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  1. Fallen Knight Yohan Zebedee pious templar human chondathan adult male LG Paladin 5, knight of Aster, Lathander (AC 23 , HP 39 / 39 ) init +1, stats Str 13, dex 13, con 12, int 9, wis 12, cha 16...saves Fort +4, Ref +1, Wil +1 feats Endurance, Die Hard, Heavy Mace focus, Twin Sword Style abilities Lay on hands (15), Smite Evil (+3, +5), Turn Undead prepared Spells Bless at will Detect Evil, Aura of Courage 10'r, Divine Health knightly attire Full plate armormagical +2 - holy symbol of Lathander on chest - Visored helm - locking gauntlet, right +2, heavy steel shield, heavy mace +1, knight of Aster tabard, belt, holy symbol Appearance : Riding into town upon a magnificient white stallion, a lone knight in highly decorated and polished full plate armor canters slowly down the main street. His light blue tabard bears the holy sun emblem of the Morning Lord, Lathander along with knightly heraldry of the Knights of Aster. Beneath the raised visor of his ornate helm, a youthful man with auburn hair and penetrating green hazel eyes looks on. A short well trimmed beard suggests a man in hs early to late twenties, by human standards. He carries weapons of war, a heavy flanged metal mace hangs from his belt and a greatsword is secured along the military saddle and saddle bags of his steed. The large warhorse seems unburdened by the knight in heavy armor and the equipment carried as it canters with purpose along the main road of Daggerford. Ahead in the distance the Tower of the Morning Lord looms large towering over the other buildings in the vicinity and the Knight and his warhorse continue at an even pace acknowledging the locals with a polite nod or a wave as they pass... special mount Heavy Warhorse, military saddle, greatsword, saddle bags, waterskins, healers kit, dry rations, 50' rope w/ grappling hook, Background Yohan grew up in Waterdeep, he was part of the City Watch where he received his early military training. It was not long before he joined the church of Lathander after a recruitment from the knights of the Mornng Lord who saw potential in the young man... The clergy and Lathanders faithful could sense the good in him, he was willing to work hard and long hours patrolling Waterdeep to protect the good folk from the dangers of the city late at night in the back streets. And he was not corrupted by the temptations that accompanied dealings with the underworld and unsavory inhabitatants of the sprawling city. It was decided that Yohan be offerred an opportunity to be blessed if he was so willing to enter the holiest of holies within the Church of Lathander, Spires of Morning. to commit himself to the Morning Lord, and in so doing pledge himself to become a holy knight... It was to become a life changing moment that opened up his soul to an eternal afterlife with Lathander, and Yohan was truly blessed from that moment on. He became a holy knight, and joined the brotherhood of the Order of Light, and became a Knight of Aster. Many holy crusades followed and Yohan's legacy as a Paladin of Lathander grew to be recorded in the annuals of the Order of Light. The young paladin was gifted fine armor from one of the Lord's of Waterdeep in recognition of his ongoing service to Waterdeep... and it was decided to offer Yohan a prestigious position of Pious Templar. As Yohan had been exemplary in his conduct within the Knighthood of Aster. A Pious Templar was one to whom was of the utmost purity of body in addition to their faith, and through sacred rituals it was said a Pious Templar could withstand the most evil and malign offenses upon their mind and body. Yohan went through the trials and rituals however he was not pure, unbeknownst to the priests of Lathander Yohan had broken his vow of chastity many years ago and had kept it a secret from the church. It was a story of forbidden love which Yohan had long since repented with Lathander, and been forgiven. It was however not something the church could accept after he confessed his past discretion. The position of Pious Templar was closed to him, and it was decided for Yohan to seek atonement. He was sent from Waterdeep in secret away from his brothers of Light to Daggerford to undertake atonement in service to the Church of Lathander, the Morninglow Tower under the supervision of the Lightlord Liam Sunmist. Yohan remained a Knight of Aster... and would serve in Daggerford, never to return to Waterdeep again. And no further record of his deeds in Waterdeep were to be recorded until his atonement was complete... and his undertaking as a Pious Templar was to be stricken from the records. Mannerisms / Attitude Yohan is a team player, his past experience and training has taught him that survival and success require teamwork. Everyone has their own skills, experience, strength's and wisdom that they can bring to a challenge. This is how he operates as a Brother of Light, and as a Knight of the Aster. Working together with Good minded people to counter and oppose any Evil that stands to block or harrass the righteous path of good community and healthy living. Yohan is slow to anger, as he is all too aware of his own past trangressions. Evil deeds however are never tolerated and Yohan will try and put a stop to any evil before things get too out of hand, especially if harm is threatened to innocent individuals or their way of living. As a Knight of Aster, Yohan feels a need to protect the people from chaos and evil. He would be the people's champion should the need arise. Hi attitude when dealing with lawbreakers is to always give them an opportunity to surrender to face justice, and he never kills or takes a life unless it is sanctioned by the church against evil enitites or in order to save the life of another. Yohan likes to drink wine and eat cheese, he never refuses a dinner invitation from a local lord and is always polite to the good folk of the community. Currently he is trying to avoid any complications of romance in his life, as he is seeking atonement for a past trangression of infidelity.
  2. Holding space for incoming character. Be prepared!! 😁
  3. Vicaste Do'rett "" BASICS Gender: Female Race: Half-Drow Alignment: Chaotic Good Class: Twilight Cleric/Circle of Stars Druid Background: Background Feature: Languages: Common, Elvish, Drowic, Druidic Passive Perception/Investigation: Passive Insight: HP: Hit Dice: AC: Size: Medium Speed: 30 ft. Abilities & Skills Proficiency Bonus: +2 STR 8 (+0) DEX 13 (+0) CON 14 (+0) INT 13 (+0) WIS 15 (+0) CHA 12 (+0) +0 Saves +0 Saves +0 Saves +0 Saves +0 Saves +0 Saves +0 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth (Expert) +1 Arcana +1 History +1 Investigation +1 Nature +1 Religion +6 Animal Handling +6 Insight +4 Medicine +6 Perception +6 Survival +1 Deception +1 Intimidation +1 Performance +1 Persuasion Proficiencies Languages Class Feats Race & Feats Armor: Weapons: Tools: Common Attacks Weapon To Hit Damage Type/(Range) Money Copper: 0 Silver: 0 Gold: 5 Platinum: 0 (15 Coins * .02 lbs. = 0.30 lbs. Total Weight) Encumbrance Weight: lbs. Status: Unencumbered Penalty: None Equipment Readied Equipped Items: ( lbs.) Armor ( lbs.) Weapons ( lbs.) Readied Items ( lbs.) Equipment Stored Stored Items: ( lbs.) In Backpack * Includes 5 lbs. for backpack Strapped To Backpack Magic Items Magic Items: (0.0 lbs.) Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.) Character Overview Appearance History Background SCAG: Personality Trait(s): Ideal: Bond: Flaw: Images Wild Shapes Extras
  4. Got some terrible rolls on another thread I soft-deleted, so I'm going to stick with 27 point-buy.
  5. Notes: * Wife of Thia Kiirnodel-Holderhek * Background : Criminal * Met Thia when she was arested by Thia's father * She changed her ways for her one true love! * Left Neverwinter together * Got married by druids outside balders gate * Did a quick bob through Elturial (the deal with devil happen here) * Ran into a bad fight where Thia sacrificed herself WIP Great googly moogly what did i just roll‽‽‽
  6. Name Virtue Chronicle Chaske Crow Ghost Temperence Chronicle Age Vice Faction 35 Pride GCPD Player Concept Group Name Akwehawk Concept Group Name ATTRIBUTES Power Intelligence ●●○○○ Strength ●●○○○ Presence ●●●○○ Finesse Wits ●●●○○ Dexterity ●●○○○ Manipulation ●●○○○ Resilience Resolve ●●○○○ Stamina ●●○○○ Composure ●●●○○ SKILLS Mental (-3 unskilled) Physical (-1 unskilled) Social (-1 unskilled) Academics ○○○○○ Athletics ●●○○○ Animal Ken ○○○○○ Computer ○○○○○ Brawl (Throws) ●●○○○ Empathy ●○○○○ Crafts ○○○○○ Drive ●○○○○ Expression ○○○○○ Investigation ●●●○○ Firearms (Pistol) ●●●○○ Intimidation ●●●○○ Medicine ●○○○○ Larceny ○○○○○ Persuasion ●●○○○ Occult ○○○○○ Stealth ○○○○○ Socialize ●○○○○ Politics ●○○○○ Survival ○○○○○ Streetwise ●●○○○ Science ●●○○○ Weaponry ●○○○○ Subterfuge (Spotting Lies) ●●●○○ MERITS HUMANITY MISC. Sworn Officer ●● Quick Draw ● Trained Observer ● Combat Marksmanship ●●● Aikijutsu ●●● Contacts (Prostitutes, Homeless) ● Allies (Reporters) ●● Flaws Low Alcohol Tolerance ● Old Injury (Left Shoulder) ●● Non-Swimmer ● HEALTH ●●●●●●●○○○○○ □□□□□□□□□□□□ WILLPOWER ●●●●● ○○○○○ □□□□□ □□□□□ CONSCIENCE ●●●●●●●○○○ Size 5 Speed 9 Defense 2 Armor Initiative Mod 5 EXP 1 40 xp Science 2x3 = 6 = 34 Firearms 3x3 = 9 = 25 Investigation 2x3 = 6 = 19 Investigation 3x3 = 9 = 10 Athletics 2x3 = 6 = 4 Socialize 3 Background (Shortened and WIP) Chaske was born on March 6, 1984, to Kory Crow Ghost and Janice Hawk. Kory and Janice moved off of the reservation when Chaske was born, to escape the violence, believing Gotham to be a safer place to raise a family. It wasn't. As a patrol officer, he became jaded quickly after working some of the worst areas in the city. He endured a critical incident within a year which taught him several things. One, he was not invincible like all rookies believe, two, trying to clean up his area of the street was like pissing in the wind, and three, he needed to become better with his sidearm. He took a hit in the left shoulder during the incident. He spent some time in the hospital and the medical team removed the shrapnel, however, it still gives him fits from time to time. He trained repeatedly with his sidearm, taking classes put on both by the PD and by outside trainers. He was constantly spending his money on ammo to practice at the range. Around this time, Chaske both took up drinking, and he also quit drinking. He found he has an alter ego when he drinks and woke up multiple times in strange locations with injuries from whatever shenanigans he took part in while drunk. Thankfully, several of his co-workers looked out for him when he caused any disturbances. He has since maintained his sobriety and refuses to touch the stuff. Realizing that he needed to get out of the space he was in he put in for a transfer to Precinct Detective, where he found his calling. He learned he had a knack for finding important details and solving complex cases. Here he finally felt he was able to make more of a positive impact on society, even if it was after the crime was committed. After a while he began to tire of working general cases and wanted to specialize. Like a lot of Detectives, he aspired to work Homicides, and transfer to the big leagues. He eventually was able to do so and was granted access to unsolved cases as well. During this time, he found he enjoyed the interviewing aspect. The squad he worked with both initially mentored him and allowed him to cultivate his interviewing skills. He found he was good at detecting when someone was lying to him and analyzing their statements. This led to an impressive confession rate inside the box. PERSONALITY Chaske is quite reserved and plays things close to the vest. In everything he does, he tries to do the right thing. Once anyone gets to know him, they realize he's all about the blue. Although he tries to balance his actions, he is not above getting his hands dirty. In some extreme situations the ends can justify the means. APPEARANCE Chaske is 6'1", app 210 lbs., with black hair and brown eyes. He is an enrolled with the Standing Rock Sioux tribe, however, spent most of his childhood growing up in Gotham. His hair skirts the rules and lets it grow longer than he is supposed to, and he is clean shaven, as he has a hard time growing any facial hair. He occasionally smokes on a scene if the body is ripe but does not indulge, however, his nerves are fraying a bit lately. He has a cultural tribal tattoo "sleeve" that covers his left arm, left shoulder, part of his back and the left side of his chest. Worked within the design is a wampum design on his arm, the word "Akicita". This is easily covered up by clothes, however, it is visible in a short sleeve uniform. Every so often, Chaske will nurse his left shoulder, working the kinks out. He will carry a couple mags either attached to the cross draw holster or his left hip, depending on what he is wearing. Additional equipment may include handcuffs as well as a pocket knife. He has, and generally doesn't carry, but will if going to something particular dangerous, an expandable baton and pepper spray. In the trunk of his city ride he keeps his department issued Remington 870 (shortened). 09/10/1985; The Crow Ghost's move to Gotham. 03/06/1986; Chaske Crow Ghost was born. 09/05/2007; Chaske joins the GCPD. 02/22/2008; Chaske graduates the academy and is sent through Field Training rotations. 08/22/2008; Chaske passes the FTO phase and is taken off of probation. He is assigned to patrol. 11/10/2012 Chaske is on duty and writing a report in his patrol car when he is ambushed from both sides. He injures one suspect and kills another, but not before he is shot in the left arm, where the round takes a left turn and shatters his AC joint. Surgery corrects it, but the collarbone connection is never the same. Since he was injured Admin asks him what unit interests him and he says he is interested in becoming a Detective. There is an unwritten rule when an Officer is shot they get to choose their next assignment. 01/07/2013; He trains extensively with his sidearm, determined to never be at a disadvantage in a gunfight again. He also starts training in Aikijutsu (hard form and predecessor of Aikido). 03/09/2013; Chaske attends a state investigations school, as well as Reid interviewing. 05/11/2017; Chaske is finally able to make a transfer to Homicide. 08/01/2017; Homicide investigations school.
  7. Everyone knows I love a roll ❤️ Reroll looks good to go! Ideas and Build Section Race Shadar-kai Possible reasons for venturing into the Hells...True Love (Deceit) - Aurora Class Swashbuckler with a Hexblade dip Background Pirate Stats Rolls - 17, 16, 15, 14, 11, 10 Stats: STR: 10, DEX: 19, CON: 15, INT: 11, WIS: 14 CHA: 16 Shadar-Kai Racial ASI: +2 (DEX), +1 (CHA) Starting Attributes: STR: 10, DEX: 19, CON: 15, INT: 11, WIS: 14, CHA: 17 Application Format: Any you want. You can make it as fancy as you like if that's your thing, but it doesn't have to be. If accepted I will ask you to make and maintain a Myth-Weavers character sheet and attach it to the game. These are going to get complicated given the level and, unfortunately, a lot will probably not make it into the game. Given the power level I am going to want to see a build, but you don't have to spell out the details of every ability, power and spell for me, you can give me a bare bones listing of the choices you are making for the character. I'm also completely fine with working out, and reviewing, the narrative portion of your character concept to make sure we have something we can work with before you dive into the crunch. Hit Points: Max at first level, roll or take the average for the rest. You can do a mixture of these (five levels rolled, five average, for example). If you roll and roll a 1 or 2 you can re-roll it but if you roll low again, you're stuck with it. Allowed Backgrounds: Any official background is fine. I might also consider third party material for this as long as the class feature is comparable to the official ones. I saw this elsewhere and I'm going to try something a bit different than I usually do. Rather than banning backgrounds that give feats or spells, I'm going to say that if your background doesn't provide a feat or a spell list you can take a feat for free, with the following restriction: No feats that grant a +1 to an attribute. No -5/+10 feats No Lucky or Polearm Master Alignment: As long as you can work with others, any is fine. Being evil (and especially continuing to be evil) will put you at a slight disadvantage in the end game. Equipment: Per background and class. You can sell unwanted equipment for half-price. You also get an additional 7500gp and either a very rare magic item and an uncommon one, or two rare magic items, subject to my approval. You can buy magic items with your gold, though only rare or lower and only one additional rare item. And, unfortunately, there's not a pricing guide that I like consistently, so you're just going to have to ask me about prices. A list will be compiled . Wizards can buy scrolls and scribe them in their spellbook; details can be found . Appearance / Personality: Give me a paragraph for each in addition to (or expanding on) Personality/Ideals/Bonds/Flaws. A picture would be nice but not required. Adventure Hook: Either someone you care about has been ensnared in sin and signed a contract with Asmodeus (see ) or you yourself have (see ). In either event this poor unfortunate soul has been murdered before they could fulfill their end of the bargain and, per their contract, has been damned to Hell. Choose one of the entries, modify one to fit your character, or come up with your own entirely. Character History: You're eleventh level so you'll have had quite the storied life up until now. Given the number of applications I'm likely to get, I can't read all about it, fascinating though I'm sure it is. Give me the highlights, focusing on your most significant deeds, perhaps how you acquired one of your magic items or a particularly significant foe/achievement. Tell me about how you came to Asmodeus' attention, how and why he courted you as well as how you resisted his temptations (or didn't). Tell me about your relationship with the lost soul you chose (or how you lost your own).
  8. Kyla Adaire To Protect the Land, I forgot Peace To Save my People, I forgot Love To Ensure our Future, I learned Hate Basic Information Age: 43 | Pronouns: She/Her Alignment: Lawful Neutral | Background: Folk Hero Ethnicity: Ffolk | Homeland: Moray Role: Wildshape Bruiser Tank ____________ STR: 13 | DEX: 13 | CON: 18 INT: 10 | WIS: 20 | CHA: 12 Magic Item Interest List Moon Sickle +3 (Very Rare) Lifewell Tattoo (Very Rare) Peregrine Mask (Very Rare) Dragonscale Mail [Fire] (Very Rare) Animated Shield (Very Rare) Dancing Sword (Very Rare) Ring of Resistance [Fire] (Rare) Ring of Protection (Rare) Staff of Woodlands (Rare) Ioun Stone [Reserve] (Rare) Mantle of Spell Resistance (Rare) Insignia of Claws (Uncommon) Barrier Tattoo (Uncommon+) "You are no longer my heir." A lifetime of sacrifice, of service. Only to be denied the position she had been groomed for her whole life. Kyla was a warrior, beaten down by the wears. Worn away in her empathy, in her optimism, in her hope. Countless have her trials been, from the time of youth to the middling of her years. Her home still threatened by the corruption deep at the heart of the Moray wilderness. The curse of Lycanthropy. The Moonshae Isles knew her name well, even among the Northlanders. Her tales of valor, her primal magic, and the brutality of her devotion were sung across taverns in the cold, foreboding nights. A woman whose hair had worn to white so early in her life, aged by the unending stress of the inevitable full moon and the souls that would never see the sunrise after. The optimism of childhood did not stay with her. In its place only the numbness of duty. Trudged forward every dusk, strained to the point of breaking every dawn. She had lost the compassion her father had so tirelessly distilled into her. She loved her people, but she was no leader of peace. She was a commander of war. Utilitarian and dispassionate. Uncaring of the conditions of her people, so long as they can still draw breath. She saw her siblings as unfit for the terrible duty of leading the Earldom, of guiding Caer Moray to a brighter future after their father had passed, but her father did not agree. He took from her the title she had known since the day she was first swaddled and given a name. An heir no longer. The honor now laid with her brother, years younger and spared the attrition of the battlefield. She was insulted. Angry. Her and her father fought, first with words. Boiling with rage, voices raised, parchment was scattered, goblets were thrown. Louder and louder their voices battled. Kyla's fury all but blinding her to the escalations as she stalked ever closer to her father. Volatile, vitriolic. The things she shouted, the hate she spewed, would alone be enough for a lifetime of regret. Yet she didn't stop, words were not enough. She needed to protect her people, even if her father could not see it. Anxiety, fear, fury, rage. She exploded outward, shifting from woman to beast. Her father's throat clutched within her neck. His screams muffled to a choked whisper. Her teeth sunk in— Crunched against bone, ripped through muscle. All too quickly she became aware of what she had done. She released him, her form returned to her humanity... What was left of it. Her father fell to the floor, motionless. Eyes wide, throat bleeding. Convulsing, gasping, grasping. He laid there in agony, reaching for his attacker. Reaching for his daughter. Who could only stare, frozen in panic. Stricken by grief. He died, slowly, he died painfully. And Kyla raised not a finger. She did not flee. She did not protest. She was arrested, tried, and sentenced to death. Hung from a tree her grandfather had planted so many years ago. She was not burned at the pyre, nor was she given a grand funeral. She was simply given to the undertaker and told to allow the world to forget her.
  9. Here goes nothing. I am thinking of one of those angel types. What do you call them? Aasimar... With a celestial patron warlock, maybe multiclass with paladin (vengeance)? Goddess: Amaterasu - sun goddess Not someone who will like hell. That is nothing if not well rounded STR = 15 + 1 = 16 DEX = 14 CON = 15 INT = 10 WIS = 12 CHR = 16 + 2 = 18
  10. (Yes I created two characters. Tell me which, if any, would fit best!) Born in Bavaria, because it seems it's the only known place in Germany, Viktor was a successful clockmaker until he suffered a horse accident that blinded him. Medicine offering no help, he turned to the Cabal Alchemica who introduced him into the Twelve Secret Arts during a fifteen-year montage training. That didn't work either. So he set up to fix it by himself with a mix of clockwork contraptions and esoterica. He's blind, but now sees in four dimension thanks to his arcane lens apparatus. This explains why he's still alive to the current day. Currently works as an electronics repairman at Future Electronics, and has upgraded his clockwork goggles to electronic ones. By night, he fixes crises to come. High concept: Supreme time conjurer Trouble: A man of the past that lives in the future Extra Aspect: Will-fix-it guy Contacts and team relationships: TBD Appearance: retirement-age man in blue coveralls. Breast pocket with the Future Electronics logo and Stoff nametag contains a golden pocket watch. Usually wears a warm jacket and cap. Swanky galloshes and obvious electro-eyes (think Batou) Careful +1 Clever +2 Flashy +1 Forceful +0 Quick +3 Sneaky +2 Power stunts See through time and space (constanty sees what's going to happen, though not what's happening) Dimensional portals (can only use them to summon items from other time/dimensions. Oddly mostly connects to the Used Furniture Dimension and the Plane of Common Trading Cards) Enter Esrever Noisnemid (this propels the whole scene into an alternate version where all Aspects are inverted) Shoes of the Eternal Path (can move about magically, walk in the air and kick in the shins; they are quite temperamental - especially the left one) Force harpoon (formed out of magical energy, it can stick to things and is attached to a stout magical rope)
  11. (Took hints from the city description. I've only played FATE once so I'll need all advice you can give on adjusting the writeup, as well as making it fit. For example, the importance of being subtle or not) Diana was born in Costa Rica and emigrated to the US for murky reasons best left for later reveal. As she was infiltrating a steel plant to reveal the release of harmful chemical it was trying to hide, she stumbled into a vat of molten steel. As per the law of supers, this imbued her with stupendous powers of turning into a steel-skinned, molten-metal throwing and black-smoke-belching form. Because she is consequently very slow, stiff, and cumbersome, the only way she can solve issues in this form is through her indomitability. Unfortunately, this also causes destruction of the environment, which is a great distress to her. High concept: Woman of semi-molten steel Trouble: Her powers cause distressing environmental damage Extra Aspect: Fumbling eco-terrorist sabotager Contacts and team relationships: TBD Careful +3 Clever +2 Flashy +1 Forceful +2 Quick +0 Sneaky +1 Power stunts Super-toughness 2 and Energy absorption (from molten metal body) Reaction Damage: Spew molten metal and black, choking smoke (unvoluntary, when struck) Wall-crawling (can flatten to a few inches thick and stick to large surfaces; somewhat like the T-1000, but much bulkier and obvious) Skills Soothe dangerous animals long enough to set them free and create much collateral damage Fervent speeches can incite mob into unreasonable and perilous endeavours
  12. High Concept: Frazzled Pet Wrangler & Her Rambunctious Hound Trouble: Everybody Wants My Dog Aspect: Double Trouble 🕊️ 🐶 Aspect: Hardier than She Looks Aspect: Two-Time County Champion Whistler Approaches Careful +0 (Mediocre) Clever +2 (Fair) Flashy +1 (Average) Forceful +3 (Good) Quick +2 (Fair) Sneaky +1 (Average) Violet's short, standing only around 5'1", and she's got a head of messy curls cut short by the shoulders. As the heroine Purple Dove, she wears bright purple and white domino mask and heavy cloak a bodysuit, stowed in her bag for quick changing, because you never know when Civic City needs a hero! Sometimes she goes without the suit, but covering that up's what the cloak's there for. Blueberry's a bloodhound, standing around 90lbs and 2 feet tall by the shoulders, with long, droopy ears and short tan fur covering his whole body. Blue wears a harness around his chest with a small handle for grasping, and frequently has an elasti-weave leash attached (it's state of the art in pet-tech!). While doing hero business, Violet drapes a little cloth mask over his muzzle to hide his identity, with big round holes for his eyes. Miraculously, it doesn't ever fall off, despite only being fastened in place with a pair of loops behind the ears. Refresh (2/2) Stunts - Unexpected Underdog: You've got the wrong dog in mind! +2 to Clevery Create an Advantage against those underestimating Violet. - XXX - [Floating Stunt, for either a trick Violet knows or another Blue power] - [Floating Stunt] Power Stunts - Super Athletics: +2 when Blue performs feats of athleticism, like running, leaping, swimming, etc. Dove often rides him around when he starts doing crazy maneuvers, mostly to keep from getting dragged by his leash. [Sorta based off super-speed and super agility, figured this is a bit of a doggier way to do it] - Tough Boy: Blue gets Armor 2 against physical damage, reducing the shift of any hit by 2 (so they take less stress or consequences from this). - Super-Sniffer: His already excellent scent of smell's amped to the atomic level, letting Blue track down practically anything (atomic or otherwise)! Drawback The Dog's Got the Powers: Blue's got all the powers, and Dove's got none of them. This makes his powers a little difficult to use, as dogs aren't exactly easy to communicate with and he might get fixated on the wrong thing when hunting down a target, or end up having a misunderstanding. Purple Dove's also much more vulnerable compared to other heroes, Blue's special defenses not doing anything to help if he's not trying to protect her. Her lack of powers can sometimes gets people to assume she can't do anything at all, dismissing her as a leash for her dog than a hero in her own right. Collateral Damage Dropping the Leash: Purple Dove and Blue can split up from another to operate independently, but Blue acts as an NPC under GM control. Why would you do this, it's horribly irresponsible?! Other Notes: These two happen to have identical approaches, for entirely different reasons (dogs often resemble their owners :3), and share a stress track while working together, since they'll often be occupied try to take care of each other's harms. Out on a routine walk, Violet and Blueberry happened upon the site of a villain battle! She tried to keep her dog in check and take a detour, but her grip slipped and his nose got the better of him, and the dog ran out there and ate this gooey nugget thing floating in the muck. Violet couldn't pry it out of his mouth before he swallowed it, and by the time she rushed him to the vet, his stomach aches gave way and made him into something... different. At least, that's what the vet told her, their medical scans can't quite keep up with his weird physiology, so Blue's gotta be some kind of super hound! And he's certainly out of this world, able to bound across buildings or eat like it's no problem! Which makes him a big problem, he's a nightmare to handle and Violet can barely keep up with the dog, constantly pushing herself to manage all the trouble he draws. Whether it's villains trying to nab Blueberry for experiments, a strange scent leading him to the lair of a sinister beast skulking beneath the city, magical cats with a chip on their shoulder, or politicians trying to get this dog to support their mayoral campaigns, Violet has no shortage of shenanigans to navigate. These two are pretty active as heroes, though Purple Dove and the Blue Blunder haven't been on a formalized team lately. They mostly find trouble and solve it on their own, sometimes investigating or simply happening upon it, though they definitely aren't shy to get other heroes involved, as Purple Dove can only handle so much! They've got secret identities, but as you can imagine with the names, they play fast and loose around it, Violet playing them off as nicknames for their hero IDs. People aren't going to recognize them out of costume, but those that investigate the two might certainly figure something out.
  13. WIP for the moment, let's see what I get. Looks like 17/16/14/12/12/11; Thinking Mechanic with either Data Jockey or Starwright archetype.
  14. Background Once upon a time, Professor Jonathan Drake was a mere mercenary inventor; he would launch scheme after scheme to sell his gadgets, always being foiled by junior detectives and talking animals. But one day, he discovered a shocking truth, that his great grandfather was an honest-to-goodness dragon, and had left an immense hoard of wealth and knowledge in the caverns of Pine Valley! Embracing that one-eighth of his heritage, he donned the guise of Dr. Horn, cackling megalomaniac, and declared the nearby Civic City his domain, and its inhabitants his minions, to be defended against all thieves and scoundrels! Wait. Is this guy a hero? Strangely enough, yes! The vast majority of Dr. Horn's schemes involve improving his lair, that is, Civic City, and those that don't, usually heists from other cities to build his hoard, are as easily foiled as ever. The worst the citizenry (or 'minions') have to deal with is a lengthy educational monologue if they ask what he's up to. Dr. Horn is a somewhat stereotypical mad gadgeteer, the kind who gloats, laughs maniacally, and somehow builds a new robot or doomsday device or such every episode; the difference is, he's on the side of the good guys, or is at least a harmless occasionally-helpful villain. His main motivation is to build his wealth and bolster his comfort, but because he considers Civic City 'his', he's naturally inclined to foil any outside thieves or wayward minions. Dr. Horn's weapon of choice is a selection of gadgeteer-standard ray guns; freeze rays, stun rays, hypno rays, and usually a tractor beam. But of course, being an inventor with a habit of 'redecorating' the city, he could have absolutely anything in his back pocket, or reconfigure just about any old mechanical thing (sometimes with explosive results). In addition, the bit of dragon in his genes, aside from triggering the craving for hoards of gold, also lets him occasionally wield a smattering of sorcery, though the Dr. doesn't like to rely on it. High Aspect: Bombastic Mad Inventor Loud, colorful, and prone to stuff blowing up. Yup, that's Dr. Horn alright. If you need a gadget for your latest scheme, or someone to explain the plot in detail complete with maniacal laughter, look no further. Trouble: My Treasure! Also My Territory Part of it's genetic, part of it is just plain greed, but Dr. Horn won't pass up the opportunity to add to his hoard of wealth. And neither snow nor rain nor heat nor gloom of night will keep him from pursuing a thief to the ends of the earth! Aspect: Meddling Kids! My Only Weakness! Before he was Dr. Horn, Jonathan Drake was a chronic scoundrel, ever trying get-rich-quick schemes, always being foiled by plucky kid detectives. Even now, with a hoard and a city to care for, he hasn't entirely kicked the habit of overly-elaborate shenanigans and ruses, nor having kids and their animal sidekicks see through them. Approaches +3 Clever +1 Forceful +2 Careful +0 Quick +2 Flashy +1 Sneaky To-do list: High Aspect: Trouble: Additional Aspects: More? Assign 6 Approaches Assign 3 power stunts and 3 regular stunts?
  15. Profile Alias: Race: Human Class: Operative Archetype: Fixer? Theme: Outlaw Background: Golden Parachute Ability Scores and Skills Content Concept With a bloody hand, Shen lit his last cigarette and took a drag. Blowing a plume of smoke, he looked his executioner square in the eye. "You know...I was kinda hoping it would be you, though I didn't expect it." The Xun assassin's face was concealed behind a featureless mask, but Shen could just imagine the tattooed warrior's implacable expression. He knew it well enough. "I'm the best there is," the latter said. "You should feel honored that they sent me." Shen grinned and took another drag. He saw his reflection in Sinjin's mask. Even illuminated by the neon light of the alley, he could tell he was mess. "I'm not big enough to warrant the best." "They questioned my loyalty for my ties to you, so I volunteered to take you out." "Cut the crap, Sinjin. Why did you really take this mission?" Shen figured this was the League's reason for sending him, but he also knew that Sinjin wasn't so insecure. "I wanted to know why. You could have been one of the best, Shen. You could have risen with me to the top. Instead you decided desert us. You must know that the Golden League does not take kindly to traitors. So why did you even try?" "You know why..." "...Eox?" "Eox." "Hmmm...I'm sorry about Lyria, but that's simply an occupational hazard. I warned you about getting too involved someone in this line of wor-..." "It wasn't just her! It was Xior, Mottt, and Dicer. I still have nightmares about what happened to them...or more accurately...what's still happening to them!" Shen blurted it out and shuddered. "I'm not afraid of dying for the Golden League, but I saw that there are things worse than death that day." His killer said nothing and just stared at him. He took that as permission too keep speaking, "I just want out. If that means dying, then I'm fine with that outcome." "You are fine with dying...yet that didn't stop you from killing Kuai Long." Sinjin gestured to the body of at the side. "Well...I didn't want to go down to a chump like him," Shen took one final drag. For moment he thought that he heard a chuckle from behind the Xun's visor. "Let's get this over with." Sinjin nodded and that was last thing Shen could remember before waking up to the mother of all headaches. He recognized the sound of ship engines through the haze. When he tried to rub his temples, he discovered that he was now clad in a space suit. "Finally awake?" Sinjin's voice echoed in his ear. He groaned at the new wave of pain it sent. "I-ugh...I guess..." he was honestly more surprised he was still alive. As he took in his surroundings, Shen realized that he was in an air lock. "So you're sending me on a Dive. You must really hate me to put me in a space suit for it." The League had no want for ways to kill traitors and enemies, they could get dreadfully creative. The Dive was one tradition that was said to stretch back to before the Gap, and was as simple as it was ancient. Back in the day, it was just pushing the victim off a high cliff. Usually it was in the waters of an ocean where if the fall or rocks didn't kill you, sea monsters or drowning would do the job. In modern times, it meant spacing someone out the air lock of a ship. Relatively speaking, it was merciful to let exposure to the vacuum kill the victim quickly than to strand them in a suit to die slowly. "Actually, I like you, Shen. That's why I've left you a parting gift. Check your right pouch." Shen followed the direction and pulled out a spindle shaped pod the size of his fist. "A Drift beacon?" "It's set to broadcast a emergency distress code for three Absalom Days. I'm dropping you in a sector close to the route of a small-time shipping company. If you're lucky one of their vessels should pass by and pick you up. Consider this a Golden Parachute for your dive." He said nothing, just stared at his "gift" in dumbfounded silence. Shen had never figured Sinjin for the sentimental type, for the latter's talk about not getting too close people, he figured the Xun would just kill him and call it a day. "I uhh...thanks. Were you planning this the whole time?" "Don't get the wrong idea, Shen. If you had begged for your life back in that alley, I would have killed you on the spot. You faced death with resolve, cowards don't do that. My plan was to learn your reason for leaving." "But Kuai Long-..." "Was assigned to make sure I did the job. Thanks for killing him by the way, he was getting on my nerves." "No problem," Shen wryly replied. "What about the rest of the League?" "I'll tell them I spaced you and it will be the true enough to keep me off their psychic's lie-finder radar. Of course, you are gonna have to stay off our radar. If you get made in League space, I'd either have to actually kill you or worse: call in your debt. I'm sure you know what you need to do to stay out of trouble." "Change my name and face." He knew how to cover his tracks, the only reason they caught up to him was because the Xun were that good. "Probably just the name. No one cares what you look like out here." For a full minute, there was silence underscored by the hum of the ship engines. "So what do you plan on doing with your new life." "Dunno, I didn't really think I'd make it this far...I guess my only legal marketable skill is piloting, so I could just try my hand at that." "Maybe you could even be the captain of your own ship..." "Heh...always thinking ambitiously, Sinjin?" "It's how I fly. Go big or go home. We're nearing the drop point. Keep your parachute ready." Shen pocketed the Drift beacon. It would probably burn out by the time he got picked up so he could only sell it for scrap. He'd have to figure some other way to earn credits. He'd have to pick a new name too. "Okay...going to kill you in 3...2...1." The lock hissed and the door to the void opened. Shen raised his arms and let the vacuum pull him out of the Golden League and to a cold new life.
  16. Hm... I'm curious. Gonna see what I can come up with. Okay, so... Array 1: 17, 16, 15, 15, 14, 13. Pretty high spread, wonder what kind of person this'll make for. A Jack of All Trades, maybe? Wait, fudge. Forgot to roll, thought there was only 3 arrays. EDIT: Still sticking with the first one, I think.
  17. Rasha Mashrid Human Tiefling Cleric of Mazludeh 1 Gender/Pronouns Female, She Her Ancestry Human Heritage Tiefling (Pitborn) Class Cleric Doctrine Warpriest Deity Mazludeh Party Role Healer, Striker and Utility STR +3, DEX +0, CON +1, WIS+4, INT+0, CHA+1; AC 17 (Breastplate, 19 w/steel shield raised); HP 17/17 (Shield HP 20/20, BT 10, Hardn. 5) Fort +6, Refl +3, Will +9; Perception +7 (Low-Light Vision) Athletics +6, Crafting +3, Diplomacy +4, Insect Lore +3, Occultism +3, Religion +7, Survival +7; Melee Strike Shield Boss +6 (att. to shield); Damage 1d6+3 Bludgeoning; Melee Strike Fist +6 (agile, finesse, nonlethal); Damage 1d4+3 Bludgeoning; Divine Spellcasting DC 17, Attack +7; Cantrips (1st) Stabilize, Needle Darts, Divine Lance, Guidance, Light; 1st Bless, Magic Weapon; Divine Font (1st) Heal (x2*) Gear Coin 2gp, 5sp; Bulk 3 (Enc. 10, Max 15) Backpack Adventurer's Pack Steel Shield (HP 20/20, Har. 5, BT 10) Shield Boss Breastplate (Worn Armor) Ancestry Feats Pitborn (Hefty Hauler) Special Warpriest, Mazludeh (Healing Font, Favored Weapon (Shield Boss)) *might change in the remaster to 4 slots by default, not 1+CHA Appearence TODO Backstory TODO Personality TODO
  18. Syrell Dreland Human (Versatile) • Brevic Noble • Rogue (Scoundrel) 1 Medium • True Neutral • Humanoid "Give me six lines written by the most honourable person alive, and I shall find enough in them to condemn them to the gallows." -Cardinal Richelieu Abilities • Strength 10 (+0) • Dexterity 12 (+1) • Constitution 10 (+0) • Intelligence 14 (+2) • Wisdom 14 (+2) • Charisma 18 (+4) Boosts • Ancestry: Int, Cha • Background: Wis, Cha • Class: Cha • Free: Dex, Int, Wis, Cha Adventuring & Combat HP 16/16 Perception +7 • Expert +5 • Wis +2 • Item 0 • Senses Speed 25ft. Class DC 17 • Trained +3 • Base 10 • Cha +4 • Item 0 Armor and Shields AC 14 • Trained 3 • Base 10 • Dex +1 • Item 0 Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws • Fortitude +3 • Trained +3 • Con +0 • Item 0 • Reflex +6 • Expert +5 • Dex +1 • Item 0 • Will +7 • Expert +5 • Wis +2 • Item 0 Weapon & Armour Proficiencies • Trained: Simple Weapons, Rapier, Sap, Shortbow, Shortsword, Unarmed Attack, Light Armour, Unarmoured Defense Dagger +6 • Trained 3 • Str 1 • Item 0 • Damage 1d4+1 • Agile, Finesse, Thrown 10ft., Versatile S Throwing Knife +6 • Trained 3 • Str 1 • Item 0 • Damage 1d4+1 • Agile, Finesse, Thrown 20ft. Skills Acrobatics +4 • Trained +3 • Dex +1 • Item 0 Arcana +2 • Untrained 0 • Int +2 • Item 0 Athletics +3 • Trained +3 • Str 0 • Item 0 • Armor -0 Crafting +2 • Untrained 0 • Int +2 • Item 0 Deception +7 • Trained +3 • Cha +4 • Item 0 Diplomacy +7 • Trained +3 • Cha +4 • Item 0 Intimidation +7 • Trained +3 • Cha +4 • Item 0 Lore: Accounting +5 • Trained +3 • Int +2 • Item 0 Lore: Heraldry +5 • Trained +3 • Int +2 • Item 0 Lore: Legal +5 • Trained +3 • Int +2 • Item 0 Lore: Politics +5 • Trained +3 • Int +2 • Item 0 Lore: Underworld +5 • Trained +3 • Int +2 • Item 0 Medicine +2 • Untrained 0 • Wis +2 • Item 0 Nature +2 • Untrained 0 • Wis +2 • Item 0 Occultism +2 • Untrained 0 • Int +2 • Item 0 Performance +4 • Untrained 0 • Cha +4 • Item 0 Religion +2 • Untrained 0 • Wis +2 • Item 0 Society +5 • Trained +3 • Int +2 • Item 0 Stealth +4 • Trained +3 • Dex +1 • Item 0 • Armor -0 Survival +2 • Trained 0 • Wis +2 • Item 0 Thievery +4 • Trained +3 • Dex +1 • Item 0 Languages: Common, Draconic, Hallit, Skald Actions and Powers Racket - ScoundrelHit: +7 Mental When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours. Sneak AttackIf you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels. Feats Ancestry 0 • Natural AmbitionHuman You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Class 1 • Air CushionAir Impulse Kineticist Primal Trigger A creature within 60 feet is falling. Air currents flow upward to slow the target's fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn't reach the ground within 1 minute, but any distance it fell during that minute doesn't count for any damage the creature would take from the fall. You can't use Air Cushion again while you have one in effect. Level (8th) The range is 120 feet, and you can create cushions for up to 5 falling creatures with one reaction. Class 1 • Free 0 • Group IntimidationGeneral Skill Prerequisites trained in Intimidation When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary. Inventory Money: 10 GP Bulk 2/9 • Enc 6 (5 + Str 1) • Max 11 (10 + Str 1) Adventurer's Pack • Bulk 1 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Arms and Armor N/A • Bulk 1 • Notes N/A • Bulk L • Notes N/A • Bulk L • Notes
  19. Still toying with an exact build but I'm thinking a wannabe knight that rescued a maimed wyvern from a circus and is now trying to live up to a heroic ideal. Don't know what the core class is going to be but I'm shooting for something a little outside the standard to be a knight. It is worth noting that I am also running a Kingmaker game but... like it's been out forever at this point.
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