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  1. Henry Macintosh John "Doc" Holliday Name: Henry Macintosh Nicknames: Appleseed Age: Mid 40s Gender: Male Occupation: Medical Disability (City) , Part-time Musician Height: 6'ft Build: Slim, aging once athletic build Demeanor: Jaded and a little cynical. There might be a little hope left at the bottom of the bottle. Logos concept: A brief description of your LOGOS, your character's everyday persona and life. Mythos concept: A brief description of your Mythos concept, the legend awakened within your character. Logos Logos A description of your character's mundane persona, including their occupation (if any), demeanor, appearance, and personality. You can develop your concept by speculating about: (1) Why did this Mythos manifest through your character? (2) What is your character's Secret Pain? Mythos Mythos A name and description of the legend awakened within your character. It can be a person, being, item, prophecy, or location from any story, mythology, legend, folklore, fairytale, literary work, urban legend, religious tale, concept, or real-world event. Theme Cards Mythos Theme MOBILITY Mystery:Every Mythos theme has a question, called a Mystery, which defines what your character wishes to discover about their Mythos. _________? Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Fade:When your character's Mystery calls to them, but they ignore it, mark one Fade. If your character continues to ignore their Mythos and marks the third Fade box, you replace the theme with a new Logos theme. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Power tag 1 (your answer) X) Power tag 2 (your answer) X) Power tag 3 (your answer) WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. X) Weakness tag 1 (your answer) Mythos Theme RELIC Mystery:Every Mythos theme has a question, called a Mystery, which defines what your character wishes to discover about their Mythos. _________? Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Fade:When your character's Mystery calls to them, but they ignore it, mark one Fade. If your character continues to ignore their Mythos and marks the third Fade box, you replace the theme with a new Logos theme. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Power tag 1 (your answer) X) Power tag 2 (your answer) X) Power tag 3 (your answer) WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. X) Weakness tag 1 (your answer) Logos Theme DEFINING EVENT Identity:Every Logos theme has a statement, called an Identity, which describes some aspect of your character that they believe about themselves. _________ Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Crack:You mark Crack when your character's Identity demands something of them, but they fail to deliver. If your character continues to ignore their Identity and marks the third Crack box, you replace the theme with a new Mythos theme instead. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Power tag 1 (your answer) X) Power tag 2 (your answer) X) Power tag 3 (your answer) WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. X) Weakness tag 1 (your answer) Logos Theme PERSONALITY Identity:Every Logos theme has a statement, called an Identity, which describes some aspect of your character that they believe about themselves. _________ Creating a theme starts with a concept. Describe that concept, how it relates to your Rift, and what it allows your Rift to do. Attention: {_} {_} {_} Crack:You mark Crack when your character's Identity demands something of them, but they fail to deliver. If your character continues to ignore their Identity and marks the third Crack box, you replace the theme with a new Mythos theme instead. {_} {_} {_} POWER TAGSWhen you take action using one of the Core Moves, each power tag you have (and that is relevant to your action) adds one point of Power to your move. This improves your chances of succeeding and increases the effectiveness of your action. Each theme starts with 3 power tags. You must answer the first power tag question in your Themebook. Then answer two more of your choice. For each theme, you can only have one broad power tag. A broad power tag is one that would be useful in many different situations. Power Tag Questions Answer the first question (A) from your chosen Themebook, and then choose two more questions from the following list to answer. Your answer should be a short description no more than a few words long. Each answer becomes a power tag. A) Power tag 1 (your answer) X) Power tag 2 (your answer) X) Power tag 3 (your answer) WEAKNESS TAGSWeakness Tags depower your moves but earn you Attention. They always describe something limiting (ask yourself: what actions would this weakness tag impede?). Each theme starts with 1 weakness tag. You can answer any weakness tag question in your Themebook. Extra tags! In one theme of your choice, you may add one additional power tag and one additional weakness tag. X) Weakness tag 1 (your answer) Crew Crew A list of your crew members, and the Hurt and Help points you have for each. Name Help Hurt Rift - - Rift - - Rift - - Rift - - Story Tags & Nemeses Story Tags A space for other permanent tags you might acquire during the game. Nemeses A list of the Nemeses you gained by replacing themes. Character Progression Development A track of your overall character growth. When it's full, you reset it and choose a Moment of Evolution. {_} {_} {_} {_} {_} Moments of Evolution to choose from: {_} Choose another broad power tag {_} Gain an extra theme: Ally {_} Gain an extra theme: Base of Operations {_} Gain an extra theme: Ride {_} Get closure from your Nemeses {_} Go through a transformation {_} Leave the City {_} Make one Core Move permanently Dynamite! {_} Make one Core Move permanently Dynamite! {_} Make one Core Move permanently Dynamite! {_} See through the Mist
  2. Veleden Marchand Former Bandit, now Hellknight-trained to Hunt Wicked Things Level: 1 Class: Thaumaturge Archetype: TBDProbably Fighter, but if selected I'll see what the party balance looks like and try to shore up any weaknesses we might have. Background: Local Brigand Deity: Erastil Alignment: Neutral Good Height: 5'9" Weight: xxx Eyes: Green Hair: Dark Red Race: Skilled Human Gender: Female Age: 33 Abilities Ability | Modifier STR: 16 | +3 DEX: 12 | +1 CON: 12 | +1 INT: 10 | +0 WIS: 12 | +1 CHA: 16 | +3 Hit Points: 17 Armor Class: 17 Size: Medium Speed: 25 ft Perception: +6 ◆◆ Fort Save: +6 ◆◆ Ref Save: +4 ◆ Will Save: +6 ◆◆ Abilities Exploit Vulnerability Implement (Weapon) Implement's Interruption Feats Skill Feats Class Feats Ancestry & General Feats Dubious Knowledge Group Coercion Scroll Thaumaturgy Diverse Lore Natural Ambition Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +1 ◆ Arcana: +3 ◆ Athletics: +6 ◆ Crafting: +0 Deception: +3 Diplomacy: +6 ◆ Intimidation: +6 ◆ Lore (Banditry): +3◆ Lore (Esoteric): +6 ◆ Medicine: +1 Nature: +4 ◆ Occultism: +3 ◆ Performance: +3 Religion: +4 ◆ Society: +3 ◆ Stealth: +3 Survival: +4 ◆ Thievery: +3 Attacks MELEE RANGE Bastard Sword, Two-Hand d12 ◆, +6, 1d8+3 S Dagger, Agile, Finesse, Versatile S, ◆, +6, 1d4+3 P Whip, Disarm, Finesse, Reach, Nonlethal,Trip ◆, +6, 1d4+3 S Harpoon, Tethered, Thrown 30ft, ◆ +6, 1d8+3 P Inventory Platinum Gold Silver Copper 0 2 6 9 Weapons & Armor Hide Armor, Bastard Sword, Dagger, Whip, Harpoon Adventuring Gear Worn Stowed Backpack, Dueling Cape, Explorer's Outfit Bedroll, Chalk (x10), Flint & Steel, Rations (2 wks), Rope, Soap, 5 Torches (5), Waterskin, Marked Playing Cards, Mug, Wooden Holy Symbol (Erastil), Pup Tent, Writing Set, Compass, Grappling Hook, Caltrops Current Bulk: 5 Encumbered: 8 Maximum: 13
  3. Apologies if I am doing this wrong, I haven't been on Myth-Weavers in AGES. Basic concept: A Dhamphir or Reborn (probably half-elf [Moon/High] or human origin) hailing from the Mere of Deadmen who travelled the sword coast as a professional duellist, until their vampiric heritage was revealed and they were lynched by a mob in a small Sword Coast town. This resulted in them being approached by a creature on the Shadowfell (Raven Queen, or a servant of Shar or Hoar perhaps?) who offered them a warlock pact in exchange for future deeds. They were brought back to "life" and utilized their new found eldritch powers to wreak vengeful havoc upon their persecutors...this also had the consequence of a bounty placed upon them and several "witch hunters", "inquisitors", and rival duelists seeking to cash in, hunting them. ...so, naturally, a ship at sea and away from the inland Sword Coast, was a very tempting opportunity for some sort of "respite". Mechanically, the idea is a Hexblade Warlock with the Improved Pact Weapon invocation, their pact weapon being a pistol (starlock/wheellock/dragon pistol, etc. Goes by a lot of names on the waters between the Sword Coast and the Isle of Lantan). They'd sign up to serve as a "marine" of sorts, but would be capable of fufilling general ship born tasks. When pressed, they either form a second pistol out of "shadows" Heroic Stats Heroic Stats Work In Progress!
  4. "River" Character Profile Female Investigator (Psychic Detective) / Psychic (Amnesiac) True Neutral Level 7 Init +2 HP 28/28 DR 0, Speed 20' AC 11 Touch 11 Flat-footed 10 CMD XX Fort 1 Ref 7 Will 5 (+2 on saves against Psychic spells and spell-like abilities) CMB +XX BAB +5 Sword Cane+7 (1d6-1, x2) ??? Sap +7 (1d6-1, x2) ??? Masterwork Spider-Silk Bodysuit Armor Bonus +3, Max Dex Bonus +6, Armor Check Penalty 0 3 Armor, 0 Shield, 2 Dex, 0 Natural, 0 Deflect Str 8 Dex 14 Con 8 Int 21 Wis 10 Cha 16 Psychic Spells 0 (*) XX, XX, XX, XX, XX, XX, XX 1st (7/7) Detect Undead, XX, XX, XX, XX, XX 2nd (6/6) AMNESIAC, AMNESIAC, AMNESIAC 3rd (4/4) Calm Spirit, AMNESIAC, AMNESIAC Investigator Spells 0 (*) XX, XX, XX, XX, XX, XX 1st (7/7) Detect Chaos, Detect Evil, Detect Good, Detect Law, Find Traps, XX, XX, XX, XX, XX 2nd (6/6) XX, XX, XX, XX 3rd (4/4) Calm Spirit, Daylight, XX, XX Constant (Resonant Powers) ??? Free Action Class Abilities Inspiration Inspiration Pool: 8 Inspiration Die: 1d6 Free Use: Knowledge, Linguistics, Spellcraft Studied Strike Trigger: Successfully Hitting Studied Combat Target w/ Melee Attack Effect: +2d6 precision damage, expend Studied Combat Immediate Action Class Abilities NONE Swift Action Class Abilities Lingering Spirits: Manifest any of the following spell-like abilities as a swift action: mage hand, ghost sound, grave words, or telekinetic projectile. You can use this ability a number of times per day equal to 3 + your Charisma modifier (6). Move Action Class Abilities Studied Combat: Add 1/2 investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against studied creature. Lasts Int mod (minimum 1) rounds or a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. Standard Action Class Abilities Detect Thoughts: Spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. Condition "Miss? Miss! What in the hell were you thinking, eh? Lucky enough we fished you outta these damned whorls before the Father claimed ye." It was these croaking words, and a half-toothed and leathery fisherman's face that welcomed "River" back from the brink of death. This much, she clearly remembered. The misty isle. Things that Could Not Be, as she was trying to prepare a base of operations for her task. Her task... A clandestine meeting in a ramshackle ale house in the Silver Quarter. Whispered allusions to 'the Lady'. A fat coin-purse, and a few coins offered. A man, broad-shouldered and muscular, his erect bearing more suited to guard's work than skull-duggery. Those thick whiskers at his cheeks, and the clean-shaven face lingered in the mind. This is a man who doesn't know how to keep secrets. Funny. For all she tried to recall why she had gone to the island, who wanted her to go, who wanted her to go... she couldn't. Locked away, blocked and hidden. It felt stolen. Like, every time she tried to recall a name, a snippet of herself, she returned, in her mind, to a home ransacked. Empty, but more importantly, filled with the ghosts of what wasn't there. She knew things. A place, in the shanty town outside Shade's End, that had store-room with a loose wall-panel to hide things before comings and goings. A confectionary in the coin quarter, the proprietor's name rent from her mind, but the sharp taste of salt-caramel and the memory of being the child with a silver to pay for more than her fair share gleaming in her mind's eye. And a gnawing sense... the task. The task. Why had she been approached to unmask the secrets of Narrow Island? Had she locked them away to hold back the madness of Narrow Island? And most importantly... why had she accepted such a foolhardy quest at all? Backstory Short & Quick "River" awakened recently, pulled from the waters of the Starflow by a fisherman, with many of her memories locked away from her. She has faint impressions and strong sensory images that give her some hints as to her identity. - A man with a military bearing offering her a big payoff for investigating Narrow Island. The details, beyond his face and the clink of the coin purse, elude her. - A possibly privileged upbringing in the Coin Quarter. Or maybe she was just a pick-pocket who spent her plenty at a particular confectionary. - A smuggler's panel in an ill-attended store-room in the shanty town outside Shade's End. I'm happy to provide more background, but I kinda love the Amnesiac archetype for its flavor and wanted to lean into it here. As a note, "River" isn't her real name, but she didn't have any identifying materials on her when she was fished out of the Starflow. Personality Curious and Analytical: "River" loves a good mystery, so she's uniquely suited to having to jigsaw her (clearly complicated) life together from paltry clues while trying to solve the one thing she knows she's supposed to be doing. She tends to approach things intellectually, enjoying the "solving" of the situation even if it is something she is directly and personally involved in. She worries that it was this curiosity that convinced her to go to Narrow Island. Reserved Extrovert: While "River's" analytical leanings cause her to observe before leaping in, she has a particular love for social situations. While those with a group dynamic are particularly delightful, dissecting an individual's deep-self is just as satisfying (and that was even before she was trying to figure herself out!). She best enjoys the mix of rhetorical flourish and sordid details of the Watch Detectives' Lodge (why has she been to these? She's not sure...) more than a rowdy night at Brewer's Row or the dry theorycraft of an academic salon. Physically Cautious: A lithe woman who has seen her fair share of danger, "River's" analytical side is partly a way of mediating a feeling of physical insecurity in her line of work. While mystic and ghostly threats phase her little, she can be easily shaken by the threat of violence. This, however, is something she is self-conscious about and which she may occasionally overcompensate for. Goals Learn Who I Am (...but be low-key about it since I might have some enemies.) Explore the Connection(?) between my Amnesia and the Caste of the Narrow Island Berserker (It's the best clue I've got!) Investigate What's Happening on Narrow Island (...when I've gotten a clear plan.) Get Back Into the Watch Detectives' Lodge for Some Good Stories (I don't know how, but... I just KNOW it'll be a good time.)
  5. So far, for my first idea thinking of doing: Mastermind (Spheres of Guile) essential a leader class + Armiger (Spheres of Might) : Basic concept some kind of experiment gone wrong from his world, part of the Omega Experiment, after finding a way to stop his siblings (other omega experiments) from conquering the world, has decided to go explore the multiverse for more exciting adventures after discovering his power to travel across planes. edit: lol just noticed there is a different topic for character submissions, if this thread could be moved would be appreciated. Thank you!
  6. Name: Kirval Tseueng Chekov aka Steel Cowboy Background: Kirval Tseueng Chekov was the son of a Russian Yamatetsu corporate bigwig and his Japanese wife and would have been meant for a life of pure luxury in Japan were it not for an accident that killed them as they were travelling from Denver, UCAS to Chiba Japan on their way home to Vladivostok. As Kirval was still very young, his uncle in Chiba took custody of him and took it upon himself to raise him as his own. As such, growing up KC was raised alongside his Uncle's other ward, a young girl by the name of Kursawa Hoshi who he had taken in as an infant. Hoshi and Kirval were as close as if they were true brother and sister (and they considered themselves as such) and always had a bit of a friendly sibling rivalry in all things they participated in. From their schoolings to the martial arts training taught them by KC's uncle. KC's uncle saw to it that both children had excellent schooling and any opportunity they wanted. As a result, Hoshi took to a martial lifestyle working for a small Yamatetsu subsidiary by the name of Ocean Technology and Energy Corporation (or OTEC) while KC took his medical training and went to work for Crashcart who also provided medical support services for OTEC's aqualogies. Shortly after they began their careers, they both were assigned to a Crashcart RRT team where they served well for several years. Things fell apart for them as they were part of a team responding to a aqualogy outpost which had been attacked by an unknown creature. While they were evacuating, the creature, which they now found out was a giant squid, attacked again, trapping them in a dome that was about to collapse. As they tried to evac, there was an explosion and they blacked out. Awaking in a surface facility Hoshi found herself needing extensive body work and replaced limbs while KC was barely scratched. As a result, KC blamed himself for Hoshi's condition (and Hoshi did as well for a time) and got a bio-luminescent tattoo on the side of his face of an octopus with it's tentacles reaching back into his hair. Where the tattoo went in his hair he had the hair replaced with synth fibers that glowed in sync with the glow of the tattoo. He also forced himself to leave Japan in it's entirety and ended up finding work with a Doc Wagon HTR (High Threat Response) in Seattle where he became known as "Doc Oc" due to his tattoo. It wasn't long though before his past caught up to him. One of the calls for service on a platinum card turned out to be the extraction and care of a shadowrunner team that included Hoshi who was now going by the alias of Black Star. After the successful extraction and care, KC and Hoshi caught up and after a long night of talk, sushi and saki they buried the proverbial hatchet and KC felt a wave of relief wash over him and he forced himself to look for a new job in order to start fresh. As luck would have it, Hoshi herself was actually leaving Seattle for Denver and an opportunity that their "father" had arranged with the Crashcart teams there. While KC agreed to accompany Hoshi to Denver, he let her know that he was going to find a non-corporate was to work and still help people. WIth the happenings in Denver just previous he was sure he would have ample opportunity to aid folks, even if it meant running the shadows and forgoing all that he had been. However, with the knowledge that Hoshi was near at least, he was sure he could overcome any obstacle that might be in his way. Family/Friends: TBD (Uncle) Kursawa Hoshi / Black Star ("Sister")- "Support Specialist" for Crashcart HRT in Denver Contacts/Neutral: TBD Enemies: TBD
  7. Human Ranger 11 Neutral Good AC 17 HP 92 Speed 35ft Str 10 (0) Dex 14 (2) Con 16 (3) Wis 18 (4) Int 10 (0) Cha 10 (0) Magic Stone (Sling) +12 1d6+7 Official InquiryYou're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. Favored FoeWhen you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Deft ExplorerYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class. Canny (1st Level) Choose one of your skill proficiencies [Investigation]. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice. Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. Fighting Style: Druidic WarriorYou learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list. Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Land's StrideStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. Nature's VeilYou draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Ranger Conclave: Swarmkeeper MagicAlso at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Gathered SwarmAt 3rd level, a swarm of intangible nature spirits (ravens) has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: The attack's target takes 1d6 piercing damage from the swarm. The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. You are moved by the swarm 5 feet horizontally in a direction of your choice. Writhing TideBeginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Mighty SwarmAt 11th level, your Gathered Swarm grows mightier in the following ways: The damage of Gathered Swarm increases to 1d8. If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone. When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. Feat: Fighting Initiate (Close Quarters Shooter)Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have. Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. Feat: Fey TouchedYour exposure to the Feywild's magic has changed you, granting you the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Feat: CrusherYou are practiced in the art of crushing your enemies, granting you the following benefits: Increase your Constitution by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. ASI: +1 Con & +1 Wis Favored Foe 1d6 4/4 Writhing Tide 4/4 Nature's Veil 4/4 Tireless 1d8+4 4/4
  8. Dr. Maxim Aleksandrovich | Human - Survivor Dr. Maxim Aleksandrovich Not many doctors around these days. Should let me take a look at you. Strength [4] Stat Athletics 0 Melee Weapons 0 Unarmed 0 Perception [9] Stat Energy Weapons 0 Explosives 0 Lockpick 3 Pilot 3 Endurance [4] Stat Big Guns 0 Survival 3 Charisma [6] Stat Barter 3 Speech 3 Intelligence [10] Stat Medicine 3 Repair 3 Science 3 Agility [5] Stat Small Guns 3 Sneak 0 Luck [4] Stat Personality Jaded and grizzled, Maxim makes it through each day with a helping handful of Mentats, and the promise that there will still be booze and cigarettes around tomorrow. Having lived his entire life saving people who don't deserve it so they can cause more suffering, his emotional depth is as shallow as a dry puddle. If it does not involve him filling his coffers or enjoying baser pleasures, he has little time for the problem at hand. The years of drug abuse have not dulled his senses, his wit is as sharp as ever, and his hand is steady, giving him a remarkable reputation as a doctor in the wastes, though his services are not cheap. Hostile • Unfriendly and impatient with others to a fault, he does not like to be disturbed when he is relaxing, working, or existing. Maxim tolerates others insofar as for his own wellbeing, knowing that his the utilization of his skills require everyone to work around him, making sure that his needs are met. This bristly nature is the reason why he has spent the many decades that he has with various groups of raiders, whose own antisocial behavior make his seem quaint in comparison. At least he's willing to patch a man up if he gets shot. Dedicated • For all of his faults, perhaps the only redeemable facet of his personality is his dedication to his craft. Perhaps it is pride that drives him to maintain his skills, or maybe it is even a sense of long lost duty that he is trying to fulfill. Whatever his drive, he upholds the tenets of the Pre-war doctoral Hippocratic Oath to the best of his abilities. Though he heals the worst of society, he does so with a sense of duty that they do not deserve, and he is perhaps responsible for more death and depravity thanks to his maintenance and support of the raiders than most could comprehend. Addicted • Sometimes there is not much to eat in the wasteland, especially when one is surrounded by dozens of mouths with no ability to work the land and are driven by violence and greed. A healthy appetite suppressing diet of Mentats and Daddy-O has the benefits of keeping ones mind on other tasks, while giving a fulfilling high that helps productivity. Thankfully, his proclivity for the aforementioned chems are beneficial to his field of work, and is often of much use to him when diagnosing or performing life saving surgery. It also helps that they are plentiful in the camps he is often found in. Selfish • Maxim has seen more than his fair share of death, and has often walked away by throwing others under the bus when necessary. When he senses a raider camp has upset the delicate equilibrium and the tides are turning away from their favor, he will never hesitate to align himself with the side who has the most to gain. Saddling his up his Brahamin Buran and loading her up with as much gear as he can get his hands on, he will head right on over to the safer side and sell out the other without faltering. He aims to maximize his own comfort in his old age, a man his age does not have time to be making friends. Appearance One would be forgiven for thinking that Maxim is a dusty waster with an addiction to mentats and a lot of luck for surviving into his middle age with as little talent or skills as he appears. Luckily for him, his ability to fly under the radar is a skill that he has cultivated over his many years of surviving in the wasteland of the commonwealth. His clothing is typical of a trader, with the tell-tale signs of travel and age in the patches that have been sewn onto the elbows, shoulders and knees, with the countless stitches to piece together the clothing where damage has been sustained in the endless violence of the wastes. Ancient • Beware an old man in a profession where men usually die young. While not the oldest in the wastes by a long stretch, just one look at his greasy white hair and wrinkled face will tell you that he has experienced everything the wasteland has to throw at him. His creaking knees and aching body get him through the day, but each day, he rises slower and slower, relying on a cocktail of chems to steady his hand and his mind. Scars litter every inch of his body, a testament to not only his rough and tumble lifestyle but his skills as a doctor to fix wounds that look as though they would have ended anothers story. Practical • An old dog, unwilling to learn new tricks, his sense of style is whatever gets the job done, patching it up and patching it up until it is threadbare and unwearable. He likes clothes with pockets, whether they are visible on the outside of the clothing, or if they are cleverly hidden, and though he is not much of a tailor, he does occasionally do a little extra work to make sure he can fit what he needs. If there is not a cigarette in his hand, then it is either mentats or a gun, so he does his best to always be smoking to keep himself out of trouble. Tired • After decades in the waste, Maxims has little energy left for anything other than what he enjoys, but unfortunately, he has neither the funds, nor the position to be able to do what he wants every day. This means, the daily slog continues, and he finds himself repairing wounds, diagnosing illnesses and selling chems in order to fund his own chem habits. The food of the wastes, already bad, is starting to taste bland, and if it were not for the mentants, his sharp eyes and still hands would not likely be so well kept. He faces every day with a sigh, and a frown. History How did you get here? 2246 "Wake up Max!" He startles awake and looks blearily at the aluminum ceiling of their temporary abode before a smudge blocks the view. The blurry blonde standing above him comes into focus as she slides the glasses over his nose, her smile brightening his morning and bringing a smile to his own face. Her face is already dirty from whatever work she had gotten up early to do, but her bright blue eyes show no signs of fatigue, and her long blonde hair is currently pulled back into a neat ponytail which drapes over her right shoulder, over the white collar of her lab coat, which is smeared with just as much dirt and grease as her face. She moves out of the way and he sits up in the bed, looking at the rest of her, seeing that she just gets dirtier the further down he looks. "Have you been crawling in mud?" She laughs lightly, the sound warming his heart. "Basically. I found some interesting species of fungi we don't have in the Capital Wasteland, so I just had to investigate and the roots went far deeper than I expected, but I couldn't help myself, so I extracted it and I have some samples for us to study when we get to the CIT" Her excitement over a few mushrooms puzzles him, but he has no desire to squash her good mood, after all, he's sure that when he gets excited about new medicines and surgical practices, he sounds just as absurd to her. The problems with marrying outside of ones academia he supposed. Throwing the covers off of him, he dresses quickly, hoping to escape the cool December air before it sets into his bones. He thinks about how lucky he is as she hands him a hot cup of coffee, or as close to coffee as the Pre-War tins claimed to be, and watches her leave, likely to go discuss her discovery with some of the others who are more closely involved in her own biological area of study. The other doctors here had felt like a family as soon as they had met, and for someone who had never been too being vulnerable with others, he had been surprised at his invitation to join them. It had been four years now, and yet, if they had not sent Cassandra, he is not so sure he would have ever answered the call. His practice in newly formed Rivet City had been small, but rewarding, in more ways than simply monetarily. Though Pinkerton had not been friendly, the scientist had been an endless wealth of knowledge. He had been arguing with his colleague in the Muddy Rudder when the blonde had stopped at the bar to ask if the bartender could direct her to the ships doctor, whom she had been told was in here. He could not even remember what the two had been arguing about, but he did recall Horace calling him a fool when he was distracted and could not finish the train of thought. She had been sent over to them and awkwardly introduced herself and the group she was hoping to invite them too. Pinkerton had harrumphed, standing to leave as he loudly proclaimed that he would have to be an idiot to leave his lab here and go visit those other idiots at the institute, but Maxim had not been able to say no to her. Instead, he offered her the now vacant seat before him and requested more information. Within a week of that meeting, he had closed up his shop and given Pinkerton the last of his equipment that could not be loaded up in the Brahamin convoy and left with the beautiful doctor and her companions. He learned quickly that they were Followers of the Apocalypse, a group that used their knowledge to the benefit of the wasteland, and he was now part of a rather altruistic group who all were highly educated and compassionate people. He felt at home immediately, and learned a lot about the group and their goals. While they were interested in helping everyone they could, their ultimate goal was to travel to Boston to see if they could connect with the Institute, a group of scientist much like themselves who had technology that put everything else in the wasteland to shame. Of course Maxim was interested, hoping that he could measure up to these incredible scientists whose feats had been talked about up and down the coast. But for the surgeon, what interested him most was the beautiful blonde with the most wonderful laugh he had ever heard. What is one moment from your past when you lost something important to you and what did you lose? 2251 Everything was dark. His head throbbed painfully. Why was everything blurry? Oh, where were his glasses? He felt like a disembodied spirit, unable to do anything but blink. Focusing all of his energy into his arm, he slowly swept his arm through the rubble he seemed to be surrounded by. Breathing hurt. Coughing up dust and blood, he managed to throw his shoulder over and get his body sideways, spitting the blood onto the concrete. His hand felt the familiar thin metal frames of his glasses, and he struggled to put them against his nose, seeing the world come partially back into substantial focus. The left lens was missing, but it would do for now. Bodies lay strewn spread-eagle about him, and he finally managed to push himself to a sitting up position. They had been attacked? The bodies of all the other Doctors were occasionally interrupted by one of a Raider. The mercenaries they had hired to keep them safe were nowhere to be seen amongst the bodies, which either meant they had run off, or maybe even betrayed them to the very raiders who had sought to do them harm. His hearth thrummed in his throat, and the high pitched whistle in his ears prevented him from thinking straight. Reaching into his labcoat, he pulled out a StimPak, pressing it against his neck, feeling the momentary pinch before the anesthesia took over, dulling the pain and the ringing in his head. Using this momentary relief, he stood up, assessing the battlefield. Most of the bodies were men, the women in their caravan were mostly missing... Including Cassandra... He was desperate to find her corpse, knowing that death would have been better than the fate she faced if she had been kidnapped by the raiders. But no matter how many bodies he searched, she was not there. In agony, he fell to his knees, screaming into the ruins of the empty city. It had taken a few hours, but he had gathered the bodies of all of his friends and prepared them for as close to a funeral as he could provide, though in the cases of those whose bodies had been mutilated beyond recognition, their lab coats had sufficed. The raiders had looted damn near everything, but there was enough liquid fuel left in some of the cannisters they had carried for experiments to build a pyre. In the dying light of the day, he could not even feel the cold of the winter air thanks to the heat of the fire. He watched until the last embers died out before dawn, and woke up close to noon if the sun in the sky was to be understood. Not recalling when he fell asleep, he sat alone in the remains of the camp, feeling hollow and defeated. He could not bring himself to subdue any of the pain with medication, determined that he needed to feel something. With no food, water or warmth, he considered just placing the barrel of his gun in his mouth and removing any needs he would ever need again, but when he pulled the weapon out, he was dismayed to discover the weapon was broken. It had taken the bullet that would have disemboweled him, cruelly keeping him alive. Instead, he began walking with no real destination in mind. Knowing that alone, he could never even hope to find the raiders who attacked and get revenge, he wondered if it would be worth it to just find a gun and try anyway, it was not like there was anything left for him to live for. The love of his life was gone, likely suffering from a fate worse than death. His friends and colleagues had all been torn from him, with their praiseworthy goal dashed upon the ground. Whatever cruel entity had kept him alive seemed to want him to stay that way, as even though he was in unfamiliar and hostile territory, he managed to find his way to the Big Green Jewel of the Commonwealth, where his skills were immediately put to work and he drowned himself in work and the strongest liquor the city had to offer. What is one moment from your past when you were pushed too far and how did you react? 2261 Ten years after the medical caravan had been destroyed and his wife had been kidnapped by the raiders who had done the deed, he found himself buried at the bottom of a bottle in the Dugout Inn, his mind abuzz with activity thanks to the empty pack of Mentats sitting next to the empty glass on the bar. Sleep had escaped him for three days now, but he kept fueling that fire with more and more chems, feeling his grip on reality diminishing, finally feeling some sort of twisted euphoria by riding on the edge of sanity. The dirty man sitting next to him wears a smile he finds far too knowing for his comfort, but Maxim does his best to ignore him, focusing on his own cataclysmic nirvana. When the man places a a plastic object on the bar and slides it over discreetly beneath his hand, he looks at the familiar red ampule of a Jet dispenser, illegal in Diamond City. "I hear you're very good at fixing bullet holes. I happen to know a few people that could use your assistance, the pay is good, but the freedom is what really matters" Maxim takes a cigarette out of his pocket and places it between his lips, but before he can light it himself, the stranger has a pre-war lighter lit and ready before, him, to which the Doctor graciously leans forward and lights his cigarette on. His hand slowly finds the chem and slides it into his pocket. Not his usual poison, but he was willing to see how far he could take this. He takes a long drag of the dart, not looking at the Raider, knowing his eyes were still upon him. Slowly, he breathes the smoke from his nose and looks over to the man, trying to keep the blurred edges of his form from evaporating into the visual ether his world was slowly descending into. The crooked smile of the man unnerved him, the corners seemed to creep all the way up to eyes, filled with an incalculable amount of teeth. "I don't need freedom, I need caps, and I'm gonna need a hell of a lot of them to help out a bunch of piece of shit Raiders" His charitability was at an all time low, and maybe he had been looking to stir up trouble, for a punch in the face, or a ticket to the after life, but instead, infuriatingly, all he received for his insolence was a What happened the last couple of days to bring you to this point? 2277 The smell of smoke and sounds of dipshits fighting each other over the last bottle of whatever hooch they had stolen from one of the other dipshits raise him from his uncomfortable slumber, and Maxim tries to keep his eyes closed in the hopes that he will either die on the spot, or fall back to sleep. The sounds and smells only grow stronger, and he resigns himself to rousing. Pulling himself up from the dirty mattress on the makeshift frame, he looks at the shabby dress shirt and blaze sitting folded on the torn chair in the corner of the shanty. Today was the day. These idiots had pulled a heist on a Minutemen convoy, and they were running out of the supplies they had stolen, which means they were going to try it again, and against his warnings, they had decided that the Minutemen had been a good hit the first time He decided last night, watching the drunken raiders fight over the chems he had decided to pack up his shit and get ready to go. Buran had already been packed up with his important things, and he was ready to go. Having kept a couple hits of Jet in his pockets, he decided to have one last tumble with Engine before disappearing, leaving yet another group of Raiders to their fate. He would miss Engine, she had a smart mouth on her, and he had actually enjoyed her ability to keep some of the others in line with her sharp wit and ability to dress down an idiot with a sentence. Unfortunately for her, he would not miss her enough to warn her of the obvious encroaching danger, and while she still slept on the lumpy mattress, he dressed himself and left the wooden hovel. No one paid any attention to him as he unhitched the Brahamin and walked her away from the camp. They had learned well enough to leave him be unless they were injured or looking for chems, and since everyone still had lined pockets from their raid, he had been relieved to have a quiet last few nights. The sounds and smells and sights of the camp were fading behind him. Carefully winding his way through some of the quieter alleys, he tied Buran up in the boarded up ruins of a storefront, feeding her some long reeds he had tucked away, gathered from their last foray out of the city limits. Maxim grumbled as he climbed the creaking stairs of the building, testing each one carefully before putting all of his weight on each step, cautious of the deathtraps that these old buildings had become. From the top of the building, he could see the camp, and as he spent the day relaxing up top of the building, and the sun slowly drifted below the horizon, he could see the powerful beams of light from the Minutemen Laser Muskets tearing through the makeshift defenses of the camp. Slowly, the screams slowed to a stop, until there was nothing left but the forlorn cries of the steel skeleton of the city. Lighting a cigarette, he pulled out a worn letter from one of the pockets on the inside of his patchwork blazer. The tattered flier with the familiar number at the top. 95. The vault flier had been found inside a well preserved mailbox he had scavenged years ago, and it had always interested him, but he never thought about ever searching for it. But now? How much longer would his luck continue to hold out, how many more Raider groups could he find that would keep him safe? It felt like it was maybe time to see what all the fuss was about. Sitting on the rusted lawn chair, staring at the night sky, he throws the butt of the cigarette he had just finished off of the roof, letting the smoke release from his lungs slowly as he closes his eyes, wondering what he is going to find at Vault 95. What does your character look like at this moment and what is their demeanor?
  9. Basics Picture: Please include an image of your character, no wider than 500 px. I’ll be happy, if your character is accepted into the game, to make a token for you using this image. However, you can make one yourself using the free software, Token-Tool, available at the link provided. Full Name: Valter Eytwinn Ivorea; titled Lord Valter of House Ivorea Character Concept: The scion of a noble house who yet does not understand the true importance of his station. Lineage, Background, Planned-Subclass Class: Variant Human, Knight, Cavalier Fighter Description: A physical description, including typical clothing and any distinguishing features. A brief psychological profile, including personality. Your Character’s Plothook: How did they wind up in Falkovnia? The Mists of Ravenloft pull from realms both far and wide, be they connected or not, so tell me how they wound up in the totalitarian, zombie-laden hellscape that is this particular domain of dread. What were they doing before the Mists rolled in? Have they been in Falkovnia long? Backstory: Try and keep this minimal. Only include things that you think might be relevant to their overall concept and/or prevailing themes, as well things that might be interesting for further character development. Fears, & Failures: You need at least two (2) genuine fears, some things that truly terrify your character. You also need at least two (2) rumors, both of which should have a negative or unpleasant implication. As the DM, I will choose one item from each category to be true — and I may not even tell you which, for fun! — so make sure you're comfortable with all of them. Details 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, an organization in Waterdeep for numerous purposes. See below for faction information. Why did you join the 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: Valter pays his respects to a legendary figure known as "the Hero-King". The Hero-King is regarded as a paragon of knighthood and the savior of Arintus, said to have delivered his people from tyranny before serving the realm as king during its most prosperous age in recorded history. The tale has been embellished, retold, and celebrated so much over the centuries that, while based on factual events, it has grown far beyond the truth. In many ways, the Hero-King seems as like a deity; those who seek to emulate his heroism find themselves endowed with his strength and skill, and the particularly devoted make long journeys to the sites of his historic deeds, where they are granted blessings as they bask in his glory. But there is no church dedicated to him and no prayers made in his name receive any answer. To the people of Arintus he is a figure to be respected and glorified; ultimately, no more divine than can be said of any other knight. 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”). Impressions: Your impression of other characters. This will help us develop relationships before the game starts. However, this is obviously not required because, depending on how many people apply, this will become burdensome. 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. Connections: One or more living family member(s) they could visit, and who knows them and would give them and their friends beds to sleep in and a hardy meal in their bellies. They’ll even direct nosy stalkers in the wrong direction for you as best they can. BUT! One enemy stalking the world that has a legitimate grievance against them and is out there, looking for them to right your character’s wrong. I can’t promise either or both of them will come into play.
  10.   Ciaran Fieldersson, Former farm-hand, now fledgling wizard       "" Level: 1 Class: Wizard Archetype: None. Background: Rostlander Deity: Erastil Alignment: Neutral Good Height: 6'2" Weight: 240 lbs Eyes: F Skin: Pale, sometimes tanned Hair: Black, beginning to gray Race: Human, Versatile Heritage Gender: Female Age: 36 years Abilities Ability | Modifier STR: 10 | +0 DEX: 14 | +2 CON: 14 | +2 INT: 18 | +4 WIS: 10 | +0 CHA: 12 | +1 Hit Points: 16 Armor Class: 15 Size: Medium Speed: 25 ft Perception: +3 ◆ Fort Save: +5 ◆◆ Ref Save: +5 ◆◆ Will Save: +5 ◆◆      Abilities Ancestry  Human  Heritage Versatile Background Rostlander Ancestry Features|   Class Features   Feats Skill Feats Class & Archetype Feats Ancestry & General Feats N-A       Elven Weapon FamiliarityELVEN WEAPON FAMILIARITY TRAITS: Elf You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. Skills  Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Arcana: +7 ◆ Athletics: +3 ◆ Crafting: +7 ◆ Diplomacy: +4 ◆ Lore: Farming: +7 ◆ Nature: +3 ◆ Occultism: +7 ◆ Society: +7 ◆ Survival: +3 ◆   Attacks MELEE RANGE [to be filled in later] [Filler Text]     FOCUS SPELLS  Spell Tradition: Arcane (Int) | Arcane Save DC: 17 | Arcane Spell Attack Modifier: +7 MAX FOCUS: 1 CURRENT: 1     FOCUS 1    Spellbook Spell Tradition: Arcane (Int) | Arcane Save DC: 17 | Arcane Spell Attack Modifier: +7 Cantrips Level 1 Level 2 Level 3 Level 4 Cantrip filler    -  - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - -       Inventory Platinum Gold   Silver Copper 0 0   0 3 Weapons & Armor     Adventuring Gear Worn Stowed Worn items go here   Stowed Items go here   Current Bulk:  Encumbered: 7.0 Maximum: 12              
  11. Basics Name: Shiev Morn Ancestry (Heritage): Orc (Hold Scarred) Background: Warrior Class (subclass if applicable, archetype): Champion (Paladin) Concept: A one sentence 'elevator pitch' of your character. Why is your [Ancestry] [Class] better/cooler/more interesting than some other [Ancestry] [Class]? Description: A 1-2 paragraph summary of their appearance and personality. Details Required question: Why did your character join Traxler's Dragoons? Choose at least three bonus questions to respond to. Use spoilers or private text if it's something you'd like to keep secret from the other PCs. What is a personal goal your character has separate from the work of the Dragoons? Alternately, what is a cool scene or milestone you as a player want to see your character experience? What is a cool magic item you'd like your character to acquire in the future? What does your character dislike about themself? What biases or prejudices does your character have? How does your character's highest or lowest attribute manifest itself? How obvious is it to others? What could be your character's theme song / entry music? What is something your character regrets? What is your character's most controversial opinion? Statblock Insert your character's statblock. Player Information Is there anything I need to know about you as a player? Schedule restrictions? Pet peeves? Triggers?  
  12.   Sibylle Mondseher O' Falling Star, Burn Bright Purge Away, The Dark Night     Class: Druid (Circle of Stars) | Race: Human Background: Acolyte | Age: 24 Height: 5'10" | Alignment: CG Gender: (cis)F | Deity: Selûne Concept: The Prophet, of a night without terror.The Deceiver, bathed in good intentions.     STR: 5 | DEX: 12 | CON: 11 INT: 10 |WIS: 16 |CHA: 16   In Detail Appearance:  Sibylle stands tall and lithe. Shrouded in linens of blues and greens. Draped over her form from shoulder to floor. A leather bodice tightened at her waist to give her dress form and aesthetic. She carries with her a small pack, draped over one shoulder and dangled at her hip, inside that bag is her life, or what remains of it. The sundries and necessities mix together within in a thoroughly uncontrolled chaos. Her brown hair cascades down from her head in waves that would reach just past the breast. In easier times she would put more attention to its care, but these hard months have left her once beautiful, silken, hair rough and damaged. More often than that she has her hair pulled back into a bun, held together messily with pins. Malnutrition and injury have sapped her body of her strength and fat. There are times even when the round gentleness of her face is gaunt and hollow. Sunken at the cheeks and weary within the green hues of her eyes. That weariness is heavy, like a weight upon her features and a miasma within her lung— Yet it has not consumed her. Hope, joy, and happiness shine still through the aches and pains. Hope kindles within her breast and spills into words. She suffers, like all who share in this home, but she refuses to let it defeat her. Her will is like the oak, she would struggle against the weight of the sky itself if it would mean she could shelter even a single soul beneath her boughs. Backstory:   Rumors Fears    
  13. WIP Basics Name: Nilal Sarad Ancestry (Heritage): Human (Versatile) Background: Emissary Class: Monk (TBD) Concept: Traveler from far-away land learning the culture while aiding to make it better.     Description: Average height with an athletic build, Nilal's dark hair is worn long but loose. His light grey eyes seem to take in everything around him and when focused on an individual seems to reach deep and pull to the surface any hidden emotions. The clothes he wears are loose fitting and flowing, but appropriate to the situation. When in a courtly presence his clothes are fanciful, but when on the road or in messy environs he wears outfits comprised of leathers and tough cloth.   Details Why did your character join Traxler's Dragoons? Trained from a young age at one of the colleges dotting around Elme 'Haraz, Nilal showed a propensity for learning of other cultures and not only understanding how those cultures could improve life for their people but how they might also provide for any aid to Elme 'Haraz itself. Choose Choose at least three bonus questions to respond to. Use spoilers or private text if it's something you'd like to keep secret from the other PCs. What is a personal goal your character has separate from the work of the Dragoons? Alternately, what is a cool scene or milestone you as a player want to see your character experience? What is a cool magic item you'd like your character to acquire in the future? What does your character dislike about themself? What biases or prejudices does your character have? How does your character's highest or lowest attribute manifest itself? How obvious is it to others? What could be your character's theme song / entry music? What is something your character regrets? What is your character's most controversial opinion?     Statblock Content Player Information Content  
  14. Bjornulf Axedancer Clan: Arining Age: 19 Questionairre What do you look like? Tall and well built with grey eyes and long dirty blond hair, the ends braided. Typically wears plated leather armor with a pair of battleaxes on his sides and a bow on his back. What was your childhood like? Bjornulf was always a bit bigger than nearly all of the other children in the village which led them to treating him more like an outsider than a member of the clan. This pushed him to do everything he could to focus on things that he could accomplish without the help of others. As he grew his focus became on working with the forge, learning from the bowyer of the village and learning all he could from everyone wielding an axe and putting his mind to mastering his fighting skills with one. Who are your parents/siblings? Helga Olafdottir, his mother and a member of the Stormrjotnrung clan, died shortly after his childbirth and his father Vilhelm Dwarfdealer withdrew, blaming Bjornulf and the gods for the death. He didn’t have to be concerned long, for while out chasing raiders, Vilhelm was killed, mauled by the raiders trained wolves. Luckily he was able to turn to his uncle Samhail Ullerson, whose mother had also died at his birth and who was more than willing to share all he knew with a boy looking for a father. Like with most things, Bjornulf took to those lessons about the wilderness to heart as well.  Unknown to all but suspected by a select few, Vilhelm was not mauled by animals, but cut down from behind by his brother Samhail so that Samail could raise Bjornulf and gain further favor and power within the clan. What has your character done since growing up? Bjornulf was pretty well forced to grow up early as he was on his own a lot. Over the last ten years, he's learned a bit about forging so assists the village smith from time to time, and he has been spending time with Ludmila Fearless, the bowyer. Ostensibly to learn all he can about bowmaking, but also because he enjoys her company a lot. What is your occupation? Aside from his helping with the smithy and the bowmaking, he considers himself a hunter. He knows he’s not a great one, but he manages to put food on the table of the clan, so in his mind that counts. What is your social class? Bjornulf is, thanks to his adoptive father, on the upper side of the social ladder, even if it’s at the bottom rung What motivates you? what is your greatest ambition? What do you fear the most? What is the history and current status of your romantic life? What is your relationship with the gods? What are your likes and dislikes? What are your quirks and mannerisms? What do you do to pass the time? How would you like to be remembered? Describe at least two people you would consider your allies: Describe at least two people you would consider to be your enemies:  
  15. Mathildis Valdyrhjarta (and Fenris) Clan: Stormrjotnrung (Storm Giant) Age: 19 What do you look like? Stunted once at birth and again by malnutrition, Mathildis is an impressively small young woman, but every inch of her thin frame is packed with muscle and sinew. Her hair is dark, unkempt, and looks as if it was cut by a distinctively dull knife; it hangs to her chin, framing a harsh face and a pair of intensely green eyes. She wears a cloak of pelts and leathers over ill-fitting clothes, riddled with patched holes, and carries no weapons with her - though the cloth wrapped around her hands is stained a rusty brown color. What was your childhood like? Mathildis was born a month premature when her mother caught deathly ill. Though she defied the midwives’ grim expectations by living through a fierce winter she was still by far the smallest, weakest, and youngest of six in a prideful, respected family. She was left at home and paid no more mind than it took to be fed, clothed, and learned the basics of sociality and language while her siblings strode off to glorious battle. Only her sister, Mikkeline, seemed to care for her, but so often was she away on raids that it did little to matter. Mathildis would always be the runt of the litter. Not a month after her sixth nameday did Mathildis overhear her father and a fellow viking discussing a “hunting trip” away from the village where their problem would finally be solved: the girl would be abandoned to fend for herself and claimed instead to have gone missing. A terrible tragedy, though it was surely just a matter of time for her, they would say; if only she had been stronger, more hearty, she might have survived. That was the final straw. Willful, determined, and spiteful above all else, she ran away from home with nothing but the clothes on her back, absolving the family of its burden before anyone else had the chance to. Mathildis wandered alone through the bitter cold for days before she chanced upon a wolf consuming a freshly slain elk. It did nothing to warn her away from the meal, so she quickly fell beside it and began to eat. In moments they were but a pair of animals partaking of a delicious feast, crimson snow steaming the air around them. The girl ate her fill and watched the wolf pick the bones clean before setting its great orange eyes upon her, but she wasn’t afraid. It would do her no harm; it knew her heart. She followed the wolf through the woods as it led her to its den - but it was their den, now. And the rest of their pack was waiting for them. Who are your parents/siblings? Mathildis was the daughter of Gilbert Edwinson and his wife, Katrijn, who died as she was born. She had three brothers, Landric, Wilhelm, and Faramund; and two sisters, Roslindis and Mikkeline. When she ran away they ranged from fourteen years of age to twenty, Mikkeline being the eldest. What has your character done since growing up? Mathildis has spent her time laboring for her pack. She learned how to find their next meal, search their territory for intruders, maintain the social order, and so on; she has come to know the ways of wolves as deeply as if she was one of them. What is your occupation? Mathildis is a hunter. There are few creatures of the forest she has not, or could not, track down. On occasion she has gone to a nearby village and traded kills for things she cannot find herself, but only out of necessity; the pack has no use for coin otherwise. What is your social class? As a girl Mathildis was a member of a respected family. Known for their sense of duty and martial prowess from the time of her grandfather’s grandfather, they are regarded by the clan as if Thanes, though none hold the title. Now, she is a highly respected member of her pack. The wolves do not challenge her but she does not lead them, either; they follow Fenris. His will is final, and she accepts it without question. What motivates you? Mathildis has a powerful sense of responsibility towards her pack. She hunts for them and helps to lead them, but she’s also human. She knows things that the wolves don’t, she can solve problems they can’t, and she can do things they wouldn’t realize are even possible. The pack is her chief concern and almost everything she does serves them in some way. The few things that don’t are driven by spite. Pure and unrelenting.  Spite for her siblings, utterly content to treat her as if she didn’t exist. Spite for her family, a name that she never asked for and would never be good enough to bear. Spite for her father, the man so disgusted by his own daughter he was willing to condemn her to death just to rid himself of her. Spite for herself. For all the times she believed someone when they told her she wasn’t good enough. What is your greatest ambition? One day, when the time is right - when she has seized for herself enough fame and glory; when the story of the wolf-girl is known to every clan in Jarnheim; when all know of her accomplishments and the blood she has shed to earn them. One day, when the time is right, Mathildis will return to the lands of the Stormrjotnrung. She will walk, alone, down the path to her village. She will return to the home she has not known since she was a child. She will confront her father.  She will tell him what she has done. She will tell him who she has become, without his permission. Without his presence. Without his help. She will memorize his reaction to the truth: that all along, in spite of everything, she was good enough. And then she will tear out his throat with her teeth. What do you fear the most? The only thing Mathildis fears is the thought of dying alone.  What is the history and current status of your romantic life? Mathildis feels no need for love. The occasional sight of handsome men and women as she deals with humans is enough to satisfy her. What is your relationship with the gods? The gods grew the forest which Mathildis and her pack call home and filled it with the animals they feed upon. Uller taught them how to hunt their prey; Tuoni made them fierce and deadly; Idun chases away the biting cold with spring’s warmth; Thor showed them to sport and play with one another. She doesn’t show the gods much deference or offer prayer, but they provide for her, and she is grateful for that.  What are your likes and dislikes? Mathildis enjoys the taste of lean red meat, particularly elk, cooked or not (often not). She finds the crisp silence of a cold night relaxing. She relishes challenge, finding that a victory you have sweat and bled for is a victory worth taking, no matter how small. She likes cardamom buns. She tries not to be around too many humans at once; it makes her feel out of place and they’re always too noisy. She thinks fish are much too bony. She despises birds of prey (especially eagles) because they either steal her kills or scare them off with their incessant screeching. She doesn’t like tubers. What are your quirks and mannerisms? Mathildis isn’t used to talking with other humans, so she speaks very directly and tersely with vocabulary not much more advanced than a child’s. If she wants something from you, she’ll say so in as many words, and you are never uncertain of what she thinks about you because she’ll tell you. She also tends to vocalize irritation and anger with grunts, huffs, or - yes - the occasional growl. She often strings other words together to describe things she doesn’t know the proper name for (like referring to dire wolves as “fierce great-wolves”), but it’s not difficult for her to understand new concepts; she lacks education, not intelligence.  What do you do to pass the time? Mathildis is almost always busy doing something for the pack or socializing with them, but when she isn’t, she does self-maintenance; sharpening her teeth and fingernails, ensuring her furs don’t need repair, or working on her agility and endurance. She’s not one for recreation (although gazing at the stars is an infrequent pastime). How would you like to be remembered? Tenacious. Fearsome. Deadly. As a wolf, for as much as a human can be.  As what she made of herself. Describe at least two people you would consider your allies: There’s a hamlet not too far from the pack’s den where Mathildis goes to trade with a fetching young woman named Johanna. She’s friendlier than most and always buys whatever’s being offered, claiming that Mathildis hardly asks for a fraction of its actual worth. They aren’t exactly friends, but there’s mutual respect; Johanna makes herself helpful to Mathildis, and Mathildis makes sure the pack isn’t a nuisance to anyone.  After all this time Mathildis still holds affection for her sister, Mikkeline. Although she would be away for weeks or months at a time, she always made sure to spend time with the youngest upon her return - regaling Mathildis with stories of triumph and the amazing sights to be seen beyond the village. Mikkeline never made her feel unimportant or lesser despite being the paragon of her family; she didn’t see what could have been, only what was. And Mathildis will never forget that.  Describe at least two people you would consider to be your enemies: Several months ago a lone hunter had encroached upon the pack’s territory. He didn’t kill much, but he scared away everything else, and the pack grew hungry. When Mathildis confronted him at his camp to demand he leave, he drew his bow on her. “Nobody tells me what to do, especially not some little girl in the woods trying to play wolf,” he’d said (though he seemed much more willing to cooperate once she’d leapt at him and torn open his shirt like a dry leaf). He spread word fast and far that she’d attacked him - the nearby villages needed little reason to shut her out, and the pack’s had much more trouble from humans in that direction ever since.  Mathildis’ father is, of course, her greatest enemy. He is the reason she became who she is. He branded her as worthless the moment she was born. He forced her to choose between the mercy of the wilderness and the mercy of men. He turned his daughter into an animal. He ruined her life - he gave her the life she has. He was willing to do the unthinkable to get rid of her, and if he only knew she was still alive, he would surely do the unthinkable to finish what he’d started thirteen years ago. Original post text I'm just about set on my concept - a Wild Child Brawler, runt of her litter, dead set on proving to her family (and to herself) that she doesn't need them for anything. Not sure what I want to take as my animal companion yet, but I was considering a wolf or potentially saber-toothed cat, if I may.   I'll put a realish sheet here soon.
  16.   Verena Darkenwald Basics Name: Verena Darkenwald. Character Concept: More-or-less moral Lamordian scientist, seeking purpose and further knowledge after being killed by her cutthroat peers. Lineage, Background, Planned-Subclass Class: Reborn (previously human) lineage. Sage background. Scholar, planning on following the Physician pursuit. Description: It's the eyes that people tend to notice first, despite Verena's attempts to conceal them behind tinted glasses. Her sclera blackened at some point between her death and her rebirth, perhaps through natural rot or an unknown preservation method; regardless of the cause, the change has rendered her pale grey irises all the paler for the comparison. Not everything's changed. Granted, she has more scars than she used to, particularly around her neck and the areas that had to be stitched back together. But Verena's tall, lean body is her own, right down to the finely tuned prosthetic attached below her left elbow. She'd sold its flesh counterpart years ago, in order to continue financing her studies; thankfully, she managed to recover her arm from the laboratory she was reborn in. She dresses practically, favoring clothing that covers her more curious attributes and offers protection from the elements (as a Lamordian, she is always prepared for snow). Since arriving in Falkovnia and becoming aware of its zombie hordes, Verena has taken further precautions with her appearance, lest she be mistaken for an undead herself. [to be continued; personality overview] Verena's Plothook: [why you're in Falkovnia, of all places] Past is Prologue: Like many children in Lamordia, Verena realized at a very young age that she had no choice but to attend Ludendorf University. How else was she meant to secure her future? Better to shape her mind through study and cultivate academic ambitions, rather than to accept her fate in the factories or onboard the whaling ships. Eager to see their daughter succeed where they hadn't, her parents paid what they could afford—and frequently, what they couldn't—in order to provide her with the lessons and books necessary to guarantee her admittance to the university. It wasn't until Verena was much older that she realized what sacrifices had been made, that her parents had traded their time and their labor and the occasional organ in exchange for her future. The realization chilled her more than her frozen homeland, but the time for questioning was far past; she had no choice but to commit to the path she'd set so many years ago. The Ludendorf University curriculum expects a certain disregard for ethics: the emphasis on human test subjects, the demands of wealthy but morally bankrupt patrons. Reluctant to let her conscience sleep after it had been awakened, Verena clung to her principles. She meticulously developed her theorems well before stepping into the lab, and used animals or cadavers in her experiments as much as possible. Some moral sacrifices had to be made, in exchange for some success or another, but Verena took pains to ensure that if her morals must bend, then at least they would not break entirely. Such scruples did not go unchallenged by her professors or fellow students. [to be continued: Dr. Mordenheim, death, rebirth, fleeing Lamordia] Fears & Failures: [2+ genuine fears, 2+ rumours]   Details Is Might Right? [answer] Deity: Verena harbors a healthy skepticism for superstition, a sentiment shared by many of her compatriots. It's nothing personal, and of course she cannot blame anyone who seeks the comfort a deity provides, but such devotion is not in the cards for her. As she's travelled outside her homeland, she's realized what an oddity her opinion should be, and strives to keep her lack of faith concealed. If pressed, she'll express an affinity for Ezra, God of the Mists; if the gods should be real, then it doesn't hurt to acknowledge the one who may have helped her flee Lamordia. Music: [answer] Impressions: [To be updated after interacting with others at the Wightwatcher Inn] Connections: [answer] Images Verena's prosthetic left arm, which she's had ever since she sold the flesh one. Given that scientific discoveries and mechanical advancements run rampant in Lamordia, the prosthesis is capable of anything her right arm can achieve. Attaches below the elbow, generally concealed beneath long sleeves and gloves. Perhaps more gilded than expected, but even scientists are allowed their small vanities.
  17. Concept 1: Aegis the Shield Aegis was found living in one of the many isolated pockets of survivors living in the wreckage of what was once the Glavis Ringworld.  His rescuers found themselves held at bay by a force barrier projected by a little boy shaking with fear with a faceful of tears. After some convincing of their intentions, (name) came along carrying a small tattered sack with the last reminders of his family and only possessions. (a couple of damaged data chits, a blaster pistol frame, and a nonfunctional Mandolorian vambrace      From a skinny, starving, and sickly human child about 4 or 5 years of age; (name) was beyond grateful to be taken to the Revanite Order. There he was thankful for food and shelter, an education, training in the force, and a family. Aegis is a believer, he lives and breathes the Revanite’s philosophy of The Force and its proper use. He was taught to use The Force to protect others but that doesn’t mean he is a pacifist.  He is capable with the light saber, he focuses on defensive parries, feints, and disarms, and is mostly not aggressive unless he must in protecting an ally. He leans far further toward the light side yet strives to remain tolerant of the path laid out by the force for others.    Once fully trained in the ways of the force, Aegis would rather wield a shield than a lightsaber. (Apparently it cannon now see Jedi Master Silandra Sho.) For the purpose of the game test and the campaign, he would use a saber with a defensive stance until it would be appropriate to find./build and learn to use the lightshield. Other interests are medicine, healing practices, and art (sculpture)   Concept 2: (name)   (name) was not born he was made. Sopositly a product of "science and magic" (name) is an altered clone of Galen V. one of the greatest gladiatorial champions to compete in the great games of Nal Hutta. While appearing mostly human, (name)'s species has a number of anatomical differences. (name) is aggressive, brash, unrelenting, and more than a little naive socially.   Being older than most children brought to the Academy. (wop)
  18. Chapter I:    Act I:  Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum egestas posuere lectus at consectetur. Suspendisse elementum magna nec orci ornare, sit amet iaculis nisl laoreet. Cras elementum vehicula magna, sit amet malesuada velit ultricies id. Etiam nec aliquam quam, ac elementum nunc. In ultricies, purus nec pharetra consequat, dui tellus malesuada tortor, quis aliquet lectus nisi et risus. Maecenas pretium convallis tortor, id semper elit fringilla non. Vivamus ut libero mattis, auctor metus a, dignissim lacus. Sed luctus, leo sit amet tempor dignissim, nulla dui sollicitudin massa, non blandit odio libero id tortor. Phasellus a finibus dui. Nulla varius dictum tortor commodo dictum. Curabitur ut aliquam dolor. Aenean vel hendrerit urna. Suspendisse sodales et turpis in lacinia. Nunc viverra dolor eu nisl tincidunt, ornare placerat diam semper. Nam at eleifend augue. Cras ac neque at lectus vehicula posuere. Cras dignissim mattis auctor. Vivamus id tellus efficitur, dapibus eros quis, tincidunt lacus. Praesent consequat augue ut nibh consequat, porta aliquam libero rhoncus. In nibh justo, eleifend at mi at, ultrices ultricies enim. Proin rutrum rutrum blandit. Sed tempus tincidunt malesuada. Phasellus ut lorem eu metus facilisis convallis a in erat.      
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