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He'll be either a mage or a "Face". Or both 🤪
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Name: Dexter Kadath Origin Foci: Human (+1 Luck Mod) Background: Criminal Skills: Sneak - 1 Notice - 0 (Background *Learning*) Shoot - 0 (Background *Any Skill*) Edges: Killing Blow, On Target Focus: Assassin You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 37. Level 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target. Level 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards not directly in your path. HP 6/6 Edge 3/3 Armor Class: Ranged 17 Melee 15 Saves: Physical 15+ Evasion 14+ Mental 14+ Luck 15+ Strength Dexterity Constitution Intelligence Wisdom Charisma 9 16 13 12 14 11 +0 +1 +0 +0 +1 +0 **Swapping Wisdom to 14, +2 Physical from Growth (+2 CON) Starting Gear Heavy Pistol (1d8 dmg, Trauma 1d6/x3) ($200) 3 magazines and 24 cartridges ($54) Armored Clothing (AC 16/14, Damage Soak 5, +1 Trauma Target) ($1000) Knife (1d4 dmg, Shock 1 / AC 15, Trauma 1d6/x3) ($20) Smartphone, Basic ($50) Trauma Patch ($50) Lockpicks ($100) Grenade, Smoke ($25) Background: Dexter Kadath has lived his entire life in Seattle, having grown up on the streets. Always on the wrong side of the law, but just barely. He has been arrested and released more often than he cares to admit, but always on minor charges - shoplifting, joyriding in offgrid vehicles, trespassing - but never for more serious crimes. Not to say he didn't also commit those crimes, just that he didn't get caught. In those cases, he was always more careful, never leaving evidence. When he broke into buildings, he was always sure there were no witnesses (human or digital). As he grew more sophisticated, he grew a bit of a reputation. He was somehow able to acquire items others could not, or remove evidence of someone else's crime. Eventually, he was sought by the underground crime bosses to not only acquire items or information, but to remove certain loose ends - namely wetwork. He refused to shy away from any job - he would prove himself as a true professional, and he continues to live by that ideal today. In order to truly show his ability, and to make a better life for himself, he has now turned fully to the shadows, marketing his abilities to Mr. Johnson Contacts Adrian Betts Fence Always a good source of income for a budding thief, Dexter has supplied both goods and information to Adrian many times. Leon DeSantos Local Police Officer Bought by one of Dexter's employers to turn a blind eye to a getaway vehicle, and since has developed into a sort of working relation. Dexter's knowledge of Leon's activities could lead to his dismissal, but he is much more useful to keep on the force and collect information for him. Of course, Dexter would never tell him that, though.
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Bhagat Garibaldi "Wrote up a little ditty for ya. You might call it a dirge, even." Bhagat Garibaldi AC 19 CMB +7 BAB +3 MW Revolver +8 (x4) Tactical Machete +7 (1d6+2, 19-20/x2) MW Bolt-Action Rifle +8 (2d8, 19-20/x4) Hit Points: 38/38 Size: Medium Speed: 30 ft Class: Firebrand Gunslinger 3 Archaeologist Bard 1 Height: 5'8" Weight: 160 lbs Eyes: White Skin: Fair Hair: Brown Race: Human Gender: Male Age: 36 yrs Abilities Ability | Modifier STR: 14 | +2 DEX: 18 | +4 CON: 14 | +2 INT: 14 | +2 WIS: 12 | +1 CHA: 16 | +3 Initiative: +5 Fort Save: +6 Ref Save: +7 Will Save: +5 Snapshot: A restless and rebellious spirit who is far more capable than qualified. Torn from a life of online activism and occasional musicianship, Bhagat Garibaldi buried his old life and his government name when the world went haywire. He follows the call he feels in his head, getting by on his wits and what seem like almost supernatural instincts that have saved his hide a time or two. With a song in his heart and iron in his hand, Bhagat is en route to Tucson, Arizona for reasons that remain unclear even to him, plucking strings and plunking PURE agents along the way.
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"If you live in the dark a long time and the sun comes out, you do not cross into it whistling. There's an initial uprush of relief at first, then-for me, anyway- a profound dislocation. My old assumptions about how the world works are buried, yet my new ones aren't yet operational. There's been a death of sorts, but without a few days in hell, no resurrection is possible." Theme: Twist in my Sobriety Evelyn Tander Elf (Seer Elf) • Returned • Wizard (Necromancer) 1 Medium • Neutral Good • Abilities Strength 10 (+0) • Dexterity 14 (+2) • Constitution 10 (+0) • Intelligence 18 (+4) • Wisdom 12 (+1) • Charisma 14 (+2) Boosts • Ancestry: Dexterity, Intelligence, Charisma, Ability Flaw(s) Constitution • Background: Constitutions, Intelligence • Class: Intelligence • Free: Wisdom, Dexterity, Intelligence, Charisma Adventuring & Combat HP 12/12 Perception +4 • Trained +3 • Wis +1 • Item 0 • Senses Low Light Vision Speed 30 Class DC 17 • Trained +3 • Base 10 • Int +4 • Item 0 Armor and Shields AC 15 • Trained +3 • Base 10 • Dex +2 • Item 0 • Trained: Unarmoured Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws • Fortitude +3 • Trained +3 • Con 0 • Item 0 • Reflex +5 • Trained +3 • Dex +2 • Item 0 • Will +6 • Expert +5 • Wis +1 • Item 0 Weapon Proficiencies • Trained: club, crossbow, dagger, heavy crossbow, and staff • Trained in unarmed attacks Fist +5 • Trained +3 • Dex +2 • Item 0 • Damage 1d4 Bludgeoning • Notes Agile, Finesse, Nonlethal, Unarmed Dagger +5 • Trained +3 • Dex +2 • Item 0 • Damage 1d4 Piercing • Notes Agile, Finesse, Thrown 10 feet, Versatile S Crossbow +5 • Trained +3 • Dex +2 • Item 0 • Damage 1d8 Piercing • Notes Range 120 feet, Reload 1 Staff +3 • Trained +3 • Str +0 • Item 0 • Damage 1d4 Bludgeoning • Notes Skills Acrobatics +2 • Untrained 0 • Dex +2 • Item 0 Arcana +7 • Trained +3 • Int +4 • Item 0 Athletics +0 • Untrained 0 • Str 0 • Item 0 • Armor -0 Crafting +7 • Trained +3 • Int +4• Item 0 Deception +2 • Untrained 0 • Cha +2 • Item 0 Diplomacy +5 • Trained +3 • Cha +2• Item 0 Intimidation +2 • Untrained 0 • Cha +2 • Item 0 Lore: Boneyard +7 • Trained +3 • Int +4 • Item 0 Lore: Elven Lore +7 • Trained +3 • Int +4 • Item 0 Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +4 • Trained +3 • Wis +1 • Item 0 Occultism +7 • Trained +3 • Int +4 • Item 0 Performance +5 • Trained +3 • Cha +2 • Item 0 Religion +4 • Trained +3 • Wis +1 • Item 0 Society +7 • Trained +3 • Int +4 • Item 0 Stealth +5 • Trained +3 • Dex +2 • Item 0 • Armor -0 Survival +1 • Untrained 0 • Wis +1 • Item 0 Thievery +2 • Untrained 0 • Dex +2 • Item 0 Languages: Common, Elven, Varisian, Auran, Goblin, Necril Abilities Arcane Bond • Type Class • You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action. Metamagical Experimentation • Type Class • You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations. Necromancy School • Type Class • As a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising the undead, you understand that control over life also means control over healing. You add one 1st-level necromancy spell (such as grim tendrils) to your spellbook. You learn the call of the grave school spell. Feats Diehard • Type General • It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4 Elven Lore • Type Ancestry • You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore. Forlorn • Type Ancestry • Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. Reach Spell • Type Class • You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Spells & Powers Spell Attack +7 • Trained +3 • Int +4 Spell DC 17 • Trained +3 • Base 10 • Int +4 Focus Points 1/14 Spells/Day: 0: 5+1 • 1st: 2+1 Prepared Spells Spell 0 — • Chill Touch • Electric Arc • Infectious Enthusiasm • Light • Shield • Telekinetic Projectile Spell 1 — • Animate Dead • Fear • Illusory Object Spell Inate • Detect Magic Focus Spells • Call of the Grave Inventory Money: 5 GP 5SP Bulk 3/5 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Alchemist's Tools • Bulk 1 • This mobile collection of vials and chemicals can be used for simple alchemical tasks. Writing Set • Bulk L • Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper. Explorer's Clothing • Bulk L • Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armour. For more information on explorer’s clothing, see its entry in the armour category. Material Component Pouch • Bulk L • This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations. 10 bolts • Bulk L • Arms and Armour Crossbow • Bulk 1 • Hands 2; Group Bow; Range 120 ft.; Reload 1 • This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt. Dagger • Bulk L • Hands 1; Group Knife • This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown. Staff • Bulk 1; Hands 1; Group Club • This long piece of wood can aid in walking and deliver a mighty blow. Appearance Evelyn is a slim and attractive elf, young and graceful. Her clothes are utilitarian but often old fashioned. She favours bright colours, pinks and yellows and bright greens. Her long, blonde hair is usually tied back quite severely, either in an elaborate knot or more often in a plait that runs behind her ears and down her back. Her blue eyes are striking and she often touches up their appearance with a simple cantrip. When she lets her thoughts drift those eyes betray a deep sadness and a loneliness that anyone who knows her history can understand. Personality During her first life, Evelyn was happy to have married a merchant, despite him being human. She was comfortable with outliving him as long as they had a full life together. Their son was going to be their legacy, a way for Martius to live on. The love that Evelyn and Martius had was genuine and she is dismayed at how the decades ravaged him. She was also horrified at the obsession that her husband had in bringing her back from the dead. His own death, only months later left her in mourning and she is trying to build a new life for herself. Her son is a grown man who never knew her and their contact is awkward at best. She knew nobody else in Sandpoint when she was resurrected and they are often forced together as a result. She feels that she should give him space and moved into the White Deer initially and later took it upon herself to follow the path of her deceased husband as he travelled and searched for a way to bring her back. Her death and resurrection and the years she has missed have made her sad but she works to remind herself of the second chance that it has given her. Sometimes she drifts off, thinking about friends who have passed away or who have left to seek new fortunes. There weren't many elves to talk to in Sandpoint but she befriended Hannah Velerin and volunteered to help the woman with her cures when she can. In return Hannah helped Evelyn with sleeping droughts to drive away the dreams that she has. History Evelyn died 30 years ago after giving birth to a son, Nisk. Her husband, Martius Tander, a merchant and lay priest of Iomedae was devastated. He gave up his business and dedicated himself to the goddess of justice. Their son was placed with foster parents in Sandpoint and away he left on his crusade. It could be said that he threw himself into battle in order to join his wife in death but death eluded him. He won battle after battle, and advanced within the church hierarchy as a noble defender and crusader. He travelled far and wide and fought demons and dark monsters. He seldom returned to visit his son or to lay flowers upon his wife's tomb though he send enough money for the boy to be educated well. Two winters ago, now in his sixties and suffering from old age and a hard life on the road, he finally returned home with one last deed to be performed. He carried with him a staff of power, a relic of the church, recovered from ruins deep in the north lands. Breaking open the tomb he used the staff to resurrect his dead wife. Confused and frightened, Evelyn ran from this strange, scarred, old man dressed in armour and carrying a glowing longsword. Sandpoint had changed in 30 years. Next to the graveyard, the small wooden chapel dedicated to the gods of good had been replaced with a more modern, stone cathedral. New buildings had been put up, the main street now had cobblestones and she didn't know a soul. Martius caught up with her and calmed her down but not before she'd burst through the door of the new White Deer and upset a table. Her introduction to the new Sandpoint caused quite a stir, at least for the innkeeper and the dinner guests of The White Deer. Martius explained what he had done and then took her home to their son's shop. Nisk was not at all pleased at his father and accused him of dabbling in dark forces. Having been estranged from his father for most of his life the alchemist and merchant was justifiably angry. Yet he treated the mother he'd never met with awe and amazement. Nisk had always blamed himself for her death and was pleased to have the elven woman dismiss the idea as nonsense. As the weeks went by and Evelyn got to grips with her new life she began to see how Martius' obsession had caused him so much pain. Not just to himself but to their son. Nisk was raised almost as an orphan and had developed something of a chip on his shoulder. Having his parents return has left the young man treading on eggshells. Worse, Martius had been concealing the effects of age. He was dying. His wish had been to return his wife to life, spend his last years with her, and die happy. Sadly those years were shortened to only a few months. Martius died in the spring. His body and the holy artefacts he carried were given over to the church who arranged for their distribution. His body was laid to rest in the same tomb that Evelyn had laid in for thirty years. She doesn't like to talk about her death and resurrection and she fears that something beyond the grave has come back with her. Before her death her spells could create bright lights to dazzle and surprise people but now they've become shadows that claw and bind people fast. There's a darkness to her now too, a weight on her soul that sometimes threatens to pull her down into its depths. Evelyn helped with her son's business but her alchemy skills are limited. She's sold a few spell scrolls through him but they are expensive and not in high demand. Her help with Hannah's Cures earns her a few coins too but identifying plants is hardly lucrative and it's something that Hannah can easily do alone. She tried to spend her free time with her son and daughter in law. Nisk had married a local woman in the spring while his father still lived. She's not needed though and often feels in the way. She spent a long time writing to contacts of her late husband, introducing herself and passing on the news of his death. One of the letters that came back to her was from a Professor Lorrimor. He invited Evelyn to travel to his estate in Ustalav, a thousand miles by road from Sandpoint, and stay for several months. He had news of her husband's activities some twenty years earlier and wished to examine her following her resurrection. Giving the matter some thought she eventually decided to accept his offer. She felt useless and out of place in Sandpoint and had long wished to travel. This was her chance. She set off after bidding her son and her few friends goodbye, promising to write whenever she could. The journey took a little over two months, travelling as she did with merchant caravans and pilgrims. By the time she arrived, much of her savings were gone but she was content to have begun a new chapter of her new life.
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APPLICATION STATUS - Ready for Review “Those who believe that the secrets of the world are forever hidden live in mystery and fear. Superstition will drag them down. The rain will erode the deeds of their life. But those who set themselves the task of singling out the thread of order from the tapestry will, by the decision alone, have taken charge of the world. It is only by taking such charge that they will effect a way to dictate the terms of their own fate.” Details Name: Orien Varamel Gender: Male Ancestry: Ancient Elf/Dhampir Background: Occult Librarian Alignment: Lawful Neutral Deity: Path of the Enlightened Scholar Age: 176 Height & Weight: 6'1" & 137 lbs Eye & Hair Colour: Grey, White Class: Investigator (Empiricist) Archetype: Eldritch Researcher Theme Song: The Angry River Abilities Strength: 10(+0) Dexterity: 14(+2)+2(Elf Ability Boost)+2(Free Ability Boost) Constitution: 8(-1)-2(Elf Ability Flaw) Intelligence: 18(+4)+2(Elf Ability Boost)+2(Occult Librarian Ability Boost)+2(Investigator Ability Boost)+2(Free Ability Boost) Wisdom: 14(+2)+2(Occult Librarian Ability Boost)+2(Free Ability Boost) Charisma: 14(+2)+2(Elf Ability Boost)+2(Free Ability Boost) Traits/Heritage Mechanics Traits: Humanoid, Elf, Dhampir, Investigator Darkvision: A creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. Negative Healing: A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead. Languages Common(Taldane), Elven, Draconic, Necril, Varisian, Skald General Mechanics Hit Points: 136(Elf HP)+8(Class HP)-1(Constitution Modifier) Speed: 30 Feet Class DC: 1710+3(Trained)+4(Intelligence Modifier) Armour Class: 15 Perception: +7/17+5(Expert)+2(Wisdom Modifier)/10+7(Perception DC) Hero Points: 1/3 Saving Throws Fortitude: +2+3(Trained)-1(Constitution Modifier) Reflex: +7+5(Expert)+2(Dexterity Modifier) Will: +7+5(Expert)+2(Wisdom Modifier) Proficiencies Trained: Simple & Martial Weapons, Unarmed Attack; Light Armour, Unarmoured Defense Skills Trained(+3): Arcana(Int), Deception(Cha), Diplomacy(Cha), Intimidation(Cha), Lore(Academia, Library, Vampire, Underworld)(Int), Medicine(Wis), Nature(Wis), Occultism(Int), Religion(Wis), Society(Int), Stealth(Dex), Survival(Wis), Thievery(Dex) Feats Ancestry: StraveikaYou descend from one of the truly ancient vampires, a Nosferatu cursed to eternal life but not eternal youth. People call you Straveika, or ancient-born. The vestiges of your forebear's powers of domination have left you with an understanding of how a creature's intentions change its behaviours. You gain a +1 circumstance bonus to Perception checks to Sense Motive and Perception DCs against attempts to Lie to you., Vampire LoreYou were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors. You gain the trained proficiency rank in Religion and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Vampire Lore., Psychic Dedication(Acquired through Ancient Elf Heritage)) You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the Cast a Spell activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells. Skill: Schooled in Secrets((Acquired through Occult Librarian Background)) You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. Class: That's Odd((Empiricism Methodology Feat)) When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious. You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do., Flexible StudiesYou've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. Class Mechanics - Pursue a LeadActivity Traits: Concentrate, Exploration, Investigator Frequency: once per 10 minutes You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations. - Clue InReaction Traits: Concentrate, Investigator Trigger: Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. - Devise A StrategemSingle Action Traits: Concentrate, Fortune, Investigator Frequency: Once per Round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. - Expeditious InspectionFree Action Frequency: once per 10 minutes You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive. - Strategic Strike: When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels. Combat Mechanics Content Spellcasting Mechanics Spell Save DC: 1710+4(Intelligence Modifier)+3(Trained Proficiency) Spell Attack Roll: +7+4(Intelligence Modifier)+3(Trained Proficiency) Focus Pool: 1/1 - Psychic SpellcastingYou can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your psychic spellcasting. Instead of speaking, you substitute any verbal components with simple intentions. This represents how you exert your mind toward your intended effect. Any of these components impart the concentrate trait to the spell you're casting. You also substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster. - Conscious Mind - The Infinite Eye: The true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences. To grow your experiences—and with them, your power—you devote yourself to observing as much as possible, casting your senses through space and time with clairvoyance and precognition. - Psi Cantrips: Detect MagicSingle Action 30-foot Emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Infinite Eye: You have the kind of fine control that other spellcasters can only dream of. When you cast detect magic, you're aware of any creature in the emanation affected by a spell or carrying a magic item, and you determine the main location of magic within any magical hazard in the emanation (with the normal restrictions on detecting illusions). This typically manifests as an alteration to your vision, such as seeing a soft aura around the creature or hazard. Sensing these phenomena doesn't make it clear which spell is on a creature, nor which of its items are magical. Your detect magic also gains the following amp: Amp: Your pulse of detection magic helps you gain a sense of nearby magic's strengths or weaknesses. When you detect the presence of magic on an enemy or hazard, you gain a +1 status bonus to saves against magic originating from that enemy or hazard for 3 rounds. If you find magic from multiple sources with a single casting of detect magic, you get the bonus against all of them. Equipment Content
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Overview Vahl Marmam First Impressions: Vahl Marmam is a Human of mixed Varisian and Ulfen ancestry. He's of about average height with a sturdy build and boyish good looks. He carries himself like a warrior and carries an oversized sword, but he also has a way of putting people at ease. He favors colorful clothes with fur trim, but he's obviously not wealthy enough to own anything truly fine. Background: The son of a blacksmith, Vahl's earliest memory is the first time he picked up a sword - just to help out in the workshop - and knowing that this was something important, something he was meant to be doing. He became obsessed with swords, even though they were a minor part of a village blacksmith's work, and after a few years his father gave up all hope of apprenticing him as a blacksmith and sent him off to train with the town guard. Every time he sparred, he sensed...something, just out of reach. Like he was close to realizing something vitally important. As his skill increased, he started to understand that, for him, those moments of intense life-and-death struggle were a pathway to grasping some hidden, ultimate Truth of reality. He began to push himself harder, seek out more challenging opponents, dance closer to the edge of death in the pursuit of elusive enlightenment. Someone who is always seeking out fights is not cut out to be a town guard, so he became a wandering blade-slinger: mercenary, bodyguard, and occasionally assassin. He doesn't relish killing, but he's not squeamish about it, either, and the eternal quest for cosmic wisdom doesn't pay the bills. This is how he came into contact with Petros Lorrimor: Lorrimor needed some extra muscle, and Vahl needed the work. But what impressed Lorrimor the most about this mercenary was not his skill with the blade, but his enthusiasm for esoteric lore and the occult. They remained in touch and Vahl has worked for him on several occasions. Personality: Vahl has what almost seems like a split personality. Most of the time, he's friendly, curious, easy-going, and sometimes a bit absent-minded and naïve. Above all, he's a seeker of Truth and is always eager to learn more about different faiths, traditions of magic, and theories about the cosmos. When the prospect of a battle presents itself, he becomes intensely focused and attentive. He approaches swordfighting with the kind of rapture most people reserve for religious devotion, bardic performances, and true love. Compact Mechanics Vahl Marmam CN Human Oracle 1 Perception +3 | Speed 30 | Conditions none AC 17 | Fortitude +4 | Reflex +4 | Will +5 | hp 17/17 Bastard sword +6 (two-hand d12) 1d8+3 slashing AncestrySize: Medium Traits: Human, Humanoid Heritage: Versatile Ancestry Feats 1 Natural Skill 1 General Training (Multilingual) 3 5 7 9 11 13 15 17 19 | Archetypeplanning for duelist 2 4 6 8 10 12 14 16 18 | BackgroundOn the Payroll (worked as a bodyguard for Lorrimor) Skill and General Feats 1 Fleet (from Background) 1 Incredible Initiative (from Versatile Heritage) 1 Multilingual (from General Training Ancestry Feat) 2 (skill) 3 (general) 4 (skill) 6 (skill) 7 (general) 8 (skill) 10 (skill) 11 (general) 12 (skill) 14 (skill) 15 (general 16 (skill) 18 (skill) 19 (general) 20 (skill) | ClassMystery: Battle Trained in medium and heavy armor, martial swords Feats 2 4 6 8 10 12 14 16 18 20 | EquipmentArmor scale mail Weapons bastard sword short sword gauntlet Other gear adventurer's pack | Skills+1 Acrobatics (U) +4 Arcana (T) +6 Athletics (T) +4 Crafting (T) +3 Deception (U) +6 Diplomacy (T) +3 Intimidation (U) +4 Lore: Warfare (T) +0 Medicine (U) +3 Nature (T) +4 Occultism (T) +3 Performance (U) +3 Religion (T) +4 Society (T) +1 Stealth (U) +0 Survival (U) +1 Thievery (U) Languages: Common, Dwarven, Skald, Varisian | SpellsDC 16, +6 attack Cantrips Detect Magic Guidance Light Read Aura Shield (from mystery) Stabilize 1st Level (Slots 2/2) Heal Magic Weapon REVELATION SPELLS Focus 2/2 Call to Arms Weapon Surge Curse of the Hero's Burden Current Level: 0 Effects: n/a Expanded Mechanics Vahl Marmam CN Human (Versatile) Oracle (Battle) 1 [Human, Humanoid] Perception +3 | Speed 30 | Conditions none AC 17 (scale mail) | Fortitude +4 | Reflex +4 | Will +5 | hp 17/17 Attacks Bastard sword +6 (two-hand d12) 1d8+3 slashing Gauntlet +6 (agile, free-hand) 1d4+3 bludgeoning Short sword +6 (agile, finesse, versatile S) 1d6+3 piercing Spellcasting DC 16, +6 attack Cantrips Detect Magic, Guidance, Light, Read Aura, Shield, Stabilize 1st Level (Slots 2/2) Heal, Magic Weapon Focus Spells (Focus 2/2) Call to Arms, Weapon Surge Notable Feats Incredible Initiative Skills Acrobatics +1, Arcana +4, Athletics +3, Crafting +4, Lore (Warfare) +4, Medicine +0, Nature +3, Occultism +4, Performance +3, Religion +3, Society +4, Stealth +1, Survival +0, Thievery +1 Abilities Str +3, Dex +1, Con +1, Int +1, Wis +0, Cha +3 Languages Common, Dwarven, Skald, Varisian Equipment adventurer's pack Load 5, encumbered 8, max carry 13 Money 5gp, 2sp
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MOSS "The name's Moss. Got any questions? No? Thought so." STR: 14 (+2) CON: 12 (+1) DEX: 11 INT: 10 WIS: 9 (-1) CHA: 7 (-1) LCK: 4 Hit Points: 6 Race: Orc Background: Soldier Skills: Exert, Notice, Sneak, Shoot (L1) Edges: Ghost, Killing Blow Foci: Deadeye Contacts: Camille "N00ke" Hutchins, ork (5'3", 114 lbs., early 30s, brown eyes, short brown hair) hacker; Moss extracted her from a hot zone back in the UCAS days Frederick "Rick" Baker, human (6'1", 178 lbs., late 40s, blue eyes, beard, long black hair) fixer; Moss does small favors (talk to him; get this bag; take that car sort of things) for him in exchange for intel Gear: Gunslinger Enc. Heavy Pistol (1d8 dmg, Trauma 1d6/x3) 1 3 magazines and 24 cartridges 3 Armored Clothing 2 (AC 16/14, Damage Soak 5, +1 Trauma Target) Knife 1 (1d4 dmg, Shock 1/AC 15, Trauma 1d6/x3) Smartphone, basic - Trauma Patch 1 Background: Moss, a.k.a Wilson Driscoll was born and raised in the bustling urban sprawl of Seattle, a city where the sharp divide between corporate opulence and urban decay was never lost on him. He grew up in the shadows, navigating the gritty streets with street smarts and resourcefulness. A sense of duty eventually led him to enlist in the UCAS military, where he honed his combat skills and developed a strong sense of camaraderie with his fellow soldiers. However, disillusionment with the corrupt system and the exploitation of the masses by megacorporations led Wilson to desert his post, leading to a dishonorable discharge. Now, he's chosen the treacherous life of a shadowrunner, hoping to use his combat experience and survival instincts to find his own luck in the underground world of corporate espionage and criminal intrigue. With a past full of secrets and a future filled with uncertainty, Wilson is determined to carve out his own destiny in the shadows of Seattle's neon-lit streets.
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"Harry" LVL 1 XP 0 Elf Low-light vision English Cityspeak Background (Corper): Raids, chases, cringy drama - P.I. Pinehurst had it all. The reality series was loved across demographics, from the lower class getting to see fools punked to the upper class getting to lambast lazy peons. The corpers, of course, loved the production cost / revenue ratio. "Tuf" handled physical security better than his liquor. "Vicki" kept the team geared up when she wasn't gambling. "Scratch" was in charge of transportation, often obtained through friends in low places. "Harry" was the face and brains of the bunch and a fan favorite. The show lasted for two and a half seasons, until a cut-n-paste job of an episode where Harry suddenly seemed to turn on the crew. It was revealed to be an attempted PR hitjob when Harry and Vicki made public bodycam footage showing an all-out brawl between Harry and the show's producer, Ricky Riff, over cast abuse and lousy working conditions. Riff got crucified on Matrix bulleting boards, Harry was hailed a 'hood hero, and the corpers pulled the plug on the show. Two months later and the show's most hardcore fans still follow Harry's vlogs documenting his gig work around Seattle, with occasional guest appearances by former P.I.P. crew. Goals Find out what's happened to Tuf. After P.I. Pinehurst was shut down the orc enforcer vanished. While not a particularly close friend, Tuf's still crew. Attributes STR +0 (8) DEX +0 (10) CON +0 (11) INTRolled 12, replaced with 14 +1 (14) WISRolled 16, +1 to attribute from background Growth roll +1 (17) CHA+1 to modifier from Elf and Pop Idol foci, each +2 (10) KAR +0 (8) Skills Administer Connect Drive Exert Fix Heal Know Lead Notice-0Free bonus skill Perform-0From Pop Idol focus Program Punch Shoot-0From On Target edge Sneak-0From Safe Haven focus Stab-0From background Learning roll Survive Talk-1Talk-0 from background Growth roll, Talk-1 from Elf focus Trade Work-0 (private investigator)Free from background Other HP AB PhS EvS MeS LuS DS AC R/M TT SS K 6/6 +1 15+ 14+ 13+ 15+ 2 13/10 6 0/11 3 Edges On Target Gain a combat skill as a bonus skill (Shoot-0). Your basic attack bonus is equal to your character level, instead of the usual half level, rounded down. Voice of the People You are a rocker, graffiti artist, poet, demagogue, or other rabble-rouser with a considerable reputation. You gain both levels of the Pop Idol Focus and an additional Friend Contact related to your art. Foci Elf Gain a +1 to either your Dex or Cha modifier to a maximum of +2. Gain either Notice or Talk. Gain low-light vision. Pop Idol Whether a street musician, graffiti artist, underground journalist, cam girl, folk singer, Robin Hood-esque thief, or a former reality trideo star you have a devoted following of enthusiasts who are willing to help you when you need them. Level 1 Gain Perform as a bonus skill. Once per game week, with an hour or so of messaging, you can mobilize about a hundred of your fans to perform some act of your choice, provided it’s no more than mildly criminal or slightly dangerous. Flash mobs, getaway drivers, scouting reports, tailing people, or instant parties might all qualify as services. Your fans don’t have any special skills, but they’ll do anything ordinary workers or civilians could do. If you mobilize them for donations or merch purchases, you get $1,000 per character level, doubled at fifth level and quadrupled at tenth. You can’t mobilize them to buy your content more than once per month. Level 2 You can mobilize up to a hundred fans per character level, though major mobs are likely to draw a law enforcement response. You’ve cultivated fan leaders who can pass along your wishes deniably, concealing your involvement in the crowd. Your donation and merch earning amounts double. Your Charisma modifier increases by +1, to a maximum of +2. Safe Haven You have the contacts and expertise to find safehouses and bolt holes that no one else would think to find. You know how to persuade landlords into helping you for nebulous future advantages. Level 1 Gain Sneak as a bonus skill. If you spend a week in a particular neighborhood, you can find or arrange a secure safe house and the on-call assistance of a local cyberdoc or medic willing to perform emergency care for no more than you can afford to pay. This safe house will always go unnoticed unless you are at Heat 8+ or specifically compromise it; even in that case, it will remain undiscovered for at least 24 hours if you can get to it without being followed. If a safe house is burnt, you can find a new one with another week’s work. A PC can’t have more safe houses active at once than their character level. Gear Enc Rdy Item 1 Y Light Pistol (+1 att, 1d6 dmg, 10/80 rng, 15 mag, Trauma 1d8/x2) 1~ Y ╰ 1 magazine with 15 cartridges 2 Y 2 magazines with 30 cartridges combined 1 Y Knife (+1 att, 1d4 dmg, 10/20 rng, Shock 1/AC 15, Trauma 1d6/x3) 0 Y Reinforced Clothing (AC 13/10, Damage Soak 2) * Y Smartphone, basic 1~ Y Clothing, fashionable 1~ Omnipack (backpack/crossbody hybrid) ~ No Encumbrance while worn / loaded (see here) * No Encumbrance for a reasonable amount Expenses Cost Intrv Expense ¥ 1k 1M Lifestyle, middle-class ¥ 10 1M Smartphone service plan Cash: ¥ 90 Contacts "Scratch" Acquaintance Human Driver English Cityspeak A motor vehicle enthusiast and former co-star from P.I. Pinehurst, but knows Harry from long before the series. Is tight with badland smugglers and sometimes leans on Harry's people skills when dealing with them. Last time he was on Harry's vlog they had a spicy but friendly argument about what's best in life. Tong Min-Woo Acquaintance Human Bureaucrat Korean English A childhood friend, Harry's age but looks older on account of history with drugs so prevalent in his social circles of entertainers and artists. Several months back Harry helped him clean his act, though not entirely selflessly; Min-woo can provide him with permits and city gov info through his dayjob. Last significant interaction since then was a minor job gone wrong for both. "Vicki" Friend Elf Tech English Cityspeak Acquainted when they were young, Vicki and Harry hit it off and were romantically involved before being cast in P.I. Pinehurst. The show (and the producer) was especially hard on her, to the point that she put the relationship on hold after the show crashed and burned. They're still friendly and she still maintains and fixes Harry's gear, not the least because he covered up a major mistake she made during the series' shooting. She has mercenary contacts through her brother. Last significant interaction was a minor ideals argument about how work stuff should be handled if they were to get back together some day. Ties PC #1 PC #2 Chargen log Rolled attributes: Str 8, Dex 10, Con 11, Int 12, Wis 16, Cha 10, Kar 8 (rolled as "Luck stat") Replaced attribute: Int 12 -> 14 Modified attributes (including later changes): Str 8 (+0), Dex 10 (+0), Con 11 (+0), Int 14 (+1), Wis 17 (+1), Cha 10 (+2), Kar 8 (+0) Background roll 6: Corper Free skill: Work-0 Growth roll 5: Any Skill (rolled 17: Talk-0) Learning roll 8: Any Skill (rolled 15: Stab-0) Growth roll 2: +1 Any Stat (picked Wis) Contact 1 roll: 17, 5, 1, 6, 5, 3 (Scratch) Contact 2 roll: 19, 3, 9, 3, 4, 4 (Min-woo) Origin roll (%): 12 (elf, level 2 focus used) +1 Cha modifier, Talk-1, low-light vision, base Karma points 3 Focus roll 18: Safe Haven Sneak-0 Edge roll 13: Voice of the People Pop Idol focus (level 1 + 2) + Friend Focus: Pop Idol Perform-0, +1 to Cha modifier Contact 3 roll: 16, 7, 4, 6, 3, 4 (Vicki) Edge roll 9: On Target Picked Shoot-0 HP roll: 6 Picked gear package: Face (¥ 125 cash) Purchased backpack (-¥ 25), smartphone service plan (-¥ 10) Picked free bonus skill: Notice-0 Picked starting languages: English, Cityspeak
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Wesley "Doc" Valentine LVL 1 XP 0 Elf Low-light vision Background (Doctor): Attributes STR +0 (10) DEX +2 (14) CON +1 (14) INT +1 (16) WIS +0 (9) CHA +2 (18) LUCK +0 (9) Skills Administer Connect-1 Drive Exert Fix-1 Heal-1 Know Lead Notice-0 Perform Program Punch Shoot-1 Sneak Stab Talk-1 Trade Work Other HP AB PhS EvS MeS LuS DS AC R/M TT SS K 7/7 +0 14+ 13+ 13+ 15+ 2 16/16 7 5.75/13 3 Edges Gain Fix and Heal as bonus skills. You start play with a Cyberdoc kit and you can implant cyberware even if your Heal skill is 0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person. the delicacy of your adjustments decreases the total System Srtain cost of their implants by 1 point until their next maintenance period. Face: Gain Connect as a bonus skill. Once per game week, whenever is convenient, gain one temporary Acquaintance Contact of your choice, describing them in any way the GM finds acceptable. You lose touch with this contact after using this Edge again, but you can use this edge to connect with them again at a different time. You may also provide favors or payments sufficient to cement the relationship at the GM's discretion. Wired: You may begin play with up to $200,000 worth of new or secondhand cyber. You don't need to pay for installation and its maintenance is covered for the next 2 months. You can redeem this Edge later in your career by paying double the cost of the cyber you selected; if so, you can trade this Edge in in for a different one with GM approval. Foci Elf Cyberdoc Level 1 Gain Fix and Heal as bonus skills. You start play with a Cyberdoc kit and you can implant cyberware even if your Heal skill is 0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person. the delicacy of your adjustments decreases the total System Srtain cost of their implants by 1 point until their next maintenance period. Gear Item ENC Light Pistol 1 3 magazines, 45 rounds 3 Ordinary Clothing - Cyberdoc Kit 2 Smartphone, basic - 3 Trauma Patchs 3 6 Lurch - CYBERWEAR Item Cost SS Aesthetic Augmentation Suite $50K 2 Coordination Augment I $50K 2 Skillplug Jack II $25K .5 Dermal Armor I $40K 1 Omnihand $10K .25 +1 Shoot Skillplug $20K - Contacts Elizabeth Jimenez, Fence (Acquaintance) Despite initially finding ourselves on opposing sides of a job, they inexplicably took a liking to me, and our connection goes back a long time. They tend to associate with criminals, gangs, and other shady individuals, which just so happens to align with my circles. Our last encounter involved a mutual job that didn't quite go as planned, leading to complications for both of us. However, I managed to come through for them in a crucial way, and as a result, they have offered their assistance in smuggling either me or my goods in and out of various places. It's a complex relationship built on trust and reciprocity within a world of shadows and intrigue. John Cooper, Cyberdoc (Acquaintance) I've recently crossed paths with an intriguing acquaintance, a black market cyber doc. Their usual company consists of other skilled professionals, such as docs, techs, hackers, and individuals with specialized expertise. We met about a month ago during a job where I found myself on the opposite side of someone they happened to hate. I happened to kill the person they hated and we agreed to a cease-fire. Despite our initial encounter's adversarial nature, they seem to believe in my potential for success. As a gesture of goodwill or perhaps a strategic alliance, they've offered to provide me with their cyberdoc skills, ready to patch me up or assist with any cyberware-related work I may require. It's a unique and potentially beneficial connection within the underground world of cyber professionals. BACKGROUND In the neon-soaked, dystopian underbelly of Seattle, where cybernetic enhancements and corporate greed reign supreme, there exists a charismatic and resourceful individual known as Wesley "Doc" Valentine. Born into the slums of this cyberpunk sprawl, Wesley's early life was a constant struggle for survival, and it was here that he honed his street-smart wit and learned to navigate the treacherous alleyways of the shadowrun world. Wesley's life took a drastic turn when he decided to gamble on a different path. Fascinated by the world of cyberware enhancements and the allure of quick cash, he ventured into the underground world of illegal cybernetic surgery. Wesley had always been good with his hands, and it didn't take long for him to pick up the skills necessary to become a cyberdoc. With a gifted touch and an innate understanding of the human-machine interface, he quickly became sought after by those who needed their enhancements installed or repaired discreetly. However, the allure of cyberware came with a hefty price tag, and Wesley wasn't one to resist temptation. He soon found himself accumulating a massive debt, nearly $400,000 worth of it, as he upgraded his own body with the latest and greatest cybernetic enhancements. These enhancements, while enhancing his skills and abilities, also served as a constant reminder of the financial shackles that bound him. What set Wesley apart from the rest of the shadowrunners was his uncanny ability to talk his way out of danger. His charisma was his greatest weapon, and he used it to its fullest advantage. Whether it was negotiating with a desperate client, sweet-talking his way past corporate security, or charming his fellow runners into trusting him, Wesley always found a way to get what he wanted without resorting to violence. His silver tongue was his armor, and his quick wit was his sword. Sometimes it was more about who you know that matters. With every job he took on, Wesley's goal was clear: to amass enough wealth to pay off his crippling debt and finally break free from the shadowy world he found himself trapped in. He walked a fine line between the law and the lawless, using his unique skills to stay one step ahead of both. His network of contacts and informants ran deep, and he always had his ear to the ground for the next big score. Wesley "Doc" Valentine was a man on a mission, a charismatic hustler in a world of high-tech danger and intrigue. As he navigated the gritty streets of Seattle's slums, he knew that every job he took brought him one step closer to freedom and a chance at a life beyond the neon haze of the shadowrun world.
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Decided I had another idea that kind of fit better anyway. Johnny Match feels more '70's then '90's. Might need to work out mechanics but there shouldn't be any deep shenanigans. Mostly I just don't remember how to make sheets exactly. Details Real Name "Lisa" [This is Probably a Lie] Internet Handle Warl0ck Nature Scientist / Demeanor Architect Clan Nosferatu / Generation 12 Sire Unknown Date of Birth: February 10th, 1972 Date of Embrace: Unknown [January 11th, 1994] Place of Birth: Donestsk, Ukraine Place of Death: Unknown beyond Eastern Europe Personality As a survival mechanism she's almost always smiling. The question is it because she's happy or because it's a mask to hide that she's figuring out where to stick the knife. Sometimes you can tell by looking in her eyes, sometimes you can't. In her defense, it's not a malicious thing. It's more a survival mechanism. And "Lisa" is very good at finding ways to seek the knife. A finder of weak points and secrets, "Lisa" plays nice in person but secretly is always testing and probing - sometimes not so secretly. Plays a bit dumb and ditzy but it's pretty obviously just an act. In fact she's extremely intelligent, seeing herself as an intellectual peer of any Prince in the Camirilla at least. Not as powerful, sure - but some of that can be changed and plans can be made. Enjoys the Smell of Coffee if obviously not the taste, too the point that when working she occasionally brews some anyway. Has experimented with mixing coffee into blood and drinking it. Not great results. Also likes to collect old technology and trying to keep it working as a hobby, like old iPods and Zunes. Frequently uses gender-neutral or male aliases or handles, a holdover habit from her early days on the internet. Appearance A Nosferatu with the curse that it implies, you can tell that she was on the more attractive side when she was alive if not dramatically so. Since becoming one of the undead though her clan curse has definitely taken hold. She is still roughly symmetrical but she looks like the slightest false move could make her split open and spill out insects. Has been described as she looks like a mummy that was unwrapped then filled with Spiders, their webbing holding her together. Her hair you can tell was blonde once but now it looks like it's been replaced strand by strand by cobwebs. Her eyes look like they shouldn't work anymore and overall she looks like she has only a small fraction of the moisture in her body as there should be. Prefers to wear A-Frame t-shirts and PJ pants with slippers, if forced to dress up may put a blazer over the t-shirt and switch out the house slippers for sneakers. Prefers basic greys and light browns for colors. Motivations & Goals • Viewing herself as an intellectual peer of any other Prince, even their superior in some ways, and as such she seeks power for herself as a "Prince of Cyberspace". "Vampires. Always looking Down in their Graves or Back to their Pasts. The Future belongs to those who can look Up and Forward." History The daughter of a soldier, it wasn't much of a secret that her father wanted a son. By the time she was 5 though her father was smart enough to realize that in the wars of the future the information surronding the War would be just important as what happened on the battlefield itself. He tried to understand his daughter and he never quite pulled it off, but as long as he could see some application to Warfare he tried. The surprise was that it turned out to be Computers where she shined. By the time she was 15 she was already pushing boundaries with programming. When the Internet was made available to the public, she took it by storm and became some of the first big hackers under the aliases "Captain Crunch", "Overkill", and "Warlock". Few figured out that all three were the same person, but clearly someone did. She was embraced in '94, by a Nosferatu. The experience was obviously unpleasent but her sire had the decency to admit his clan was after her skills, and to show her the ropes of undeath from a distance. Even arranged for some blood delivories to get things going. Granted, once she figured out some of the rules she quickly figured out more and more on her own. She's flirted with the rules of the Masquerade a little, won a few international contests and attended some computer tech conventions if remotely. Mostly she was part of a team of more tech-savvy vampires trying to set up their own global network. Glad to know not everyone whose on this side of immortaility is a complete idiot. Warlock put a lot of work into the ShrekNets and considered ShreckNet 2.0 to be a work of absolute art, and in some ways thought of it like her own child. When they ordered it dismantled she was of course livid, but knew she wasn't powerful enough to actually stop it's dismantling so she instead saved what she could to begin work on ShreckNet 3.0 which she figured was inevitable. Still does. Always convinced that a "Prince of Cyberspace" was also inevitable, she thought that with CoVID and how that effected the world of business and politics the rest of the Camirilla would see that it was time for a ShreckNet 3.0. So far they haven't gone for it, at least not yet. It might take time to set up, but she has all the time in the world. That's the point of Immortality. Woes Warl0ck hasn't exactly made it secret that she thinks the Camirilla should commision an official ShreckNet 3.0, even believes that it's eventual existance is inevitable. It's not at a blood fued level yet but it is definitely causing friction. A controversial opinion held by Warl0ck is that the Sabbat's beliefs are ultimately irrelevent even if they are accurate, at least in the scope of Universal Entropy. Those obessessed with the Past are doomed to be left behind in it. Growth More than a little obsessed with her vision of a Princedom of Cyberspace and seeing Stagnation as the deadliest weakness of the Vampiric condition, Warl0ck/Lisa does her best to keep up to date with Computers, Technology, Science, and their associated Crafts. She also concedes that her projects will require a mastery of Finance to get flowing properly. Unfortunately, she's come to accept that to get ahead in the Game of Nights she has to learn how to play the game as her opponents do a little more and concentrate a bit on the supernatural aspects of her condition. Mostly by finding ways to reduce her Generation and improve her Disciplines. Believing herself to be an intellectual peer, if not superior, to any Prince in the Camirilla - she perhaps a tad ironically seeks some Power for herself, invisioning a Princedom of Cyberspace.
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Name: Althea Neurath Pathbuilder Sheet: https://pathbuilder2e.com/launch.html?build=534592 Ancestry and Heritage: Human (Versatile Heritage) Background: Chance Savior Class: Swashbuckler Alignment: Neutral Good Height: 6'0" Weight: 143 lbs. Eyes: Hazel green Skin: Clear and fair Hair: Sandy blonde, kept loose Description: Althea generally finds herself standing head, and sometimes shoulders over her fellow students, despite being a recent enrollee at the University of Lepidstadt. The young first year's appearance also tended to stick out, given her fair complexion and the flaxen locks of her Ulfen heritage. A late bloomer, the formerly lanky frame of her teens had filled out into lean muscle after years of persistent training to try and take after her adventurous forebears. Her general preference for clothing is quite austere, though the material is still noticeably of fine quality. In recent years, she has taken to covering her well worn fencing leathers with bronze guards and a shirt of scale, something she claims to be a stopgap measure until she figures out how to consistently use her gangly frame to be anything other than provide a bigger target. Personality: Rather self-conscious and generally unassuming, Althea's mannerisms can be a jarring contrast to the striking first impression she tends to give off when she enters a room. She has a habit of second guessing her decisions, struggles to adapt to rapidly changing situations and can be startlingly clumsy or uncoordinated when forced to rush her decisions. Possessed of an almost saintly patience that might almost be mistaken for drive, her parents had long struggled to imbue Althea with more aggression, dash or any of the other traits that a budding duelist worth their steel would have been expected to possess. Althea's is a caring soul that likes to assume the best in people, and is often quite stung when they prove to mean her ill, making her confidence perhaps more fragile than her lean but deceptively strong frame. Still, it was perhaps those qualities that changed her fortune when she came to the aid of Professor Lorrimor in the border region known as the Stolen Lands on one of his last few expeditions abroad. Background: The natural child of a much lauded Aldori swordlord and an Ulfen reaver, Althea's parents have grudgingly worked together to try and provide a noble upbringing for a daughter that was the product of a passionate tryst built on the whims of adventure and adrenaline. While not lacking for coin in her youth, her mother's desire to have Althea follow in her footsteps have long been an exercise in frustration for her, especially as she had physically taken far more strongly after her often absent father, blossoming into a physique suited to a distinctly different set of combat skills. No matter how her persistent parent approached her training, nurturing her nature out of her has proven to be an uphill battle. Admittedly, most objective observers of her attempts at practice duels found themselves of the opinion that she probably could muscle past most other fledgling duelists' parries with sheer brute force and the leverage granted by her height, but she had always avoided doing so due to most considering it not sporting or appropriate in the Aldori style she was trained in. Still, it hurt Althea to notice how consistently she disappointed her ever supportive mother, feeling herself to be an unproductive burden with every year that passed that she seemed unable to establish herself. Despairing of ever bettering her skills as long as she remained in Restov, Althea took advantage of a recent spurt of adventuring interest for parties to head into the northern River Kingdoms to try and improve her abilities, taking little more beyond the blade that was her birthright. Even there, her tendency to fail to live up to the reputation expected of someone openly swinging an Aldori blade tended to get her blacklisted quite quickly, and she had been about to give up and go home to ask forgiveness from her mother when the fates seemed to lay down an unexpected path and patron for her, as she headed towards instead of away from cries of panic and fear despite being on the road alone and found the chaotic havoc of an expedition led by the Professor Lorrimor around a forgotten barrow beset by a werebeast. The bodyguards of the small group had already been felled by the vicious creature's ambush and now the injured professor and his aides were trying to fend off the unexpected assailant with the only piece of weaponized silver in the vicinity...by sheer chance, an ancient Aldori blade from the Age of Enthronement. Even so, the victory that followed was a near run thing but the coincidence that somebody with her specific skills, subpar though they might be, had stumbled into the camp at the very moment it was direly needed was viewed as a powerful quirk of fate by the Professor. Though he kept the ancient artifact for further research, she encouraged Althea to broaden her horizons and perhaps see if she might fare better in a different dueling school. He thus allowed her to join him on the journey back to Ustalav, paying for her tuition to start attending the University of Lepidstadt where she might be able to hone her skills amongst the dueling fraternities. He even suggested that if she successfully got to her final year, he might even reunite her with the blade and be her advisor in preparing a new thesis that challenged the accepted history of the activities of Sirian First during the Taldan expeditions into Rostland in the late Age of Enthronement. Althea was barely into her first year of getting settled into a new life in Lepidstadt, appreciated as she was for the first time in a long while, when the news of her patron's untimely end arrived, throwing everything into disarray and putting her future attendance at the school in jeopardy. She thus suspended her preparations for the dueling gauntlet on Fifthstones Hill that would have marked her acceptance into one of Ustalav's dueling fraternities, and travelled south to Ravengro with a growing dread. Dourly accepting that life was bound to disappoint her once more, she tried to harbour the faint hope that she might at least be bequeathed the ancient silver blade and have that to show to her mother as the meagre product of her extended absence from Restov. Regardless, Althea certainly felt she owed the only stranger to have ever put faith in her a last visit for his troubles, before lack of funds was bound to force her to trudge off back to Brevoy with the weight of legacy still bearing down on her shoulders.
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Full disclosure, it's been several years since I played any RPGs. Last time I played was during Pathfinder 1e, so I'm very new to the 2e system (this is actually my first build with it). I find the notion of a necro-gothy sorcerer who keeps trying to convince himself he's neither gothy nor necro amusing as heck ("I'm just your average magic guy. Nothing graveyard-y to see here. Pay no attention to the care packages from the local wights with that 'welcome to the family' card...."). And since I'd just statted him up in 1e, it seemed like a reasonable learning opportunity to try a 2e conversion. Hopefully it's not an utter mess. Sheet: Zagian Theem Background: Zagian grew up in the shadow of his older sister. Ziggellia was a prodigy of New Thassilon's wizardly traditions, while Zagian never could wrap his brain around the complex preternatural theorems to spell casting. When he came of age, he signed on with a merchant ship and announced he was leaving to seek his fortune (and also, let's be honest, get away from the constant, disappointed glares of his wizard parents). Zig insisted on working her magics on her little brother before he left. Zag had to take his sister at her word that the intricate runes would protect him from the dangers of the wider world; other than how quickly the tattoos healed, he didn't feel any more magical than before. Until the night of a terrible storm on the waves, when one of the tattoos sparked. Rather than keep him safe, though, the spell craft seemed to call to the roiling thunder. The small arc of electricity from his flesh met its larger, deadlier cousin crashing down from the clouds. A bolt of lighting struck the ship's deck. Zag should have died. He did die, though his corpse showed no signs of burns. After the storm, the crew couldn't revive him. They wrapped him up to return him to the sea. Then he woke up. The superstitious sailors welcomed Zag's choice to abandon the vessel as he searched for answers to his inexplicable return past the final boundary of life. Remembering the sailors' thinly-veiled unease, Zag kept his resurrection to himself, especially when he began to manifest small physical changes (how does hair turn purple overnight!?) and mysterious magical abilities -- though he still couldn't make heads or tails of a spellbook. He risked exposure when he heard the reputation of Petros Lorrimor. He subjected himself to the professor's inspection and tests, and corresponded with him when the professor moved on to other active projects. The last letter he got from the professor only deepened the ambient dread Zag felt since that day he woke wrapped in burlap on a ship's deck. In that last letter, the professor suggested that just because Zag didn't stay dead might not mean he actually came back to life...
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Gordanth Blackstone Overview Ancestry: Dwarf (Death Warden) Background: On the Payroll Class: Rogue (Ruffian) Archetype: Undead Slayer (planned) Sheet: https://www.myth-weavers.com/sheets/?id=2835050 Appearance Gordanth stands 4'10 and is a stocky 165, keeping a shaved head but a full, dirty blonde beard. He tends to wear dark colors in both clothing and armor as befits his profession but may occasionally wear grays or greens if the occasions calls for it. He wears his clan insignia as a amulet, tucked into his armor. Mechanics NG Dwarf (Death Warden) Ruffian Rogue 1 Abilities Str 18 | +4 Dex 12 | +1 Con 14 | +2 Int 12 | +1 Wis 14 | +2 Cha 8| -1 Saves Perception +7 Fort +5 Will +6 Ref +7 Skills Parry, Agile, Vers (B)+7 (Trained) Crafting +4 (Trained) Intimidation +2 (Trained) Lore (Ghosts) +4 (Trained) Lore (Tomb Keeper) +4 (Trained) Lore (Underground) +4 (Trained) Medicine +5 (Trained) Occultism +4 (Trained) Religion +5 (Trained) Stealth +4 (Trained) Survival +5 (Trained) Thievery +4 (Trained) Strikes and Actions Warhammer +7 (1d8+4 B) Shove Clan Dagger +7 (1d4+4 P) Parry, Agile, Versatile (B) Twin Feint Feats and Features Sneak Attack Surprise Attack Dwarven Weapon Familiarity (Ancestral Paragon) Dwarven Doughtiness Fleet Twin Feint Battle Medicine Background Gordanth (or Gord to his friends) is the youngest of three, his oldest sister serving as a priestess of Torag, his middle brother a blacksmith of some skill. While all of the siblings serve the clan's calling, only Gordanth was truly interested in becoming a tomb warden. While he appreciates a good adventure, he doesn't suffer from any sort of wanderlust, such as his sister does, so he is always happy to return home. He is generally friendly but quick to make a decision, often to the point of being terse. Those that know him understand this is a sort of learned efficacy rather than a desire to exert his will over others. Clan Blackstone Gordanth and his clan hail from the western reaches of the Amaans, with their hold being located within the foothills of the Hungry Mountains. The Blackstone Clan are Tomb Wardens, effectively armed gravekeepers that are trained to protect both the living and the dead. To outsiders, it would appear that most of their duties revolve around keeping grave robbers at bay but given their proximity to Ghorcha Pass, the truth of the matter is they just as often have to keep the dead from breaking out as they do the living breaking in. As a whole, the Blackstones worship the Dwarven pantheon, with a particular leaning toward Magrim. Gordanth has been know to pay respects Pharasma and often finds counsel in pharasman clergy. Clan Insignia A warhammer with an eye in carved into its head Clan Dagger The broad blade is inscribed with runes, a prayer to both Torag and Magrim. The dagger's handle is wrapped in black and red leather while onyx is set into the guard and pommel. The clan's insignia is carved in the stone set into the guard. Link to Lorrimor While he never explained exactly how, the good professor came to know of a tomb located somewhere in the foothills of the Hungry Mountains. Given the area's reputation, he sought to hire a guide (and bodyguard) which lead him to the Blackstone clan, known to be specialized in dealing with the undead. Typically, this kind of job, despite being a sort of academically funded graverobbing, is the exact thing the Blackstones defend against. Gordanth's father, Kadinth Blackstone, took the job after a somewhat heated negotiation on two conditions: The professor was to defer to Kadinth on all matters once they located the tomb. Kadinth 's youngest son, Gordanth, be brought along as part of his training as a Tomb Watcher. Lorrimor agreed to the terms and the expedition set out. Despite a few close calls (and one particularly nasty trap), the expedition was successful and the professor came to call on not only the Blackstones, but Gordanth in particular, in the years that followed.
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Decimus 10th & Last Name: Decimus Character Concept: A member of the Order of the White Robes dual-wielding Bladesinger who is inertia incarnate. A lover of poetry, soft lighting, and expensive wines, he moves through life at his own pace, extolling peace and love where he can, and doling out justice if he must. Lineage, Background, Planned Subclass: Decimus is a Human, with a Mage of High Sorcery background, who will one day become a dual-wielding Bladesinger Wizard. Description: When he can be caught standing tall (typically when in a formal setting where he has no choice), Decimus is is slightly above average height, around six feet on the nose, though he typically prefers to lean or stand in a leisurely pose. With a sharp jawline, commonly roughed up with a purposefully lazy five o'clock shadow, he draws a rugged silhouette beneath his large sakkat. His long hair is most often tied back in a neat ponytail which descends between his shoulder blades to the middle of his back, though he leaves a singular curl hanging on the front, which he can often be seen sweeping out of the way in a practiced motion if he needs to punctuate a point. For a wizard, especially one as lazy as he is, he displays a considerable amount of athleticism, and though he can be considered a bit of a layabout, he does a considerable amount of travelling, and his training requires him to maintain a certain level of physicality in order to sustain his place in the Order of the White Robes given his particular choice of magicks. Though he is not built like a martial artist, his use of weapons and agility in combat require him to have a physique that is something he is secretly proud of. Most shockingly, under his Sakkat he wears a black eyepatch, a daily reminder that sometimes, evil wins, and that he must do everything in his power to prevent it. His clothing, much like his flowery personality, is breezy and comfortable. His white robe is covered by a kimono that is dyed pink, and decorated with various sigils and runes, all of which are hidden in the flowers also on the material, though it is visible beneath. The robe is open over a black haori, over which he sports a bright soft blue and white ombre obi that is tied neatly in a bow, with the two ends hanging down close to his feet. His choice of footwear, if he must wear any at all, is a simple pair of bamboo sandals without socks. Decimus usually carries with him a small pack with some emergency wine, cheese, and some nice homemade bread. The wizard is not an expressive man, usually going through life with an easy smile and a quirked eyebrow, but it is because he often takes time to process what is going on before reacting, though the speed at which he moves through this process can frustrate people around him who are more reactionary. When forced to act by a problem that has no self-solving solution, he can begin to get serious, but only as a last resort. Quite often, he would much rather be baking, reading, or sleeping. Portents and omens and augeries are a subject Decimus can talk at length about, as he has been mired in the subject since birth. Not one to see doom in every broken piece of crockery, he does believe that the gods have a hand in the fates of men, and that though there may be a predetermined path, that path is malleable, and oft changes of the whims of the gods. This belief has revealed itself in him as rather remarkable laziness, knowing that no matter what happens, he will be where he needs to be when he is needed, as the gods intend. It's not the only reason that he believes in making sure religious shrines are kept in good condition, and goes out of his way to make sure they are done so, but it is a factor. After all, if his fate is controlled by the gods, there is no harm in staying on their good side. Plothook: Once upon a time, Ispin happened across a body on the side of the road in a forest, and for a moment, he was unsure if the figure was alive or dead. After poking him with his foot, he discovered Decimus had simply decided to take a nap on his way to the next village. Finding this hilarious, the adventurer took the wizard up on a brief parlay of cheese and bread while the two swapped stories and poems. Decimus discovered a kindred spirit in Ispin, and the two regularly exchanged messages over the years, critiquing poems and essays and generally musing about the world and their places in it. Past is Prologue: The rain did not stop for weeks after Decimus' birth. This fact was referenced throughout his childhood by his mother, and often used as her reasoning for being abusive. According to her, he was a child of the devil, and his father had tricked her, leaving her with a horrible monster. One of his eyes was taken from him to prevent him from spying on her and reporting back to his master. It is safe to say that the young lad left his home as soon as he thought he would be able to sustain himself. Jumping into the back of a local traders caravan at age eleven, he never looked back. He never was able to shake his mother's habit of seeing universal 'truths' in daily occurrences, even long after he left her home. Without a real path in life, he drifted, spending most of his time fishing and reading, teaching himself a wide range of things from books he would trade some of his better catches for. On a whim, after picking up an introductory guide to magic, he decided if he was ever going to have to do anything, being able to do it with magic would make it easier, and with an irritatingly firm belief in the occult already, it just seemed like the right thing to do. It did not take long for him to learn a few spells, which he would use to entertain in town squares, using various forms of presdigitation to busk for money. This work of his did not last long, as he was soon picked up for being a nuisance by the Order of Mages, and without anything better to do, eventually attempted to join up. While his lacksidasical attitude was frowned upon by many of the wizards in the college, no one could deny his innate talent for magic. Voraciously he consumed tomes of information, reciting them on command when challenged. One motivation that he had during this studious time of his life, was a beautiful fellow mage, a one he became very close with, who he could impress with his poetry and wit. For a while, he chased her, but thanks to his own love of freedom, never caught her. When another man swept her away, all he had left was unwanted poems and a broken heart. Decimus never blamed her, he accepted his faults, and wished her the best. While only an Initiate of High Sorcery, he became a ronin, travelling the world, spreading peace and love where he could, using the harsh lessons of his life to teach others to turn towards the light, preparing himself to take the Test of High Sorcery. Truth, Rumours & Lies: Include two of the following: Loyalties To the Mages of High Sorcery, as a member of the Order of the White Robes, he strives to protect people from evil, and to spread the word of peace Is Might Right? Never. Might is a means to an end, having only might may win in the short term, but it can never sustain. Music Pure Imagination When a stranger comes to town Diety Solinari has the heart of Decimus, though whenever an opportunity to praise Branchala or Habbakuk comes up, he will often leave an offering to them, as they reign over domains he is quite fond of, Branchala in particular, as without them, poetry and music is meaningless, and those are two things he could never go without.
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Ravi 'Stoke the flame of your hearts' "Hide in the shadows if they make you feel safe, my fire will illuminate your dwindling resolve." Level: 1 Class: Barbarian Archetype: None. Background: Bounty Hunter Alignment: Chaotic Good Height: 6'3" Weight: 225 lbs Eyes: Orange Skin: Coal Grey Hair: Fire Race: Human, Ifrit Gender: Male Age: 26 yrs Abilities Ability | Modifier STR: 18 | +4 DEX: 12 | +1 CON: 16 | +3 INT: 10 | +0 WIS: 12 | +1 CHA: 10 | +0 Hit Points: 24 Armor Class: 18 Size: Medium Speed: 30 ft Perception: +6 ◆◆ Fort Save: +8 ◆◆ Ref Save: +4 ◆ Will Save: +6 ◆◆ Abilities Ancestry HumanRarity: common Hit Points: 10 Size: Medium Speed: 30 ft. Ability Boosts: 2 free Racial Languages: Common, Ignan Heritage IfritYou descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the ifrit trait, in addition to the traits from your ancestry. You can choose from ifrit feats and feats from your ancestry whenever you gain an ancestry feat. Background On the PayrollWhether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You're trained in the Athletics skill and a Lore skill of your choice that you picked up during a job for Lorrimor. You gain the Fleet general feat. Ancestry Features Fire ResistanceYou gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). Class Features Class ProficienciesPerception: Expert (◆◆) Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in Athletics (◆), trained in a number of additional skills equal to 3 plus your Intelligence modifier. Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Light Armor: Trained (◆), Medium Armor: Trained(◆), Unarmed Defense: Trained (◆) Class DC (Strength): Trained (◆) | RageYou gain the Rage action, which lets you fly into a frenzy. Rage [one-action] Barbarian Concentrate Emotion Mental Source Core Rulebook pg. 84 4.0 Requirements You aren’t fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging: You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. You take a –1 penalty to AC. You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute. | Elemental InstinctThis instinct option for barbarians allows you to channel elemental forces, bonding with a single element and its associated plane. Perhaps your ancestors were elemental conjurers or blessed by an elemental lord. Select an element from the Elemental Instincts table to be your instinct's element. If your element offers multiple damage types, choose one of those type when you select your element. Element: Fire | Elemental RageWhile raging, you're cloaked in a vortex of elemental matter; you become concealed against ranged attacks. You can't use this concealment to Hide or Sneak. While raging, you increase the additional damage from Rage from 2 to 4 and change its damage type to the one you selected for your element. If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait. | AnathemaDisrespecting an elemental creature is anathema to your instinct; defending yourself against one is not. Purposefully despoiling the elemental plane associated with your element is anathema to your instinct, though this doesn't prevent you from responsibly altering that plane. Feats Skill Feats Class & Archetype Feats Ancestry & General Feats FleetYou move more quickly on foot. Your Speed increases by 5 feet. Sudden ChargeTwo Actions. With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. BrightsoulThe fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in 1d4 rounds. You suffer a –2 circumstance penalty on Stealth checks to Hide or Sneak and gain a +1 circumstance bonus on saves against light effects and effects that inflict the blinded or dazzled conditions. | General TrainingYour adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Special You can select this feat multiple times, choosing a different feat each time. | ToughnessYou can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +1 Arcana: +0 Athletics: +7 ◆ Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +3 ◆ Lore (Warfare): +3 ◆ Medicine: +4 ◆ Nature: +4 ◆ Occultism: +0 Performance: +0 Religion: +4 ◆ Society: +0 Stealth: +1 Survival: +4 ◆ Thievery: +1 Attacks MELEE RANGE Greatsword, Versatile P ◆, +7 1d12+4 S Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +7 1d4+4 B Javelin, Thrown ◆ +3 1d6+4 P Inventory Platinum Gold Silver Copper 0 2 0 0 Weapons & Armor Lattice Armor Javelin Greatsword Adventuring Gear Worn Stowed Backpack, Grappling Hook Bedroll, Flint and Steel, Rope, Torch (5), Chalk (10), Rations (2), Soap, Waterskin Current Bulk: 4.5 Encumbered: 9.0 Maximum: 14.0 Backstory Born in the quiet farmlands on the outskirts of Ravengro, Ravi's radiant presence was a phenomenon that set him apart from his fellow villagers. From his earliest days, he bore the Fiery lineage of a distant Peri ancestor, an inheritance marked by an ethereal radiance, his charcoal skin and hair of flames. In Ustalav, a nation known for its civilization and disdain for those who deviated from traditional values, Ravi's unique heritage made him an outcast. To most Ustalavs, "Kellid" and "barbarian" were synonymous, shrouding him in prejudice and suspicion. It was in this stigmatized land that Ravi's life was forever altered. A wandering warrior named Kaldric, himself a Kellid, recognized the untapped potential within the young Brightsoul Ifrit. Kaldric, who had journeyed from the wild and untamed lands to the north and east, became Ravi's mentor. Under Kaldric's guidance, Ravi learned the ways of combat, survival, and how to harness the fiery rage that burned within him. Kaldric instilled in him not only the skills of a warrior but also the values of discipline, resilience, and the importance of protecting those who couldn't defend themselves. As Ravi honed his abilities and roamed the lands with Kaldric, taking on bounties and confronting threats, their partnership defied the prevailing prejudices of their homeland. They became an inseparable duo, challenging the stereotype that equated "Kellid" with "barbarian." Ravi's radiant prowess in battle and Kaldric's wisdom created a bond that transcended societal bias. In his early twenties, Ravi and Kaldric parted ways, for the nomadic warrior sensed that his pupil had grown strong enough to continue his journey alone. Ravi's path eventually led him back to Ravengro, where fate would reintroduce him to a figure from his past, Professor Petros Lorrimor. The esteemed scholar, though a man of culture and academia, had defied the prejudices of his homeland by forming connections with individuals like Ravi. He recognized Ravi's potential and hired him multiple times throughout his career for various tasks from hired muscle, to overland guides. When news of Petros Lorrimor's untimely death reached Ravi, grief gripped his heart, and he vowed to uncover the truth behind it. He believed that someone or something might have played a part in Petros's death. With the light of his lineage and the fire of his fury, Ravi seeks to protect the innocent, uncover the truth, and pay homage to the man who changed his life forever.
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Pen Calder - Half-elf Inheritor Battle Master Fighter Name: Pen Calder Character Concept: A young, naive male half-elf raised by his elven mother and not knowing his human father. Leaves home at adulthood to pursue dream of becoming Griffon Cavalry. Race, Background, Subclass Class: Half-elf, Inheritor, Battle Master Description: Pen Calder stands at 5'7" and is a fairly well-built 160lbs. While he looks rather like a typical wood elf at first glance with his short red-brown hair, light green eyes, copper-tinged pale skin, and (of course) pointed ears, his coarser, more rugged facial features give away his human ancestry. He wears obviously second-hand armor, though it is nevertheless good quality, and knee-high leather boots. His other equipment reflects the fair quality yet secondhand nature of his armor and includes a short sword and small crossbow on his person and a glaive in his hand. Pen is quite young and rather naive, having only recently set out into the world on his own, but if you were to catch him staring off into the distance (perhaps mindlessly spinning his glaive around him), with even a casual glance you surely couldn't fail to see a fiery determination behind his green eyes, even if the actual goal of that determination is somewhat vague and aimless. If you were to meet him, you would find him friendly, open, trusting, and kind (an easy mark, really). Spend enough time with him and you would notice how he is always trying to help everyone else around him, even to the point of occasionally being annoying or getting in the way. If you were a keen observer of people, you might also notice that he can be rather competitive and even defensive in certain, more prickly encounters, but he also tends to be somewhat lacking in self-confidence, despite having impressive natural athleticism. Origin: Pen grew up on a farm outside of Daggerford, south of Waterdeep. Having lived a quiet, uneventful childhood, he sets out from home upon reaching adulthood to achieve his dream of joining the Griffin Cavalry of Waterdeep. Your Character’s Plot Hook: He's just a kid, really. But he has talent, he has potential, and he has a dream. But what would he do if he suddenly didn't have that third one anymore? Past is Prologue: If you were to ask Pen, he would say he had a boring childhood. He was raised on a farm by his wood elf mother, having never known his human father. Sure there was some adversity–he and his mother were sometimes hassled by the other residents of Daggerford for being some of the only elves there, and little Pen certainly faced more than his fair share of bullies, but the bigger he got the less this sort of thing tended to happen. And it wasn't as though they were completely socially isolated. Pen was not without friends in the town, and his mother would sometimes take him back to her homeland in the Misty Forest to spend time with her people there. And while he never felt truly welcome among the elves (especially because of his very human name), he did have several cousins and one very fun uncle that he could enjoy spending time with. The only major thing missing in his life that he could point to was a father. When he tried to imagine anything about his father, his mind was blank. The only thing Pen had of his father's was a trinket [inheritance], a fluffy feather his father had brought home for him to play with one day. He didn't like asking about his father because his mother tended to get a little sad whenever he did, and what little details about him she did share tended to get lost or mixed up in his child brain. Now, as a man, the only thing he could be sure of was that his father was a member of the City Guard in Waterdeep and that he had died on duty when Pen was just a baby. It was perhaps that this was in the back of his mind when he first saw them on a rare visit to Waterdeep as a small boy, but whether this was the seed or not, once young Pen laid eyes on the Griffin Cavalry soaring overhead, he was hopeless. The Griffin Cavalry. That was what he was going to be when he grew up, no matter what stood in his way. And so he threw all his will into making this dream come true. He would henceforth be only rarely ever seen without his "lance" (a sharpened stick, more often than not), and whatever successes in sports Pen had growing up was more due to the "training" he did to achieve this dream than any desire for glory (although he certainly didn't mind winning). Now, finally, Pen is old enough to leave home with all the gear he has accumulated over the years and all his savings and head to Waterdeep. Truths, Rumors, and Lies: [True Rumor] Pen once caused a not insignificant food shortage for the entire town of Daggerford one winter. He had been tasked by a neighbor to take care of a flock of goats when he noticed a kid goat was being swept down a stream full from summer rains. He managed to rescue the kid goat, but in doing so he accidentally let the rest of the flock loose. By the time he managed to gather them all back again, they had decimated the town's crops. [False Rumor] Pen's mother, Fhaorn is a witch who steals children and boils their bones to keep her farm one of the most productive in the region and Pen is not her son but a monster she created with magic. [True or False Rumor] Unbeknown to Pen, there is a rumor that Pen's father Nol Calder, a member of the City Guard, was somehow involved in a failed attack on a major noble of Waterdeep, and this was the event in which Nol lost his life. Deity: Chauntea. While his mother was not a devout worshiper, she did teach Pen to respect nature and the gods and their farm always seemed to be productive even if their neighbors were struggling. Around him, almost all of his acquaintances, being farmers, worshiped the god of agriculture and clerics of Chauntea were a regular sight. Pen followed suit as it was the normal thing to do when growing up on a farm. Is Might Right? Pen does not agree that might is right, and feels that quite often it is those in the wrong that resort to violence the easiest. That said, Pen is highly protective of the weak and innocent and will often step into a fight for the sake of someone else. Connections: Mother: Fhaorn, a farmer outside of Daggerford. Father: Nol Calder, once a member of the City Guard, died on duty. Mother's kin: a clan of wood elves in the Misty Forest. Pen's relationship with them is somewhat thin. Best friend: Vallan Wood, a human male from a farm down the way in Daggerford.
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Coltan Bluetemper Name: Coltan Bluetemper Character Concept: Raised by parents who traveled throughout Ansalom working as itinerant smiths. Race, Background, Subclass: Hill Dwarf, Folk Hero, Forge Cleric Description: This broad-shouldered dwarf of average height wears a holy amulet of Reorx. His shoulder length dirty blonde hair and full beard are relatively unkempt compared to most dwarves you might meet. He has a nasty scar down the right side of his face and eyes that sparkle gold. Chain mail peeks out from the layers of his well-mended but stained leather and wool traveling gear. His weapons' belt hangs a bluish steel warhammer, a handaxe, and a dagger. He shoulders a backpack and shield. Upon more careful observation, you find his hands are large and calloused. Burn scars randomly cover his hands and arms showing his career near a forge. His well-maintained kit indicates decades of travel and fastidious maintenance. Coltan's facial expressions are intense. His resting face reflects his serious demeanor, maybe even angry if you don't know him well. However, he is quick to laugh and smile, especially after a few beer. Your Character's Plothook: 2. Coltan and Ispin defended a community from a notorious band of goblin raiders. Past is Prologue: Coltan was born in 300 AC at the home of his maternal grandparents in Hillhome, a Neidar village located west of Thorbardin on the Passroad. After a year, Scoria née Fireforge rejoined her husband Norite Bluetemper on the road with their new son. Norite and Scoria traveled Ansalon as itinerant blacksmiths visiting villages which do not have resident smiths. For almost 50 years, Coltan has traveled the continent with his parents who seem to be friends with everyone. Actually, not everyone likes them, but they have more friends and acquaintances than rivals. Now, Coltan is as famous as his parents among the small villages and manors who don't have a resident blacksmith and the trails connecting them. Sixteen years ago, he met Ispin when they defended a village from a notorious band of goblin raiders. He got the scar on his face during this melee. They then traveled together for months and have kept in touch over the years. Last year, Coltan celebrated his Fullbeard Day in Hillhome with his parents and mother's family. His parents gifted him a set of chain mail and warhammer of their own make and his own set of traveling smiths' tools. However, inspired by his cousin Flint, Coltan decided to start traveling on his own. While his father was disappointed to separate from his only son, he grudgingly accepted it and gifted his personal holy symbol of Reorx to guide his son. Truths, Rumors, and Lies: [Truth] Coltan is a capable smith [Lie] Coltan has a girl in every village [Truth] He received the scar on his face from battling a goblin Include at least two of the following: Is Might Right? Coltan has seen the best of people governed within small communities and villages. He would be skeptical of the corruption of larger governments which maintain armies. Diety. Coltan inherited his divine beliefs from his parents that Reorx created the world, dwarves, and the ability of crafting. While Reorx doesn't answer his prayers, his faith is no less strong. Music. He grew up next to a forge, so the sounds of striking hammers, breathing bellows, and hissing quenches comfort him, so the modern songs of AC/DC and Led Zeppelin would resonate with him. In addition, he's a dwarf who likes to drink and party, so Irish drinking songs would be how he parties. Impressions. Katlina Grovegust, Kender Monk - Coltan, Ispin, and Katlina became friends during the same goblin raid sixteen years ago. They traveled together his Coltan's parents for months before Ispin and Katlina went separate ways. Coltan and Katlina have run into each other over the years and traveled together. She attended Coltan's Fullbeard Day in Hillhome last year and have been traveling together since then. Katlina is an even-tempered, free-spirit traveling like a beautiful leaf on the wind. She keeps the air light and makes Coltan smile, because he's usually too serious. Hunni Collic, Gully Dwarf - Coltan would constantly step back from her to restore his personal space. He would marvel at her intelligence but not her hygiene. Her persistent friendliness would buoy Coltan's usual seriousness demeanor. Meryelle Keryndon, Half-Elf - Coltan would find her too academic and chalk it up to being elven. Coltan crafts with his hands and his heart, so her intellectual perspective would be alien to him. Wybil D'kazitwirx, Tinker Gnome - Coltan would believe that Wybil has been blessed by Reorx. Although he would not understand him often, he would deeply respect his genius struggling to comprehend him. Connections. Father: Norite "Nori" Bluetemper, father and smith Mother: Scoria Bluetemper (nee Fireforge), mother and smith Fireforge clan: maternal family Rival: Beryl Frostbeard - Five years ago, Coltan crossed paths with Beryl, a older cranky Neidar dwarf. At a tavern in front of a village, Beryl insulted Coltan's parents, especially his mother. Being young and a little drunk, Coltan over-reacted and humiliated Beryl. Beryl would attack Coltan if he saw him again.
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Name: Merituuli Kaiutin Character Concept: A young, hot-blooded shoal elf wannabe hero inspired by Ispin's grand tales of adventure, who has currently found himself in wholly unfamiliar lands. Race, Background, Subclass, Class: Sea Elf Far Traveler Beast Master Ranger Description: Like many of his Dimernesti kin, Merituuli has light-blue skin, lighter near his core and growing darker towards the extremities. His fingers and toes are notably webbed, allowing for swift swimming. Just visible under his pointed elven ears are small slitted gills, allowing him to breathe in water as easily as in air. His silver-white hair is braided and tied up into a bun that sits tightly atop his head, and his eyes are a similar silver-grey, like a storm cloud gathering atop the ocean currents. He stands at just under 6 1/2 feet, and is a bit more bulky than his land-bound cousins. A number of scars are clearly visible across his body, including a small shark bite near his hip. His clothing is rather limited, normally - pants made from woven kelp, simple woven bracers, and a spiky shell pauldron on his left shoulder. Draped along his neck is one of his most prized possessions - a necklace adorned with shark teeth, small shells and pearls. During combat, he wears a sharktooth coat (equivalent to scale mail). Perhaps the oddest item among his possessions is a massive, ridged, straight seashell as long as a staff that he tends to keep strapped to his back. His bearing is immediately identifiable as cocky and energetic - he holds his head high, a broad smile across his face, sharp eyes roving constantly looking for the next challenge. He often invades personal space a bit too freely when speaking to others, taking time to study them closely. This confidence, however, can be broken at times, as "Meri" is very much a stranger in a strange land - a literal "fish out of water", if you will. Though he's spent many years traveling the coastlines of southern Ansalom, he's never been this far north. It's comforting to him, at the very least, that Vogler is situated at the riverside, but he is wholly unfamiliar with some of the customs of the "land-dwellers", especially their foods. Character Plothook: Ispin was an honored guest in Dimernost (the underwater kingdom of the Dimernesti elves, also known as the Sunken Land by surface dwellers) after he and his companions helped defeat a sea serpent that had been ravaging the area, sinking ships and attacking elves alike. A youngling at the time, Merituuli was completely enamored by Ispin's tales of bravery and adventure, so much so that he decided he would be a wandering hero just like Ispin. Past is Prologue: Merituuli was born to a well-off family within the great underwater city of Dimernost - the only remaining Dimernesti city after the horrors of the Cataclysm ripped many of their shore-side cities apart. As the youngest of 4 older siblings, he had a habit of getting in trouble as a child, constantly sneaking out of home to roam the city and its outskirts, swimming through the jellyfish schools and kelp farms and "borrowing" stabled seahorses for joyrides. It was evident that he had an adventurous spirit, even at that young age... but it was only further solidified when the great Ispin Greenshield was presented as a hero and honored guest. Still early in his adventuring career, Ispin and his companions Becklin and Cudgel had assisted the people of Dimernost in slaying a dreaded sea serpent terrorizing the area - a beast that Merituuli had a close run-in with himself, barely hiding in time to avoid its ire. Using a sailing ship and a massive harpoon, Ispin struck the final blow on the beast as it breached the water, pushed upwards by the assault of the sea elves, firing the harpoon right through one eye and out the other. Ispin was brought before the Speaker of the Sea, the ruler of the Dimernesti, and a great celebration was held. Afterwards, Ispin spent some time within the air domes throughout the city, spreading tall tales of his adventures. Merituuli snuck out as often as he could to see Ispin and quickly became enamored by the heroic figure and his stories. Ispin, in turn, was rather amused by the young sea elf, and told Merituuli, "Lad, anyone can be a hero, from the smallest gnome to the tallest elf. That means you too!" Before he finally took his leave, Ispin granted Merituuli a trinket to remember him by - an indecipherable treasure map - saying, "From one adventurer to another, young friend." Many years passed, and though Merituuli grew older and wiser, the spirit of adventure still held him in a firm grip. Though he could have easily held a respectable station within Dimernost using his family's connections, he instead decided to journey along the southern shores of Ansalon, fighting sea beasts and meeting the diverse peoples of the world. During an especially harrowing deep-sea dive, he came across an object he is absolutely convinced is magical - a long, straight, ridged seashell as long as a staff. Though long empty, it seems to carry the noise of the waves and sea breeze within it when listened to closely. Now, though, Merituuli is on his greatest journey yet. Having heard of his childhood hero's passing, he has journeyed farther north than ever before, ending up in the small village of Vogler. Though the new sights and sounds are a bit overwhelming, Merituuli holds his head up high, ready to prove that even a sea elf can be a land-dweller's hero. Truths, Rumors, and Lies: Truth: Merituuli once saved the crew of a wrecked ship by convincing a pod of dolphins to help the men swim back to shore. Lie: Merituuli once hit a shark on the nose so hard that it became vegetarian, only eating seaweed and kelp for the rest of its life. Rumor: Merituuli's last name isn't actually Kaiutin - it's Windspeaker. Yes, Merituuli is actually the youngest son of Nuqala Windspeaker, Speaker of the Sea and ruler of the Dimernesti elves! Except he has no claim to the throne given his four older siblings and his general irresponsibility. Is Might Right?: Power is a useful tool, but authority is stifling. All people deserve freedom, and those with power are better able to grasp it themselves and grant it to others. Deity: The sea elves worship the gods under different names than the land-dwellers use. Merituuli is especially fond of Abbuk the Fisher, the sea elf version of the god Habbakuk, and holds the balance of nature and civilization in high regard. In its most perfect form, civilization and nature should live in harmony, each benefiting from the other equally. Images: As a Beast Master Ranger, Merituuli will eventually have access to an Animal Companion. I plan to use the Primal Companion option as presented in Tasha's, and will primarily use the Beast of the Sky option while on dry land. Merituuli's Beast of the Sky companion takes the form of an Osprey with Primordial runes along its wingtips. Their name is Kalasääski. Alternatively, if we ever find ourselves underwater, Merituuli will call on the latent magics of his giant seashell to summon forth his Beast of the Sea - an ancient Baculite. Haven't come up with a name for this one yet, will consider further!
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Hunni Collic - Gully Dwarf (reskinned Kobold) Mage of High Sorcery Hexblade Warlock Name: Hunni Collic Character Concept: Brilliant (for a gully dwarf) young Aghar hero with an unusual connection to magic and the ambition to grow beyond her race. Lineage, Background, Planned Subclass: Hunni is an Aghar, or gully dwarf, Mage of High Sorcery Hexblade Warlock who intends to take the Pact of the Blade at 3rd level. Description: Small in size, big in personality, Hunni wants to be everyone's friend although not everyone wants her to stand quite so close to them. She is just under four feet tall, weighs a little less than a hundred pounds, has long brown hair that grows on her head and cheeks. Although cleaner than most of her kin, Hunni still breaks out in scabs and sores occasionally, and doesn't smell the best, mainly because she doesn't see the point of washing. She has little concept of 'personal space,' so although she isn't tall enough to get in most peoples' faces, she is usually standing or sitting just a bit too close. Friendly to a fault, Hunni takes most peoples' reticence to get close to her as an invitation to just try harder, and she never wants anyone to feel left out. Your Character's Plothook: Ispin visited my homeland, bringing with him goods and stories from far-off lands. He taught me much about the world. Past is Prologue: Hunni came from That Place, an abandoned human village in the Hinterlund, mostly destroyed a long time before yesterday. Hunni didn't know, and still doesn't, what the place was called, or what happened to destroy it. She knew her clan, the Collic clan, and they all knew danger and fear and hunger, although they could usually find enough rats to stick in the stew pots, salvage in the village and hiding-spots when predators came. Back then, they called it This Place, and her uncle was HighCollic Blurp. Her mother was their shaman, and taught her that there are numbers bigger than two. Eventually, That Place was overrun by dire hyenas, so they had to find a new This Place. So it goes. It was during this trip that she met Ispin Greenshield. While the clan was migrating, they came across his camp, and shared some stew with him. Although he didn't eat any of it, he was still willing to trade some goods and a lot of stories with the clan, and Hunni developed a bit of a crush on him. She also developed a desire to travel the world, to see the magical towers and fight sea monsters and everything else that Ispin spoke of, even though everyone else thought she was a crazy dwarf who should get her head out of the clouds. Anyway, travel she did. When they found the new This Place, there was a destroyed tower in the middle of it. In the tower, there were broken statues and bits, traps that had been sprung, tomes that were burned, and rooms full of shattered glass. In the tower, she found a locked door that couldn't be opened, although someone had clearly tried. There were scorch marks in the hallway, and gashes in the stones around the door, but the door was completely undamaged. Although the door was still pristine, however, the walls around it were not; what force could not do, time had done, and she found a large crack from some earthquake or other had formed, leaving a crawlspace a young gully dwarf could squeeze through. Deciding that she needed adventure, and one was right here, she squeezed in... And met a talking sword that only she could see and that needed her to help it get out of the room. Now, the sword is inside her. Now, she can throw eldritch daggers, and put the spirit of the sword into her club. Now, she has magic. It was enough that when her travels led her to encounter the Mages of High Sorcery, they allowed her to become an initiate, despite her bloodline. They taught her how better to control her magics, and her mentor, Julius Wyren of the Black Robes, seemed to think of her as an experimental subject in to what the lesser races could be taught. It was enough that she learned to write, and kept up a sort of haphazard correspondence with Ispin as she studied. Truths, Rumors, and Lies. [True Rumor] Hunni fled her clan to avoid a marriage. [False Rumor] Hunni left her apprenticeship with Julius Wyren due to a spoiled romance. [False Rumor] She is currently being pursued by the Mages of High Sorcery as a renegade. Include at Least Two: Loyalties: She is a recent initiate of the Mages of High Sorcery. She joined because they had a lot to offer her, when it came to knowledge of the world, and how it worked. It was an awakening, honestly, compared to the worldview of her fellow Aghar. They accepted her mainly out of curiosity, and only because Julius Wyren agreed to take responsibility for her training. She doesn't realize that he did it as an experiment, expecting her to implode quickly. Deity: This one is strange. She believes, as most Aghar, that Reorx of the Forge abandoned her people. Also like her fellows, she refuses to worship the gods of the other races which regard the Aghar with disdain. Hunni is not at all an atheist, in that she knows the gods are real, but she refuses to worship any of them. Instead, she practices a lazy sort of animism, revering ancestors, who she hopes can help her from time to time. And her Warlock Patron, of course, although she isn't sure what that is, really. Music: Up to three, hm. Well, I think of her as being her, her patron, and the combination, in a way. She's wild and bright, a bit manic, a bit untrustworthy. The voice in her head is sultry and seductive, and the combination is more of a steady inevitability. I am not sure what the music for those would be, but I am imagining something like these. Black Betty Her, on her own. Sweet Jezebel Her Patron, in the back of her head. Seven Nation Army The Combination, battle sound.
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Name: Generally goes by Mery Character Concept: Nerdy girl face/support character constantly seeking new knowledge, wants to write a book that makes a difference, but is unsure what to write about. This is also an introverted charismatic character who sometimes gets things wrong when she tries to function in a more extroverted role. Lineage, Background, Planned Subclass: Mery is a Half-Elf (Qualinesti/Human), with the Sage background and will take the College of Lore when she reaches the correct level. Description: Mery has long blonde hair that she generally wears up in a bun to keep it out of her face and piercing green eyes. She prefers clothes that are functional and have many pockets. She wouldn't be the first one to come and greet you in a room, as she has a somewhat reserved nature, but she can be incredibly charming and persuasive when she wants to be, and she can be quite warm once she's had a bit of time to warm up to you. She often has a somewhat distracted air, as though her attention is elsewhere, and indeed it is, as she is commonly mentally cataloguing anything that strikes her as worth being written down. During downtime, she can often be found madly scribbling in one of multiple notebooks she carries. When she is distracted, she frowns very slightly and the right side of her mouth quirks upward. Socially, Mery is fairly relaxed with people she knows, with the one exception being when people are standing too close physically to her or are trying to force her to do something she doesn't want to do. In those cases, she will ask them to either back off or let her go, and if they resist or continue to force her, she will walk away from the conversation if she has the option to do so. Plothook: Mery met Ispin Greenshield when he once traveled through Palanthas and brought stories and goods. He encouraged her in her desire to write, but suggested that she travel and experience the world before she decides what to write about. Relationships with other characters TBD. Past is Prologue (backstory): For as long as she could remember, Mery loved books. She loved the feel of them, she loved the smell of them, and most of all, she loved learning the wondrous things contained in their pages. It helped that her parents were parchment makers in Palanthas. They sold parchment to the Great Library, and Mery thought that was the most magical place in the world, a place she visited every time she had some free time. Her fondest dream was to write at least one book worthy of being included in the Great Library, but what could she write about? Did Krynn need a book about the plants of Ansalon? Did it need a book about a great hero or heroine? Did it need a book about blacksmithing techniques? When Mery was 15, she met two people who became very important to her. The first was a human boy about 2 years older than she was named Angus Whitequill. She met him in the Great Library and found she could talk to him about books and lore and knowledge for hours on end. The second was Ispin Greenshield. Ispin came into her family's shop one day looking to buy some parchment for letter-writing. What made Ispin different from other customers is that he took a genuine interest in people around him, so much so that her parents invited him to their house for a meal. During the meal, he asked her about her interests, and when she told him she wanted to write a book, he took that seriously and asked what she wanted to write about. When she confessed she wasn't sure, he laughed, but told her to keep learning, she'd eventually figure it out. After getting her parents' permission, he asked if he could write to her and she said yes. When Mery turned 20, she applied to become an Aesthetic at the Great Library, mostly because Angus was doing it and encouraged her to as well. To her delight, she and Angus were both accepted, but something didn't feel right. In Ispin's letters, he wrote about the importance of doing as the best way of knowing, and being an Aesthetic seemed to skip the doing part entirely. After a week of deliberation, she reluctantly refused the offer. She fell in love with Angus around this time, but he didn't appear to see her as anything other than a kid sister. Ispin encouraged her to become an adventurer, as he felt this was one of the best ways to get to know more about the world, but for the next five years, Mery hesitated, continuing to help out her family's parchment-making business. In his final letter to her, Ispin said he thought he might be dying and asked her if she knew yet what she was going to write her book about. He asked if she thought she could gain the experience she needed to write a good book if she remained in Palanthas. He told her he believed in her and was sorry he likely wouldn't be around to read her book. Around the same time, Angus started becoming more and more distant from her, making excuses to avoid her company instead of going with her to their normal haunts. One day on her weekly trip to the Great Library to deliver parchment, she caught Angus kissing another girl. So that was why he was avoiding her! When she cornered him a few days later and asked him about the girl, he said it was none of her business. Mery was more shocked by this response than she could say. Weren't they friends? Didn't friends share this kind of news and support one another in it? When she asked him these questions, he replied by saying she was a stupid half-Elf and didn't know anything about anything. Now she was hurt and angry. But she did a lot of soul-searching and realized she'd been sticking around Palanthas because of a stupid hope that Angus might finally start to care for her as much as she did for him. It was now clear that not only would he never care for her in the same way, but he didn't even want her friendship anymore. And Ispin's advice was echoing in her thoughts - she should see the world. Before she could make any concrete plans, another letter arrived announcing Ispin's death and funeral in Vogler. That made her course clear – Vogler would be her first stop, and then she was going to travel around a bit. She told her parents she was leaving Palanthas for a while and wasn't sure when she'd be back. With that, she purchased passage to Kalaman on a local ship and set out, unsure of what the future might hold, but determined to learn as much as she could about the world outside of Palanthas. Truths, Rumors and Lies: Provide at least two to your application: Deity: Mery favors Branchala, whom she usually refers to as the Song of Life and when in need of inspiration, it is he to whom she prays. However, her faith is not as yet particularly well-developed and with the right kind of pressures and stresses, it could very well deepen and grow. Connections: Branokras and Riaxis Keryndon – Mery's mother and stepfather, both human, love her deeply and would be only too happy to receive guests if it means their oldest daughter is in town. They are not aware of Mery's falling out with Angus. Tiquirith “Tiqi” Keryndon – Mery's younger half-sister, about 3 years younger than she is. Mery and Tiqi have a close relationship, although it does sometimes spiral into bouts of sibling rivalry. Angus Whitequill – Mery's first love and a human Aesthetic who works at the Great Library. Mery believes he does not reciprocate her feelings, but she nevertheless values him as a friend. Markenzi Shanlon (enemy) – Another human Aesthetic from Palanthas. Markenzi, Angus, and Mery all applied to be Aesthetics at the same time and studied together before the test. During this time, both Mery and Markenzi became attracted to Angus, but Angus didn't seem particularly interested in either except as study partners. Mery accepted that while Markenzi kept trying to flirt with Angus, who found the behavior annoying. Mery pulled Markenzi aside and tried to explain to her that Angus wasn't interested, but Markenzi took it as Mery trying to horn in with Angus. Finally, Mery and Angus decided to just study on their own without Markenzi. Mery came up with a way of organizing their notes and made a copy for Angus, but not Markenzi. After the tests, both Mery and Angus were accepted, but Markenzi was not. Markenzi blamed Mery for breaking up the threesome, not sharing the reorganized notes, and ruining her chances with Angus. Mery went on to refuse the position, much to Angus' surprise and dismay. Markenzi is jealous of Mery's accomplishments and hates the fact that she owes her position as an Aesthetic to Mery, so she constantly belittles her, causes problems for her in the Library, and suggests that Mery can never truly be accepted in Palanthas due to her Elven heritage. While Markenzi would not necessarily physically harm Mery, she would sabotage her in any way she could. (Note that the Order of Aesthetics are Monks; although many Aesthetics spend their lives in the Great Library, some are given missions and allowed to travel the breadth of Krynn.) Impressions: -Hunni Collic (Gully Dwarf Warlock) - Mery finds herself a bit intrigued by Hunni, largely because she's curious why Ispin would befriend a Gully Dwarf. But as someone who has only been accepted in Palanthas due to having an all-human family, Mery wonders whether she and Hunni may share a kinship as fellow outsiders. -Wybil D'Kazitwirx (Gnome Artificer) - Mery would definitely respect Wybil's intelligence and curiosity, even if her intellect runs in a completely different direction than his and she can't understand everything he says. -Coltan Bluetemper (Hill Dwarf Cleric) - Mery doesn't see a ton in common on the surface of things with Coltan, but her curiosity is such that she would do her best to try to learn something new from the young Dwarf. -Artanis Brightblade (Human Fighter) - Mery would find Artanis quite attractive, and would respect the practical skills he's learned in his humble upbringing. Moreover (and more importantly in her mind), as a Palanthas native, she's had enough experience with knights to be inclined to trust him, at least until she knows him well enough to judge him by his own merits. -Modri (Hill Dwarf Barbarian) - Never having met a barbarian before, Dwarven or otherwise, Mery would spend a lot of time watching Modri to see what he was about before making any judgments. She finds his appearance rather intimidating, but knows that sometimes good hearts lurk beneath stern or fierce exteriors and aren't always readily apparent. -Emil Rosenthal (Human Paladin) - Emil is not a knight Mery would instinctively trust like she would Artanis, but she loves a good mystery, and Emil's cryptic manner would definitely strike her as a mystery she would want to learn more about. She would also want to challenge herself to see if her people skills (i.e. high charisma) could help draw him out a little. -Merituuli Kaiutin (Dimernesti Ranger) - Without even having to meet him, Mery would be enchanted by Merituuli's sheer exoticness and would want to learn as much as she possibly could about every aspect of Dimernesti society and the practical aspects around how life is lived beneath the waves, to such an extent that she might actually annoy him a bit. However, her strong people skills would help her to moderate her curiosity to something she hopes he would be able to tolerate. -Decimus (Human Wizard) - Although Mery has not interacted with this character much yet, I do want to say that as a player, I am really enjoying this player's writing style and some of his(?) textual descriptions. Music: https://www.youtube.com/watch?v=fmxOUIddBm0 - Still Haven't Found What I'm Looking For - Mery's song for Angus, or for her quest for a book topic, for that matter. 😄 https://www.youtube.com/watch?v=fRdMwjQaUI8 - Dancing in the Dark - Mery's song for getting motivated to leave home and see the world. https://www.youtube.com/watch?v=DCtouot15cA - Sound of Silence - closest I could find to how I imagine Mery would sound musically - something I call "almost acapella" - think of it as vocal harmony with minimal supporting instrumentals.
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Modri! - Hill Dwarf Outlander Wild Magic Barbarian Name: Modri Character Concept: Gregarious, fun, reckless Dwarf who goes by the beat of his own drum. Willing to throw himself against more powerful foes, and break tradition in order to do what he feels is right. Easy to laugh, love, sing, and be dared into foolishness. Race, Background, Subclass Class: Hill Dwarf Outlander Wild Magic Barbarian Description: With a wild glint in both his green and light brown eye, Modri at first appears like many a Hill Dwarf who lives off the beaten path. If one looks closer, they can see the scars of someone who's had more than one scuffle with beasts, and if they look even closer can see the strange, overlapping tattoos. A mixture of Dwarven words like 'resilience' and 'determination', subtle Elvish insults, interconnected with old Primordial that twists and flows like fate, one wonders what madness inspired his body art. Shameless in being the life of the party, he's prone to drink, sing, dance, and cheer others on. One might think he doesn't take life seriously, but a closer look can see that he is very much in the moment, he makes the most of his time in the way he believes he can. Few things both him, even monsters he rarely takes offense to as they're just doing what they do. Exceptions include the Mountain Dwarves whom he takes their isolation personally, and the leaders of the Dragon Armies. The foot soldiers he respects enough, but those who'd lead such a terrible war are beyond redemption. Origin: Kalaman Northern Wastes Your Character’s Plothook: Ipsin saved Modri's life when the latter was trying to fight a dire boar by himself. Suffice to say, it was too much for Modri alone. The Dwarf's laughing and shouting along with the boar's sounds of anger called Ipsin over and he ended of driving the beast away. Modri traveled with Ipsin to a nearby town to help rest and patch up his several wounds. Before the two parted ways, they competed for the affections of the same barmaid, Ipsin due to a legitimate interest, Modri more because of the sake of the challenge, though ended up both too drunk and laughing too hard and forget about the very short, not-particularly-serious rivalry. Ipsin's parting words were telling Modri not to get himself killed unless he had a very good reason and an audience to tell his tale. Past is Prologue: Modri was born in the wilds to loving parents who believed in physical strength and might over the comforts of civilization. As such, though Modri grew up with affection and life lessons, he also grew up having to learn how to defend himself, that all hands were needed to survive both blistering summers and freezing winters. For Modri, this was fine, for he knew no other way to live. He eventually set out on his own once he was able to survive and though it certainly wasn't an easy living, he took each lesson to heart. He learned the hard way which berries and plants were poisonous. He discovered which animals were worth the energy to hunt, and which would leave him with bites, scrapes, quills in his backside, or feeling ill for a week. Same with his shelters, figuring out how to keep one standing for more than a single night. He moved a lot, occasionally wandering into Vogler, but would never stay for too long before heading out. Many a night alone made him appreciate the company of others, and he wasn't one to judge someone for living differently than he. After all, even if we prided himself on being hardy, he couldn't deny the wisdom of safety behind walls, and meals far more delicious than overcooked, tough, badland meat. A great pivot in his life came from a vision he'd had. Learning from another survivalist about the visions she'd received after tasting a flower from a particularly rare cactus, Modri set off to do the same. The experience left him dazed for several days as he saw strange visions that baffled the mind. It was then that he had the inspiration for his signature tattoos, starting simply enough with Dwarvish words of skills and traits he admired. Then it became stranger when he wanted Elvish tattoos of taunts and japes. Finally, he connected everything in Primordial in what could only seem like the ravings of a madman. It's only been a couple months since the last tattoo was finished that he received the news of his old friend's passing, a sign of something ominous to come for the spirit Dwarf. Truths, Rumors, and Lies: True Rumor: His tattoos mean something, aren't just for show, but he won't tell anyone. False Rumor: He doesn't feel pain. Although very tough and hardy, he very much feels pain. True or False Rumor: He is only attracted to women with scars, the gnarlier the better. Include at least two of the following in your application: Is Might Right? Yes and no. Yes, might is the one thing that can save someone in a tough world. This was instilled in Modri since birth. A giant spider cares not whether its prey is a bandit or poet, it matters on who can fend the monster away or at the very least sneak by unnoticed. It may not be just, but it's the rule of nature. No, having might doesn't mean someone should be cruel to others. There's enough bad in the world, there's little purpose to make more of it just to get some extra riches, to claim another town or stretch of land. Of course, everyone has their own opinion of right and wrong and what's worth fighting for. Modri's test is to look at the reactions of the common folk to make up his own mind. If the common people are in distress, then someone should use their own might to do something about it. Deity Habbakuk. Modri respects a deity who expects their people to make their own way, and is a natural fit for Modri's outlander lifestyle. He'll usually offer a quick, casual prayer in the morning, and a toast when drinking. Music He is loud and off-key and doesn't care. He used to own bagpipes but it "mysteriously disappeared". He'd get better with practice, but he may never get that chance. That being said, he at least knows to be quieter than the actual performer so he and others can listen. "Worst Bagpiper in the World" Connections Modri's parents, Murri and Alda, are still alive and well. They'd be hospitable in their own way, but expect guests to pitch in their fair share of the chores such as hunting, cooking, cleaning, etc. Modri loves them and respects them, but there's little clinginess on either side. Torgloda is a Dwarf mercenary that Modri had a short yet passionate tryst with. Modri thought it was a one night affair thinking the veteran warrior wouldn't be interested in him in any serious way, and left early in the morning, finding out too late his error. She's one of the few things he fears, knowing he's in the wrong, still has some confusing feelings for, and also as someone who can easily take him down in a fight. In order: Murri, Alda, Torgloda
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Artanis Brightblade, Human Knight of Solamnia, Paragon Warlord or Cavalier Fighter Name: Artanis Brightblade Character Concept: A peasant horse farmer's son who grew up in awe of the Knights of Solamnia, dreaming of joining the order and becoming a knight in shining armour defending the weak. Now that he has finally set out on his own as a squire, how will his untested idealism stand up against the grit of everyday life? Long past are Solamnia's days of majesty - do any truly follow the Oath post-cataclysm, or is the glorious Knight of Honour Artanis always dreamed of just that? Race, Background, Subclass Class: (Variant) Human Knight of Solamnia Paragon Warlord (https://www.gmbinder.com/share/-LW4agTNJcbwe6kSv4H2) Description: Artanis is tall and well-muscled, a reflection on both his hard work training horses when young, and his dedicated training to become a Squire of Solamnia. Dusty brown hair hangs behind a tanned face with square jaw, but gentle eyes. Callused hands carefully run an oiled rag along the plain-looking steel longsword across his lap. He is dressed in well worn but carefully maintained chainmail, and smells of leather, sweat, dust and horses. It is clear from his appearance he does not come from noble or wealthy stock, and his easy-going and quiet manner only confirms this - he move to let others pass as needed, and peaceably waits his turn to be served. A closer look reveals the majority of his equipment to be similar in state - well-worn, perhaps second-hand, but cared for with an honesty and meticulousness that would fit items of much greater worth. Around his neck he wears a plain wooden symbol of Kiri-Jolith to proclaim his faith. Striking up a conversation he is forthright and blunt, not as an excuse for rudeness but rather because his education (or lack thereof) has not lent him a silver tongue, and honesty needs none besides. He believes the truth speaks for itself. He is clearly friendly and not shy to offer aid to those who request it, in no way viewing simple manual work beneath him - he is as happy to help you move a stuck cart for kindness sake alone, as to undertake a grand quest. A merchant or more cynical character would quickly assess that it comes as no surprise he lacks for gold. Beyond the tavern, he carefully tends to his mount before turning in, taking the time to brush it down, check it over for sores, and inspect the stable himself before tipping the stableboy generously despite doing most of the work himself. It's clear to anyone watching from the love in his eye and gentle touch of his hand, as well has the horse itself, that he cares greatly for the animal. Indeed he would find it hard to tolerate abuse of such creatures as much as that of his fellow man. Your Character’s Plothook: 5 - Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill. Past is Prologue: Truths, Rumors, and Lies: Include at least two of the following in your application: Music. Lament for the Rohirrim "https://www.youtube.com/watch?v=2YTBgFmK_bs". He Who Would Valiant Be "https://youtu.be/dBSPvatOtvo". I won't Back Down - Johnny Cash "https://youtu.be/xggRxWXdTng" Holding Out for a Hero "https://youtu.be/bWcASV2sey0" Images. Connections. Should be apparent from background & loyalty information above , but will make more explicit on request
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Keydas Amrath Concept: Intellectually gifted academic who sometimes goes too far in pursuit of knowledge. Ancestry: Human (Versatile Heritage) Background: Teacher's Pet Class: Mastermind Racket Rogue (Could switch to Investigator, Wizard, or Thaumaturge, as well) Free Archetype: Loremaster, Duelist, or Acrobat Str 10, Dex 16, Con 12, Int 16, Wis 14, Cha 10 AC: 18; HP: 17 Perception +7, Fort +4, Ref +8, Will +7 Trained Skills: Acrobatics +6, Arcana +6, Athletics +3, Crafting +6, Diplomacy +3, Intimidation +3, Academia Lore +6, Whispering Tyrant Lore +6, Medicine +5, Nature +5, Occultism +6, Performance +3, Religion +5, Society +6, Stealth +6, Thievery +6 Untrained Skills: Deception +0, Survival +2 Feats: Multilingual (from Versatile), Cooperative Nature (Ancestry 1), General Training (Ancestry 1), Hefty Hauler (from General Training), Additional Lore (Whispering Tyrant Lore), Battle Medicine, Nimble Dodge Strikes: Rapier +6 (1d6 P; Deadly d8, Disarm, Finesse) Dagger +6 (1d4 P; Agile, Finesse, Thrown 10 ft, Versatile S) Fist +6 (1d4 B; Agile, Finesse, Nonlethal, Unarmed)
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Phoenix Fist Power Level: 10 Trade Offs: -0 Atk/+0 Dmg; -2 Def/+2 Tou In Brief: A student pursues his master's killer, hoping to redeem his sister and turn her from a path of corruption and villainy. Residence: Cape City Community College Student Dorms; Mid-town Cape City, USA Base of Operations: Hidden Dynasty, Chinatown; Cape City, USA Catchphrases: "Hello, most dishonorable opponents. I hope you have sufficiently prepared yourself for the humbling soon to ensue." Alternate Identity: Tsu Yang Zhou Identity: Public Occupation: Student of Cape City Community College Affiliations: The Hidden Masters of Shamballa Vale ABILITIES (8+12+0+0+16+0+20+0=56 PP) STR: 4 STA: 6 AGI: 0 DEX: 0 FGT: 8 INT: 0 AWE: 10 PRE: 0 DEFENSES (8+0+2+0+2=12 PP) Dodge: 8 (Base (0)) Parry: 8 (Base (8)) Fortitude: 8 (Base (6)) Toughness: 6/12 (Base (6) + Protection (See Powers)) Will: 12 (Base (10)) ADVANTAGES (18 PP) Agile Feint All-out Attack Close Attack 2 Evasion 2 Improved Initiative 3 Move-by Action Power Attack Ritualist (Chi Manipulation) Second Chance (Mental Control) Takedown 2 Uncanny Dodge Withstand Damage SKILLS (56 Ranks = 28 PP) Acrobatics 16 (+16) Athletics 8 (+12) Close Combat 0 (+8) Deception 0 (+0) Expertise (AWE-based; Chi Manipulation) 6 (+16) Insight 2 (+12) Intimidation 0 (+0) Perception 2 (+12) Persuasion 0 (+0) Ranged Combat 0 (+0) Stealth 10 (+10) Treatment 12 (+12) POWERS (2+18+6+6+4 = 36 PP) Healing 6 (Gather the Shrouded Breath; Flaws: Limited (Self only) (-1/R), Temporary (-1/R), Tiring (-1/R)) [2 PP] Multiple Effects 16 (Stance of the Enduring Mountains; Extras: Alternate Effects 2 (Flat)) [18 PP] Damage 6 (Splintering Stone Strike; Str-based; DC 25 TOU; Extras: Increased Knockback 3 (Flat)) [9/16] Immunity 2 (Crashing Stone Counter; Critical Hits; Flaws: Limited [Melee Attacks Only (-1/R)) [1/16] Impervious Toughness 6 (Impenetrable Mountain Stance) [6/16] AE: Damage 6 (Avalanche of a Thousand Stones; Str-based; DC 25 TOU; Extras: Multiattack 10 (+1/R)) [16/16] AE: Damage 6 (Disrupting Chi Strike; Str-based; DC 25 WILL; Extras: Alternate Resistance: Will 10 (+1/R)) [16/16] Protection 6 (Guarded Breath Technique; +6 TOU; Extras: Sustained (+0/R)) [6 PP] Senses 6 (Sense the Mountain Mists; Detect Chi-energy (Ranged; Mental); Extras: Accurate, Acute, Radius) [6 PP] Speed 3 (Explosive Speed & Power; 16 mph; 250 ft/rnd; Extras: Alternate Effects 1 (Flat)) [4 PP] AE: Leaping 3 (16 mph; 60 ft) [3/3] Totals: Abilities (56 PP) + Defenses (12 PP) + Advantages (18 PP) + Skills (28 PP) + Powers (36 PP) = 150/150 PP Enemy (Sho-ming Xio, Master Nine Serpent Style) The man responsible for the death of Zhou's master, Shaoqing, the Resplendent Phoenix. Master Xio, founder of the Nine Serpent Style is, intimately, familiar with the strengths and weaknesses of the style which bested him in the duel that saw him expelled from the fabled Shamballa Vale. However, the final lesson, the last secret of the Phoenix style has eluded him, and he wishes to strip that from Shaoqing's legacy, before eradicating her, and her students, from living memory. Sho-ming Xio has significant influence over Zhou's sister, Tsu Yang Song, and given his concern for her, he is able to manipulate the young man in an innumerable number of treacherous plots. Anytime Sho-ming Xio is able to disrupt Zhou's private or heroic life with plots involving deception, manipulation, or treachery, sabotage his reputation with his peers, or his community, the GM may award Zhou a Hero Point. Honor (Last living Student of Shaoqing, the Resplendent Phoenix) Zhou is an orphan, having lost his parents to a flood, his sister to hatred, and his master to betrayal. He finds himself the last living student of Shaoqing, the woman who raised him in the fabled Shamballa Vale, who taught him how to harness his inner chi, who set him on a path to perfection, of mind, body and spirit. Zhou is the embodiment of Shaoqing's teachings, and is unwilling to betray those values that would bring dishonor or shame to the memory of Shaoqing. By adhering to the Twelve Edicts and Ten Observances of the Resplendent Phoenix, Zhou has committed himself to living a good, proper life. A stress on discipline, the safety of the community, the defense of those weaker than himself, humility, and compassion. This means that he will, typically, not take advantage of an opponent's distraction, he will announce himself and provide them with the opportunity to cease their wrong doing, he will prioritize the protection of civilians before the defeat of a foe, even if it means that his foe will escape. Anytime his code of ethics puts Zhou at a disadvantage, or allows the escape of a foe, the GM may award him a Hero Point. Weakness (The Phoenix and the Serpent) Zhou's Chi has been corrupted and courses through his body like poison, having been afflicted by the hidden technique of the Nine Serpent Style. The Hidden Masters performed an ancient rite, painfully tattooing the young Zhou with sacred inks and herbs, opening and augmenting his chakra, slowing the advance of the poison that will, ultimately, kill the young man. The stylized tattoo of the Phoenix and Serpent locked in eternal struggle regulates the balance of his chi, however, if Zhou channels too much of his chi, by accessing the strongest of his techniques, the pain can become debilitating as the corruption spreads. At the end of any scene in which Zhou shifts a Chi effect by more than two ranks, using Power Attack, Withstand Damage, or Extra Effort, both his Stamina & Awareness become Disabled, imposing a -5 to all associated checks and defenses. This condition can last a day, several days, or up to a week depending on the level of effort expended during the triggering scene. When so afflicted the GM may award Zhou a Hero Point, or more, depending on the length and severity of the affliction. Zhou can spend a Hero Point to suspend the Affliction for a single scene, but would gain no more Hero Points once the affliction returns. Rivalry (Tsu Yang Song, Nine Serpent Song) Zhou's twin sister, Tsu Yang Song, known to the Hidden Masters as Nine Serpent Song is Sho-ming Xio's prodigy, an example of the devious, manipulative aspect of the most subversive style taught in all of the Vale. Song is driven by the need for revenge, she blames the Chinese government for the actions of Weisheng Jung whose, duly-authorized, looters had executed our father as he searched for us after the flood. Her relentless pursuit of revenge was counter to the teachings of Shaoqing, which drove her to accept our Master's most treacherous rival, Sho-ming Xio's offer. She came to see Shaoqing's teachings of honor, humility and compassion, as soft, weak, lured by the much more pragmatic teachings of the Nine Serpents. Song feels a great amount of shame for the act of assassination she performed, however, she feels that it was justified, as it bought her the respect of her Master, who, in the end, aided her in her plot to locate, target, and kill Weisheng Jung, whom she blamed for our father's death. She is, Zhou's twin, and loves her brother, despite his adherence to a weak ethos of compassion and mercy, she has fought Zhou twice since her and Master Xio fled the Vale, but has always held back from, truly and finally, killing her brother, for fear of being well and truly alone. Zhou feels similarly about his sister, and will go to great lengths, even risking his adherence to Shaoqing's morals, to ensure his sister's safety. Anytime his loyalty to his twin sister calls into question his loyalty to his peers, the authorities, or causes difficulty for him in his civilian life, the GM may award Zhou a Hero Point.
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JORDAN MCEVEDY • RELENTLESS ABILITIES DEFENSES Strength -1 Dodge 8 Stamina -1 Parry 8 Agility 3 Fortitude 10 Dexterity 0 Toughness 12 / 8* Fighting 4 Will 10 Intellect 3 Awareness 4 Presence -1 * without Defensive Roll POWERS Hit 'Em Fast (9pp) ... Strength-based Damage 1, Multiattack Hit 'Em Hard (19pp) ... Enhanced Strength 8 ... Enhanced Strength 3, Limited to Lifting Never Slow Down (31pp, Linked) ... Permanent Enhanced Stamina 9 ... Impervious Toughness 4 ... Immunity 5 (Fatigue) Never Stop (15pp Multiple Effects) ... Movement 3, Limited to When Moving (Water Walking, Wall-Crawling 2) ... Quickness 4 ... Speed 6 ... Feature 2 (Instant Change Between Any Outfit) ADVANTAGES ... All-out Attack ... Close Attack 4 ... Defensive Roll 4 ... Equipment 3 (Car, Smartphone) ... Evasion 2 ... Improved Initiative 1 ... Languages 1 (English, Atlantean, Japanese) ... Move-by Action ... Takedown 1 SKILLS (NOT ACCURATE, SEE POWERS & ABILITIES) SKILL RANKS BONUS Acrobatics 2 +5 Athletics 2 +9 Close Combat: Unarmed 4 +12 Deception 3 +2 Expertise: Business 1 +4 Expertise: Cooking 2 +5 Expertise: Current Events 2 +5 Expertise: Pop Culture 2 +5 Expertise: Streetwise 1 +4 Insight 3 +7 Intimidation 2 +1 Investigation 1 +4 Perception 3 +7 Persuasion 4 +3 Sleight of Hand 1 +1 Stealth 4 +7 Technology 1 +4 OFFENSES Initiative +7 Unarmed Strength-based Damage +12 vs Parry; DC23 vs Toughness, Multiattack Abilities 22pp / Powers 74pp / Advantages 18pp / Skills 19pp / Defenses 17pp Complications Responsibility - Motivation • Jordan grew up in a world of superpowers, where the ethos of power coming with a responsibility to use it well got increased emphasis, or at least saying such things did. Fortunately, the message resonated with the teenager, instilling a sense of obligation to help the community. Enemy • Those empowered by mishandled (or strategically released?) corporate experiments are of interest to the sinister syndicate behind the experiments, and they're willing to hire mercenaries to "secure corporate assets." Relationships • Jordan has been careful to conceal The Event and the resulting superpowers from friends and family, in the hopes that they'll be protected by their ignorance. Jordan has confided in Sensei Violet, however, due to the practical concerns of adjusting martial arts techniques to account for superhuman strength and speed. Responsibilities • Jordan hasn't graduated from high school yet, and Dad's been making noises about part-time job opportunities. History Jordan McEvedy was a typical high school student with a typical high school life, until one fateful weekend after seeing a movie with friends from school. Taking an irregular route home to avoid evening road construction, Jordan's windows had been down to enjoy the night air when The Event happened. Jordan only remembers a bright flash from an alley, and the feeling of getting splattered by something through the window that evaporated by the time the car had been brought to an emergency stop. After pulling back to inspect the source of the flash (there was nothing that'd be out of place in an alley) and checking for signs of injury or chemical burns (Jordan was better than fine,) the youth decided to just carry on and drive home. A decision that proved wise after the fact, as Jordan grew steadily drowsier on the way home, until it was all that could be done to reach the bed before falling into a deep sleep. Waking up in the early afternoon the next day was an alarming experience, but Jordan's family seemed to believe his claim of it being a 24-hour bug, a claim that bought time to adjust to the now readily apparent superhuman strength and speed. Thanks in part to the movie from the previous evening having been one of those dramatizations of a historical superhero's adventures, Jordan was primed to tackle the superheroic life. By the time the next weekend came around, Jordan had done enough power testing to figure out a relatively simple costume that could be carried into a concealed bag. What Relentless Doesn't Know Jordan crushed the bedroom doorknob coming into the house on the night of The Event, which got replaced while Jordan slept. The whole family knows about Jordan being Relentless. They're waiting for Jordan to come clean. Mom and Dad are supportive of the heroics, while Marissa has channeled her bratty little sister energy into compiling a list of all the ways Jordan is bad at keeping it a secret from the family. Personality Jordan was an awkward teenager who'd make dumb jokes and hang out with friends. In a mixed bag of pop culture enthusiasts and aspiring journalists, everyone had a personal hobby that they brought to the group, and for Jordan that was culinary skill. Mom growing up in a poor family had instilled in her an appreciation for good meals, which she'd passed down to her children. After an incident involving a bully in middle school, Jordan was taught that the best way to get revenge against bullies was to treat them like a joke, which led to the teenager becoming a smart aleck. It also led to self-defense courses, where Sensei Violet provided more practical advice on how to deescalate a conflict. Powers & Abilities While not as strong as a Powerhouse or as fast as a Speedster, Relentless is near enough in both fields to be a scourge of villains. The strength extends into durability as well as striking force and lifting capacity, providing the young hero with tireless energy and enough resilience to shrug off small arms fire.