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About Me

Found 25 results

  1. “Divination…divinity. There’s a reason they share a root word. I’ve done the math. A god is just a fourth dimensional (at least) being. Time is the fourth dimension. They don’t experience it the way we do. They can move along it, just like we can move up and down, side to side, forward or backward. We can observe time, but we can’t manipulate it, can’t interact with it. For us, time is a construct, an illusion. Like the illusion of depth in a two dimensional picture. It isn’t really there, just a facsimile, a projection. That’s also why gods don’t age unless they want to. They can choose where along time’s path they want to be. The math does break down in smaller sample sizes, but I’m not sure if that’s a feature or a bug. At smaller scales, cause and effect becomes more pronounced, and variables for free will become destabilizing, making predictive models unreadable from the statistical noise.”
  2. “If you can’t be fearsome, be fearless.” Ozymandias Cotton Harengon Bladesinger Wizard Description The anthropomorphic rabbit stands three feet tall, his dark gray and white fur covering him in what would be called a tuxedo pattern were he a housepet. His lean, muscular frame is reminiscent of a coiled spring, restrained energy waiting for release. He wears loose fitting robes with a fur-lined hood and carries an ornate rapier. His golden eyes exude a warm intelligence and his countenance is typically welcoming and friendly. Personality Ozzy is a happy-go-lucky wizard with a devil-may-care attitude. He is an adrenaline junkie and believes adventure is its own reward. Incredibly clever and inquisitive, he tends to get himself in trouble, especially in social situations. It’s not that he doesn’t have a filter, but that his mind and mouth have a tendency to run faster than the part that insures politeness. Background Content
  3. Human Blacksmith HP 42 / 42 Speed 30ft Init 0 AC 22 Fort 6 Ref 1 Will 6 CMB +8 BAB 3 Warhammer +7 (+3, x3) Power Attack +6 (+5, x3) Str 17 (3) Dex 10 (0) Con 16 (3) Wis 16 (3) Int 12 (1) Cha 7 (-2)
  4. "If it flies, I can pilot it. If it falls, I shot it down!" Profile Content
  5. Just going to roll the dice and see if anything interesting happens. Oh, a really good spread, let me think about this.
  6. Airc Nightbell Dwarf Herald 1 Age: 65 Height: 5’4” Weight: 265 lb Size: Medium Culture: Mountain Dwarf Background: Outlander VITALS HIT POINTS 13 HIT DICE 1 (1d10) ARMOR CLASS SPEED 25 MANEUVER DC PERCEPTION (passive) IMMUNITIES None INSIGHT (Passive) RESISTANCES Fire, Poison VULNERABLE None SKILLS & SAVES STRENGTH 14 (+2) Athletics +4 Strength Save +2 DEXTERITY 8 (-1) Acrobatics -1, Sleight of Hand -1, Stealth -1 Dexterity Save -1 CONSTITUTION 15 (+2) Constitution Save +2 INTELLIGENCE 7 (-2) Arcana -2, Engineering +0, History +0, Investigation -2, Nature -2, Religion +0 Intelligence Save -2 WISDOM 14 (+2) Animal Handling +2, Culture +2, Insight (Int) +2, Medicine +2, Perception +2, Survival +4 Wisdom Save +4 CHARISMA 14 (+2) Deception (Int) +2, Intimidation (Int) +2, Performance +2, Persuasion (Int) +2 Charisma Save +4 Bold denotes Proficiency (Red denotes expertise) PROFICIENCIES & LANGUAGES Armor: light, medium, heavy, shields Weapons: battle axe, hand axe, light hammer, warhammer; simple, martial Tools: Herbalism Kit, Brewer’s Supplies Senses: Darkvision (60 ft) Languages Common, Dwarven, Elven, Gnome CLASS AND ARCHTYPE: Herald - Green Knight Divine Sense Choose one of the following sets of creatures: celestial and fiends, fey and elementals, or aberrations and undead. You can sense when a creature of one of your chosen types is within 30 feet of you, but you can’t determine their number, type, or location. As a bonus action, you can focus your senses to learn the location, number, and type of any creatures of your chosen type within 30 feet of you. When you do so, creatures of that type that are within range make a Wisdom saving throw against your spell save DC, with advantage if the creature’s CR is higher than your herald level. On a failed save, you also learn the creature’s identity. You also detect any locations within 30 feet that have been consecrated or desecrated with the hallow spell or another effect. You can activate this feature a number of times equal to your charisma modifier (minimum one time), and you regain spent uses when you finish a long rest. Upon finishing a long rest, you may also swap your chosen set of creature types for another. Lay on Hands You have a pool of power equal to you herald level x5 that replenishes when you finish a long rest. As an action, you can touch a creature and spend from this pool of power to restore hit points equal to the number of points you chose to expend. This healing can’t bring a creature above their hit point maximum. Alternatively, you can spend 5 points to touch a creature and cure one disease or neutralize one poison currently affecting the creature. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands if you can expend sufficient points. This feature has no effect on undead or constructs. Spellcasting You have learned to use divine magic. Cantrips You learn 2 herald cantrips of your choice at first level and additional herald cantrips at higher levels as shown in the Cantrips Known column of the Herald Spells table. Preparing and Casting Spells To prepare herald spells to make them available to cast, choose a number of spells equal to your Charisma modifier plus half your Herald level (minimum of one spell) from the herald spell list. You cannot prepare a spell of a higher level than your highest level spell slot. To cast a herald spell, you must expend a spell slot of the spell’s level or higher. The Herald Spells table shows how many spell slots you have to cast your herald spells. You regain all expended spell slots when you finish a long rest. Casting a spell does not remove it from your list of prepared spells. You can change the spells you have prepared by spending at least one minute per spell level reflecting in meditation. Spellcasting Ability Charisma is your spellcasting ability for your herald spells. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier to set the attack bonus and saving throw DC of your herald spells, as follows. Spell save DC = 8 + your proficiency bonus + your charisma modifier Spell attack modifier = your proficiency bonus + your charisma modifier Spellcasting Focus When casting a herald spell, you can use a holy symbol as your spellcasting focus. www.levelup5e.com OTHER ABILITIES, FEATURES & FEATS Creator’s Blessing You gain proficiency with one set of artisan’s tools (either brewer’s supplies or mason’s tools) or smith’s tools. During a long rest, you can use these tools for crafting instead of sleeping and still receive the benefits of a long rest. Brewer’s supplies Tough You character level is added to your maximum hit point total. Dwarven Toughness As a bonus action, you gain a number of temporary hit points equal to 1d10 plus your level. These temporary hit points last for one minute. You can’t use this trait again until after you finish a long rest. You gain an expertise die on saving throws against poison, and you have resistance against poison damage. BACKGROUND: Outlander - At this point, even Airc himself would be hard pressed to tell you where he was from, originally. If asked, the closest you’d get to an answer would be, “All over the place.” He was not raised by wolves, or bears, but by a Druid, which on some days is pretty much the same thing. The Druid that raised him was a gnome named Cirronimbus Heartsblood Nightbell, and he spent much of his time either in the form of a stag or a brown bear, depending on the weather. Nim was a doting, caring father to the Dwarven orphan, though his priorities tended more towards surviving than thriving. Airc grew up surrounded by nature and its bounty, and learned to respect the denizens of the wild. But his Dwarven blood called to him as he grew, and he eschewed the Druidic tenets for armor and arms, while still remembering what his father had taught him. Ability Score Increases +1 Constitution and +1 to any other ability score. Proficiencies Skill Proficiencies: Survival, and either Athletics or Intimidation Tool Proficiencies: Herbalism Kit Languages: 1 of your choice ( Feature: Trader If you’re in or near the wilderness and have a trading relationship with a tribe, settlement, or other nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your hunting and gathering. Connection Wrin Sivinxi An oddities broker who purchases trophies and alchemical herbs from Airc, occasionally requesting specific items. Memento A stone from a holy Druidic shrine. The stone, marked with a Druidic rune, was given to Airc by his foster-father to give him luck and to remind him of who he is and where he came from. Excellence SOURCE OF INSPIRATION Failure: You gain Inspiration whenever the Narrator calls for you to make an ability check, attack roll, or saving throw, and the final result of the d20 roll is a natural 1. FULLFILLMENT FEATURE A Technique Perfected: Choose an Ability Score, combat tradition, or school of magic. Ability Score: When you make an ability check using the chosen ability score, and can add your proficiency bonus, you gain an expertise die on the roll. Combat Tradition: Attacks you make using combat maneuvers from this tradition gain a +2 bonus to attack and damage. School of Magic: When you cast a spell from this school of magic, your spell save DC is treated as 2 higher and you gain a +2 bonus on any spell attack roll it requires. INSPIRATION FEATURE Practiced Edge: After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your Inspiration to add a +5 to that roll. EQUIPMENT - Maximum Supply: 8 Maximum Bulk: 1 WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS FEATS & FEATURES EXPLORATION SOCIAL APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS
  7. WIP (Dhampyr [Human or Half-elf lineage, Shou Ancestry for the human part in either event], Warlock [Hexblade] 5, Wildspacer Background) So, taking a bit of a deep dive into Forgotten Realms/Spelljammer lore for this idea I have here... The Shou Empire of Kara-Tur (aka, Th "Far East" of Toril), did actually once commision a grand fleet of massive Spelljammers and sent them into the Astral Sea on missions of exploration and diplomacy (basically, a space fantasy version of Admiral Zheng He's "Treasure Fleets" from Ancient China). Wu's father was the captain of one such vessel, and travelled deep into space, driven by wanderlust and the drive to explore...even to the point of damning his whole crew by pushing his ship past it's logistical limit and they became lost in space after their Spelljammer Pilot fell...they all died as a result, but that lust for adventure and exploration could not be quelled even in death...and they arose in void as Vampyrates. Eventually, they encountered a survivor of a Scro attack, a wandering scholar/mage (human or half-elf), who was brought on board first as a potential meal of "emotional energy" that the Vampyrates craved, but after knowledge of her magical ability became known, she instead was roped into serving as the crew's new spelljammer pilot. During her service to the undead crew, she got to the know the Captain quite well and their shared love of discovery soon turned into a mutual love between them directly. The result of this was Dae Wu-Feng, born half-dead and raised almost communally, by her parents and the extended family of the treasure ship's vampyrate crew. Eventually, her mother left the ship to return to wandering amongst the living, leaving the young Wu behind...(by this point, Wu's mother had managed to impart enough arcane training on to other members of the crew, enough to at least pick up some levels of wizard or bard and attune to the Helm). Without an actual fully living member on their ship, the crew turned to exploring more inhospitable areas, eventually exploring an area of space that co-terminous with the Shadowfell. While there, Wu encountered a mysterious entity (perhaps a fragment of the Raven Queen) and having inherited both her parents' bad habits for recklessly pursuing the unknown, used what arcane lessons she remembered from her mother and formed a Pact with the Entity, which put a fragment of its esscence into Wu that she could channel through her martial arts and weaponry, becoming a Hexblade witch. Her father was apprehensive when learned of this development, unsure of the entity's true nature or intentions, and it slowly would cause a rift between the two...though, always in need of backup Spelljamming Pilots, his apprehension didn't stop him from allowing Wu to gain some experience at the helm. Eventually, Wu's lust for knowledge overshot her father's, and she left the Treasure Ship and it's crew when it pulled into port. At time she was curious about her own lineage and origins, and made her own way by bargaining her spellcasting, spelljamming and blade skills to other ships and crews, attempting to make it to Realmspace and Toril, the homeplanet of her father. Things went okay at first, but this was the first time Wu had been around so many living people for an extended period of time and it awoke her Vampyrate hunger...causing a few close calls with being discovered biting or emotionally draining dry a fellow traveller/crewmate before she managed to get it under control. Another concern was the Shadowfell Entity itself, which would occassionally would cause "weirdness" around whatever ship she was on, especially if she was currently serving as pilot and attuned to the Ship via the Spelljamming helm...moving shadows, sudden drops in temperature, indistinct whispers from nowhere, feelings of dread and anxiety or feeling tired and just emotionally drained (this also happened because Wu was passively psychic-feeding off of the heightened emotions of her crewmates, typically without their knowledge). Eventually though, Wu would make her way to Toril finally and after making planetfall and jumping ship on the Sword Coast region of the continent of Faerun, she began to adventure around and take in as much knowledge and culture as she could. That was a half-century ago, and her thirst for arcane knowledge has yet to be sated...though the influence of the entity on her half-dead soul has started to take it's toll and make it's mark known, as the genres of lore she's begun seeking out have been of the darker and more forbidden varieties. Electrum Piece for your thoughts?
  8. Step 1: Write at least 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves them but that they are not actually aware of yet. Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. Step 5: Describe at least three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
  9. The Velarien Sea Region, Culture, & Standing Region: Write a short paragraph describing the general area of the empire that your realm resides in (core, east, west, south, north), what kind of terrain and resources it has. Culture: Write a short paragraph describing the cultural makeup of your realm - what the people are like, what their values, strengths, and weaknesses are. Standing: Write a short paragraph describing the relationship of your realm to other realms and nations - its reputation and how it is viewed by others. Likely, a positive in one way might be a negative in another way. Stats Realm First, determine your stats for your realm as a whole. You have 25 points to assign. Each stat starts at level 1. Each additional level of a stat costs points equal to its number, and levels must be gained in order (so from level 1 to level 2 costs 2 points, and 2 to 3 costs 3 points). There is no max; however, wildly imbalanced stats might lead to power struggles. Martial: 2 (2 Points) Commercial: 4 (9 Points) Agricultural: 2 (2 Points) Industrial: 3 (5 Points) Artistic: 3 (5 Points) Leftover Points: 2 Settlements Name a capital city, a minor city, and a town. Give each a short description. Assign stat points to each settlement until all your stat points have been assigned. While there are no hard rules, assign them as follows: capital city > minor city > town, so that town has the lowest amount of points. Settlements do not need to have all stats; only list stats that have been assigned to a settlement. Example: Total Realm Stats: Martial: 4 (9 points), Commercial: 1, Agricultural 2 (2 points), Industrial: 4 (9 points), Artistic: 3 (5 points) Capital: Martial: 1, Industrial: 4, Artistic: 2 Minor City: Martial: 2, Commerical:1, Artistic: 1 Town: Martial: 1, Agricultural: 2 Connections For now, only write connections with NPC factions. Connections to other players will happen after players are selected. Allies Create at least one ally faction - either within the empire or outside of it. Enemies Create at least one enemy faction - either within the empire or outside of it. Ruler Details Give your ruler a name, a normal human age, a length of rulership, and describe the size of their family. Stats You have 15 points to assign. Each level of a stat costs points equal to its number, and levels must be gained in order (so from level 1 to level 2 costs 2 points, and 2 to 3 costs 3 points). Martial: 2 (2 Points) Administrative: 4 (9 Points) Diplomatic: 2 (2 Points) Leftover Points: 2 Personality List a few qualities and how they impact your character’s rule. Connections Allies Create at least one personal ally within your realm, and at least one outside of it. Enemies Create at least one personal enemy within your realm, and at least one outside of it. Heir Describe your heir's strengths, weakness, and relationship with your character.
  10. To apply, please create your own character thread in the Applications folder. Please title it “Name LastName (if there is one) - Planned Lineage Background Subclass Class”. E. g.: “John Pullnerson - Half Orc Urchin Circle of the Moon Druid” or “Sir Benedict Fortstrider - Variant Human Noble Battlemaster Fighter”, etc.. Do not hide any text. CHARACTERS have secrets. PLAYERS do not. Name. Nyx Character Concept. Pitch your character in one sentence. Lineage, Background, Planned-Subclass Class. Tabaxi Outlander Barbarian, eventually Wild Magic Description. Provide a written sketch of your character. What do they look like? Feel like? Act like? Seem like? More is not necessarily more, nor is brevity best. Definitely include skin, hair, and eye color; any distinguishing features (scars, signature clothing pieces) and mannerisms; typical costume. How do they come across? How is their demeanor? Their bearing? If I walked in and saw them from across the room, what would my impression of them be? Would they look gregarious and friendly? Inviting? Or would they look suspect? Scary? Aloof or stand-offish? Bored? Unamused? What sorts of facial expressions do they typically effect? Resting b***h face? An easy smile? Serene calm? If I saw them talking to someone else, would they be standing right up in their grill, leaning into them? Or would they be leaning back? Trying to escape the conversation? Just relaxing? Your Character’s Plothook. You will be traveling to Nightstone from Daggerford one or more of the following reasons: You have heard rumors of goblins terrorizing the settlement. The High Steward of Nightstone, Lady Velrosa Nandar, is a Waterdhavian noble. She is reportedly offering a reward to anyone willing and able to deal with the goblin threat. Nightstone is a popular retreat for wealthy nobles who wish to hunt in the Ardeep Forest. Adventurers can earn good money by offering their services as guards on a hunt. The residents of Nightstone have a longstanding and seemingly irreconcilable conflict with their northern neighbors, the elves of the Ardeep Forest. Lady Velrosa Nandar has been searching for skilled mediators to help resolve the dispute. The Nightstone Inn is renowned for its food and cozy guest rooms. The dwarf innkeeper, Morak Ur’gray, has a fondness for adventurers and a nose for lucrative adventuring opportunities. Any other reason you can come up with. Past is Prologue. What’s your character’s backstory? Who are their family? Their friends? Their enemies? Why did they start adventuring? How did they reach level one? 1–4 paragraphs should suffice. Again, more is not necessarily more, nor is brevity best. Include at least two of the following in your application: Loyalties. You are either being courted by or are a recent initiate of a faction: the Emerald Enclave, the Harpers, the Lords’ Alliance, or the Order of the Gauntlet. The Zhentarim are not available. Why did you join, or want to join that Faction? Who acted as your mentor? Is Might Right? What is your character’s personal philosophy on power and authority? From where does this derive? How is it wielded best and worst? Is might right, and if not, what is? Deity. In the Forgotten Realms, the gods are very real and interact with the world in tangible ways. They live and die and are real beings. Almost everyone worships at least one god, most worship multiple gods or whole pantheons. Atheism is very rare, and in fact, in the Forgotten Realms, might even be a sign of insanity (to put it politely), and often has divine consequences. Yet others are spiritual without worshiping a god. What are your character’s beliefs, and how do they guide your character? Music. Tell me what your character sounds like, musically. You can give me a specific composer, band, style of music, or motifs, but music plays a large part in the games I run. No one’s judging your taste in music here, and I’d be more than happy to help you if you want suggestions. Please provide up to three links to Youtube videos showcasing the music you’ve chosen. If you only mention a genre (“Classic Rock!” or “Rap”), that’s fine, too. You can be as general or specific as you like (“Jimi Hendrix’s Woodstock performance of the Star Spangled Banner”). I’m a composer and I know a bit of music theory, so you can even speak in those terms, too! (“She’s the character equivalent of a tritone.” or “He’s the living embodiment of the Andalusian cadence played in a tresillo rhythm.”) Any Other Images. (Other than your Character) Tattoos; images of animal companions or familiars; clothing items; whatever you like, and however many you feel the need to post. Weapon (Glaive)
  11. BASE INFORMATION Name: Firea Ancestry and Heritage: Kitsune (Empty Sky Heritage) Background: Sponsored By Stranger Class: Summoner Elemental Deity: Daikitsu Alignment: Chaotic Good DESCRIPTION Firea is an attractive red-headed human woman when in her tailless form. Lithe and semi-athletic in her build as well as carefree in her personality. When in her true form though she is an attractive red furred kitsune with her tail and ears ending in white tufts of fur. Physically she is still lithe and very attractive, with a still semi-athletic build. PERSONALITY Firea is a carefree young woman that has a fiery temper. When angered those that set her off would do well to watch out less they wish to meet the flames of retribution. She is also protective of those she calls friends and companions. BACKGROUND Firea (Fee-rea) is a Kitsune who thinks she is the only of her kind, having not met any other like her. She stays primarily in her human form as she wanders in the woodlands, but to those that have discovered her presence and true nature and dubbed her Firea the Firefox. She is a fiery redhead. Like a controlled flame can be quick to temper, but if appeased she can be just as quick to calm to. If left uncontrolled though, she is likely to torch the room. She is passionate, and protective of those few she calls friends. Still, she can be an intimidating force to deal with. Her most treasured item is a flute made of glass that a friend had given her. Tired of her solitary life, Firea has started to wander closer and closer to villages and settlements. Helping the inhabitants of said places in return for knowledge, among other things. Still at times her fiery personality gets her in trouble and she is forced to move on, or decides to move on on her own. To that end she has decided to take on a life of adventure to explore the world. Eventually during her travels a stranger came to her and offered her a change. A change of life that someone like her would find, intriguing. To attend a magical university to learn more about her abilities and possibly more about herself. After much thought, the young kitsune accepted. OTHER INFORMATION It is well known that Firea can summon a powerful and large flaming fox to fight at her side named Auriflamma, which she says translates to Golden Flame. It's said she can also summon animal's, fey, and other elementals to fight for her. Rumor is that she may well be the living vessel for the spirit of an Elemental Lord. These rumors have not been confirmed to date.
  12. Status: Under construction. Basics Name: Theodore Kascillian Gender: Male Race: Human (Andoran) Class(es): Fighter // Warlock Alignment: Chaotic Good Role: Striker, Skirmisher, Tank, Ranged Damage Office: Master at Arms Appearance TBD Personality Theodore Kascillian is an intense individual. Prone to terse comments following or leading up to emotional outbursts. Statblock Male CG Human (Andoran) Fighter // Warlock, Level 9, Init 9, HP 155/155, DR 2/Cold Iron, Speed 45 + Swim/Fly (Perfect) AC 33, Touch 33, Flat-footed 25, Fort 15, Ref 13, Will 18, Base Attack Bonus 11/11/11 Eldritch Blast +18 (5d6+2+2d6, x2) Unarmed Strike +18/+18/+18 (1d8+4, x2) +1 Cutlass +19/+19/+19 (1d6+5, 19-20/x2) Shield bonus applies to Touch +1 Mithral Buckler (+8 Dex, +1 Deflect, +14 Misc) Abilities Str 14, Dex 20, Con 18, Int 15, Wis 10, Cha 18 Condition Swimming the Styx Fell Flight Beguiling Influence Leaps and Bounds See the Unseen Call of the Beast All Seeing Eyes Background Born into the Kascillian
  13. Name: Race: Grimalkin Birth Region: Neuvan Type: Magical Beast Subtype: Shapechanger Size: Large Gender: Male Age: 22 Alignment: Chaotic Good Gestalt 1: Warlock 6, Warshaper 3 Gestalt 2: 9 HD Office: Ship Steward Role: Scout, Ranged/Melee Support Personality The years aboard ship, he has in all aspects a cat-like mentality as the Captain's cat. Mëoita IS a cat, a magical beast one at that. Playful and curious, he tends to be nosey when someone is doing something and it's his duty to find out what it is. The crew members have grown on him, and he enjoys playful gestures. Unfortunately for the crew, the things Mëoita likes aren't always what crew members like. He has a strong sense of guardianship over the ship and the crew, the few times there had been mishaps, the cat has helped aid the crew members from trouble, or they find the right tools, or the something lost is now found. Albeit, he's often the one who runs off with it. Still, Mëoita is quick to bond with people who show good character on board the ship. Prequel Mëoita is a devoted pet belonging to Captain Melara Zentaru. Having been raised since he was a kitten, Mëoita loves his master with his full devotion. Mëoita was only 6 months old and the runt of the litter. The beast keeper who raised exotic animals kept various species in small cages and pens. Thus they rarely paid much attention to the runt of a litter, as they were more for survival of the fittest and entertained various forms of animal fighting. Still, Mëoita had some value, even though his siblings constantly forced him to endure his polymorph ability to toy with him in a cat and mouse kind of play, he never dared think of escaping. Batted around like some toy, even his own mother took little interest in his well being. For a sentient magical beast, this would be disheartening to Captain Melara. The Captain was passing through Cape Nensa at the time, as she was investigating a potential threat that was hiding in Iverinan waters. Her stop was only to pick up a few supplies before departing dock. As she was passing through the market, she initially spotted unique exotic animals being sold and traded. Some were well kept, while others were skinny and stuck in cages much smaller than could offer proper confort. It wasn't until Captain Melara had finished restocking supplies, that on her way back through the exotic animals, she noticed the runt in particular. At first she had little interest in adopting an animal, although a member her family once had a Tressym, perhaps that gave pause, as suddenly Mëoita shifted from a mouse back into his kitten form and not only that, he said "ouwwch". Turning to the vendor, she spoke at length at the value of the beasts, and bartered him down to claim the runt. She was very persuasive, with her hand on her hilt. The vendor quickly agreed, it wasn't much of a loss, as if he didn't sell the runt, it could be killed by his siblings. Thus began Mëoita's life aboard the Swift Vengeance. Life on the Swift Vengeance Captain Melara at first was a little indifferent with Mëoita, her good deed didn't go unpunished though. As a kitten, he often stayed in her quarters and if left unattended, she would return to a pile of shredded pages torn out of her books, as well as shredded curtains and claw marks on her favorite chair. Mëoita earned her ire early on, almost being strangled on more than one occasion. Captain Melara thinks back and laughs and lets out a sigh as she often reflects back at her poor choices. Mëoita had matured, and she taught the kitten to speak elven, among a few other languages. Mëoita seemed to have a nack for eldritch magic, she often wondered if the kitten made a pact with some demon, and hoped his terrible "twos" would pass quickly. One thing Captain Melara was adamant about was Mëoita must keep his identity as a magical beast secret, even among her crew. Even though she trusted some of them, there will always be new recruits and old ones who are here for the money, and that was the only loyalty they had. Mëoita understood and kept this secret for his master. As he grew out of that phase, she began allowing him liberties around the ship. It was his job to be the mouser and ensure that none of the food stores and supplies were ransacked by rodents and other things that might damage their supplies. Mëoita had spent much of his time below decks, his natural darkvision aided in being observant in total darkness, he as well began to learn invocations that aided in being capable of noticing the most minute things. He often had his fun pouncing from the ceiling upon a hapless crew member who would stow away below decks, either to elude work, or tap into the spirits that are kept in the barrels. Most often that not, the crew member would let out a scream, spoiling his plans at shirking his duties. Mëoita has made it his job to ensure the crew were doing their part. Above deck, when crew were scrubbing the galley, he would find spots that needed attention, then purposefully spill the water bucket on the spot in question. He would get the random curse for doing so, but in Mëoita's mind, he did his due diligence. Some of the crew became suspicious of his activities, but because he was the Captain's cat, they dared not complain. The Twisted Sails It was about five years ago to this day, the Captain had the need to recruit more crew, as a recent skirmish with another ship, The Twisted Sails, operated by the Captain Louie Zoza. It was one of the very few warships that still operated for the Iverinan's merchant fleet. They were known as the one of the flagships that maintain peace among the merchant fleet, settling disputes and often known for demanding tax upon ships that were not from the Iverinan Kingdom. It just so happened the Swift Vengeance and the Twisted Sails would meet on the border of the kingdom's waters. The Iverianan ship had began to harass Andaron merchant ships and extorting them of all their goods and press ganged sailors as labor upon the Twisted Sails. This sent a red flag to Captain Melara, as she felt it broke the Laws of War. Yet, the Twisted Sails managed to cover it up, claiming the sailors joined willingly. Captain Melara had requested the captain of an Andoan merchant ship, The Solid Deal, and sent aboard a few of her crew to work as crew members and see first hand, if the Twisted Sail was indeed of these war crimes. Keeping a safe distance from the merchant ship, they used messages to keep communication between the two. It took several months, but finally, the trap was sprung, and they had the proof that was needed. The Swift Vengeance moved in under the fog of night, all lights were out and only the crew who were able to work without light managed the ship and silently came within a few meters before being detected. The battle was fairly quick, as the Twisted Sails never expected a warship to enter the Iverinan waters. Cannon fire went off before the crew of the Twisted Sails could respond, and from below decks, members of the Swift Vengeance that were planted among the merchant crew managed to set ablaze the black powder. The ship was crippled and Captain Zoza died that night, refusing to relinquish control. The others who surrendered were taken as prisoners of war, and with minor repairs the Twisted Sail was delivered to the main Andaron fleet. Captain Melara was awarded with additional funds for her work, and made many upgrades to the ship. The crew who had played a hand at disabling the Twisted Sails from within were granted an additional take in the reward. Although there were few casualties, the loss was enough that Captain Melara would need to recruit. The Assassination Attempt Iserin, the current ruler of Iverina heard the news and was upset at the kingdom's losses, but because the Swift Vengeance had proof that Captain Zoza of the Twisted Sails had been extorting non Iverinan ships, he could not publicly retaliate. It was a major smear to his fleet and the kingdom's reputation. One of his advisors, a former admiral of a the now decommissioned Unbreakable, became too costly to maintain and Captain Thane retired. He had wealth and began his own merchant convoy, although it ran only six ships, they were well known, and he had used the Twisted Sails to ensure he had the best routes and highest success rates in shipping goods. With a few words from Thane, he was able to locate and persuade loyal former crew mates to venture into Andaron and gain the employ aboard the Swift Vengeance. He made sure that these men were well versed in the Andaroni tongue, and could pass as natives. They took the job and indeed managed to earn work on the Swift Vengeance. During the application process, the seasoned applicants made easy their value aboard the ship. Keeping their secrets, they worked hard and did their jobs dutifully. They had spent about six months aboard ship, before they would attempt their plan. Managing to slip a powerful drug into the spirits that night, most of the crew were sleeping soundly, even the ones who should have been keeping post. Even the watch, in the crows nest feel victim, by an offering of a full wine skin. If it wasn't for Mëoita, the ever observant kitten, Captain Melara would have been caught by surprise. That night, Mëoita informed her that the plan has taken effect. Garth, who drank only water that night, lay ready with Fandarel to surround the three recruits. Those two knew the true nature of Mëoita, so they fully trusted his words when he warned the Captain the impending assassination attempt. As the three broke into the Captain's cabin, only a soft click, as they disarmed the lock. Captain Melara lay quietly in her bed feigning, while Mëoita was curled up at center of the carpeted floor. They moved in swiftly without making a noise, only then, when they closed the door behind them, Mëoita gave them the surprise of a lifetime. Mëoita suddenly sprung into action, he had already entered practice becoming a warshaper, the sudden shift from a tiny kitten to a full sized black panther was the first thing to give away his nature, but then the claws and bite were even more fierce, Mëoita mauled one of them in an instant, leaving the other two in a panic. That is when Captain Melara also sprung into action and gutted the second spy. Both Fandarel and Garth followed through, seeing that the situation was already under control. Leaving the remaining spy alive, they were able to reveal the former Admiral Zoza's plot. Another blow was made against the Iverinan kingdom, and the spy was now a prisoner of war. They publicly paraded the spy among the crew, and turned him over to the Andaron fleet. It was then Mëoita felt a sense of pride and his desire to become something more among the crew was only strengthened by his part in protecting his captain.
  14. Basics Name: (AKA Moux The Shapeless) Gender: Male Race: HumanChangeling. Classes: Rogue 4/Warshaper 3/Barbarian 2 | Ranger 7/Master of Many Forms 2 Alignment: Chaotic Good Role: Skirmisher, Striker, Tank, Skill Monkey (Secondary) Officer Position: Boatswain / Shipwright Personality Moux Moux struggles to maintain their own identity while spending so much time in their various personae. Their personae tend to be outgoing and charismatic, as those traits are invaluable for someone as secretive as Moux, but their interests and quirks independent of any identity they are assuming have mostly withered on the vine. However, this does not extend to his one indulgence: theatre. Not as a performer, mind, since that was what he did for each and every day, but as an enthusiast who could truly appreciate the craft... and a critic who wore the title of "pretentious snob" with the kind of pride only a pretentious snob could achieve. Chameleon Mercer is a social butterfly, seemingly getting along with almost everyone. It's his main strength as a boatswain, being able to keep crew morale up and passionately advocate for the crew's interests. Appearance Moux's appearance is as transient as sea-foam.
  15. James Pond, Mutant Otter Superspy Coordination 5D+2 Endurance 5D+1 Reflexes 5D+2 Strength 4D+1 Intellect 4D Knowledge 2D Magic 0D Mechanical 2D Perception 5D+2 Confidence 5D+2 Psionic 0D Technical 4D+2 Willpower 4D 40 points Communications (20) · Confidence- · Perception- Cryptography 2D, Electronic Countermeasures 2D, Encryption 2D, Radio: Basic 2D, Radio: Advanced 2D, Radio Scramblers: Basic 2D, Radio Scramblers: Advanced 2D, Signal Codes 2D (MI6? 3D), Surveillance Systems 3D, Telephone Networks 2D Computer (10) · Intellect- Computer Hacking 3D, Computer Networks 2D · Technical- Computer Operations 2D, Cyberjacking 3D Cowboy (8) · Coordination – Roping 2D, Trick Riding 3D · Reflexes- Horsemanship: Cowboy 3D Cultural/Domestic (37) · Confidence- Acting 2D, Dancing 3D, Juggling 2D · Intellect- Art 2D, Chess 3D, Meditation 3D, Gaming 2D, Meditation 2D, Mountaineering 3D · Perception- Cook 2D, Desert Survival 3D, Fishing 2D, General Repair & Maintenance 2D, Spelunking 3D, Sports 2D Electrical (6) · Technical- Avionics 2D, Basic Electronics 2D, Advanced Electronics 2D Engineering (6) · Technical- Weapons Engineer: Basic 3D, Weapons Engineer: Advanced 3D Espionage (81) · Confidence- BS Smooth Talking 3D, Command 3D, Disguise 2D, Intelligence 3D, Interrogation 3D, Interrogation Techniques 3D, Palming 3D, Safe Cracking 3D, Sniper 3D, Urban Warfare 3D · Perception- Concealment 3D, Detect Ambush 3D, Detect Concealment 3D, Escape Artist 3D, Fieldcraft 3D, Hojo-Jutsu 3D, Jungle Survival 3D, Land Navigation 3D, Lip Reading 2D, Microfilm Tech 2D, Pick Locks 3D, Pick Pockets 3D, Stalk/Capture 3D, Tracking 3D, Trap Construction 3D, Trap/Mine Detection 3D, Urban Survival 3D, Wilderness Survival 3D Mechanical (17) · Technical- Aircraft Mechanics: Basic 2D, Automotive Mechanics: Basic 2D, Automotive Mechanics: Advanced 2D, Basic Mechanics 2D, Cybernetic/Bionic Repair 1D, Drive Repair: Chemical 2D, Locksmith 3D, Weapons Engineer 3D Medical (6) · Intellect- Criminal Science & Forensics 3D, First Aid 3D Military (29) · Confidence- Assassination Techniques 3D, Camouflage 3D, Demolitions: Creating 3D, Military Etiquette 2D, Parachuting 3D, Recognize Weapon Quality 3D, Underwater Demolitions 3D, Weapons Specialist 3D · Technical- Demolitions 3D, Demolitions Disposal 3D Physical (39) · Endurance- Forced March 2D, Running 2D, Skiing 3D, Swimming-Basic 3D, Swimming- Deep Sea 2D, Swimming- SCUBA 3D · Reflexes- Athletics 3D, Blind Fighting 2D, Boxing 2D, Climbing 3D, Fencing 2D, Hand to Hand Combat 3D, Prowl 3D, Wrestling 2D · Strength- Hand to Hand Combat 3D (Krav Maga 3D) Pilot Skills (16) · Reflexes- Air to Air Combat 2D, Fighter Combat Basic Training 2D · Technical- Airplane 2D, Helicopter 2D, Jet Aircraft 2D, Automobile 3D, Motorcycle 3D Rogue Skills (32) · Confidence- Bargain/Bribe 3D, Cardsharp 3D, Con 2D, Gambling (Standard) 3D, Gambling (Dirty Tricks) 2D, Seduction 3D, Streetwise 3D, · Perception- Appraisal 2D, Dice Rolling 2D, Hide/Sneak 3D, Locate Secret Compartments 3D, Use & Recognize Poison 3D Spatial (2) · Perception- Jury-Rig 2D Weapon Proficiencies (38) · Reflexes- WP Bow 2D, WP Blunt 2D, WP Improvisation 2D, WP Knife 3D, WP Small Thrown Weapons 2D, WP Staff 2D, WP Sword 2D, WP Automatic Pistols 3D, WP Auto & Semi Auto Rifles 3D, WP Bolt Action Rifle 2D, WP Grenade 2D, WP Grenade Launcher 2D, WP Sub Machinegun 3D, WP Energy Pistol 3D, WP Energy Rifle 2D, WP Sharpshooter 3D Wilderness (13) · Perception- Archery 2D, Hunting 3D, Oceanic Survival 2D, Rope Works 2D, Sense of Direction 3D, Winter Survival 3D Special Abilities · Accelerated Healing 3 · Ambidextrous 2 · Combat Sense 3 · Endurance 1 · Fast Reactions 3 · Hardiness 1 · Iron Will 2 · Quick Study 3 · Sense of Direction 2 · Silence 3 419 of 474 points spent
  16. Chiaki Name: Chiaki (thousand light) Shirakawa (white river) [chee-AH-kee shee-ra-KA-wa] Type: Siberian Tiger (white) Occupation: Nobility, Deposed Tozama Daimyo Environment: Southwestern Nippon (parallel to Earth's Korea Strait) of the Shirakawa (sic) Prefecture Description: Chiaki weighs 160 kg and stands at 180 cm tall. She has white fur with black stripes and her eyes are a deep blue. Her voice has a deeper timbre than other females of her species and she speaks with authority. History: History (WIP) Abridged: Chiaki was born to parents who only had daughters but needed a son, so when Chiaki was born, they gave her an androgynous name and raised her as a boy. She learned the art of combat and warfare. The secret was kept into adulthood as she took over as Daimyo of the family prefecture. While leading her armies on a skirmish against an invading army, she was betrayed and has been in exile ever since. Attributes: Coordination: 3D Endurance: 3D Reflexes: 3D Strength: 3D Intellect: 3D Knowledge: 3D Magic: 3D Mechanical: 3D Perception: 3D Confidence: 3D Psionic Power: 3D Technical: 3D Willpower: 3D Skills: (474 CP) Communications: Computer: Cowboy: Cultural/Domestic: Electrical: Engineering: Espionage: Industrial: Mechanical: Medical: Medieval Civilization Skills: Military: Physical: Pilot Skills: Rogue Skills: Science: Spatial: Technical: Weapon Proficiencies: Wilderness:
  17. Thrynn Stinkweed, Laneshi Warrior, Giant Path Name: Thrynn Stinkweed Race: Laneshi Warrior Class: Ranger, Gloom Stalker Conclave Background/Profession: Soldier Path: Giant Backstory Thrynn, not born with a twin was automatically thrown into the warrior caste of his people and trained in the academies that his forefathers trained in. He learned the art of war and built the foundations of his belief in community, strength in unity and that one must do whatever it takes to protect his home. When old enough, he was sent out on his first battle, a group of sea creatures had entered into Laneshi territory and needed to be dealt with, the fight was quick and easy. Thrynn getting a couple of kills himself and earning the respect of his superiors and his fellow soldiers, as he grew within the military he was recognized for being a good hunter and was placed with a squad to hone his skills. Thrynn and his team were assigned to go down into the deep caverns of their land to search for threats and eliminate them before they could do the same. The problem with that plan, was that the deeper that they went the larger and deadlier the enemy became. The Mystics came together and found something within the bottom of the sea that might aid the Laneshi, a tomb that held ancient magic that came from the land above the water. Thrynn and a large number of soldiers were sent out to find the tomb, discover it's secrets and bring it back to their people. When the searched the tomb, they found markings of large beings standing over smaller beings, it looked like as if they were being worshipped. They studied the markings and with the aid of the mystics magic, they were able to interpret them, but suddenly the tomb was attacked. Something larger than anything they had seen before attacked the tomb itself, a squid, it's large tentacles wrapped around it, crushing it, with Thrynn and the others inside. The mystic, acting out of fear, began to chant the words that were written on the walls, an ancient magic began to glow around the room and just as Thrynn saw the eye of the beast, he was engulfed in that magic. It burst outwards and everything went dark, when he awoke, the squid was gone and he had markings on his body, just like the ones on the walls, so did the few others who were not killed. They went back to their home and reported what they found and what had taken place. The Mystics then told them that they were marked by the power of giants, large beings that lived above the waters, that held powerful, ancient magic that could strengthen the army tenfold. Thrynn and others were then tasked with finding more of these tombs, or the giants themselves and bring back their power so that the Laneshi could eliminate all threats under the seas and become it's true lone ruler.
  18. Basic Information Name: Breg Draelin Age: 32 Race: Human Class: Ranger Subclass: Hunter Background: Outlander (Explorer) Backstory Stat Block This is where stat block goes.
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