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  1. Name: Kaida, little dragon Race: Lizardfolk Background/Martial Tradition: Hermit (Ascetic) Class: Mageknight Character Sheet: (Still in progress) Build Details: Build Race: Lizardfolk Creature Type Humanoid Shapechanger Size: Medium Speed: 30' Ability Score Increase: Dex +2 Feat: Transformation (Dragon) Variable Trait: Darkvision 60' Languages: Common, Draconian Bonus Starting Feats: Combat Dabbler x2 +1 Dex +1 Wis Mystic Fists Greater Blades Background/Martial Tradition: Hermit (Ascetic) Key Ability Modifier: Wisdom Skill Proficiency: Medicine, Religion Tool Proficiency: Herbalism Kit Languages: Elven Bonus Talents: Equipment: Unarmed Training, Unarmored Training Dual Wielding sphere Variable: Athletics sphere. Starting Equipment: A shortbow and 20 arrows A quarterstaff 10 darts Calligrapher’s supplies (a) an explorer’s pack or (b) a scholar’s pack Scroll Case stuffed full of notes Winter Blanket Common Clothes Herbalism Kit 5 gp Feature: DiscoveryThe quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign. Class: Mageknight Proficiency Bonus: +2 Spherecasting Blended Training Martial Focus Proficiency: Light Armor, Simple Weapons Traded out Martial weapons, Medium armor, and Shields for a martial tradition Martial Tradition: XX Tools: Cook's Utensils Saving Throws: Constitution, Strength Skills: Stealth, Perception Equipment: (a) five javelins or (b) any simple melee weapon (a) a martial weapon and a shield or (b) two martial weapons (a) a dungeoneer’s pack or (b) an explorer’s pack (a) studded leather armor, or (b) scale mail. Talent: Alteration (Lycanthorpic) (one every odd level) Freeform Traits (Flight, Hover) Greater Transformation Spell Points: 0 Backstory: Kaida was raised in a village away from humans, in the swamp, where it was not very nice to live. The entire tribe lived there, though, because they were obligated to stay by the old green dragon that owned the swamp, and needed them to raise meat for him; mostly fish and crocodiles, although they also had some goats and sheep for variation. Her father was one of the village chefs, who made the best fish stew and crocodile jerky, and passed on his knowledge to her; until it was found that she could also turn into a dragon, and there was some question about her paternity, and, well, she decided that it was best to leave the village. Now, she lives with people, and spends her time trying to find jobs and things that don't involve working for dragons, or selling organs to the necromancers or demonic cults. Nasty business, that.
  2. Anabell Mildstride “Hands up everybody! Scrolls and watches in the bag! Don’t hurt the big guy and I won’t hurt you.” Name: Anabell Mildstride Alias: Dollface Race: Dhampir (Gnome) Class: Monk Sub-Class: Way of the Long Death Background: Criminal Gender: Female Age: 29 Height: 4’1” Weight: 45 lbs Description: Picture the prettiest little gnome woman you’ve ever seen. Give her long, wavy, waist-length brown hair and great big emerald green eyes. Make her fair-skinned with some freckles and a cute button nose. See her curious smirk and watch how she stands quietly to the side, waving ever so kindly in her well-fitted garb. You might think she was a doll, as angelic is her presence and as small is her stature. You might think she was a doll right until the moment she demands you fork over your gold if you know what’s best for you. Anabell is a cool player in the Tremont underground. She understands the game enough to get by with or without a little help from her bigger friends. A wise-crack with a pair of fangs and a thirst for blood, Anabell can usually be found where the action is. An old-fashioned business woman by nature - she is loyal to a fault to her employer and takes pride in doing things the traditional way. The money is still very important, but it’s a step behind customer satisfaction and protecting both the bosses and her fellows. Background: Anabell Mildstride grew up on the mean streets of Tremont where even the tall folk get stepped on. Abandoned by her mother as an infant in the ports, this gnome found herself adopted by a small family of human dockworkers. Times were tough and bread was hard to find so Anabel took to stealing food from folks disembarking ships at a young age. She learned to fight out of necessity; a gnome needed to be able to throw a few punches or out-wrestle a halfling if she wanted to hold onto her spoils long enough to bring it home. As she grew older, Anabell made friends with a young Orc lad, Gnash, who claimed to be a member of a thieve’s guild. Together they graduated from grab and dash thefts into back-alley stick ups. Anabel found herself becoming a member of the Low Council herself. It was scary work, but the coins flowed fast enough that she didn’t really think about it. Maybe she should have. Her last job with Gnash couldn’t have gone any worse. Instead of an easy mark, they found themselves ripping off a vampire who in turn tore them apart. Her friend was just about killed. In exchange for his life, she made a pact with the creature of the night that turned her into a dhampir. After the incident, Gnash retired from his life of crime even as Anabell grew into her own. They drifted apart. So did she from her adopted family. It was hard to be around loved ones when you craved for their blood. The gnome distanced herself from a lot of people in the aftermath. Instead, Anabell embraced her work and with newfound predatory grace rose through the ranks of the Low Council until she was one of the best enforcers they had. If good work earned you a spot at the bosses table, disloyalty to the guild earned Anabell a spot at your table. Either way, there was going to be a feast. She primarily worked under Hammar, a nose-less dwarf who took an immediate liking to the gnome for her calmness under pressure and her dark, sarcastic sense of humor. Silk was another fast mentor. Anabell was an easy employ as a bouncer in her brothels. She was small enough to avoid intimidating the paying clients but tough enough to protect the girls from any trouble. With the disappearance of the Low Table, Anabell felt like she had lost a part of herself. Her sense of worth had become so tied to the organization she would do whatever it took to bring it back. Vignette: A goblin, a man, and a tiefling walked into a bar. It was no setup to any joke. This bar was empty and decrepit, an abandoned structure long since left to time, but a perfect place for the unlikely trio to lay low while they patched their cuts and counted their latest haul. The tiefling tossed his axe against the counter and hefted a large sack onto a dusty table while the man set to lighting a series of candles to fight back the night's growing darkness. The goblin, for his part, couldn't resist diving into the sack and beginning to count the coins while the other two licked their fresh wounds. The sounds of rain could be heard sliding off the old inn's tin roof, thunder the only noise capable of drowning out the noise of their little celebration. "One hundred, one hundred five, one hundred two-" "Oi! You hear that Marv, we're gonna be set." "We just need to get it to the ship gents, assuming the runt can actually count, and then we're done with this pirating crap." "Did you see tha' one lady's face? Sparks thinks job was as easy as ripping off a whorehouse!" "That's because we did rip off a whorehouse you nonce-" "Aye lads they left a cellar full of rum in this place!" "Well grab me a glass Osman!" An unexpected soft knock cut short the pouring of drinks. The tiefling retrieved his axe and made silently for the barred front door. He put a finger to his lips to signal the others to be quiet. There was a second knock, no louder then the first, and then a third knock to follow. The man approached the door as well, slipping the board that affixed the solid oak slab and opening it quickly while the tiefling prepared to end the life of whomever was interrupting them from the other side. They were surprised to find the streets were as empty as when they first arrived. Only more rain met the pirates. Looking perplexed, the man took a step outside. He scanned the alley before pointing up to the tavern's old sign hung haphazardly above the door. The Fried Squid. The sign rocked into the wall of the old building with each gust of wind. The man laughed. The tiefling laughed. Even the goblin laughed as he watched his friends come back and crack open their liquors. It was the fourth person laughing that concerned the others. "Ah good evening buddies! I hope you don't mind that I used the cellar door. You were just so slow to answer the front and it's wet outside!" Anabelle grinned from her perch on the edge of the bar top in the back of the room. She wore a pin-striped vest and trousers. A small black fedora cap was tilted down to cover her eyes. The small brown-haired gnome surely enjoyed the attention of a grand entrance. Things were much less exciting without a good conversation. How else would anyone know why she was there? "Who in the seven hells are you?" Well, that hardly counted for good conversation. She would have to demonstrate. Anabell crossed her legs and popped the top off a bottle of wine. She took a sip, letting it swish in her mouth a bit to wet her palette. "The name's Dollface but don't wear it out. You see gentleman- that brothel you stole from happened to belong to the Low Table. Those girls you traumatized, you guessed it, work for the Low Table. Now the Low Table can't just have any old pirates stealing their profits and scaring away the customers. It'd be bad for business!" All three of the thieves readied their weapons and began to circle the bar. Anabell hardly reacted, choosing to focus on the bottle in her dainty little hands instead. She knew she could take the lot of them. She was simply playing with her food. It was the goblin who was next to speak. "Bad for business? Sparks thinks it funny. Brothel send little girl to retrieve money?!" As the trio neared her, Anabell finally placed her bottle back on the counter and jumped down from her seat so she'd also be standing on the floor. She tilted back her hat to reveal her face. A wining smile was flashed, revealing a wicked pair of fangs. "No sugar, they sent a little girl to retrieve three bodies but I'll let you go if you give me the bag. I want our money not your life." She could see the resolve of the human and the tiefling fade as she began to walk, in and out, between the trio like a miniature lioness stalking her prey. The poor goblin was too dumb to pick up what she was putting down. There was always one in each group. In a sudden flurry her teeth found his neck and she drank, tasting the goblin's blood not unlike the bottle of wine a few minutes prior. The other pirates dropped their gear and fled. When she was finished, she let the goblin go so that he might tell the others about how draining it was to cross the Low Council. Any that returned to Tremont would find themselves swimming with the fishes.
  3. Name: Gender identity: Straight cis male Pronouns: He/Him Character Concept: Disgraced former squire seeking to live up to his former master's ideals and redeem his honor. Class, Race, Background, Age: 26 year old Gaellian Human Paladin and Soldier. Description and personality: 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. Origin: You are a migrant, explain where you coming from and why you left. Where in the world are you from? Feel free to invent a place Why Do You Fight: Why do you keep going? Why do you fight? If you don't fight, what stops you? Deepest Desire: You long for something, just beyond your reach. Recognition, renown, power, the return of a loved one, or perhaps something as find a safe place to live. What is your darkest desire? Posting Rate: How often can you post? How often would you like to post? My goal is a couple of DM post a week, maybe more. Impressions: Your impression of other characters. A few lines each will be sufficient. I will give more time when application deadline is reach for people to complete that. Backstory: It's the most important part, please no need to write a wall of text either. Lines and Veils: Anything in particular you would like us to avoid? Romance: On or off for your character? Let me know what make you uncomfortable.
  4. Why let death rule us? Is death not just a gateway to a new existence? - Theos, necromancer elite Personality Dark yes; brooding no. He actually sees death as a barrier to be overcome. He doesn't enjoy robbing graves or killing but that is part of his job as a necromancer. That being said he doesn't raise corpses just to raise them. No he is more cultured than that. He crafts undead in a way that most wouldn't. And it's a loving craft too. While his craft is pure evil he isn't himself. For he is a mage and nothing more exploring his gruesome craft. After all evil is defined by the actions one takes as a whole. He would like be left to his work of making beautiful works of art in his undead. That being said his enemies lay strewn in his collection of cadavers. History Why does one choose the path of undeath? For Theos the answer can be found in an ancient phenomenon called Atropos. Few know even of the name and those who do debate its existence, but it is very real. For Theos has seen the moonlet with his own eyes. And truly that was what inspired him to become a necromancer. Yet that would be years in the future before Theos would see the horrors of the World Born Dead and slip into a certain madness of worshiping undeath. He lived a happy life until the age of six when the moonlet first appeared in the sky. Unbeknown to him it would rip his life apart and set him on a dark journey. When Atropos was close enough the negative energy created by the moonlet started to make the dead rise. Theos lost his father when a horde of newly risen ghasts attacked their homestead. Theos' mother and he were able to get away. And yet there was an odd spark when he saw his father rise from the dead. His young mind couldn't understand why the ghasts ignored him now. He also wondered why his mother left his father behind if the ghasts were not bothering him now. He had no concept of undeath. Civilization fell quickly on this world as Atropos' influence spread. Survivors were thrown to the corners of the world. Theos managed to survive into his teens with his mother's help. And yet he wouldn't have his only refuge for ever. By this time Atropos had long since vanished from the sky, but its devastation was inevitable. Starvation took his mother. As he lay by her corpse he remembered what his father had done all those years ago. A second life. Yet he didn't know how. Calling on the gods for help something answered him deep within guiding him towards his quest to raise his mother. But that would be far down the line. Too far for any resurrection into undeath. Cold, lonely now, and yet a certain peace settled over him as he began to trod off to hone the magics that would lead to the second life after death. As he started down the path though he discovered that he didn't care for the mangled corpses of zombies or the lackluster skeletons. He wanted to improve them in any way he could. And thus his Theos the corpse crafter was born. That seemed to be a lifetime ago. And perhaps it was. His power is still in its infancy but with each corpse he studies and each tome he reads that power comes so much closer.
  5. Kelloch Bloodmagus Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d4 SKILLS Unskilled Athletics Common Knowledge Fighting Notice Persuasion Performance (Ritual) Research Spellcasting Stealth d4-2 d4 d4 d4 d8 d4 d4 d6 d8 d4 HINDRANCES Code of Honor (Major) Hesitant (Minor) Small (Minor) EDGES Ambidextrous Two-Fisted Size Pace Parry Toughness Sanity Small 6 9 5 (1) 5 LANGUAGES Hinder (Native) d8 ADVANCES NOVICE 1. 2. 3. GEAR Flask, Clothing (formal), Flashlight, Hiking boots, Lighter, Whetstone. Armor: Leather helmet; Toughness () Leather coat, thick; Toughness () Leather leggings; Toughness () Weapons: Rapier (primary); Dmg Str +d6, Melee, +1 Parry Rapier (secondary); Dmg Str +d6, Melee, +1 Parry Ranged; Dmg d6, Range ?/?/? Currency: ? DESCRIPTION Kelloch BACKGROUND Kelloch
  6. Converted half way, made it down to finishing the skills... still going. The sheet link is correct to see the character mechanics though, they're all completed in the sheet. Inventory, powers, and feats are left to do on the app here... and give her more fluff and background of course! "I didn't get that note wrong, but it sounded funny..." Theme: Overly perky and cheerful flaming red-headed gnome entertainer with bright green eyes extremely interested in, and excited about, learning more magic. Kiki Gallant • Gnome (Wellspring) • EntertainerThrough an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer. Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost. You’re trained in the Performance skill and the Theater Lore skill. You gain the Fascinating Performance skill feat. PC1 • Sorcerer Dedication • Bard 4 Small • Neutral Good Abilitiesboosts• Ancestry: Con +2 (free), Cha +2, Dex +2, Str -2 (flaw) • Background: Cha +2, Dex +2 • Class: Cha +2 • Free: Dex +2, Int +2, Wis +2, Cha +2 • Ability Boosts: None Str 08 (-1) • Dex 16 (+3) • Con 12 (+1) • Int 12 (+1) • Wis 12 (+1) • Cha 18 (+4) Adventuring & Combat HP 44/44 Perception +9 • 8 • Wis 1 • Item 0 • Senses Low-light Vision Speed 25' Class DC 20 • 6 • Base 10 • Cha 4 • Item 0 Armor and Shields AC 20 • 6 • Base 10 • Dex 3 • Leather 1 • Trained: Light Armor, Unarmored Defense Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws • +07 Fortitude • 6 • Con 1 • Item 0 • +11 Reflex • 8 • Dex 3 • Item 0 • +09 Will • 8 • Wis 1 • Item 0 Weapon Proficiencies • Trained: Simple Weapons, Martial Weapons, Unarmed Attacks Shortbow +10 • Damage 2d6 piercing • Deadly D10 Dagger +10 • Damage 2d4-1 piercing • Agile, Finesse, Thrown 10', Versatile S "Spells are our friends, say it with me now!" Skills +09 Acrobatics • 6 • Dex 3 • Item 0 +09 Arcana • 8 • Int 1 • Item 0 -02 Athletics • 0 • Str -1 • Item 0 • Armor -1 +01 Crafting • 0 • Int 1 • Item 0 +10 Deception • 6 • Cha 4 • Item 0 +10 Diplomacy • 6 • Cha 4 • Item 0 +10 Intimidation • 6 • Cha 4 • Item 0 +07 Lore: Nantambu • 6 • Int 1 • Item 0 +07 Lore: Theatre • 6 • Int 1 • Item 0 +09 Lore: Warfare • 8 • Int 1 • Item 0 +07 Medicine • 6 • Wis 1 • Item 0 +01 Nature • 0 • Wis 1 • Item 0 +07 Occultism • 6 • Int 1 • Item 0 +13 Performance • 8 • Cha 4 • ABP 1 • Item 0 +01 Religion • 0 • Wis 1 • Item 0 +01 Society • 0 • Int 1 • Item 0 +09 Stealth • 4 • Dex 3 • Item 0 • Armor -0 +01 Survival • 0 • Wis 1 • Item 0 +09 Thievery • 4 • Dex 3 • Item 0 Languages: Common, Fey, Gnomish, Goblin Abilities Ability • Type 0 • Notes Feats Archetype Feats Basic Sorcerer Casting • free, Sorcerer Dedication, lvl 4 Archetype Feat Source Archetype Feat Level 4 Prerequisites Sorcerer Dedication You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline’s tradition, one of your bloodline’s granted spells, or another spell you have learned or discovered. CRB Sorcerer Dedication: Djinni • free, dedication, lvl 2 Archetype Dedication Multiclass Feat Source Archetype Feat Level 2 Prerequisites Charisma 14 Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline. Special You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. CRB Bard Feats Esoteric Polymath • class feat, lvl 4 Bard Prerequisites polymath muse You keep a book of occult spells, similar to a wizard's spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the Occultism skill to Learn Spells and add them to your spellbook by paying the appropriate cost. During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations. PC1 Lingering Composition • free, class feat, lvl 1 Bard Feat Source Awarded Feat Level 1 Prerequisites maestro muse By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. PC1 Multifarious Muse: Polymath • class feat, lvl 2 Bard Feat Source Class Feat Level 2 Your muse doesn't fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don't gain any of the other effects of the muse you chose. Special You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own. PC1 Versatile Performancy • free, class feat, lvl 2 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 General Feats Adopted Ancestry (Goblin) • general feat, lvl 3 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Gnome Feats First World Magic • ancestry feat, lvl 1 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Skill Feats Additional Lore: Warfare • free, skill feat, lvl 1 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Additional Lore: Nantambu • free, skill feat, lvl 2 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Bon Mot • skill feat, lvl 4 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Impressive Performance • free, skill feat, lvl 3 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Magaambyan Attendant Dedication • free, dedication feat, lvl 3 Bard Feat Source Awarded Feat Level 1 Prerequisites polymath muse You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation. PC1 Spells Spell Attack +10 • 6 • Cha 4 Spell DC 20 • 6 • Base 10 • Cha 4 Cantrips Bard Detect Magic Musical Accompaniment Needle Darts Shield Telekinetic Projectile Level 1 Bard Fear Magic Missile - Soothe Summon Fey Impulses Aerial BoomerangAir | Impulse | Kineticist | Primal A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang. On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it. Level (+2): The damage increases by 1d4. Air CushionTrigger A creature within 60 feet is falling. Air currents flow upward to slow the target’s fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn’t reach the ground within 1 minute, but any distance it fell during that minute doesn’t count for any damage the creature would take from the fall. You can’t use Air Cushion again while you have one in effect. Level (8th) The range is 120 feet, and you can create cushions for up to 5 falling creatures with one reaction. Elemental Blast: AirAttack | Impulse | Kineticist | Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. Critical Success: Target takes double damage. Success: Target takes full damage. Level (+4): The damage increases by one die. Air: 1d6 electricity or slashing, 60 feet or Elemental Kinesis: AirImpulse | Kineticist | Primal It’s trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can’t affect an element that’s magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can’t deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). Four WindsAir | Impulse | Kineticist | Primal Mimicking the anemoi—monarchs of the four winds—you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed. If it has a fly Speed, it can instead Fly up to half its fly Speed. Level (10th) The targets move up to full Speed instead of half. Inventory Money: 9 GP 8 SP Bulk 2/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • 1gp 5sp • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Mask, Fine (4) • Bulk 0 • 8gp • Loreli has a number of porcelain masks and is always wearing one of them. They are similar in design, mostly featureless, but they vary in color and decoration. One is a reflective, shiny white with silver filigree, one is a matte white with no decorations, one is a matte black, and the one she typically wears is a plain matte, dull ivory-yellow. All of them have extended sides and a pair of wide bands to hold them in place. Each of Loreli's masks has a "ripple" like hole in the middle of the forehead roughly 2 inches above eye level. The back of the masks all have a fitted space with a clasp over it where her ever-burning token can be placed. The light cast by the stone shines through the hole and ridged rings around it, illuminating the area in front of her while keeping both hands free. Ever-burning Token • Bulk 0 • free (15gp) • Evocation | Light | Magical • This polished and shaped stone is roughly the size of three stacked quarters and sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can’t be smothered or quenched. Locket of Light • Bulk 0 • 5sp • This disk shaped locket has a front face that can be opened, flipping it down and to the back or beneath it as a sort of "stand" for it to rest on a flat surface such as a table or desk. The locket can be opened properly by twisting three metal tabs along the edge and her ever-burning token fits within the locket snugly. Loreli wears the locket on a thick leather thong around her neck. Arms and Armor Padded Armor • Bulk L • 2sp • Comfort, Cloth Appearance Kiki is a slight wellspring gnome with brilliant red-auburn hair that she wears loose around her shoulders when in a social or non-combat situation. In action she tightens a wrap around her head and uses prestidigitation briefly to wear her hair "up" at which point she looks a lot like a troll doll does. She wears a jumper with a tailored vest and split side skirt, short breeches, and a snug shift with drawstrings at the wrists. Her color choices tend to favor red accents on brownish grays but she can get pretty wild with changing her outfits to wild colors depending on her mood. Her vest has a number of small concealed pockets. She has a fancy porcelain mask she likes to wear during performances. Personality Excitable, overly happy, highly energetic. She loves to socialize and learn about people, even people she just met, or hasn't met yet. She doesn't really appreciate social boundaries most of the time although she can reign herself in for ceremonies and other special occasions. Wild Child Kiki has always been a handful... Music Lessons Giving her some well needed self control... Sent to School On the road...
  7. Isabelle Krähen “What is a Coupé, but a Revolution that hasn’t yet obtained popular support?” Name: Isabelle Krähen Race: Dhampir Gender: Female Age: 27 Class: Bard (Demagogue Archetype) Traits: Addicted Friend, Ambitious, Bastard, Final Embrace, Power-Hungry Sheet: Concept and Plot Hook: Isabelle is a minor noble woman that resides on the East Shore. Her family, Krähen, gained its wealth and notoriety long ago for its service in the Cousin’s War. Her mother was a high society socialite up until the day she overdosed on shiver in a back alley. Her father, rumored to be a vampire, was never in the picture. Isabelle was raised by the strict guidance of her maternal grandparents. When they too passed, Isabelle inherited everything from the family’s raven crest to the riverside estate to a sizable treasury and a retinue of servants. She has always enjoyed the finer things in life but they’ve only ever been a distraction for her true desires. The affluent heiress craves the one thing she doesn’t yet have and perhaps the only thing that would allow her to end the crime ripping apart Korvosa’s streets once and for all - power. The timely delivery of a certain letter from a certain person however, at least offers her the chance to collect justice from one undeserving soul in particular. “My father was a whore. My mother was a shiver fiend. It’s a good thing grandfather had more sense then the both of them or I'd be unable to rid this city of that vault rat Gaedran Lamm.” Description: Isabelle is one of those figures that towers over everyone else in the room. A tall statuette of flawless beauty, she’s never had to search for suitors despite possessing an almost ominous aura. She inherited her father’s ghost-like pale skin and through a combination of his foreboding crimson stare and her mother’s sparkling blue irises, she gained a set of eyes in a shade of violet that is as enchanting as midnight orchids. Isabelle’s hair is long, straight, like a pillar of obsidian turned to fine thread. Her slim but shapely figure is intoxicating to behold. At six foot four inches in height and a hundred and seventy pounds, she commands respect in any conversation. Her stare is decisive. Her face is imperial. Her visage like a condescending remark over a bottle of fine red wine. You may get drunk on her words but do be weary, for this heiress has only hidden her fangs. “Do not fear me love. I’m just your future queen.” Personality: Isabelle is an enthralling orator with the uncanny ability to seize a room full of people and convince them all to drop what they are doing and focus their full attention on her voice. People generally either loathe her or admire and adore her. She leaves little room for the in-between and wouldn't have it any other way. Bad press is still publicity after all. Starved of affection for much of her early childhood, she craves idolatry even if she hates to admit it. Isabelle is often the first and most eloquent perspective in any discussion. Even on the fly her words are carefully selected and her arguments roll off her tongue as if rehearsed. They are in a way. Somewhat of a socialite in her own right, Isabelle often finds herself sitting down with other wannabe-infouential minor nobles to discuss philosophy, history, and political theater. If it were up to her - Isabelle would be crowned the ruler of Korvosa yesterday. She has little respect for the current king and his mistress, something she has never done well to hide, though it’s not like they've ever met given the difference in their station. An elegant provocateur and misguided philanthropist if there ever was one, Isabelle's biggest motivation beyond her image is doing what she believes is the right thing for the people of Korvosa whether or not they agree with the means. The people need security and safety in their homes. A revolutionary autocrat in the making, Isabelle would light that fuse if only she could guarantee enough people would follow her to make it worthwhile. As calculating and manipulative as one might describe the Dhampir lady, cold is hardly a fitting addition to this list of descriptors. She isn’t evil. The chip on her shoulder rarely extends to the little guy. Those in Isabelle’s close circle know her as loyal friend that, while perhaps a little bit eccentric and a lot of bit ambitious, cares deeply for those around her. She may kick you in the shin to advance her own plots, but she’ll also be the first to pick you back up and place you on a better pedestal when she gets what she wants. Isabelle never forgets a debt owed.
  8. WIP Name: Alexandria Kasmitha Karki. Concept: What if a actor who played a superhero... got superpowers. Background: To say that Alexandria was born lucky would be somewhat of a understatement. The second child of a father who's life took him from diplomacy to business owner to the upper levels of administration in Project Utopia, and a mother with a illustrious diplomatic career. One would think that her family had been blessed with wealth and privilege for generations looking at them. While this may have been true for her and her sister, her parents were born perspectival into a poor family in Nepal and a Poor farming family from Alexandria Kentucky. So from a young age "Alex" and her sister where driven to if not succeed at the very least apply themselves. Her sister excelling at academics much to the pleasure of her father and mother. And Alex failing miserably at academics but excelling at the artistic side of things, a natural talent for singing, dancing, acting even dabbling into painting and musical composition. Much to the delight of her mother and... apathy of her father. Things where complicated for her family at times, her father moving for first work and then his duties with project utopia. Her sister and herself going off to Ivy league college to great success for her sister and two semesters of bad grades for her before finally landing a job. In this case a modeling job which her father disapproved of. Leading into a number of small acting jobs which her father at the very least didn't make a fuss out of. And by the time she had reached the point of acting in a number of extremely financially successful (if not critically acclaimed) action based movies based on the exploits a team of Crime Fighting Nova's. So imagine the RP cue the sheer amount of buzz that would happen if one of your actors erupted while on filming your movie? And then the disappointment and blowout that would follow if the actor decided to leave the project both for 'logistic' reasons. And for personal reasons. Concept: Aspirations Short: Have a 'good' conversation with her father for once. Make a friend not connected to her acting career. Aspirations Long: To actually be seen as a real hero. Origin Path: Life of Privilege. (Political Affiliates •) Role Path: Celebrity. (Stephanie Sevilla •) Society Path: Project Utopia. (Maria Villareal •) Skills: Aim•, Culture••, Empathy•, Integrity•••• (specialty: ), Persuasion••, Athletics••• (specialty: ), Close Combat••• (specialty: Kicks). Attributes: Intellect••, Might••, Presence•••••. Cunning••, Dexterity•••, Manipulation••. Resolve••••, Stamina•••, Composure•••. (Force Approach) Skill Tricks: Strength of Conviction. Edges: Artistic Talent ••, Fame ••••, Striking ••, Wealth ••, Skilled Lair ••, Eufiber ••, Iron Will •, Patron • (Stephanie Sevilla). Mega-Attributes: Resolve •. Mega-Edges: Body Modification Wings •. Regeneration •. Toughness •. Quantum Powers: Flight ••, Quantum Attack •• (Sonic, Short Ranged). Quantum: •• (25) Transcendence: Health: Bruised, Injured, Maimed, Taken Out Armor: Scale: Durability 1, Leadership 1, Mental 1, Might 1, Power 1, Size 1, Speed 1 Experience Points spending: 150/150 XP Add one dot to Quantum (16) Three Mega-Edges (36) Three Edges. (9) Seven Path edges. (14) Four Quantum Powers. (48) One Mega-Attribute. (12) One skills. (5) One Attribute. (10) also need a skill trick do skill focus Spend points Wings, Flight, Quantum Attack
  9. Name: White Diamond (Phillipe Darias) Concept: Reluctant Hero Age: 22 (Born - March 22, 2006) Height: 6'1" Weight: 190 Hair: Black Eyes: Green Aspirations: In the short term, ... In the short term, ... In the long term, ... Origin Path: Suburbia (College Professor •) Role Path: Pilot (Detective Lastrad, RCMP •) Society Path: Project Utopia (Project Scientist •) Skills: Athletics •, Close Combat •••, Culture •, Empathy •, Enigmas •, Humanities •, Integrity ••, Pilot •••, Technology •• Attributes: (Force Approach) Intellect ••, Cunning •••, Resolve •••, Might •••, Dexterity •••, Stamina •••••, Presence ••, Manipulation ••, Composure •• Skill Tricks: I Can Figure It Out (Pilot) Edges: Big Hearted •, Wealth ••, Direction Sense •, Hair Trigger Reflexes •, Small Unit Tactics •, Dormancy ••, Eufiber •, Photographic Memory ••• Mega-Attributes: Mega-Stamina • Mega-Edges: Quantum Powers: Growth • (Duration) Density ••• (Duration, Non-Living) Mega-Might ••• Toughness ••• Quantum: ••• (Quantum points 25) Transcendence: Health: Bruised, Injured, Maimed, Taken Out (At Stamina 3, add an Injured level, and Stamina 5 gives an additional bruised level) Armor: 0 or list armor stats and tags for example: Soft 1 (Complete 3) Scale: Durability 1, Leadership 1, Mental 1, Might 1, Power 1, Size 1, Speed 1 Experience Points spending: 150/ 150 XP Quantum Trait +2 - 36 XP Dormancy •• - 6 XP Eufiber • - 3 XP Density ••• - 36 XP Duration Tag - 12 XP Non-Living Tag - 12 XP Growth • - 12 XP Duration Tag - 12 XP Mega-Stamina • - 12 XP Edge - Photographic Memory ••• - 9 XP Background Growing up in a place named Briland might seem to some to be an interesting place, just from the name (especially when neighboring places had names like Jacob's Island and Whale Point). To Phillipe Darias, it was just home. Away from home, his home was known by another name, Harbour Island. Being located on Eleuthera in the Bahamas, it was only natural that Phillipe take on a career in Marine Biology or Archaeology. Phillipe had one difficulty with that career path however. Osteogenesis imperfecta, commonly known as Brittle Bone disease, was the diagnosis the doctors gave Phillipe's mother. Phillipe was five years old and this was after the sixth time he'd been brought in to the ER with broken bones in as many months. After the second time, the police had been called and Phillipe had been placed in a foster home for a week. After Phillipe had bumped into the coffee table and had to be brought back to the ER, the police and social workers were no longer involved. The smallest bump or fall, and his bones would break. At that point, his mother began what would become a lifelong pattern of protecting her son. Anytime they would leave the house, Phillipe would be in a wheelchair. He couldn't play with other kids because it would result in several broken bones and a lot of pain for Phillipe. Unable to act and play like a normal kid, Phillipe dove into books and computers. He would read for days on end, and when he wasn't reading or studying, he was on the computer. However, his mother did allow him to learn to swim. He learned in his own pool, and had a tutor/guardian for all his interactions in the pool. With his mother being a research Astrophysicist, Phillipe did have every chance otherwise; the best schools, the best doctors, just nothing seemed to help with his physical or mental health. Growing frustrated with this, his mother looked into every option she could. Finally, finding a possibility in a project she was working on involving crystals and dimensional energies. Late in her initial research, she discovered that exposing the crystals to specific frequencies of sound caused them to vibrate and emit energy particles which had a strange side effect of increasing the density of objects struck by the particles. Seeing an opportunity, his mother arranged for exposing Phillipe to the particles. Amazingly, after the exposure, Phillipe’s bones and muscles grew stronger and Phillipe gained a bit more confidence in everything he did. It gave him a bit of courage to step outside his (and his mother's) comfort zone and enter a Marine Biology program in the US. Attending the University of Toronto in Toronto Canada, and being away from home for the first time, spent most of his off time learning to fly and indulging in writing for the school newspaper. As time went by, Phillipe started down another path however. After researching an article he hoped to get published in the local paper, he ended up working for a gang who was into a bit of everything, including smuggling. Phillipe made extra money by riding along as copilot on several flights carrying unknown cargo in a small plane in the middle of the night. Only when a Coast Guard helicopter opened fire to get his attention did the full impact of what he was doing hit him. Calmly, he took the controls and landed the plane, promptly turning himself in and turning State's Evidence against the gang. In exchange for this cooperation as well as the fact that he had no prior criminal record, he was placed on probation and allowed to go home under strict conditions (the terms of which were sealed). It seemed that Phillipe's life was back on track, but it was not to be without a serious incident to propel him along it and to an unclear future. Two weeks after returning home and on his way to deposit the first paycheck of his new job with a dive boat, Phillipe thought he saw a couple of the gang members that he'd run with following him up the street. However, when he'd turned to take a good look, the individual wasn't there. Chalking it up to paranoia, he continued on to the bank. As he reached for the door and began pulling it open, he caught the reflection of a car driving by with a long tube sticking out of the window, pointed in his direction. In a spilt second, as his mind registered the rocket launching out of the launcher toward him, his survival instincts kicked in and he made a decision that would shape things to come. In an instant, Phillipe grew nearly a foot and his entire being took on the appearance of a translucent white crystalline form. The rocket impacted and the explosion blew the bank doors inward followed by fire and smoke, setting off alarms and sprinklers. When the atmosphere around the entrance began returning to normal, Phillipe's form stood there, barely scratched. He stood there for a moment before running down the street after the vehicle that had performed the drive-by. Unable to catch it, he ducked into the seclusion of a small park and willed himself back to normal. To his surprise it worked and he headed toward his home. Once there, he collapsed into his bed, exhausted from the effort of changing his form. In what seemed like minutes, but what in actuality was days, Phillipe awoke to a knock on his door. When he answered it, he was greeted by an Interpol detective who asked to speak with him and assured him he was not in danger if he promised not to become the crystalline figure. The detective told him that he knew that it wasn’t Phillipe’s fault, but the explosion at the bank had wounded several and killed a young mother and her infant son. They had been about to step out the doors of the bank when the rocket hit. Phillipe’s emotions suddenly bottomed out. He blamed himself for the injuries and deaths. Lieutenant Lastrad could see the young man’s thoughts spiraling out of control so he smiled. He discussed how the region was becoming so much less the paradise it once was, and more a criminal haven. He proposed that Phillipe use his ability and become a protector of his homeland instead of a rampaging monster a couple of media reports had painted him. Seeing a chance to finally make a difference, Phillipe agreed. Soon after, White Diamond (as someone had suggested the press call him) was appearing all over the islands disrupting smuggling, robberies and other criminal enterprises. While he felt he was doing some good, Phillipe still felt guilty. Not just because of the incident at the bank, but because others seemed to get hurt too. While the press wrote off the casualties as justifiable, Phillipe thought differently. With a heavy heart and a feeling of being hunted constantly washing over him, he left his home country and traveled back to Toronto where he hoped to start fresh and get past the hurt he had caused. However, his arrival did not go unnoticed. A couple of days after his arrival, he was met by former Lieutenant Lestrad, now working for the RCMP, and a Project Utopia representative. Between the two, they convinced Phillipe to join the Project. After a short training period, he became one of the newest members of Team Tomorrow.
  10. Name: Elwin Malefazel Character Concept: A small, small town guy out to make good in the world and hopefully become a hero. Description: Elwin has a lithe build and is short even for a gnome. His hair and short beard are rusted brown and frame a boyish face of well tanned skin and bright green eyes that seem to perpetually sparkle. He conceals much of this under a deep hooded dark green cloak that he wears over brown leather armor and an olive toned tunic. Everything he wears is more utilitarian than fashionable though it all is cast in earthy tones and rich greens. Character’s Plothook: Past is Prologue : Born to a humble family of gnomish farmers, Elwin always had a thirst for knowledge and adventure that extended far beyond the rolling hills of his homeland. As a young gnome, he was apprenticed to a respected wizard who recognized his prodigious talent for the arcane arts. Under his mentor's tutelage, Elwin excelled in his studies, mastering fundamental spells and delving into the intricacies of magical theory with an unquenchable curiosity. However, fate took an unexpected turn when a tragic event shattered his idyllic life. During an expedition to recover a lost artifact, Elwin's mentor and several of his fellow apprentices fell prey to a band of ruthless raiders. In the chaos that ensued, Elwin witnessed the brutal murder of his teacher and narrowly escaped with his own life. Haunted by the memory of that fateful day, Elwin vowed to avenge his fallen mentor and bring the raiders to justice. Driven by a thirst for vengeance and a newfound determination, Elwin abandoned his wizardly pursuits and embarked on a path of adventure as a rogue. He honed his skills in stealth, agility, and cunning, becoming a formidable opponent in both the shadows and on the battlefield. His adventures led him to encounter a diverse cast of companions, from valiant warriors to enigmatic sorcerers, who aided him in his quest for justice and self-discovery. Along his journey, Elwin's arcane knowledge proved to be an invaluable asset, despite his transition to a more martial lifestyle. His understanding of spells and enchantments allowed him to outwit his enemies, create diversions, and heal his comrades in times of need. The fusion of his magical prowess with his roguish skills made him a versatile and formidable adventurer, capable of overcoming any obstacle that stood in his path. Loyalties: Diety:
  11. 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
  12. 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
  13. 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!
  14. "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.)
  15. 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!
  16. 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
  17. 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