered quite young for his kind, a race known for its longevity that can span up to 160 years. Despite his relative youth, Arkandy carries an air of wisdom and otherworldly grace that sets him apart. Arkandy's most striking feature is his long, flowing white hair, which cascades down his back and is often tied into a topknot adorned with intricate braids that trail down from the temples of his head. His piercing golden irises seem to glow with an inner light, reflecting his celestial heritage. He still carries the scars from the cultist ritual in the form of elegant facial tattoos flowing down from his eyes, adding a touch of mystique to his visage. Standing tall for an Aasimar, Arkandy possesses a well-muscled and imposing physique, a testament to both his celestial lineage and a life spent honing his physical prowess. His attire consists of lamellar leather-style armor, providing both protection and flexibility. The dark hues of the armor blend seamlessly with his radiant features, creating an enigmatic and commanding presence. In battle, Arkandy relies on a single weapon, a meticulously maintained round heavy steel shield. The shield is not only a formidable defensive tool but also serves as a symbol of Arkandy's commitment to protection and justice. Its surface is adorned with celestial motifs, further reinforcing his divine connection. Personality: Zealous Devotion: Above all else, this Arkandy radiates an unwavering fervor in their faith and mission. His commitment to their divine calling is unyielding, and he views his role as a crusader with utmost seriousness. He firmly believe in the righteousness of the cause and will stop at nothing to see it fulfilled. Noble Conviction: Raised in a military environment, Arkandy has been instilled with a strong sense of honor, duty, and discipline. He adheres strictly to a code of conduct and holds himself to the highest moral standards. His actions are guided by principles of justice and righteousness, and he is willing to make sacrifices in pursuit of these ideals. Soldier's Discipline: Trained from a young age to be a soldier, Arkandy is highly disciplined and organized. He approaches challenges with a strategic mindset, carefully planning his actions and considering the potential consequences. His rigorous work ethic has honed his combat skills, making him a formidable opponent on the battlefield. Unshakable Resolve: No obstacle is too daunting for Arkandy, as he possesses an indomitable spirit and an unwavering resolve. He wants to face adversity with courage and determination, refusing to back down in the face of danger or adversity. His faith serves as a source of strength, providing him with the fortitude to overcome even the most formidable foes. Compassionate Protector: Despite a militant upbringing, Arkandy has a compassionate heart and a deep-seated desire to protect the innocent. He is quick to lend aid to those in need and will go to great lengths to ensure the safety and well-being of others. His sense of empathy and compassion serves as a counterbalance to their zealous nature, reminding him of the importance of mercy and forgiveness. Divine Guidance: As an Aasimar, Arkandy is blessed with celestial heritage, and he views his divine lineage as both a privilege and a responsibility. He believes themselves to be chosen instruments of their deity's will, and he strives to embody the virtues and values of their divine patron in all aspects of their life. Inflexible Idealism: While his unwavering commitment to the cause is admirable, Arkandy's zealous nature can sometimes lead him to be overly rigid in their beliefs. Arkandy may struggle with shades of gray in moral dilemmas, often seeing the world in black-and-white terms. However, as he matures and gains more experience, he may learn to temper his idealism with wisdom and compassion. Overall, Arkandy is a formidable warrior driven by a deep sense of purpose and unwavering devotion to their cause. Though his path may be fraught with challenges, His faith and determination will see them through even the darkest of times. Role: Arkandy is built to be a team player. He would initially be a frontline tank, keeping the opposition positioned to allow any flankers and ranged party members to press their abilities. The early game will be dangerous for him until better gear and a level or two will toughen him up. Ideally, he will not be a damage soaker and more of an avoidance tank. The Sacred Shield and Divine Defender archetypes will allow him to buff the party defenses and take hits and damage off them. Deeper into the game I may multiclass into Brawler (Shield champion) to further his combat flexibility and effectiveness. This would offer some combat controller options using maneuvers at range. His damage output scales nicely. Map Token Character Generation Ability Scores: 20 point buy Strength: 14 (+2 Racial) = 16 Dexterity: 14 Constitution: 12 Intelligence: 12 Wisdom: 11 Charisma: 14 (+2 racial)=16 Race: (Angel-Blooded Aasimar) Alternate Racial Traits: None Gender: Male Age: 24 Height: 6' Weight: 200 lb Class: ( / / ) Favored Class: Paladin Favored Class Bonus: Skill Point +1 Traits: , ; Campaign Trait: Drawbacks: Pride Skill Ranks: 2 + Int mod + Skilled + Fav Class Bonus = 4 Skills Trained: Acrobatics [1 Rank], Diplomacy [1 Rank], Perception [1 Rank], Sense Motive [ 1 Rank]. Background Skill Ranks: 2 Skills Trained: Profession (Soldier) [1 Rank], Lore (The Crusades) [1 Rank]. Feats: Weapon Focus (Close Weapons). Bonus Languages: None. Hit Points: Max (d10) + Con mod = 11 Equipment Combat Gear: potion of cure light wounds, weapon blanch (cold iron)[APG]; Other Gear: lamellar (leather) armor[UC], shield spikes heavy steel shield, cestus[APG], backpack, bandolier[UE], bedroll, crusader's cross, flint and steel, hemp rope (50 ft.), mess kit[UE], soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Arqueros, 24 gp, 3 sp Arqueros, Lord of the Wall The Golden Bulwark Source Pathfinder Wiki Details Alignment LG Pantheon Empyreal Lords Areas of Concern Bodyguards, protection, watchfulness Domains , , , Subdomains , , , , , * Requires the trait. Favored Weapon Longspear Symbol Gauntlet and briars Sacred Animal(s) Golden eagle Sacred Color(s) Gold, purple Obedience Pray while holding a heavy shield over your head for an hour. Gain a +4 sacred bonus on Strength checks and Strength-based skill checks. Boons - Mystery Cultist Source 1: Divine Defense (Sp) shield of faith 3/day, shield other 2/day, or magic vestment 1/day 2: Greaves of Gold (Su) You gain a +10 sacred bonus to your CMD when an opponent attempts to bull rush you. You may always attempt attacks of opportunity when a creature attempts to bull rush you, even if your opponent has the Improved Bull Rush feat or a similar ability. In addition, you may attempt an attack of opportunity whenever a charging opponent enters a space you threaten. 3: Living Aurum (Sp) You can cast iron body once per day. Instead of iron, though, your body is transformed into living gold. In addition, you gain SR equal to 11 + your HD against spells cast by evil creatures while under the effect of this spell-like ability. Paladin Code The paladins of Arqueros are defense-oriented generals and bodyguards of virtuous public figures and honorable clients. Their tenets include the following affirmations. I will never abandon an innocent in need of protection. The role of guardian is a sacred one. I will never neglect my duties when I agree to guard or protect others, even if they seem unworthy of my protection. A guardian is only as effective as his weapons and armor. I will maintain mine in peak condition at all times, repairing and cleaning them as consistently as possible without neglecting my charge.
  7. Asmodean Cult escapee. At war with herself. Desperate and determined to escape her enemies by pleasing her allies. Prophecy bound. Arc.. To get to a place where she feels safe enough to relax. "I'll never go back. I'd rather die." Life is sometimes stranger than fiction. What do I mean by that? I mean that I race to oppose the demons in order to escape my church... the demons are better company, even if they do want to kill me, and I have to kill them. This is made even stranger given that I have to undo the mental and emotional indoctrination I was subject to over the years. I love Asmodeus. I hate Asmodeus. I yearn for freedom. I long to be brought back into the fold. The Priests of Asmodeus know how to isolate the weak and defenceless, reduce their ego to nothing and make them emotionally dependent. Demons mean to kill me, the Asmodeans would reduce me to nothing and send me to hell, where my life would continue as normal. Orphaned as a child and left to the tender mercies of the Church of Asmodeus elicits no tears, so common a tale it is. You would think the Iomedans would not stand for this brand of mercy. However, the Iomedeans will look the other way to procure the swords of the Asmodean Hellknights. I do not look to right, or a higher power for my salvation, but only to my own machinations. On the cusp of adulthood, I am to be confirmed into the faith, and so am watched. Now the spark of rebellion lights thoughts of escape in my mind, even as my traitorous heart's blood seeks to reel me in. Alone I won't last a week. Asmodeans mean to have me, no-one will risk their ire on my behalf. This fuels desperation in my heart to find a faction, a company, that will protect me. I met with the Elf called Astibar the Oracle today, or rather she fatefully met by chance. I saw someone in the street I did not wish to meet and ducked into an alley, where she stood waiting for me, calling me by name, though we've never met and I am of no import. It is said the Priestesses of Magdh weave the strands of fate to ends even they themselves do not know. "Tanith, sweet child, dark has been your weave, but golden it may yet become. Let fate light your steps to the building yonder on the morrow if you would take the fateful leap to that hopeful strand." Having pointed at the Honeyed Blackmoor Cafe, she essayed a smile. Then, anticipating my question of 'for what?', she continued with "Oh, you'll know, you'll know." I would have asked her what the price was for her sight, but just then my 'minder' caught up with me, paused to glance sharply at the mad priestess, before hustling me out of the alley, adding a cuff to the back of my head for good measure... "Don't do that again." Now I sit across from Appearance Passingly attractive, Tanith is unfailingly courteous and polite, with a tendency to speak with eyes lowered. She is well spoken, even erudite, in her speech, the consequence of hours of beatings and elocution lessons to eradicate a stutter. She has the look of someone who stands behind the big guy with a sword, doing the big guy's math. Her attire is not showy, understandably puritan in the 'buttons are sign of pride' manner. She is accompanied by a thrush... 'Imp'. In her case it's difficult to determine whether it's a comfort animal or a familiar. The current betting is on it being both. Her spellcasting is recognizably Asmodean as is the cadence of her Taldane. That Asmodeans are known to be the great decievers does her no favors. Personality Tanith is a survivor, possessed of an ironclad determination. She is, for the moment, something of a closed book emotionally speaking; 'opening up' in an Asmodean school for orphans is tantamount to suicide, thus she comes across as strictly professional, pragmatic and logical to a fault. She 'appears' to have little time for anything she does not deem to be advancing her cause, securing her position. She seeks to hide her motivation for this.. pure fear, at any cost. This is her drive both individually and on behalf of the company. She is purpose stripped down to grim need. Thankfully, that grim need incorporates into itself a tendency towards black, even fatalistic, humor.. dispensed in order to curry favor. Tanith has, as yet, little experience or understanding of frivolity, though understandably she possesses a fine grasp of the absurd. She keeps her guard up, while trying not to look like she's keeping her guard up. Whether she is actually like this, or her true personality or whether her true personality is repressed beneath scar tissue is anyone's guess. Role Tanith is all support, advance payment for a rainy day. She assists the fighters in the a fight, her spells being of the sort that tips the balance for them as opposed to killing things herself. She takes the view that her magic should first and foremost address those problems which only magic can solve. She assists the fighters prior to combat as well. 'Imp', her spylike thrush familiar helping to ensure the company sees them before they see the company. However, her outstanding ability is her encyclopaedic knowledge on a great many subjects. This is just as well given that her magic has all the stamina of a consumption victim. Character Generation Ability Scores: 20 point buy Strength: 8 Dexterity: 14 (+2 Racial) =16 Constitution: 14 (-2 Racial) = 12 Intelligence: 16 (+ Racial) = 18 Wisdom: 12 Charisma: 10 Race: Alternate Racial Traits: Fey Thoughts (lose weapon familiarity) (gain perception and UMD as class skills) Darkvision (lose low light vision) (gain light sensitivity) Illustrious Urbanite (lose keen senses) (gain Spell Focus Conjuration) Gender: Female Age: 140 Height: 5'10 Weight: 110lbs Class: Favored Class: Wizard Favored Class Bonus: HP × 1 Traits: ; Drawback: Campaign Trait: Skill Ranks: 2 + Int mod + = 6 Skills Trained: Perception 1, Stealth 1, Knowledge Planes 1, Knowledge Religion 1, Use Magic Device 1, Spellcraft 1. Background Skill Ranks: 2 Skills Trained: Linguistics 1 (Abyssal), Knowledge (History) 1 Feats: Bonus Languages: Celestial, Draconic, Sylvan, Goblin, Hit Points: Max (d6) + Con mod + Favoured Class Bonus = 8 Starting Wealth: 3d6 × 10gp = 80gp Map Token Show/Hide Posting Template Insert post here Statistics Block Elven Wizard (Conjurer) 1 Init +5; Senses Perception +5 (+7 with familiar close) AC 13, Touch 13, Flat-footed 10 (Dex +3) HP 8 / 8 Fort +1, Ref +3, Will +3 Offense Speed 30 ft. Melee Dagger +4 (2d6+3; 19-20/×2)🪓🪄 Ranged Light Crossbow +3 (1d8; ×2)🪄 Special Attacks Acid Splash Statistics Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 10 BAB +0; CMB -1; CMD 12 Traits: Child of the Crusades, Pragmatic Activator, Warrior of Old, Entomophobia (drawback) Feats Breadth of Experience, Arcane Duelist, Arcane Bond (Familiar), Cantrips Skills: Knowledge (Planes) +10, Knowledge (Religion) +10, Knowledge (History) +10, All other knowledges +6 (can make checks untrained), Use Magic Device +8, Spellcraft +8, Linguistics +8, Perception +5 (7 familiar), Stealth +4 Languages Common, Elven, Celestial, Draconic, Sylvan, Goblin, Abyssal SQ: Shift - Conjuration School (Teleportation) (5' Teleport Swift) 7/day Arcane Duelist 4/day Conditions None Familiar "Imp" (Air Elemental Familiar Archetype) Thrush N Diminutive (+6 to fly/+8 to stealth) animal Init +2; Senses low-light vision; Perception +9 [1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3)] Fly +16 [1 rank (1) Dex (2) Class (3) Size (6) [Good (+4) from archetype)] Stealth +14 [1 rank (1) Dex (2) Class (3) Size (8)] AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0, Ref +4, Will +4 Speed 10 ft Fly 50 ft. (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int [6] Wis 15 Cha 6 BAB+0 CMB –2 CMD 13 Feats Skill Focus (Perception) Skills: Fly (Good) +16 Perception +9 Stealth +14 Familiar Feats: Alertness, Elemental Manifestation (+4 to fly skill (average to good), 10' faster fly speed), share spells, empathic link
  8. Name. Character Concept. A jovial but arrogant man with a taste for fine wines, fine companionship, and at the perpetual beck and call of the Feywilds. Lineage, Background, Planned-Subclass Class. Aarakocra, Courtier, Archfey Warlock of the Talisman Description. More than his plumage, his wings, or even the noble colors in which he clothes himself, the first thing someone will notice about Kawner are his eyes. They seem otherworldly, swirling with light and color, though just as easily could look like normal, brown human eyes. Once his gaze is broken, however, people can easily notice the extravagance of his attire, the flamboyance of his colors, and the dynamic way in which he moves. He carries himself with all the arrogance and strut of the wealthiest noblemen, acting above so many trivialities, an act only accentuated by his wings and feathers, which move to accentuate his mannerisms and exaggerate his motions. His expressions are usually difficult to read, due to the lack of motion his beak provides, but his mood and pinions can usually be derived from the movement of his feathers. Puffed out means angry, shaking means excited, and so on. Your Character’s Plothook. More than anything else, Kawner has undertaken this journey at the behest of his patron, unquestioning of her goals or motivations. However even beyond that, he'd be lying if he said he wasn't interested in the Nightstone Inn. There's always new pleasures, new drink, and new company to be had in the most unexpected of places, after all. And, of course, he does considre himself a skillfull enough mediator to aid Lady Velrosa Nandar in his diplomatic disputes. Past is Prologue. The Hurrsk family, though not native to Baldur's Gate, has several well documented generations of history within it's walls, detailing a rich history of the family selling themselves as house servants to living amongst it's highest society members. Kawner himself was no exception to this, serving in the court of the Exeltis family, known for their Ice Wine. Despite his luxurious mantle and taste for high society, Kawner was quite sequestered from much of the rest of the world, kept in his own little bubble of his own making, truly ignorant to the wiles and woes of the rest of the world. This may very well have been how he spent the rest of his life, were it not for the Exeltis' family's slow decline and treacherous business practices. The family, deeply in debt to money lenders from Waterdeep, was at risk of loosing their farms, and devised a plan to send Kawner, as well as a token group of retainers and guards, to the City of Splendor, to either negotiate a more amicable deal, or act as their sacrificial lamb to buy them more time. He was, of course, ignorant to this second option, and proudly accepted the arrangement, confident in his ability to perform his courtly duties. He never even made it to Waterdeep. Barely a week into the journey, the small camp was set upon by goblins, barely a dozen, but more than enough to completely tear through the nobles and inexperienced guards. His last memories before losing consciousness were the goblins tearing out his feathers and clawing at his eyes. Were it not for the timely intervention of a curious archfey, admiring of his beauty, this would likely have been his death. In exchange for naut but his undying loyalty, he was saved by the Oak Princess Verenestra. As he tells the story, though he may very well have been embellishing due to being blinded at the time, the Oak Princess plucked the eyes from her very face, bestowing them to Kawner, asking only that in exchange for her eyes, she can use his. Though not wholly understanding of the deal, he gratefully accepted, and Verenestra bid him to continue north as he was originally intending under her protection. His original destination of Waterdeep was forfeit to him, and he will find a new task waiting for him in Daggerford. With a literal new perspective on life, he continued north, to Daggerford. Loyalties. Although his principal loyalty is to his patron, he has found himself courted by the Emerald Enclave due to his connection to the Feywilds. He's had a number of friendly discussions with one of their members, a half-elf by the name of Dorenas, another in Verenestra's employ, though he has yet to commit to joining. Is Might Right? Might shouldn't make right, though in practice it often does. Wealth, influence, and indeed physical ability have their place in the world, though he does not see them as the divine ordainment so many treat it as. Unfortunately, however, in his own life as a magistrate, he's seen all too often that all the wishful thinking in the world doesn't change the fact that people seem to bow to the mighty, the wealthy, and beautiful. Of course, he'd be a hypocrite if he said he was above using his own status or beauty for personal gain. Of course, he never said he wasn't a hypocrite. Deity. Although not technically a god(though she might tell you otherwise), Kawner is a passionate follower of Verenestra, The Oak Princess, Archfey of the Seelie Court. He considers himself wholly devout to her, not only as his patron, but as his savior, as she provided him not only with purpose, but a new chance at life, complete with a new pair of eyes.
  9. Born in the deadly lands of Numeria, Belgoth was kidnapped at a young age by cultists posing as crusaders coming in along the river. Subjected to a mysterious and horrifying ritual, the young barbarian managed to escape - though the eldritch ceremony seemed to have awakened an ancient taint in his blood. He managed to find refuge with first a farmer, later gaining work as a caravan guard and drover. This has brought him to the Cafe; he hopes to purchase a little luxury with his handful of remaining coins, but, most importantly, hopes to attract the notice of someone willing to take him into their employ. Character Generation Ability Scores: 20 point buy Strength: 14 (+2 Racial) = 16 Dexterity: 12 Constitution: 14 Intelligence: 12 Wisdom: 11 Charisma: 14 Race: Alternate Racial Traits: None Gender: Male Age: 25 Height: 6'2" Weight: 195 Class: Favored Class: Bloodrager Favored Class Bonus: +1 round of bloodrage x1 Traits: ; Campaign Trait: . Skill Ranks: 4 + 1 + Skilled = 6 Skills Trained: Acrobatics [1 Rank], Climb [1 Rank], Intimidate [1 Rank], Knowledge (Arcana) [1 Rank], Perception [1 Rank], Spellcraft [1 Rank]. Background Skill Ranks: 2 Skills Trained: Handle Animal [1 Rank], Knowledge (geography) [1 Rank]. Feats: , . Bonus Languages: One - Suggestions Needed Hit Points: Max (d10) + 2 = 12 Starting Wealth Equipment Starting Items Cost Source Explorer's outfit 10 gp Weapons Cost Source Whip 1gp Scythe 18gp Armour Cost Source Leather 10gp Adventuring Gear Cost Source Bloodrager's Kit 9gp Funds Remaining: 12gp
  10. Rutia Scipio, Tiefling Feyspeaker Druid Map Token Character Generation Ability Scores: 20 point buy Strength: 7 Dexterity: 14 (+2 Racial) = 16 Constitution: 12 Intelligence: 12 (-2 Racial) = 10 Wisdom: 14 Charisma: 16 (+2 Racial) = 18 Race: Alternate Racial Traits: Prehensile Tail Spitespawn SLA: Misdirection Gender: Female Age: 23 Height: 5'7" Weight: 130 lb Class: () Favored Class: Druid Favored Class Bonus: SP × 1 Traits: Reactionary, Indomitable Faith Campaign Trait: Riftwarden Orphan Drawbacks: Naive Skill Ranks: 6 + Int mod+1 + Favored Class Bonus+1 = 7 Skills Trained: Bluff [1 Rank], Knowledge (History) [1 Rank], Knowledge (Local) [1 Rank], Knowledge (Planes) [1 Rank], Knowledge (Religion) [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Spellcraft [1 Rank] Background Skill Ranks: 2 Skills Trained: Handle Animal [1 Rank], Linguistics [1 Rank]. Feats: Languages: Common, Abyssal, Druidic, Sylvan, Terran Hit Points: Max (d8) + Con mod+1 = 9 Starting Wealth: 40 GP Equipment Starting Items Cost Explorer's Outfit 10 gp Armor Cost Leather Armor 10 GP Weapons Cost Sling 0 GP Quarterstaff 0 GP Adventuring Gear Cost 10 Days Animal Feed .5 GP Backpack 2 GP Waterskin 1 GP Holly and Mistletoe 0 GP Spell Component Pouch 5 GP Bedroll .1 GP Funds Remaining: 1.4 GP Damos the Ankylosaurus Male Medium Ankylosaurus Level 1 Init +2 HP 17/17 Speed 30' AC 21 Touch 12 Flat-Footed 19 CMD 13 Fort 2 Ref 5 Will 1 CMB +1 BAB 1 Tail +2 2d6 Bludgeoning Abilities Str 10 Dex 14 Con 9 Int 2 Wis 12 Cha 8 Condition None Bonus Trick: Guard Skills: 1 Rank Perception, Acrobatics Feat: Toughness Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2891460%5D%5BB%5D%5BSIZE%3D%2B1%5DRutia%20Scipio%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AFemale%20Neutral%20Good%20Tiefling%20(Spitespawn)%20Druid%20(Feyspeaker)%2C%20%5BB%5DLevel%5B%2FB%5D%201%2C%20%5BB%5DInit%5B%2FB%5D%205%2C%20%5BB%5DHP%5B%2FB%5D%209%2F9%2C%20%5BB%5DDR%5B%2FB%5D%20Fire%2FElectricity%2FCold%20(5)%2C%20%5BB%5DSpeed%5B%2FB%5D%2030'%0A%5BB%5DAC%5B%2FB%5D%2015%2C%20%5BB%5DTouch%5B%2FB%5D%2013%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2012%2C%20%5BB%5DCMD%5B%2Fb%5D%2011%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%203%2C%20%5BB%5DWill%5B%2FB%5D%205%2C%20%5BB%5DCMB%5B%2FB%5D%20-2%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%200%2C%20%20%20%5BB%5DAction%20Points%5B%2FB%5D%201%0A%5BB%5D%20%20Sling%20%5B%2FB%5D%20%2B3%20(1d4%2C%20x2)%0A%5BB%5D%20%20Club%20%5B%2FB%5D%20-2%20(1d6-2%2C%20x2)%0A%5BB%5D%20%20Leather%20Armor%5B%2FB%5D%20(%2B2%20Armor%2C%20%2B3%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%207%2C%20Dex%2016%2C%20Con%2012%2C%20Int%2010%2C%20Wis%2014%2C%20Cha%2018%0A%5BB%5DCondition%5B%2FB%5D%20None%0A%2B2%20to%20Concentration%20Checks Female Neutral Good Tiefling (Spitespawn) Druid (Feyspeaker), Level 1, Init 5, HP 9/9, DR Fire/Electricity/Cold (5), Speed 30' AC 15, Touch 13, Flat-footed 12, CMD 11, Fort 3, Ref 3, Will 5, CMB -2, Base Attack Bonus 0, Action Points 1 Sling +3 (1d4, x2) Club -2 (1d6-2, x2) Leather Armor (+2 Armor, +3 Dex) Abilities Str 7, Dex 16, Con 12, Int 10, Wis 14, Cha 18 Condition None +2 to Concentration Checks Skills Acrobatics 3 Bluff 8 Climb -2 Diplomacy 10 Disable Device 3 Escape Artist 3 Handle Animal 8 Heal 2 Intimidate 4 Knowledge (Nature) 4 Linguistics 3 Perception 6 Ride 3 Sense Motive 6 Sleight of Hand 3 Stealth 3 Survival 6 Swim -2 Use Magic Device 4 Map Token Character Generation Ability Scores: 20 point buy Strength: 8 (-1) Dexterity: 18+2 from Half-Elf Ability Modifier (+4) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 14 (+2) Race: Alternate Racial Traits: Water Child, Sophisticate Gender: Female Age: 22 Height: 5'7" Weight: 130lb Class: Favored Class: Unchained Rogue Favored Class Bonus: Skill Point× 1 Traits: (Drawback); , ; Campaign Trait: . Skill Ranks: 8 + Int mod+2 + Favored Class Bonus1 = 11 Skills Trained: Acrobatics[1 Rank], Bluff [1 Rank], Climb [1 Rank], Diplomacy [1 Rank], Disable Device [1 Rank], Escape Artist [1 Rank], Perception [1 Rank], Sense Motive [1 Rank], Sleight of Hand [1 Rank], Stealth [1 Rank], Swim [1 Rank]. Background Skill Ranks: 2 Skills Trained: Profession (Barmaid) [1 Rank], Lore (Yolubilis Harbor) [1 Rank]. Feats: (Evil Eye), <GM Bonus — Free>, <GM Bonus — Advancement>. Languages: Common, Elven, Aquan, Halfling Hit Points: Max (1d8) + Con Modifier+1 = 9 Starting Wealth: 4d6 × 10gp = TBD Equipment Starting Items Cost Traveler's outfit 5 gp Weapons Cost Dagger 2gp Adventuring Gear Cost Funds Remaining: TBD Background Rutia remembers little of her childhood. What little she can is of constantly being on the move with her tiefling parents, traveling from place to place, until eventually reaching the kingdom of Mendev. What memories she has of that country are short, violent, and ones she'd rather forget. She remembers being entrusted to the care of family friends, a half-elven druid couple when she was six, and her parents promising that they'd be back in a couple of weeks at the most. They never came back. Rutia's caretakers turned adoptive parents eventually took her with them to their circle on the outskirts of Numeria. There, they taught her in the ways of the natural world, introducing her to their druid circle. She joined as an apprentice, travelling to the fey-realms that they so often dealt with. She spent many a year there, dealing and consorting with the fey, before returning to Numeria to tend to the nature there. It's where she met her companion, found from an abandoned egg in the wilderness. Rutia's progress in the druid circle continued as they turned their task from the fey realms to trying to protect the wild places of Numeria. Not an easy task, with the strange technology that had fallen from the sky complicating things. Rutia could tell things were reaching a boiling point. Maybe that's why she left. Or maybe she did want to find out more about her birth parents, which is what she told her fellow druids. Rutia isn't sure herself why she timed her heading back to Mendev the way she did. Searching for information on her now-dead birth parents, Rutia and her trusty companion Damos have gone to Kenabres to try and track down records of them. It's her first day in the city and she's stopped by the Honeyed Blackmoor Cafe in order to get some food.
  11. Out of all the lies ever told, one of the biggest might be the lie that war is good or glorious or anything other than a place where soldiers die following the orders of higher-ups that are far removed from the fighting. Carrick was one of those unfortunate young men, joining the Crusades after being told promises of winning glory and honor by fighting the demons and protecting Golarion. Instead, he ended up serving in a squadron led by some blowhard knight that he suspected got his position from his connections rather than any ability. And it took short time for his commander's lack of qualifications to bite the squad when the knight foolishly led his unit into a cultist trap. Half of them were slaughtered right there and the others were taken back to be used as sacrifices for some sick ritual the cultists had planned. Being a prisoner of the cultists was a spirit-breaking affair for Carrick, as the demon-worshippers treated him and his fellow soldiers like animals during the time they were getting them ready for sacrifice. The one thing that kept things from falling into total despair was a young aasimar man who worshiped Ragathiel. A zealot, he tried to keep as much of his unit from losing hope as he could, even in those dire circumstances. In the end, he only managed to keep a few afloat, but to those few, he whispered to them plans of escape, of fighting back instead of being slaughtered like hogs. Carrick wasn't too optimistic that it would succeed, but in the dire circumstances that he and his comrades found themselves in, he figured it was better than not trying at all. Sacrifice day came and the aasimar led Carrick and his company in their escape plan. The cultists were not at all expecting that their beaten and almost broken prisoners had any capacity to fight back, but that would be their only advantage. While they fought bravely and managed to take a few of their captors down with them, many of the would-be escapees fell, too weak to fully fight their way out. Carrick only survived because he fled when things grew dire and through either luck or through the favor of a goddess he scarcely believed in anymore, his captors didn't notice him in the chaos. Alone, tired, and weakened, Carrick could do little more than spend the next few days wandering the Worldwound, hoping that the end would come quick. Luck would once again smile on him when he was found by a patrol of Crusaders, who took him in, treated him, and took him back to Kenabres. But the city provided little relief for Carrick, as he was continually plagued by nightmares of what he had experienced. One stood out from all the rest, a dream in which some shadowy demon emerged from the bloodshed of the attempted escape and presented Carrick with a sword. The horror extended to Carrick's waking when he found that the sword was still there with him. And so Carrick found himself at the Honeyed Blackmoor Cafe, hoping that the company of some beautiful girls will help him forget it all, if only for a few hours.
  12. Dante Lyn Character concept: A religious fanatic that is on a quest to find The One that will lead his people from the shadows of the mountain and create an empire under their name. Lineage, background, planned-subclass, class: Tabaxi, outlander, planning on delving into arcane trickster, rogue. Description: A 5'10" Lynx Tabaxi with thick dark brownish orange hair, face covered in whiskers, long eyebrow hairs that reach out passed his face by a few inches and long, sharp ears. He has deep, warm brown eyes, a soft, dark pink nose, around his eyes, lips and nose are black skin that makes it look like he is wearing mascara and lipstick. The longer hairs down his cheeks and chin are braided and reach down passed his chest. Over his left eye are two thin scars. You can tell he is older by the white hairs growing around his eyes, mouth and chin. He wears tight black leather armour covered in traveling clothes, brown shirt, black pants, leather boots and a brown cloak that he wears to serve the purpose of making him look as common and average as possible. His clothes have a number of slits cut into them on both of his sides, which allows him the ability to reach hidden weapons and tools, but keep them out of eyesight. Dante is a Tabaxi of ritual, practice and zealous devotion. If someone were to observe him for 24 hours they would think that he was a priest with the things he does during the day. He prays three times a day facing towards the Sword Mountains, he reads from an old book that he keeps close to his heart, he interprets simple events as signs from the gods, he constantly asks Grumbar for guidance, and he is always looking, looking for the one that has been prophesized for him to find. When looking at him, he looks like his is always searching for someone, often making it look like he is being paranoid and can spread that feeling onto the person he is interacting with. He is not ashamed to tell someone that he is from a cult, how he grew up, how he got here, the only thing he keeps to himself is how many of them there are and how many branches of them exist in the world. When he finds a candidate that fits the prophecy, he becomes very, very focused and devoted to that person. He will do whatever they demand of him, the only thing he wants in return, is that at some point, they go back to his home and speak to his leaders. Your character's plothook: Dante has heard rumours of goblins terrorizing a settlement. The High Steward of Nightstone, Lady Velrosa Nandar, is a Waterdhavian noble. She is reportedly offering a reward to anyone willing and able to deal with the goblin threat. This falls into one of the things that was prophesized, "The One will take leadership and defeat a threat from harming the commoners." Past is prologue: Dante always remembered living in the Sword Mountains, creating large living spaces within the caverns and caves within the tall natural structures. His family was a tribe of religious fanatics of Grumbar, The Lord of the Element of Earth, and lived in the mountains to be as close to their god as they thought they could. His life was harsh, dealing with the cold weather, storms, the ever changing landscape that didn't care who you were, if you took one misstep there, it meant death. If that wasn't enough, there were also the many creatures that also lived in the there that they didn't get along with and had to fight with, also having to deal with people who wished steal the resources from the mountains which makes him to this day not think or speak well of dwarves. His family were close, even though they didn't all share the same blood, everyone was involved in the caring and teaching of the children. Teaching them to climb, to survive in the harsh environment and to fight those that would dare enter into their territory. Dante's first kill was a young dwarf miner because they were gouging the resources from an area that was close to their home. His last kill (which got him to level 1) was a young wizard, he keeps the book that he found on that persons body, trying to learn the spells within it. Dante was assigned his wife at the age of 18, her name was Alana, they had many children together, she died ten years afterwards, falling off a cliff fighting an orc that had kidnapped their youngest child. His closest friends, a Stone Genasi by the name of Arwar, two Tabaxi female twins, Galan and Hera and three goblins named Jug, Karr and Hon helped him during this tragic time and he could never repay them for what they did. His life completely changed forever though, when he had fallen and somehow survived, barely, his people did all they could for him, but thought him dead for sure. During this time, Dante was given a horrifying vision, giants, roaming the mountains and killing most of his people and enslaving the rest, mixed with the image of a stone figure that kept asking him to find the one to stop this, it promised that if he found this person, it would change the lives of his people forever. He awoke, alive and healed, he told his leaders of what he saw, that it was a vision from Grumbar itself, that it needed him to find a hero, a champion, a leader. He had to leave his home, for their sake, so in the night, as soon as he could, he left, taking what he could and leaving his family and friends behind. He now travels in search of this chosen one. Deity: Dante is devoted to the god Grumbar, the Elemental Lord of Earth, without him they would not have the tall and powerful mountains that tower over the world. Without him, nothing would be able to exist, he is the foundation of all things and Dante is quick to remind others of that fact. His belief has made him strong, physically and mentally, it has shown him that life can be beautiful, but unforgiving. He has learned to be calm and silent like a mountain, to be as unnoticeable as a rock in a rock pile, but ready to hit like an avalanche when the time calls for it. He believes that we all come from the earth, and that when we die, we should be joyful that we can once again become one with Grumbar. His faith has made him hate those that would do great harm to the earth. If their aim is to strip mine, dig many tunnels that would weaken the structural integrity of the mountains, or destroy the landscape, simply for the fun it, will be met with swift justice and will have to answer to his god when they enter the realm of the dead. Other Images: Ceremonial dagger This is what his dagger looks like, an obsidian dagger with a jawbone hilt made from his first ever kill, this blade is ceremoniously used, when an opponent is killed he will stab the dead with it. The obsidian is said to be a part of Grumbar itself, every adult in his tribe has one. Clothing Clothing designed to keep the body warm in cold weather, allows him freedom of movement and airs out the moisture that he produces. Underneath the clothing he wears light leather armour. His book This soft leather pocket book has the teachings of his leaders of Grumbar, tales of it's champions and contains words of prophecy within them. The spellbook This is the spellbook that he took from the wizard, his last kill. He is currently trying to study the book and learn the spells that are within it, but might need outside help in order to understand what needs to make them work.
  13. Archtype: Correctional Officer [Custom: Law Enforcer] PC Anchor: Jaxson Josef Goss III Drive: "I do what is needed." NPC Anchor: Any Issues: Indifferent Strength Agility Wits Empathy 5 4 2 2 Close Combat 3 Mobility 2 Scout 2 Medicine 2 Endure 2 Ranged Combat 1 Survival 0 Manipulation 0 Force 0 Stealth 0 Tech 0 Leadership 0 TALENTS HEALTH Wallflower You do not have to choose a single NPC as your NPC Anchor. Instead, the whole group is your Anchor. You do not have to handle your fear if any of them die, so long as at least one of them is left standing. You were part of a group, without any of them really noticing you. 3. Unharmed 2. Bruised [ ] 1. Battered [ ] 0. Broken [ ] Critical Injuries Stress: Experience: Encumbrance Slots: 0 0 7 Weapons Bonus Damage Rounds Range Unarmed +0 1 - - (Big Axe) +2 2 Assault rifle +3 2 Long Armour Protection Penalty Riot gear 6 -2 (Mobility) Cassius Clay III Backstory: Cassius Clay III was born into the harsh reality of inner-city Chicago, a place where survival often outweighed dreams. His mother struggled with addiction, leaving Cassius to navigate the streets largely on his own. Growing up, he had little knowledge of his lineage beyond the fact that his father was Muhammad Ali, Jr., who had largely been absent from his life. Despite the challenges, Cassius showed remarkable resilience and strength from a young age. He was tall for his age and possessed an innate toughness that earned him respect on the streets. However, he also had a sense of justice instilled in him by his absent father's legacy, a legacy he knew little about at the time. As he entered his teenage years, Cassius found himself drawn to a different path than many of his peers. He avoided the temptations of gangs and crime, instead focusing on his education and his physical strength. He took up boxing, not knowing the significance of the sport in his family's history. By the time he reached adulthood, Cassius had grown into an imposing figure, standing at 6'7" and weighing 236 pounds of solid muscle. His dedication to his training paid off, and he quickly gained a reputation in the local boxing scene. However, his dreams of becoming a professional boxer were put on hold when he found himself in need of steady income to support himself and his mother. It was then that Cassius decided to follow in his father's footsteps in a different way. He joined the ranks of the correctional system, becoming a correctional officer in one of Chicago's toughest prisons. His imposing presence and no-nonsense attitude earned him the respect of both inmates and colleagues alike. He became known simply as "Champ" among the inmates, a nickname he earned not only for his physical prowess but also for his unwavering determination to uphold justice within the confines of the prison walls. Despite his tough exterior, Cassius still carried the weight of his past with him. He remained fiercely loyal to his mother, doing whatever he could to support her despite her ongoing struggles. And though he knew little about his famous father, he couldn't shake the feeling that there was more to his story than he had been told. As Cassius Clay III patrols the halls of the prison, keeping order with a firm but fair hand, he carries with him the spirit of his legendary ancestor, Muhammad Ali, unknowingly continuing a legacy of strength, resilience, and justice for the next generation. GEAR Slot 1 Slot 2 Slot 3 Slot 4 Bonus Assault rifle Slot 5 Slot 6 Slot 7 Slot 8 Stored Items Location OTHER ITEMS Canned goods (4/4 rations; #522) Dog (+2 Close combat) Vehicle Maneuverability Damage Hull Armour n/a +0 Choose an archetype - Correctional Officer [Custom] Choose a name - Cassius Clay III Choose an Issue - Indifferent Choose your Drive - I do what is needed. Distribute 13 points amongst your attributes Strength: 5 Agility: 4 Wits: 2 Empathy: 2 Distribute 12 points amongst your skills Close Combat: 3 Endure: 2 Force: Mobility: 2 Ranged Combat: 1 Stealth: 0 Scout: 2 Survival: 0 Tech: 0 Leadership: 0 Manipulation: 0 Medicine: 2 Choose a talent - Wallflower Choose your gear Assault rifle Riot armor (Protection level 6) Dog [Scavenging] Canned foods (4 rations; #522) Backstory: Archetype Correctional Officer The world, it's a complicated place, full of darkness and light, chaos and order. People often ask me what I think about it all, where I fit into the grand scheme of things. Truth is, I don't spend much time pondering such questions. My role is clear: keep the peace, maintain order, and do what needs to be done. Working as a correctional officer in the heart of Chicago's toughest prison has its challenges, no doubt. The inmates, they test you every day, pushing boundaries and probing for weaknesses. But I don't falter. I stand tall, unwavering, a symbol of strength and authority in a world that's gone awry. Less than a year ago, the world changed in ways nobody could have predicted. The outbreak, they call it. A virus spreading like wildfire, turning ordinary people into mindless monsters. It was chaos, pure and simple. The streets ran red with blood, and society crumbled before our eyes. I remember the first time I encountered one of them, those walkers they call them now. It was a routine day at the prison, or so I thought. But then the alarms sounded, and screams filled the air. I rushed to the scene, expecting the worst. And there it was, a creature straight out of nightmares, its eyes vacant, its movements jerky and unnatural. In that moment, I knew we were facing something beyond our reckoning. But amidst the chaos and despair, I remained unchanged. I still had a job to do, a duty to fulfill. And so I carried on, patrolling the halls of the prison, protecting what little remained of civilization. The world may have fallen apart, but I remained steadfast, my resolve unbroken. Indifferent to the madness around me, my only drive is to do my part, to belong to something greater than myself. As for the correctional facility where I work, it's a fortress amidst the chaos. Built to withstand the worst, it's now a haven in a world gone mad. And the guard dogs, they're my companions, loyal and fierce. Together, we stand as guardians of order in a world on the brink of oblivion. KEY ATTRIBUTE: Strength KEY SKILL: Close Combat TALENTS: Martial Arts Expert, Specialist, Wallflower Choose among the suggestions below or make one up yourself. ISSUE Rage Indifferent Dogmatist DRIVE I do what is needed Never give up Impossible is nothing GEAR Roll a D6 three times. Shotgun Assault rifle Axe Riot gear (Armor Level 6) Basic medical gear Dog RELATIONSHIP TO OTHER CHARACTERS I will show you I do my job You are family
  14. "Through every generation of the human race there has been a constant war, a war with fear. Those who have the courage to conquer it are made free and those who are conquered by it are made to suffer until they have the courage to defeat it, or death takes them." Theme Song: Voice Actor: Name: Vorticar Seraddon Legion: Luna Wolves Rank: I Specialty: Tactical Marine Legion Demeanour: Sons of HorusFew other Legions can match the achievements of the XVIth and of those that could, few could rival them for the brightness with which their victories shone. Spread across hundreds of expeditionary fleets and on countless battlefields, the Luna Wolves have broken the enemies of the Imperium and pushed the Great Crusade forwards. The position of Horus as the Emperor's favoured son has undoubtedly enhanced their triumphs. The Emperor has fought alongside all of the Primarchs, and led all of the Legions at different times, but Horus and the Luna Wolves have stood beside him for many of his greatest victories since the very beginning of the Great Crusade. Yet as the character of any Legion is an echo of their Primarch, one can see the flaws of the father in the pride of his gene-sons. Brutal, ruthless and unwavering but also honourable and loyal beyond question, the history of the Luna Wolves is the history of the ambition of the Imperium itself, even as its flaws may yet shatter the dreams of unification and glory for all Mankind asunder. The overriding belief that animated the Astartes of the XVIth Legion is in the ultimate superiority of Horus and themselves over all other beings in the galaxy. They thrive on the Lupercal's personal charisma, ambition and pride, and these in turn have become notable features of their inner workings. The gang culture of Cthonia has also left an indelible mark on the Legion, with many of its Astartes bearing tattoos from their gang of origin. A flexible fighting force able to adapt to almost any combat scenario, the Luna Wolves have been trained to respond sharply and decisively to tactical orders. The principle tactic of the legion - one illustrative of their overall attitude - was a decisive surgical assault aimed directly at the command element of the enemy. A compact but hard-hitting force of marines up to several companies strong would compose the initial (and ideally total) thrust of the effort; this battle philosophy was referred to as the Speartip. Personal Demeanour: AmbitiousThis Space Marine’s gaze is ever-lifted towards his goal. Characteristics Weapon Skill: 41 (+4) Ballistic Skill: 38 (+3) Strength: 44 (+4) Toughness: 43 (+4) Agility: 34 (+3) Intelligence: 49 (+4) Perception: 33 (+3) Willpower: 39 (+3) Fellowship: 56 (+5) Other Attributes Wounds: 22/22 Fate Points: 3/3 Movement: Unarmoured - 3/6/9/18; Armoured - 4/8/12/24 Special Abilities Tactical Expertise: When 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 Scion of the Lupercal: While in Solo Mode, a Space Marine of the Luna Wolves may re-roll any Fellowship Tests when dealing with either Astartes or other members of the Imperium. In addition, their strength of leadership means that the Battle-Brother adds +1 to the Kill-team’s Cohesion if he is the squad leader. This bonus to Cohesion remains active even when the Battle-Brother is not in Solo Mode. At Rank 3 and above, once per combat the Space Marine may automatically pass one Command Skill Test. At Rank 5 and above the Dispositions (see page 276 of the Deathwatch Core Rulebook) of all Imperial forces and agents are improved favourably by one step when dealing with the Legionnaire. At Rank 7 and above the Space Marine adds +2 to his Kill-team’s Cohesion rather than +1. Squad Mode Squad Attack Pattern: Emperor’s Fervour Action: Free Action Cost: 2 Sustained: Yes While this power is in effect, all Space Marines within Support Range of the Legionnaire (including the Legionnaire himself) gain a bonus on all tests equal to the Space Marine's Fellowship Bonus. In addition, each Round the Space Marine may single out one member of his Kill-team and grant that character a re-roll on any one test (this re-roll includes the bonus provided by his Fellowship). If the Battle-Brother is Rank 4 or more, the bonus to tests increases to twice his Fellowship Bonus. Squad Defensive Pattern: Take Point! Action: Free Action Cost: 0 Sustained: No The Luna Wolves are natural leaders and the champions of the Imperium. In battle their devotion and natural authority is a power force, able to rally their fellow Space Marines and reinforce their will to fight. When a Space Marine uses this ability, it instantly restores a number of Cohesion equal to his Fellowship Bonus. The reverence the Luna Wolves hold for their Primarch and the strength of will required to make a Rally Cry is such that a Space Marine may only use this ability once per game session. Skills Awareness Ciphers (Legion Runes) Climb Command +10 Common Lore (Legiones Astartes, Imperium, War) Concealment Dodge Drive (Ground Vehicles) Intimidate Literacy Navigation (Surface) Scholastic Lore (Principia Belicosa) Silent Move Speak Language (High Gothic, Low Gothic) Tactics (Orbital Drop Procedures) Tracking Talents Air of AuthorityOn a successful Command Test, the character may affect a number of targets equal to 1d10 plus his Fellowship Bonus. Furthermore the character’s voice commands such respect that even those not in his retinue pay heed. The character may make a Command Test on those not under his authority with a –10 penalty. This Talent has no effect on hostile targets, and only affects NPCs. 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 TrainingThe 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 BicepsThe 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. Heightened Senses (Hearing, Sight)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 StrikeWhen 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 SteelThe character may reroll failed Willpower Tests to avoid or recover from Pinning. Quick DrawThe 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)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 GritWhenever the character suffers Critical Damage, halve the result (rounding up). Unarmed MasterThe character’s unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage, and these attacks no longer have the Primitive quality. Traits Unnatural Strength x2Each time this trait is gained, select a Characteristic, and double its bonus. Unnatural Toughness x2Each time this trait is gained, select a Characteristic, and double its bonus. Marks of Distinction Mighty LineageA Battle-Brother with this Mark of Distinction can add +3 to his Cohesion whenever he takes the role of the leader in his Kill-team. The GM may also allow him to add +10 to any Command Skill Test and related Tests when in a position if command over those who are aware of his powerful heritage. Astartes Implants Secondary HeartThis organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits. OssmodulaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait. BiscopeaThis implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait. 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. In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality may still inflict Blood Loss as normal. Catalepsean NodeA Space Marine suffers no penalties to Perception-based Tests (such as Awareness) when awake for long periods of time. PreomnorThe Space Marine gains a +20 bonus to any Toughness Test against ingested poisons. OmophageaBy 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). Multi-LungThe Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation. 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. OcculobeThis implants grants the Space Marine the Heightened Senses (Sight) Talent. Lyman's EarThis implant grants the Space Marine the Heightened Senses (Hearing) Talent. 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. 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. 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. 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. MucranoidThe Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space. 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 non-living 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). ProgenoidsRemoving a Space Marine’s progenoids requires a Difficult (–10) Medicae Test. This Test becomes Arduous (–40) if performed without the narthecium, 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. 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. Equipment Mark III "Iron Armour"Iron Armour clanks and grinds with the slightest movement. The wearer suffers an additional –20 penalty to Concealment and Silent Move. Locations Covered: Full Front-Facing Armour: 9/10 Arms: 7 Rear-Facing Armour: 6/6 Rear-Facing Arms: 6 Weight: 300 kg Enhanced Strength: +25 Autosenses: +5 Osmatic Gill Life Sustainer: Yes Pain Suppressant Doses: 8 Vox Link: Yes Nutrient Recycling (Time per Rest): 1 Week Recoil Suppression: Yes Manual Dexterity Modifier: -20 Gauntlets of Maral: This suit’s armoured gloves have been replaced with a unique pair of Mk2 gauntlets (with AP 7). The wearer is filled with all the potential and valour of the Imperium Maxima. He gains a +10 Weapon Skill bonus, plus a +5 Fellowship bonus when dealing with anyone loyal to the Imperium of Man. Blood of a Battle-Brother: The blood of a squad-mate is upon this suit of power armour. Its wearer was standing side by side with his comrade, but failed to save him. Perhaps there was nothing to be done, or perhaps the wearer was negligent, distracted by his zeal for battle. Whatever the truth, the suit and its latest wearer make every effort to atone. Add 1 to the Kill-team’s base Cohesion. Bolt PistolPistol Range: 30m Fire rate: S/3/– Damage: 2d10+5 X Penetration 5 Clip: 14 (Standard bolt ammo) Reload: Full Qualities: Tearing Frag Grenade x3Thrown Range: SBx3 Fire rate: S/-/– Damage: 2d10 X Penetration 0 Qualities: Blast (5) Krak Grenade x3Thrown Range: SBx3 Fire rate: S/-/– Damage: 3d10+4 X Qualities: Penetration (6) Astartes ClaymoreMelee Damage: 2d10+2 R Qualities: Penetration (2), Unbalanced Repair CementRepair Cement is a spray-gel composed of dual tubes of polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour; its application takes one Round but requires no Test. Bolter with Fire SelectorBasic Range: 100m Fire rate: S/2/4 Damage: 2d10+5 X Penetration 5 Clip: 28 (Standard bolt ammo) Reload: Full Qualities: Tearing Fire Selector: A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector to choose which clip he wishes to draw ammo from. Kraken Rounds x1The superior propellants in kraken rounds provide increased range without sacrificing armour penetration, while their ultra-dense adamantine composition and improved explosive charge provide a final burst of force for puncturing the heaviest armours. Effects: The weapon’s Penetration increases to 8, and its Range increases by 50%. Used With: All bolt weapons.
  15. Name: Lidda Hilltopple Character Concept: Roleplaying wise: A amiable halfling druid who seeks knowledge of runes, eager to help wherever she is needed. Role wise: A swiss army knife character who from level 2 brings tanking, damage, crowd control, healing and plenty of utility to the party. Lineage: Ghostwise Halfling (Sword Coast Adventurer's Guide p110) Background: Rune Carver (Bigby Presents: Glory of the Giants p14) Planned Subclass: Circle of the Moon. Description: Lidda may only be three feet tall, but she carries herself with confidence befitting a much larger person. She is friendly and respectful towards friends and strangers and eager to listen to others' tales of both good and bad. If push comes to shove, she is unafraid to stand up for what she believes in, even in the face of vastly larger opposition. Her youthful face is topped by a nest of curly, unruly brown hair, which she occasionally adorns with whatever pretty flowers or leaves she finds. More often than not, she has an easy, inviting smile. Her golden eyes stand out as uncommon among her kin. She likes to dress in natural colors, punctuated by two pendants she has crafted and carved with runes herself. A watchful observer might pick up on the fact that she never willingly reveals any skin outside her face and hands. This is not just modesty; she has issues with her own body. She is weak, even for a halfling, and does not want others to see her slender body. It is a sore point for her, and a place where her courage falls flat. Lidda will rarely be the first person to resort to violence, but she has lines she does not want crossed. If anyone threads dangerous waters, she will politely let them know. If they keep going, her easygoing attitude fades in favor of a scornful expression that paints a clear picture of her displeasure. Plothook: Lidda was following her mentor's advice to learn more about runes in the Savage Frontier to learn more about runes, when she heard the call for help against goblins. As long as she is in a position to assist, she would never turn down a cry for help. The reward is of les importance; her motivation is towards helping the people. If possible, she would like to find a peaceful solution rather than solve the problem through force. Prologue: At the age of 21, Lidda observed a group of travelers making their way through her forest. When a bear attacked, an old dwarven woman grew into an even larger bear, and grappled the attacker into submission. Spellbound by the feat, Lidda telepathically contacted the woman. Maybe the dwarf could help her with her crippling weakness? The woman accepted Lidda as her apprentice, provided her family would accepted her decision. Her father was encouraging, but her mother was devastated; why was she willing to throw away her mother's druidic teachings? Lidda assured her mother that was not her intention; she wanted to do continue her career while also learning from the dwarven woman. In the end, her family let her go. That started a year-long apprenticeship to the dwarf woman, Torbera Stonescale. The old woman brought Lidda back to her ancestral home. The underground stone citadel did not agree with Lidda's desire for nature, but she endured as long as she could. She learned both of Torbera's trades: Her skill with carving runes, as well as her expertise in crafting jewels that could be used to hold said runes. Torbera could clearly see that her apprentice was tormented by the life underground. As soon as Lidda had memorized all the runes, Torbera sent her north, to learn more of runes in the lands of their originators; the giants. It wasn't only for the runes themselves; Lidda would also need experience to learn to combine runes and achieve greater feats. Loyalties: On her way to the Savage Frontier, Lidda came in contact with a bard that told her about the Harpers. The prospect of defending the innocent from Evil strongly resonated with Lidda's idealistic beliefs, and she would not be adverse to joining them if she got an invitation. Unbeknownst to her, the half-orc bard was an agent of the Harpers himself, and passed along notes on the prospecting candidate to others within his organization. Is Might Right? As someone who was born physically weak, Lidda has been cowed plenty of times by her stronger brethren. She hates the implication that someone is right just because they are strong. In her ideal world, the strong would not use their strength to rule, but help those in need. Deity: Lidda worships all of the halfling gods, but places particular emphasis on three gods: Yondolla, creator of the halfling race as well goddess of fertility and protection; Cyrrollalee, goddess of trust, friendship and hospitality; and Sheela Peryroyl, goddess of nature, song, dance, agriculture, and romantic love. Music: Lidda , but is as well. She understands that not every conflict can be resolved peacefully, but tries to . (Spotify links: , and )
  16. JAMES SMITH (the Nobody) Issue: No one gives a crap if I live or die, not even myself... Life is effing pointless. Even more so now. Drive: With the Outbreak, everything is upside down. This is my shot at becoming... what? Well, something! 3 Strength 4 Agility 3 Wits 3 Empathy 1 (4) Close Combat 1 (5) Mobility 1 (4) Scout 1 (4) Leadership 1 (4) Endure 1 (5) Ranged Combat 1 (4) Survival 1 (4) Manipulation 1 (4) Force 1 (5) Stealth 1 (4) Tech 1 (4) Medicine Talent: Wallflower You do not have a single NPC Anchor. The whole group is your Anchor. You do not handle your fear if any die, so long as at least one of them is left standing. Gear (2-1/2 out 5 slots): • Binoculars (1/2) +2 Scout • Sleeping bag (1) +1 Survival • Ice tea and cornbread (1) 1 ration "Margherita" Pizza delivery car Maneuverability: +2 Damage: 2 Hull: 4 Armor: 4 Issue: Will run out of gas Relationship to PCs (in general): I do what you say... but I will show you! Haven: Eagle's Roost (though not everyone knows James lives there!) Backstory: who is James? (though I doubt you care!) James is from Fort Smith, Arkansas. Of course he knows who is mom is, but his parents? With all the divorces, step-moms, step-dads and such, it is hard to pinpoint. Brothers & sisters? That's even tougher... ranging from siblings, to step-siblings, via 1/2 bros' & sis'... Anyhow, James bounced around from place to place, always welcome to stay, without anyone really wanting him to, or truly noticing when he left. An underachiever, James did graduate and make it to college, well, a couple colleges, but he never stuck with one thing, so he knows a little bit of this, a little bit of that, and a whole lot of not much! Job-wise? Yes, you know how it went. When the world turned to crap for everyone else (James felt people finally realized what it was to be like him!) he was working for Papa John's, so he just drove off with the delivery car - that he calls "Margharita" -, and lived off pizza for a while as the world burnt... How did he survive? James thinks that even the fricking zombies did not notice him. Silver lining. Now he's ended up at this Eagle's Roost. It's an okay place, though he's sure the people will kick him out of the nest at some point. But... maybe not. Not if he shows them who he can become. If he proves to himself there always was more to James Smith than he and everybody else felt. After all, the world is dead, everything that was is gone... there is finally room for him to stand up! Portrait: do you really think you can describe James? Come on, you've already forgotten what he looks like. Yeah, he's White. Male. With blue... or green? ...brown? Are his eyes brown? His hair is... kind of long? He's in his 20's, or 30's... something like that. Okay, he does wear a cap, that's for sure! _____________________________________________________ Creation Process The Nobody (AGI + Stealth) James Smith (most common 1st & last name combo' in the U.S.) Issue: No one cares if I live (including me... what's the point?) Drive: This is my chance (to change, to mean something... to exist) Attr' 13 points -> 3 Str ; 4 Agi ; 3 Wits ; 3 Emp Skill 12 points -> (Str) 1 CC, 1 End, 1 Force ; (Agi) 1 Mobility, 1 RC, 1 Stealth ; (Wits) 1 Scout, 1 Surv, 1 Tech ; (Emp) 1 Med ; 1 Manip ; 1 Lead Talent: Wallflower, all group NPCs are NPC anchor (they're all the same to me, and I'm nothing to them) Gear: rolls (3d6 = 1, 4, 5 & 1d666 = 441) Pizza delivery car, binoculars, sleeping bag & ice tea and cornbread (one ration) Relationship, Anchors, Haven: at start of game, I imagine
  17. Sassamona - Human Urchin Open Hand Monk Name. Sassamona, Mona for short. Character Concept. A former street urchin with a bad attitude, set on the path of enlightenment by a chance encounter. Her fists fight for justice now, got it? Lineage, Background, Planned-Subclass Class. Human Variant, Urchin, Way of the Open Hand (intended) Monk Description. Sassamona grew up on the streets of Waterdeep, and she looks like it. Having suffered from undernourishment as a child, she is short for a human at 5’ 0”. She has a wiry build. With a perpetual scowl, grimy skin and clothes, and a general lack of personal hygiene, she can be off-putting to others. Her most notable feature is her hair, which has recently begun to grow in purplish. She only owns one outfit, the outermost layer of which consists of a brown cotton jacket covered in patches, tears, and stains, and a pair of overalls, on the front of which she’s painted enigmatic diagrams (of internal qi flows). She carries all her earthly possessions in her backpack. Sassamona lacks any semblance of refinement and does not care for formalities. She feels more comfortable dumpster diving than eating in a fancy restaurant (not that she'd pass up the chance for fancy food). When speaking—if she feels words are necessary—she uses slang, contractions, and double-negatives in her meandering sentences. She is a defensive and irascible person. The easiest way to set her off is to insult Waterdeep, as she takes a great and irrational pride in her hometown. When confronted, her first instinct is to fight, with flight and diplomacy unlikely. She tends to be standoffish and suspicious of others, but that suspicion is surprisingly easily overcome by kindness and generosity. She is fiercely loyal to her friends, but she never stops being rude. Maybe someday she’ll achieve enlightenment and become pleasant to be around. Your Character’s Plothook. Sassamona has traveled between Waterdeep and Daggerford often in recent months as caravan guard. Recently, she's heard rumors that some Lady is offering big bucks to fight goblins. Sassamona is eager to take the job. Past is Prologue. Sassamona was born to a poor family in Waterdeep. When her mother was sent to prisonfor bootlegging and her father was lost at sea, she became an orphan. Living on the streets was not easy; she struggled to feed herself through panhandling and petty crimes. She learned how to pick locks and how to blend in. She also learned that the best way to keep yourself safe is to be an unattractive target, so she fought back wildly whenever anyone encroached on her. Before long, she acquired a reputation as a brawler. Not much changed for Sassamona when she reached adulthood, as she had no education and no employable skills (and no desire to get a real job anyhow). But one day, while digging through a trash heap for valuables, she discovered a mysterious scroll covered diagrams of the human body marked up with strange symbols. Whenever she looked at it, she felt a strange sensation within her body; that feeling was the awakening of her qi. It was quite a pleasant feeling, like everything that was wrong with her was slowly becoming unwound and rewoven. Studying the scroll, she started meditating every day; her qi flows began to strengthen her body (and turn her hair purple). The scroll eventually disintegrated from overuse, but by then she had it memorized. She can’t quite use qi on command yet, but she’s close. Things are looking up for ol’ Sassamona. With her newfound physical strength, she has started taking on jobs guarding caravans which travel between Waterdeep and Daggerford. For the first time in her life, she's got a few gold pieces in her pocket, and has just heard of an opportunity (fightin' goblins!) to earn much more. Loyalties. Sassamona has taken on jobs for the Lords’ Alliance recently. They recognize her incredible potential as an adventurer and have high hopes that she will learn discipline. Her point of contact in the organization is a veteran adventurer, a human mercenary named Dill. She's worked for him several times so far. Though their relationship was rocky at first, their rapport has since shown signs of improvement. He’s glad to have found someone willing to take on dangerous work for cheap. Is Might Right? After some prying, Sassamona would start ranting: Does might make right? Yah no, kid; no connection at all. They say “authority always wins” and they’re probably right, but that don’t make it right right. Look, life’s all about—it’s eat or be eaten. I never had nothin' until I learned to stand up for myself. I’ve learned a thing or two about playing rough—and playing dirty, too—but I never felt great about it. What I’m trying to say is: some folks got power, some folks don’t, and it's the same with rightness. Power comes from strength, smartness, and money. Rightness is about from standin' up for what's right, about liftin' each other up instead of tearin' 'em down; I wish that was what strength was about too, but it’s just not. Deity. Sassamona doesn’t pray regularly, but when she does, she prays to Sune. Sune’s beauty and passion appeal to Sassamona, because to her, beauty itself feels otherworldly and aspirational, and thus appropriate for worship. Plus, the Temple of Beauty has free baths. Music. by Darren Korb – vibes covered by MCR – I don’t know what this song’s really about, but I think it would remind Sassamona of her home and childhood. by Jonatha Brooke – Sassamona's life outlook
  18. Professor Crisp Human Gladiator Illusionist Wizard Name: 'Professor' Novyn Crisp Character Concept: A hot-headed street-fighting arcane duelist (more 4D chess than blasty energy balls). Channeling kung-fu and anime tropes, with a wizardly twist. 'Professor' is like a stage name. Race, Background, Subclass Class: Human, Gladiator, Illusionist Description/Past is Prologue: ★ Reputation reflects that she has had her ass kicked publicly more times than anyone can remember, typically by coming up with hyper-overly complicated schemes that are wholly ineffective ★ Eats fish tacos exclusively (stubbornly refuses other fare) ★ Talks loftily about 'technique' but it all sounds more like BS ★ Hardcore gambling addict, willing to bet on just about anything...even the completely absurd. Cheats often but not on locals ★ Rarely seen without a black eye, singed eyebrows, partially transmuted limb, or busted lip, constantly training for the next underground brawl ★Associates/crashes with an exotic ex-pirate tribal woman that treats her like a daughter, named Rummy. Claims certain infused teas enhance her fighting abilities, which Crisp stupidly believes ★ Idolizes a character known as 'the Great Vicario' who most agree was not a real person, a fellow arcane duelist known for uncanny tactics ★ Crisp's eyes are ever looking halfway into her own imagination. Her hair is a quick afterthought, suspicious holes filled with patches of glamour magic. The Professor's skin carries a peculiar scent like vanilla and fish... Your Character’s Plothook: Crisp heard a rumor that the Great Vicario learned his 'Over the Shoulder Boulder Thrower' technique from a semi-sentient talking stone which is now the namesake of Nightstone. Crisp has come eager to get the stone talking, and seeks to persuade it to spill the beans in exchange for what rocks love most: stability. She bears a (forged) written official document promising the rock a permanent position in the center of town. Is Might Right? Certainly not. That's ridiculous. Truth is right...when molded into the most believable form. Deity: Mask. The Blackheart's eternal tales of god-level intrigue have been Novyn's favorite stories since she was a little girl. Layers upon layers of deception, with effects and results so subtle that speculations fill tomes...from Crisp's perspective Mask is the greatest puzzle to solve, for at least magic gives up its secrets with enough effort. Music: Representative Color: This.
  19. Ponargue Province Region, Culture, & Standing Region Expansive marshlands, estuaries, and lagoons characterize Ponargue’s southeastern coastline. This coastal wetland region was formed by the ancient delta of the Avonrose River, which empties into the Sea. The marshy terrain supports a rich ecosystem and is home to many species of waterfowl, fish, and other wetland wildlife. Inland from the coast lies Ponargue’s fertile farmland region, consisting of rolling hills and plains ideal for agriculture. Large tracts of the land are devoted to vineyards, orchards, and pasture, with crops intersected by streams of irrigated canals. Agriculture, especially wine and fruit production, is the backbone of Ponargue’s economy. North and west of the farmlands, the terrain becomes more rugged with forested hills and valleys containing glacial streams and hidden glades. These woodlands provide valuable timber resources and habitat for game animals important for hunting. Along Ponargue’s western border, the land transitions to a mountainous upland region of steep, rocky hills and deep ravines. This rugged terrain forms a natural geographical boundary separating Ponargue from the valley to the west. Major population centers in Ponargue developed along the Avonrose River and coastline to benefit from maritime trade and river transport. Architectural styles in towns and cities are archaic, with distinctive red-tiled roofs and ornate stonework. Small agricultural villages dot the landscapes between larger settlements. Culture The citizens of Ponargue are a diverse population with origins tracing back to the kingdom’s earliest settlers in antiquity. Major ethnic groups include descendants of Wurnian islanders from the west, Kenterpish populations from the north, and more recent immigrants from Brulspag and Gilbant. Physically, Ponargese people typically have olive skin, dark hair, and strong facial features reflecting their coastal roots. However, centuries of mixing have also introduced blonder hair, lighter skin, and distinctive northern phenotypes. Ponargue is renowned for its thriving artistic scene, nurtured by deep pride in traditions and craftsmanship. Local artisans specialize in weaving, metalworking, pottery, and glassblowing. Beyond the arts, Ponargese excel at agriculture, viticulture, and pastoralism, respecting nature as a partner rather than dominating it. Festivals and communal celebrations are integral to Ponargese culture, bringing people together in song, dance, and merrymaking. There is a strong work ethic alongside joy de vivre and appreciation for simple pleasures. Close-knit rural communities lie at the heart of Ponargese society. The kingdom’s isolation and mountainous terrain complicate infrastructure development and integration regionally. Some Ponargese remain wary of outside change, fueling protectionist tendencies and occasional xenophobia. Overreliance on climate-sensitive agriculture leaves the kingdom vulnerable to environmental disruptions like drought or depletion of resources. Economic diversification and adaptation to risk are ongoing strategic priorities. However, Ponargese resilience, community spirit, and cultural richness have enabled the small kingdom to endure challenges throughout its history. With prudent stewardship, it aims to secure future prosperity while safeguarding distinctive ways of life. Standing As a coastal kingdom along the strategic sea trade route, Ponargue has long served as a vital commercial hub. Its chief port sees ships from across the known world exchanging goods, resources, and ideas. This central role in regional commerce bolstered Ponargue’s wealth and international connections. However, the kingdom’s cultural insularity and isolationism also led outsiders to view it as provincial. Ponargue is sometimes slower than their peers to adopt new technologies or integrate with wider social movements. This mix of economic importance and slow-moving traditionalism gave Ponargue a contradictory reputation -- respected as stable and affluent, yet also dismissed as backward. Views within the kingdom also varied on balancing prosperity, autonomy, and innovation. To the north, the militaristic Brulspaggen saw Ponargue with envy and distrust, wary of its potential influence. Across the mountains, the reclusive Kenterpine maintained cordial but distant ties through modest trade and cultural exchange, respecting mutual isolation. Across the sea, the enigmatic Wurnan Isles fascinated and unsettled Ponargese with rumors of wonders and perils from those distant islands. Overall, Ponargue cooperated cautiously with neighbors while guarding its sovereignty and culture. Situated at a strategic maritime intersection, Ponargue rose to prominence through commerce. However, its insular nature and differing rates of modernization compared to peers complicated international perceptions of the wealthy kingdom between envy, respect, and dismissiveness. Ponargue aimed to balance prosperity, autonomy, and regional engagement. Stats Realm Martial: 1 Commercial: 3 Agricultural: 4 Industrial: 2 Artistic: 4 Leftover Points: 0 Settlements Capital City of Moselle-Markt (Martial 1, Commercial 3, Artistic 3) At the seat of Ponargue’s monarchy and the hub of its economic and cultural life, Moselle-Markt is a bustling, cosmopolitan city. Situated at the mouth of the Avonrose River, where it empties into the sea, the city’s strategic location has made it a center of maritime trade and commerce for centuries. The architecture of Moselle-Markt blends Kenterpish, Brulspag, and Gilbant influences, with whitewashed walls, red-tiled roofs, and ornate brick chimneys lining winding streets and canals. Towering cathedrals, grand plazas, and ornate civic buildings speak to the city’s wealth and importance. While Moselle-Markt is not primarily a center for martial development, it does maintain a respectable garrison to guard the harbor and protect against potential threats. However, the city’s true strengths lie in its thriving commercial and artistic endeavors. Artisan workshops, textile factories, and bustling marketplaces hum with activity, while universities, theaters, and museums foster the kingdom’s vibrant intellectual and cultural life. Minor City of Pateauxplona (Industrial 2, Agricultural 3) Positioned further inland along the Avonrose River, the city of Pateauxplona is a hub of agricultural production and processing. Its economy is centered around the abundant farmlands, vineyards, and orchards that surround the city, as well as the timber and mineral resources of the nearby forested uplands. The architecture of Pateauxplona reflects this focus on industry, with functional, utilitarian buildings designed for efficiency rather than ornate grandeur. Large granaries, mills, and warehouses dominate the skyline, alongside the modest but well-crafted homes of the city’s farming and artisan classes. While not lacking in cultural amenities, Pateauxplona’s primary identity is that of a hardworking, industrious center of production. Its people take great pride in the quality of their crops, livestock, and handcrafted goods, which are exported throughout Ponargue and beyond. The city also serves as a regional hub for the distribution and transportation of these vital resources. Hamlet of Avonsrode (Agricultural 1, Artistic 1) Nestled along the rolling hills and winding streams of Ponargue’s interior, the small hamlet of Avonsrode is a bucolic, pastoral community. Its people are primarily engaged in subsistence farming, animal husbandry, and the harvesting of natural resources like timber and freshwater fish. The architectural style of Avonsrode is simple yet charming, with thatched-roof cottages, small family homesteads, and humble places of worship constructed from local stone and wood. A central market square serves as the heart of the community, where villagers gather to barter goods, exchange news, and socialize. While lacking in grand monuments or centers of industry, Avonsrode is renowned throughout Ponargue for the skill of its weavers, potters, and other artisanal craftspeople. These modest but talented individuals produce high-quality textiles, ceramics, and wooden furniture that are valued across the kingdom. In essence, Avonsrode represents the quintessential Ponargese settlement -- an idyllic, self-sufficient community deeply rooted in the land and it