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  1. Sheet: Race: Githyanki Class: Sorcerer (Aberrant Mind, Psionic) Background: Investigator Path to Mystery: You survived the destructive use of a magic device that wiped out your home. Members of a secret organisation found you. You now work with them, tracking down dangerous supernatural phenomena and preventing them from harming. Apologies for the dice roller, I can never work that damn thing, I got 9,13,13,14,15,16 That will do nicely Looks and Likes Appearance: Tall and lithe Carq'Khol is a better-looking gith than most, she has a deep olive skin tone which is flecked with crimson markings. Carq'Khol has auburn hair that reaches the small of her back, it is kept in check in a ponytail style. Carq;Khol generally wears clothing that does not impede her movements, loose fitting robes or a leather dress. Personality: Carq'Khol can be a little abrupt if she is faced with a simpleton, she cannot abide stupidity. When faced with something that she knows little about Croq'Khol will ask about for advice, she is not afraid to say that she is out of her depth. Carq'Khol does have a cruel streak, if she captures some evil creature she will have a tendency to kill first. History Backstory: Surfing the astral sea was a way of life for Croq'Khol, it was when the Ilithid caught her that life became difficult. As the tadpole was being inserted though something went wrong, the ship was hit by another ship, a gith ship. The dreaded mind flayers were nothing more than practice for the veteran Githyanki, they were easily slaughtered and their prisoners released. Carq'Khol was taken to see the head of the creche, he noted that the tadpole had been absorbed into her brain and thus she would wield great power. Carq'Khol was taken to the land called Chrystal where she was left with a group called The White Ravens, she was retrained as a psionic sorceress who could blast her enemies with fire or ice. Another aspect of her training was dealing with traps and locks, no door should bar her way, when she was trained she was sent to Crossroads. Here she had almost total authority to go anywhere she needed to, her first case was the murder of a woman who kept to herself and had no known enemies. After an extensive investigation, a very important letter was found from her brother. This brother had humiliated the family by fraternising with other men and dressing up as a woman, both the woman's parents had died so she inherited their wealth. He wanted this money so had killed her for it, she had left a will giving her one and only friend the money and the estate. This case had brought Carq'Khol some renown and more people wanted her services, she was good at doing her job and proved that she was capable of more.
  2. Name: Trayven Race/Class: Human Monk Age: 17 Description: under 6’, Bald with Grey eyes an lanky build. Backstory: Trayven spent his first years on the streets until the Masters found him and took him in. He was raised and trained by the masters until an attack destroyed his monastery home. He has been traveling ever since. Personality: Trayven is driven to answers for who killed the Masters, and yearns to see justice done, even if he has to use the methods his Masters taught him. He is very stoic and serious, but can occasionally make a witty quip or joke. Sheet: Notes: I tried to label any math that didn’t immediately make sense, as observed in the statistic block of the sheet. If you wish any more explanation, I’m at your disposal.
  3. Map Token Character Generation Ability Scores: 20 point buy Strength: 10 Dexterity: 14 (+2 Racial) = 16 Constitution: 12 Intelligence: 17 (+2 Racial) = 19 Wisdom: 12 Charisma: 8 (-2 Racial) = 6 Race: Alternate Racial Traits: Prehensile tail, Light from the darkness Gender: Female Age: 20 + 6d619 = 39 26 Height: 4' 5" + 2d1013 = 5' 6" Weight: 85 + 2d1010 = 135lb Class: [] Favored Class: Witch Favored Class Bonus: HP Traits: (Drawback); , ; Campaign Trait: . Skill Ranks: 2 + Int mod+4 = 6 Skills Trained: Heal [1 Rank], Knowlege (arcana) [1 Rank], Knowledge (nature) [1 Rank], Knowledge (planes) [1 Rank], Perception [1 Rank], Spellcraft [1 Rank]. Background Skill Ranks: 2 Skills Trained: Craft (alchemy) [1 Rank], Knowledge (history) [1 Rank]. Feats: Extra Hex; EitR in effect. Languages: Common, Infernal; Draconic, Dwarven, Elven, Orc; Sylvan. Familiar: Spell deck. Patron: Shadow. Spells Known: All. Hexes Known: Cackle, Evil Eye. Hit Points: Max (d6) + Con mod+1 + FCB+1 = 8 Starting Wealth: 3d67 × 10gp = 70gp Equipment Starting Items Cost Source Courtesan's outfit 8gp AA2 p20 Harrow deck (spell deck) 100gp UE p57 Weapons Cost Source Dagger (3) 6gp Core p142 Adventuring Gear Cost Source Witch's kit 21gp UE p58 Cards (2 decks) 2sp UE p92 Charcoal 5sp AA p12 Cold-weather outfit 8gp AA2 p20 Corset 1sp Core p159 Fetters 15gp ARG p123 Filter scarf 5gp UW p243 Grooming kit 1gp UE p57 Harrow carrying case 10gp HH p30 Jewelry, pendant 1gp UE p89 Oil (1 pint) 1sp Core p158 Perfume, common (1 dose) 1gp CS p213 Piton 1sp Core p158 Funds Remaining: 1gp نساء (Nisa)... The name in Kelish means 'accursed one'. How endearing... From birth, Nisa had not known her parents. The tale went that she was the progeny of an incubus and one half-elven worshipper of the whore queen Ardad Lili, who had planted herself under the auspices of Tamidah Zufiq and her qedeshatam encampment. When she was found out after giving birth to a fiend-blooded child, the cleric ordered the cultist drowned in the River Ladan the next morning after a night of hospice and sanctuary. Indeed, Nisa had not known a great many things, least of all freedom. The large ram-like horns on her head growing out just behind the temples, and the long and flexible tail protruding from the base of her spine at the hip, were enough to spark nothing less than outright horror from any Qadiran across the entire country. Distrust would be an understatement as to the sentiment she had been regarded with since birth. Taking only the slightest of pity upon the child, the camp's leader had agreed to allow one of the older members of the tribe to keep the child, under one condition — the elderly Varisian foretune teller could adopt the tiefling infant only if she agreed to take it as a slave — branded and shackled for the rest of her life. And so, Nisa had always known the mark of slavery upon her left hip, a brand on her skin reading عبد just above the bikini line, indicating that she was essentially no more than property, her very existence possible only by the courtesy and hospitality of others. Too, Nisa had rarely not known the bondage of the fetters around her ankles, the possibility of escape and its implications alone would strike abject terror into the hearts and minds of all of Naamat. And so it was, for twenty-six years Nisa had lived under Madame Zamfi's tent flaps, rarely seeing the light of day, learning from the kind old crone the subtle art and magic of the harrowing, watching from afar the sacred healing rituals provided by the qedeshats to their myriad clients via the ecstasy of physical union. Once, Nisa had tried to escape, having managed to pocket a tent piton to use to force her shackles open. Without a good way to disguise herself and hide her tail and horns, the young tiefling was swiftly caught after her transgression and whipped to remind her of it. When an unnatural cold touched the edges of Naamat's encampment near the Border Wood, Nisa saw the worry and panic in the qedeshats' eyes. When she found old Madame Zamfi had passed away in her sleep the next morning, the young tiefling scavenged what she could from her venerable guardian's belongings, broke free of her fetters yet again, and fled in the early hours of dawn, far from the only home she had ever known.
  4. Hello! Have you ever been in the dungeon, nearing death, and wondered why you hadn’t just forked over that last copper for the potion that could have saved you? Do you remember that time you could have used someone versed in poultices, potions, and tinctures on your journey through that last encounter? Why make that mistake again! My name isn’t s Rappadashpotionmakerwolffrienderwagonowner, but you can call me Dash. My life has been spent traveling with my uncle and apprenticing in his apothecary, which was nothing more than a wagon towed by a mule. Once I was old enough I set out on my own and am eager for a quick jaunt or two into the dungeons and haunted woods of the world. I travel light, can not only brew a quick spot of tea or coffee but can literally pull your behind out of many scraps with my concoctions. Do you need a quick shot of healing to help you recover from that fireball trap you tripped? I can do that!! Do you need someone small and nimble that can help you avoid that trap in the first place? I can do that too! Do you need a hard hitting ankle biter that can dish out some damage while you set up the killing blow? Ask me about my mutagens! So you need little man make go boom? Yup, my main weapon (other than my obvious charm and pitch-selling) is a special bomb I concoct. Let me show you what I can do! All I ask is that I get to hide behind the big ones on my side. Because I’m small, you see. You get it. Anyways, I have ambitions of my own of course, but that’s later. In the meantime, should you need my assistance, please contact me at your earliest convenience. If not convenient, contact me anyways! I like to talk. Until then, good luck travelers! Rappidashpotionmakerwolffrienderwagonowner
  5. Name: Character Concept: An aspiring Rashemi berserker on her dajama to prove her worth, honor the legacy of her great-great-great-great-great granduncle, and to deliver righteous boots of justice to the malodorous backsides of evil. Class, Race, Background: Barbarian, Human, Folk Hero Description: Dynaheir is a tall, muscular young woman of nineteen years. She stands 6'4" and 210 lbs., and ripples with muscle. She has deeply tanned skin and a shock of bright auburn hair that cascades around her shoulders and halfway down her back. A swirling, purple tattoo covers her left eye and cheek, a runic design symbolizing strength and spirit. She wears simple, practical clothing: an olive-green tunic with short sleeves, a wide leather girdle, brown trousers, and thick leather boots and bracers. Across her back, she carries an old, unadorned claymore, a worn backpack, and a cloth quiver filled with javelins. A small wooden pendant hangs around her neck, clearly hand-carved, depicting what is either an odd-looking bear or, perhaps, a hamster. Origin: Dynaheir hails from a small village in southeastern Rashemen. Her family claims to be descended from the brother of the legendary berserker and Beloved Ranger of Baldur's Gate, Minsc the Brave (and/or Deranged). While other supposed descendants of Minsc's line have built their own identities in the many decades since the Bhaalspawn walked Faerun, Dyna's family has always valued their heroic lineage to a perhaps bizarre extent; her great-grandfather even changed his surname to "Minscthara," or "Soul of Minsc," sixty years prior. Raised in this tradition that so greatly values courageous heroism and physical prowess, it's little wonder that young Dynaheir, blessed with remarkable size and strength, aspires to become a great hero and berserker. Start of Darkness: At some point in the past, you have been touched by darkness. Something happened to you, a loved one, or something is actively happening to your character. What was it, how did it affect you, and how does it linger? Sadly, Dyna has suffered a loss all too common to the Rashemi, especially those living near the borders of Thay: her older brother, Darnil, was killed during a raid by Thayan slavers. Dyna had always been close with Darnil, and his death was the first great loss she faced in her young life. She now carries his sword and proudly wears the pendant he carved for her as a child; she has vowed to become a great enough hero for the both of them. Why We Fight: The choice to stand against darkness is not one made lightly, often it comes from a paradigm shift in a person's life. Perhaps it comes from a place of inner light, perhaps from personal tragedy, or bizarrely, maybe a way to stave off the tinge of darkness or apathy within your own soul. Why do you fight? If you don't fight, what stops you? Dynaheir fights because she believes it to be her calling. The day she took her first step, a wooden practice sword was placed in her hand. She has never questioned her family's dedication to Minsc the Brave's heroic legacy; she realizes, of course, that life is not so simply divided into the "good" and the "evil," but she believes that it should be, and that everyone would be better off if this could be the case. She also simply enjoys fighting, or at least the act of physical competition--whether she will still enjoy combat when the stakes are truly life-and-death remains to be seen. Deepest, Darkest Desire: You long for something, just beyond your reach. Recognition, renown, the return of a loved one, or perhaps something as simple as a way back home. Your desire may not be something mundane or something you want to discuss casually: perhaps it is something dark and incomprehensible. What is your darkest desire? Dyna isn't old or experienced enough to know what she truly wants yet from life; she is experiencing the world on her own for the first time, though she has her ancestor's legacy and a strong sense of justice and decency to guide her. However, there is one doubt that niggles at her mind in the darkest hours of the night: what if she doesn't want this life? What if she would truly be happier with something simpler and quieter? What if, in her heart, she isn't the hero she's supposed to be? Duchess' Designs: Duchess Morwen may be new to the throne of Daggerford these past few years, but she is an able ruler, if somewhat distant and otherworldly at times. You have come under her watch, whether by virtue of your actions, prestige or skill, or even depths of depravity or criminality. Why is Morwen aware of you, and are you aware of her? Oh her 18th birthday, Dyna set out on her dajama. Her first destination was the city her ancestor had so famously protected: Baldur's Gate, thousands of leagues to the west, along the edge of a great ocean. Her route has had several detours along the way, as the young berserker was pulled into various misadventures along the way, and has most lately brought her to Daggerford. Here, the young hero's reputation has slightly preceded her; her last detour had involved helping to rescue a nearby farming hamlet from a band of goblins, and news of her bravery reached Duchess Morwen a day before Dyna herself arrived. Introductions were arranged, and Dynaheir has at least temporarily allowed her journey to be put on hold in order to be at the Duchess' service. Deity: While never particularly interested in theological studies, Minsca has a received faith in The Three (Bhalla, Khelliara, and the Hidden One, better known as Chauntea, Mielikki, and Mystra). She's never really given her beliefs any serious thought, seeing them more as an extension of her culture than as something that personally affects her. Music: (seriously, this song was made for Dyna), , Posting Rate: I'm generally able to post at least once each weekday. Weekends are harder to predict. Impressions: : "He seems nice! Sad, though. He smiles, but it never reaches his eyes. And I think he is a little scared of me. He is a bit small and I am very large, so this makes sense. Still, not every hero is big and brawny, and courage means facing things you are scared of, which means he must be very brave indeed!" : "She is so cool! She is younger than me, yes, but she is so wise and worldly and confident! I feel so big and awkward and clumsy when I stand next to her. I have much to learn from such a mature young hero." : "I think she worries too much about being pretty. Just because a woman casts spells does not mean she needs to wear dresses slit up to the waist. Why can she not wear sensible clothing? It is as if she expects never to be in a fight. And that makeup! Heroes do not need makeup. Hmph." : "I do not know what to make of her. She looks the same age as me, yet also looks like she has lived lifetimes. She wears these dark colors, but she treats others kindly. I think she has a heroic heart but a troubled past. I think it would be good to fight at her side and be her friend." : "He reminds me of the stories of my great-uncle, except that he talks to his weapons instead of a miniature giant space hamster. Also, he seems less discriminating about how evil a butt must be before being kicked. Still, he is very knowledgeable and seems to have been a great hero in his youth, so there is much to be learned from him." : "I do not know much about him. He seems very serious and driven, and he keeps his distance. He also stays up much too late, so it is hard for me to spend time with him. But he hunts monsters in the dark, which seems more difficult than hunting them during the day, so I think he is heroic enough." : "She is very pretty! And very kind, I think. I do not feel so big and awkward around her as I do other such women. I think she would be a good person to travel with; she is an artist with a heroic spirit, and I think it is good to fight for something good in addition to fighting against things that are evil." : "I like him a lot. He is very wise and kind. In some ways, he reminds me of my father, who is a very good and knowledgeable man but not a great warrior. But you do not need to be a great warrior to be a hero, especially when you have someone big and strong like me at your side!" : "I did not know that tieflings could be so big! But he is very, very nice. He says he has a long history of fighting slavers. I think, after I complete my dajama, I should find him and we should go to Thay. We could bring down those villainous Red Wizards and become two of the greatest heroes of the Realms!" : "She has so much spirit! And we have much in common. She is on her proving, just like me! And her friend... he sounds much like my brother. And we both honor their memories by being heroes enough for two adventurers. I think we will be great friends." : "He, uh. Ahem. Well. He's very nice. Charming. I... think he has a very... heroic demeanor about him. He has a very nice smile. Very... handsome. Obviously. I mean, unless it is not obvious. I do not think it is so obvious. Did I say obvious? I just... well... he wears very tight pants." : "Oh, him I do not like. There is something unsettling about that one. He does these kind things, he entertains children, and at first you think, yes, this is a good person... but then you see his eyes. Those are not the eyes of a hero." : "He is very kind and helpful! I feel sorry that he has been so badly hurt. I think he should be able to show his face openly; scars are the marks of heroism, not shame. I hope he one day realizes this." : "He is very smart. You can tell by watching him. But also, he is very guarded. I have spoken to him, and he is very friendly while saying very little. He seems to be more a politician than a hero, but I will give him a chance." : "I will warn everyone within the sound of my voice: if you lay one finger or say one bad word about her, I will throw you through a wall. Not a window. Not a door. A wall. She is sweet and delightful and has the heart of a true hero and she gives very good hugs." : "For a champion of valor and loyalty, he seems very grumpy. I do not know why he wants to be a hero when he clearly does not enjoy it. Though, when I see how sour he is, I do feel more confident that I want to be one." : "I have never met another person quite like him. He is very, very smart and I think he must have been in charge of many people before, but he is so stuffy and concerned with being clean! Heroes have to get dirty sometimes! Still, I do not dislike him, and spellcasters are usually a bit odd anyway." : "He is so strange in the way he speaks, and I am afraid that if I spend too much time around him, this one will begin speaking this way as well. But he is an excellent warrior! And his story is so sad, even though he is not. I think he will be a great hero if pointed in the right direction." : "I have not gotten to know him well. He seems very serious and seems to guard his words very carefully. Still, I see kindness in his eyes, and determination. I think he is the kind of hero bards love to tell stories about on cold and rainy nights." Images:
  6. Name: Bramzoz Nannin, or "Bram" for short. Character Concept: A faltering wizard apprentice with delusions of grandeur is seeking the skull and lost prophecies of Alaundo to prove he too is a "Seer." Class, Race, Background: Wizard, School of Divination, with the Sage (Apprentice) background. Description: Bram is young for wizard apprentice at nearly 20. His face has just begun to lean out, to match his skinny frame, and his facial hair finally looks intentional rather than neglectful. His sandy brown hair is short, with a bit of wave to it. His most notable physical feature are his bright hazel eyes. They are intelligent and seem to take in every detail. When he is in a conversation and truly focusing on someone, they are sometimes taken aback by the ferocity of his focus that his eyes portray. He wears simple, but comfortable and well made robes beneath a traveler's cloak. His most prized possession is his spellbook which he keeps quite literally attached to his hip. His spellbook doubles as a journal that he writes in religiously each day. His arcane focus is a simple staff made of oak, but if inspected closely, one would see intricate patterns carved into the wood by someone with a delicate and practiced hand. Bram believes he is destined for greatness and tends to act like it as well. This does not usually benefit him in the social scene, but its hard for him to turn it off. He believes he has prophetic dreams and that one day these dreams will lead him to the skull of Alaundo the Seer. Legend has it that the rumored lost prophecies of Alaundo are wrapped around the skull, and once read, the finder will be able to talk directly to the spirit of Alaundo through the skull. Bram knows that this will be how he learns to harness his powers of foresight and become a true Seer, to continue Alaundo's work. Considering this, he has trouble focusing on small things like practicing his cantrips or copying the lines given to him by his master. When the world of tomorrow is so promising, why would he focus on the now? What does Bram "feel" like? That's hard to say, exactly. I would say he feels like anyone you've met who knows deep down that they are better than everyone else. It might not be true, and that might not always mean being a jerk, but they just have that air about them that feels... entitled, i guess is a good word. What does Bram "seem" like? I think even though he comes across as a bit of an entitled prick, his heart is in the right place. So, even if he may seem a bit above the riff raff, he'll tend to do the right thing. He knows his eventual powers will be used to save the world, so he might have a bit of an air of misplaced benevolence? Origin: Bram grew up in Candelkeep to a wealthy family. He was the 8th child of 10, which means he had very little expectations forces his way while enjoying the love and support of a family that was fortunate enough not to have to struggle to survive. He was free to explore his interests, which quickly gravitated to books, knowledge, and eventually the arcane. This relaxed environment allowed him to excel in his studies, and he was able to purchase an internship with a local mage younger than most. His work as an apprentice flourished at first, when he began to learn much rather quickly, but slowly petered out when the learning grew regimented and was accompanied by required work for the mage. His progress in arcane prowess faltered, and his inquisitive mind forced him to seek engagement elsewhere. He found it on the streets of the very city he lived in. Mysteries seemed to lurk in every corner of Candlekeep, and he began to explore all he could get word of. He tended to enjoy exploring the occult more than most, as their very nature suggests their fabrication, but Bram realized that most tall tales have more truth people want to believe. It was during this work he learned of Alaundo the Seer and his very respected prophecies. He had not told anyone how often his own dreams seemed to come true, and instantly took to researching all he could about the great Seer. Include at least two of the following in your application: Start of Darkness: Bram's "prophetic" dreams began when he was about 10, when his oldest brother was slain in a duel over family honor. It had happened right in front of him, and had happened so quickly that it had put the young Bram into shock. A scion of a rival house had called Bram out for being weak and strange, and his brother Moldo had unfortunately heard. Moldo was the heir to the House of Nannin and could not let the insult go. The fight erupted before Bram could do a thing to stop his brother, and before he knew it, Moldo was bleeding out in his arms. To his family's credit, he was never blamed for the incident, and they offered him love and support to eventually break free from the shock. After, his dreams seemed more vivid and he could always remember them. It was a year or so later when he began to see his dreams in his waking life. It was then he realized he had the gift of Sight. The unfortunate side effect of this "gift" is that he always associates it with the memory of Moldo, who died for Bram. The guilt and pain is always there, gnawing at him. Deepest, Darkest Desire: Bram knows in his heart of hearts that he will be the one to eventually unravel the mystery of Alaundo's disappearance. In his mind, he is destined to do this, and has never once questioned or doubted this "fact." His deepest desire is to locate the missing skull of Alaundo, read the lost prophecies, and commune with the spirit of Alaundo. This will lead him to his true purpose: prophet? seer? It is his calling to guide Faerun through whatever turmoils he will see ahead. The following are optional things you may include on your application: Deity: The House of Nannin officially worships Waukeen, but unofficially, Bram's parents encourage exploration of the pantheon, believing faith can have a large impact in one's growth. After Moldo's death, Bram found Tymora. At first, she seemed shallow, one to favor gambler's and risk takers. But belliving her good fortune could also be preordained helped him come to grips with his new "gift," and made it easier to accept his brother's death. It didn't make the pain go away, but thinking that he was destined for something great helped make sense of it all. Music: mostly just for feel and sound. A bit excitable, a bit retrospective, a promise for something great (as that sax solo comes in at the end, haha) Posting Rate: I tend to post a couple times a week. Sometimes more, sometimes less. If less, I try to give a headsup, because it likely means work or family stuff is kicking my ass. Impressions: I haven't had time to really dive into each application, but first impressions: Sulimann seems pretty great. I love the idea of a ex-gladiator turning into a calm presence for peace. I like the contrast in Gieselle, she seems to be one of internal conflict, and I can't wait to see how that plays out in Barovia. Dyna has a clear concept that has legs to grow. I just realized I picked something very similar to her's for "Start of Darkness," what with the killing of the older brother. I could change mine up if you think its worth it, I don't want to cheapen Dyna's background, its just a little too late in the evening for me at the moment to be making any significant changes. I like Joliete's swagger and confidence, and think there would be some fun interactions there for Bran, who is also confident, but with none of the swagger. Overall party: it kind of feels like a younger party. Sulimann is in his 30s, and Giselle is an ex-general, so shes likely older, but she also has amnesia, so she might not have the authority of age there. Dyna, Joliete, and Bram are all under 20, so, lots of youthful energy there. Images: Bram's vibe: Familiar Snips the Owl. She's fiesty:
  7.   Einar Wolf-Shield Einar Wolf-Shield Agility [d10] Smarts [d8] Spirit [d4] Strength [d8] Vigor [d6] [Smarts] Academics d4-2 [Agility] Fighting d12 [Smarts] Occult d4-2 [Smarts] Science d4-2 [Agility] Athletics d10 [Spirit] Focus d4-2 [Spirit] Performance d4-2 [Agility] Shooting d6 [Smarts] Battle d4-2 [Smarts] Gambling d4-2 [Spirit] Persuasion d6 [Smarts] Spellcasting d4-2 [Agility] Boating d4-2 [Smarts] Hacking d4-2 [Agility] Piloting d4-2 [Agility] Stealth d8 [Smarts] Common Knowledge d6 [Smarts] Healing d4-2 [Smarts] Psionics d4-2 [Smarts] Survival d4-2 [Agility] Driving d4-2 [Spirit] Intimidation d4-2 [Smarts] Repair d4-2 [Smarts] Taunt d4-2 [Smarts] Electronics d4-2 [Smarts] Language d8 [Smarts] Research d4-2 [Agility] Thievery d8 [Spirit] Faith d4-2 [Smarts] Notice d6 [Agility] Riding d4-2 [Smarts] Weird Science d4-2 Pace 6 (12 yards) Parry 8 Toughness 7 (2) Damage -1 -2   -1 -2 -3 Fatigue INC Wounds Armour Type Armour Amount # Unarmoured 6 0 Black LeatherLeggings 2 7 Black Chain Helm 3 4 Black Leather Jacket 2 % Black Leather Jacket 2 8 Weapons and Attacks Name Damage Range AP ROF Shots Wt Notes Unarmed Str - - - - - Innate Attack Long Sword Str+d8 - 0 1 1 3   Long Sword Str+d8 - 0 1 1 3 - Racial Abilities Adaptable Humans begin to play with any Novice Edge of their choosing. They must meet its Requirements as usual         Edges Ambidextrous REQUIREMENTS: Novice, Agility d8+ Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.   Two-Fisted REQUIREMENTS: Novice, Agility d8+ If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104). If the character has Two-Gun Kid, thesecond action may also be a ranged attack.   Rich REQUIREMENTS: Novice Whether the individual was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most. Rich heroes start with three times the normal starting funds for the setting. If a regular income is appropriate for this setting, the hero receives the modern-day equivalent of a $ 150,000 annual salary.       Hindrances Code Of Honor (Major) Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior. Cautious (Minor) This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.   Loyal (Minor) This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way but are the first to come to their friends’ rescue when they’re threatened.           Background Einar is not the Wolf-Shield of note, his older brother Ragnar is, at 6'7" made of muscle and bad intentions, they share three things Hrøna Swordancer as the mother. Grom Wolf-Shield as the father and their relationship as brothers. Ragnar was stronger, and Einar was smarter, but neither was Ragnar stupid nor was Einar weak. But expectations from such near-legendary parents were high. Especially in Vastavikland, they knew that and knew one had to go into the dark. If sooner or later they weren't forced against each other. Einar vanished officially by some trustworthy embers of the court. However, the younger brother showed that his trust is not that broad. Only he and Ragnar were aware of the truth, others...were prone to accidents. Ragnar Wolf-Shield was the bodyguard of the Jarl with his 50 blood-sworn berserker. The largest unit allowed. Einar of many names was always in the Jarl's shadow, the one for business away from the public eye. He and his limited band of rascals (officially around 30, but it did happen for their manpower to swell to equal, and sometimes beat his brother. The official garrison was in Volksel but one would be hard-pressed to find more than a dozen of those who earned rest and enjoyment of the town. The real base is somewhere in the mountains, somewhere... Does current Jarl know of their affiliation is a mystery, since the brothers saved each other equal times and left each other to dry an equal amount? They are careful and lethal and if they manage to ascend to the Jarl throne other regions will have something else to look for. Brutal soldier army, with a hand reaching from the darkness for all who forget.   Personality While native to the bone, Einar was not really the best representative of his race but then he was not trying to be. While all of them dream of dying in battle as mighty warriors, feared by all men and wanted by all women, Einar had no plans of dying heroically or otherwise. His plans were to be drunk as often as possible and when sober commit some of the most daring burglaries, thefts, kidnappings, and skullduggery in general. With enough sense to do his nefarious deeds far away from home. Preferably to the faction they were at war currently so no harm, no foul. He was dodging the battle at the banks of VindeIsalven River Where Vörgar The Flashtaerer killed 18 of those weaklings from Seagestreland with their own shields. Shows what you know about war, instead of being just another slaughtered on the field full of them he nicked the weapon supply train and sold it to our blacksmiths for a third of the price, third of the price I say. Any hope for the enemy to continue the war after that evaporated. Who kidnapped Hordaland's Jarl children, all three of them just before important negotiations giving us all the leverage we needed. So what if he earned some gold in the process? Not like any of the gold came from our coffers. And if anyone doubts Vastavikland's blood runs through his veins they are welcome to come and try to check, been a while since he fed Goldfever and Bloodrush his custom-made long blades. A few more notches are always good. Appearance Einar is 6'1" and a decent 185 lb. which fills nicely with his black leather armor and raven black hair which he keeps short in spite of the customs in his region. Vastavikland. The place is not the easiest to prove yourself unless you are a literal murder machine. Yet he manages, he has an easy air about him that convinces everyone that things will work out. Even if they are locked in the only room not on fire in a burning castle. Sort of quiet self-confidence that is nearly infectious. He understands that the brain is every bit as important as the brawn and he DEVOURS books although only a few people closest to him know that because that is another thing kind of frowned upon in Vastavikland. But he got his teeth. The main one is his custom Long Swords. As the story goes during the boarding of a Southern Trading vessel due to his status, Captain had pimped out a sword but underneath all that bling was a unique saber, almost completely straight with a slight curve at the third part. Einar went one on one with him then wielding a classic raider sword, meant to be used with a shield, seeing it as an unfair advantage Eunat threw his own away and regretted it within the first two exchanges. A few spindly, near insignificant bows of metal that went from Captain's crossguard he completely disregarded his offense and cost him two fingers, if he didn't use his well-honed reflexes and disengaged on time. His Swordman career would end there but the first time he pulled back and slammed into the opponent's flat of the blade with his elbow knocking it away, the second time he twitched upward as fast as he could, but still blade went barely half an inch away from his palm. Still young he did not respect enough what handguards can do. The rest of the duel was curios by North standards. Captain tried to engage in a way he knew and the one he was clearly superior. But when weasel and fox fight don't always put a gold on a fox. Einar knew his speed, he knew his step was sure, going for flashy flurries did not favor him at all. for a good 10 minutes, he just knocked the blade away and did feints, until his opponent relaxed a bit, all but saying that this was over and Einar was just prolonging the inevitable...then he was on his back a, with a broken nose and sword well beyond his grasp. The cold tip touched his jugular. "What is that sword?" he looked at his beauty then at the acrobatic Northman above him. "We call it the Schiavona." "You will help me make a pair, better built for me and you will teach me how to use them." From his downed position, he looked at the steel blue eyes of the winner. "You don't dual wield them, they are too long." The younger man shrugged "I will dual wield them, but that doesn't matter to you. You teach me to use one, the rest is up to me. In return, all of your surviving crew will be given a Schooner with you as the Captain and I will escort you as far south as I dare. I will take your ship and cargo but you and your man can keep personal belonging and practice trade they know and freely trade in the region of Vastavikland. All of you will get an armband marking you as my prisoner, it's meant for your protection and not an insult. Simply informing other Northman that you are valuable to me in some way and that you are not a slave. Also, it's elective, if you choose not to wear it, it's up to you. But in that case, if someone has a problem with me and decides to take it out on those too proud to wear one of these I legally have no recourse. As arms go you are allowed a dagger and one sidearm depending on preference and 1 bow/crossbow per 10 people, same with spears. No Halberds and obviously war weapons." Legend says that's how Sven lost his hair from all redesigns, nor Giacomo, how we found out the captain is called approved of all changes. *** (Captain Giacomo's perspective) Einar made swords longer by almost two feet and wider by about half an inch. Balancing that blade will always be an issue. Sven was always weaponsmith first and general smith second, he likely would hardly make a living anywhere else except Vastavikland. He enjoyed the challenge but even he thought Einar was crazy once Einar explained his idea. After giving up on the idea of changing Einar's mind about the shape and the fact that both were different, obviously, one in the main hand made more for attack and the one in the left more for defense. Sven almost walked out several times only that first time, only that near magical ability Einar possessed to say the perfect thing at the perfect time. The last one was as flat out as the insult could be before blades are drawn, but Sven had his coat in his left hand and halfway out the exit. Einar leisurely leaned against one of the bearing beams and said in an uninterested tone "Fine go. Uthgar the Limp is banging on how he is better than you for years, I guess this would be the perfect feather in his cap." Sven stopped and slowly turned looking the younger man in the eyes. Steel blue of his eyes vs ice blue of freshly broken glaciers "You are playing me, boy?" Sven's voice was like a sanding paper. Too much workshop smoke and yelling over hammering. In contrast, Einars was like both music, alluring, and inviting but also coated over the underlying danger of a cat ready to deliver a kill. With a puff, Sven returned to the drawings and calculations, and there it was. Still smoking blood of a fresh kill on the snow, displayed behind Svens back while Einar was returning to his place displayed in the briefest "blink and miss it" turn of his left lip up but Giacomo did not blink and the small hair on the back of his head raised...because neither was Einar and his gaze pierced erstwhile Captain turned prisoner, teacher since they were already learning, with Einar using his second officer's cutlass sword since his first officer's sword got broken...together with his first officer. While Schooner was a poor substitution for the ship he lost, he had just about enough hands to crew her. And he thought, actually was pretty certain with talks with others Northman, that they would likely be all killed. And now with him catching the accidental tick on Einars face, he was again on the chopping block. The man was maybe 10 years his junior, but there was something in him that made you believe that standing between him and something he wants, even in an accident, was a death sentence. Whether was that true or not was irrelevant, that was what he made you believe. With nearly perfect proportions as a weight to muscle ratio goes, if Northerners cared for such things he had a body of the acrobat or a dancer, someone with perfect special awareness of every part of not only his body but everything that moved through its area. For acrobats and dancers of vital importance, since they work with partners whose security depends on that, to catch them in the right moment after some dizzyingly fast sequence both did, you had no time to keep an eye one on another the whole time. You had just to trust when you jump into that last somersault you will be caught by your partner at the high point or have to improvise the landing. More than one promising career ended that way. Einar's wouldn't though. From their practices, he realized the boy was a sponge, and though they had just sharp swords so they had to go slow, rarely at 50 %, keeping it at 40% sometimes with more complicated moves all the way to 30% speed. He hated to admit it, since after all this was his captor, his enemy...he was also the only person with who he wouldn't mind going all the way to 100% Einar never missed a mark since they started, and to his surprise, he would have chance to check. One day Einar entered wearing his full black combat leather, Giacomo stood up somewhat surprised looking at his pupil who in armor even more accentuated the grace of his movements, almost like the leopard that kept to rain forests at the deep south of his continent. Snow leopards here were, ironically, more lethal and lost some of their grace in return. Einar gave one of his easy smiles. "I went for the first trying of the swords..." he saw the glint in my eyes "Oh now we are excited about abominations?" True, both Sven and his workshop as did Einar outdid themself, I'm not sure something like this all was done together in one...well a pair of swords ever. They did several dagger-sized proofs of concept before scaling it up and checking will it hold under stress tests. It was more expensive if the entire sword was made out of adamantium, but that would make them too heavy so only handguards were pure adamantium. The rest were composite, alloy, several materials, and things I knew nothing about. But the end result, both ones were interesting and I really could not wait to get my hands on them. "Anyway while you were nurturing stiffy for the swords and rudely interrupted me, I decided to break the bank and bought this... he threw something toward me I caught it by instinct. It was Ash's recreation of my sword "Well, "now break the bank" meant that now I paid for them and picked them up I took your sword two months ago and took it to make two practice replicas, I just didn't want to tell you because you are kind of like a puppy you really lack discipline" I was flabbergasted "Me!! First I could be your father, the second you basically hump my leg every time you want to learn and practice any new move and third, you stole my sword? How? When? It's on my person since I woke up every day." He raises his arm "Correction. MY SWORD, that I WON when I snatched your ship under you. Also, you are like ten years older than me and if my mom didn't pilfered your father's ship and..." We both shake at the implication "Thanks for future nightmares you asshole. As for how I'm a damn thief it's kinda in my job description. In truth, returning it was harder" He points at the table where was pair of dueling practice gloves, helmet, and leather breastplate. "I'll just use my normal armor. finally, we can let ourselves go. I won't lie it DID feel good, using all I knew against this upstart that I for some reason liked. And I won after some 15 minutes of intensive fighting, I felt my hand shaking after dropping the replica, a massive adrenaline dump, I did something that I should be ashamed of, something I'd been so full of arrows if I did it as the prisoner anywhere else except here, at the edge of nowhere, where you carve your destiny not by birthright but with a cold blade, and sheer guts. I kicked my captor, defeated in a practice duel on the side. "No!!" You cheated!!" He remained at his back even after the kick "What do you mean I cheated? You won." "I won because you used only what I showed you, and I sure haven't shown you all yet so you fought with an arm tied behind your back, don't look down on me you Northern bastard." He still didn't move. "You sure?" I wind up to kick him again in the side, but his left arm darted and grabbed my left ankle as my right leg was in the air and pulled. I fell but I held onto the practice sword stopping the blow with my forearms, I opened my mouth to say something smart when I saw a boot traveling to my chin, I blocked it with my forearm but the force of the blow moved me some 3 feet opposite way as I scrambled to my feet I saw he managed to do the same with his sword "Good, now we are starting." Then I received the most comprehensive beating with a stick since I was 9 and stole 10 gold to go and gamble with my buddies. When I woke up it was nearly dusk I saw something move in my peripheral vision an Einar showed up carrying a large bowl of stew. "It might hurt a bit to chew, but just a soup wouldn't be good. You need fat and muscle, and harder vegetables to chew. You depleted a lot of energy today, cut them into smaller pieces, it's just two of us here, even if weren't, a lot of people saw."   "Saw what me being used like a rag for god knows how long." His voice sliced as the whip through the skin of a disobedient slave "Don't talk about things you don't remember!! It lasted 40 minutes and you were magnificent." I chuckled "And yet you have a scar across your left brow that will drive ladies crazy if it remained and a shiner under the eye. While I'm advised how to eat hard food." He shook his head and stood up he removed his armor a while back and now with the light of the candle bellow for the first time, I saw his torso in full light. Before I was admiring perfect proportions, nowhere too much muscle or fat just enough, But now I had a feeling I saw how his torso got that way, stabs, deep and shallow cuts, bites and gores, arrow wounds went across it and each told the story. Here he got heated and pushed, the enemy to the right, and got exploited for it, spear bit deep broke the rib, and punctured the lung, mistake. Next. Shallow slice between his breasts, the enemy overextended and got the tip of his sword wet, but I saw a spin on the right leg that took his head less than a second after. "You learn from pain?" He smiled "Havent you." I started to eat, it was as he said, painful but necessary. "I meant to ask for a while." He looked down. "Those swords will cost a fortune, sure I have diamonds and emeralds and gold plating on mine but that is shine on top of old proven techniques, my ship with the cargo would cover only that bunch of prototypes and testing. If you worked I would understand but you haven't, you were here for practice three times a day, and the remaining you spent in Sven's workshop." He scratched his black hair. "Yours is not the only ship I sold." I raised my eyebrow "Oh?" He spoke like it was nothing "Yup I sold my captaincy, my ship was a divine vessel for a pirate and have a good crew. Nice a bit of gold there. Also had one fisherman vessel in decent condition, not wealthy but reached 12 gold, and that Schooner I planned to give to you before you decided to stay here, it was a fast little ship 28 gold without crew. I have some leftover even to set up my land operations." I raised my hand "A question?" He pointed like he was in the classroom "You short one in the last row?" "When did I lose Schooner?" "Once you lost the crew. I assume you did not follow anything but fights, right?" He got me there, and I nodded "Well besides that 6:4" "6:5" He looked at me like I was mental "What?" "6:5 is the result and I'll fight for it." "Care to elaborate?" "Vincenzo lost his sword hand, may gods help him in future fights, but find a ship where everyone has all hands and I'll pay you, so he could have stapled knife, hook, even metal arm, did he do any of those? No sir he managed to convince that old goat Sven that with a hammer there he could be a useful addition to his workshop, last I heard of he got promoted, and might even work on your swords. Now his opponent Yurg, does he have children?" Einar quirked one lip as he saw where this is going. "Not to my knowledge" "And which part did he lose?" Einar let out a long sigh "6:5 it is. Happy?" I nodded and immediately regretted it, my head still reacted to movement like someone stuck something sharp in it "Then your level of happiness will be only raised when I tell you that your second in command who so generously allowed me the use of his sword is expecting his first children in three months according to birth mothers. Both he and his wife are very happy." I slightly frowned "Wife?" Einar nodded "Of two years. Some stories already started to spread but this shut them up. Then Orleanzzi brothers..." I admit I had trouble putting names to faces there "Don't worry Captain they were just low-rung sailors, they dropped my sign of protection and moved to Storstrøm Vale two years ago. Likely accepted because, with the amount of knowledge on us, they are considered an asset in the case of war. To cut this short, I am the man of my word and will find a way to deliver you home with only other person who would go, Vincencco de Vittori" I did not need a reminder about this one, Royal Cartographer, no one made a map this far North. I looked at him "You have doubts I would go home?" He shrugged "I know two things. The first you will always be the outsider here, the second is that some call you "Giacomo the Boar", which is two rungs above how they call me, and the second overall. You the prisoner given higher honor than I, do you really want to go to your world of phony Counts, and undeserving Barons just to get your tongue lashing for losing cargo? We killed 15, captured 18, Captain included but that sweet sweet cargo." He deliberately slowly goes over the longest of his today's wounds. "Live like a Giacomo the Sheep, or Giacomo the Boar, it's your will for once." He started down the stairs when I stopped him for the last time. "You said they place me above you, what are you then? He smiled" "You know." and vanished. And I did know, I could maybe pretend otherwise. But a spring-coiled shadow hung over not only this house but the entire settlement. One of the snake ready to strike.   As promised soon two lacquered wooden cases with the stamp of Svens Workshop arrived and we could've checked the monsters we constructed. I admit I got a jitter. He pushed the offensive one to me because he was able to wield the sword in either hand (of course). We opened cases simultaneously and carefully lifted the blades up. Apart from their size, just the blade on either one was around 3.5 feet or some 105 cm long, with pommel and all they were close to 4 feet. Size of the average Longsword maybe. But the oddest thing their balance was perfect we exchanged a few blows. Swords were nimble and incredibly easy to handle. The trick was in the difference between the blade handle and the guard. While blades were entirely Mithral, Svenfirst made them thin, dangerously so, until they were light like leaves. Then the part where the most trial, error, and frayed nerves started. Mithral was near magic with its lightness, hardness, and so on. A feasible sword could be made just from it but not something like this. So Sven coated the edge and the entire point with a layer of adamantium. And made a rib on top, It took many shattered prototypes but the end result was in our hands swords with Mithral core and Adamantium edge and point, the length of a longsword with the shape of a sabre. That's where the last part came Guards, a simple but strong knuckle bow on the main hand one and a fancier but thinner complex guard on the off-hand one were pure Adamantium. Best defense money can buy, also the heaviest. But with the counterweight of the blades and last part. Tangs that were made from special Mithral alloy, that Sven held as a professional secret, but we knew at least three metals were used. Hickory as the base, the right one wrapped in shark skin and tied with silver wire, the left one with Mithral base and fully wrapped in silver. I took them both and they felt perfect but I dueled with a (shorter) sword and a dagger in duel as soon as I tried blades proved to be a problem. Einar took them. I knew he was preparing for this moment practicing with our two practice swords. Even base competency would be enough. He showed more. In those practices, he didn't just practice, he invented a new style. Agresivelly attacking with the right blade and using the second one just for defense and the same like at the day he captured me swift and brutal kill strike from the left side. I was lucky he only had a fist then. His sudden stabs and cuts with the left were both unexpected and always lethal. They were fight enders, aimed at the heart, throat, and head as stabs and all arteries as cuts. Scorpion got his stinger.     .   Bloodrush Goldfever  
  8.   Traits and Skills d8 d8 d6 d6 d8 Agility Smarts Spirit Strength Vigor Athletics d6 Battle d4 Persuasion d4-1     Fighting d8 Common Knowledge d4       Shooting d6 Language (Dwarven) d8       Stealth d4 Language (Norsk) d6         Notice d8         Survival d8         Derived 7 (d6) 5 8 (2) Pace (Running Die) Parry Toughness Racial Abilities Low Light Vision - Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark Illumination. Reduced Pace - Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die one die type. Tough - Dwarves are stout and tough. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12+1. Hindrances Loyal (minor) - The hero is loyal to his friends and allies Thin-Skinned (minor) - The character is particularly susceptible to personal attacks. As a Minor Hindrance, he subtracts two when resisting Taunt attacks. Tongue-Tied (major) - The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls. Edges Favored Terrain (Forest) - Free reroll to Survival and Notice and draw an additional Action Card for initiative in your chosen Favored Terrain. Fleet-Footed - Pace +2, increase running die one step Woodsman - +2 to Survival and Stealth in the wilds. Weapons/Armor Armor: Masterwork Studded Leather Jacket (2; Torso, Arms). Masterwork Studded Leather Leggings (2, Legs)   WEAPONS Weapon Skill Damage Range Notes Dagger Fighting Str+d4 3/6/12 RoF 1 Sling Athletics (Throwing) Str+d4 4/8/16 RoF 1 Unarmed Fighting Str Melee   Warhammer Fighting Str+d6 Melee Masterwork, AP 2   Gear Gold: 245 Masterwork Studded Leather Jacket, Masterwork Studded Leather Leggings, Dagger/Knife, Masterwork Warhammer, Sling, Sling Stones (50) Mount / Companions TBD Background TBD ADVANCES Novice Agility -> d8 Novice Athletics -> d8, Notice -> d8 Novice Edge - Favored Terrain (Forest) Seasoned Edge - Fleet-Footed  
  9. Traits d10 d6 d8 d8 d6 Agility Smarts Spirit Strength Vigor Skills d4-2 d6 d4 d8 d4 d8 d6 Unskilled Athletics Common Knowledge Fighting Healing Lang (Native) Notice d4 d4 d12 d4 d6 d4   Persuasion Riding Shooting Stealth Survival Lang (Norsk)   Derived 6 7 7 (2) Pace Parry Toughness Hindrances All Thumbs (Minor) (Racial)Due to upbringing, lack of exposure, or pure bad luck, some individuals are “all thumbs” when it comes to mechanical or technological devices. All Thumbs inflicts a −2 penalty when using mechanical or electrical devices. If he rolls a Critical Failure while using such a device (and it doesn’t already have a built-in effect), it’s broken. If the GM feels it’s appropriate, it can be fixed with a Repair roll and 1d6 hours.  Heroic (Major)The character always helps those in need Shamed (Major)The individual is haunted by some tragic event from her past. Was lured away for his herd and it was raided and stolen. Failing at protecting the herd, which is a major need for the clan resulted in his exile. Edges Common Bond (Racial),The hero may freely give her Bennies to others. This is a free edge which does not count against initial selected edges. Beast MasterREQUIREMENTS: Novice, Spirit d8+ Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason. The Beast Master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically an animal of Size 0 or smaller, subject to the GM’s approval. The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days. More Powerful Companions: Beast Master may be taken more than once. Choose one of the effects below each time it’s chosen: • Gain an additional pet. • Increase one of the pet’s Traits one die type (only one Trait per pet). • Increase the maximum Size pet you may have by +1, to a maximum of 3. • Make one pet a Wild Card. (The hero must be of Heroic Rank)., Enviromental Resistence (Cold) (Racial)The species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. This also counts as Armor against attacks based on that element or effect., Agile (Racial)Elves are graceful and agile. They start with a d6 in Agility instead of a d4, MarksmanIf firing a weapon with no more than a Rate of Fire of 1 as his first action, he may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. / SWADE p43, Low Light Vision (Racial)Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting. Weapons/Armor Armor: Reinforced leather (Armor 2) Weapons: Unarmed (Range Melee, Damage Str), 2x Axes (Range Melee, Damage Str+d6), Compound Short Bow (Range 12/24/48, Damage d6, ROF 1, AP 1), Scimitar (Range Melee, Damage Str+d6) Gear Gear: 20x Arrows, Backpack (Contains: Bedroll, Blanket, Whetstone, Flint and steel, Waterskin, 2x 2 days’ rations), Quiver (holds 20 arrows), Reindeer: (Grappling hook, 2x torch, 1 week’s rations, Normal clothing, Shovel, Tent, Winter clothes, 1x Rope (20”), Wealth: 1162 gp Mount / Companions Vinur (Friend) (Reindeer) Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8 Skills: Athletics d8, Fighting d4, Notice d6 Pace: 12; Parry: 4; Toughness: 8 Edges: Fleet-Footed. Special Abilities Kick: Str+d4, to the front or rear as desired. Horns: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. Size 2 Charge: If the Reindeer moves at least 20 feet straight toward a target and then hits with a ram attack on the same turn, the target takes an extra 7 damage. If the target is a creature, it must succeed on a Strength saving throw or be forced prone.   Skjót (Swift) (Nordic Owl) Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4-2, Vigor d6 Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8 Pace: 3; Parry: 5; Toughness: 3 Edges: - Special Abilities Bite/Claws: Str+d4. Flight: Pace 24. Low Light Vision: Birds of Prey ignore penalties for Dim and Dark Illumination. Size −2 (Small): Falcons, eagles, and owls stand about 3' tall with wingspans of 5’ or more. Background In the realm of the Nûklander elves, Kállá DriftFinder possessed an extraordinary connection with animals. As far back as he could recall, he had been a magnet for birds, critters, and even the mighty bull reindeer, which would grow calm and gentle in his presence. As he matured, his affinity for the wilderness deepened, earning him the honor of leading hunting expeditions, daring raids, and the responsibility of tending to the vast herds of reindeer upon which the Nûklander elves relied. One fateful night, while caring for a herd of brood mares and their calves, Kállá's attention was captivated by the sight of a young girl. Her flawless, ivory-like skin and slender figure resembled a deity's dream, adorned only by a delicate veil that revealed her enchanting features. Her radiant reddish-blonde locks shimmered in the sunlight, reminiscent of dwarven gold. Mesmerized by this ethereal vision, Kállá couldn't help but follow her, concerned that she might be in distress, having fled from one of the nearby Human villages. As he trailed the girl, a thunderous roar erupted from the direction of the herd. Torn between the camp and the mysterious maiden, Kállá cursed and sprinted back to the camp. Upon his return, a devastating scene unfolded before his eyes. Several fellow herders lay wounded on the trampled snow, and upon surveying the herd, he discovered that the majority of the calves and cows had been stolen, leaving merely a fraction of their former count. Returning to the village, Kállá's fate was swiftly sealed. He was accused of committing the gravest sacrilege, not only allowing his brothers to perish in battle against the raiders but also permitting the sacred reindeer stock to be pilfered. Despite his earnest pleas, recounting the encounter with the girl, the elders scoffed and banished Kállá from the village. Even as he turned to his parents and caught a glimpse of their anguished expressions, his young sister clinging tightly to their legs, they sorrowfully averted their gazes, joining the elders and the rest of the village in severing ties with him. Kállá was granted minimal provisions, a week's worth of rations, and his loyal companion, the unruly reindeer he named Vinur. It was an apt choice, for no one else had ever managed to tame the colossal beast as Kállá had. With his belongings packed and one final glance at his family's distant figures, his sister bidding him a tearful farewell, Kállá embarked on a new chapter. Over the ensuing months, Kállá thrived by supplying neighboring human villages with sustenance, furs, and expert guidance through the treacherous snow-laden paths of the Northlands. This newfound purpose bestowed upon him a meaningful mission, financial stability, and the promise of a fresh beginning.    
  10. Personality Straight-forward and honorable would be the best way to describe Yngvild. She cares not for deceptions or being careful around those with weak personalities, seeing those that cannot handle themselves as self-defeating. She carries great respect for warriors and expects from others what she expects from herself. Her time spent as a húskarl taught her much about herself and how much she dislikes seeing elders that cannot truly defend anything. Yngvild tends to dislike politics and wishes the widely spread clans could comes together and unite under one banner to fight back both the monstrous creatures of the winter wastes as well as the heathen bands of religious fools trying to spread their poisonous ideas to her people. Yngvild has a bit of a temper that can definitely get away from her, though this is in part developed as a defense mechanism to cope with the gender disparity she tends to find everywhere she goes. While not as physically strong as a man, she has more cunning and maneuverability which can give her an edge in battle. She does love to test herself in this way, seeking challenges to overcome just to prove herself in the eyes of the public. While Yngvild does her best to be fierce and strong, she is not without kindness, remorse, and joy. She enjoys the company of friends and warriors, sharing stories of battle and tankards of mead. She finds children a wonder in a harsh world and recognizes that when she is old it will be them whom inherit Midgard. In moments by herself, Yngvild still feels sadness for her lost lover, Rikvidr, whom was killed during a surprise attack as the house burnt down around him, essentially dying a coward's death. She laments that she will not meet him in Valhalla. Appearance Yngvild is a woman in her prime with a sleek physique, but obviously a warrior as her musculature is well defined. Her blond hair is worn in many braids kept close to her head both for the sake of wearing helmets as well as keeping foes from grabbing a handful of it, though the length defeats the latter point. Her deep blue eyes hold a ferocity in battle seen in many viking warriors, but can also hold a warm kindness when dealing with friends and family. As a warrior first and a woman second, fashion takes a back seat to survivability. Yngvild prefers leathers layered with chainmail as well as white wolf pelts for warmth and a small amount of camouflage. Within her braided hair is beads and various trinkets woven in which represent various deeds of valor, strength, and leadership. At her side is a finely crafted longsword, a handaxe, and a dagger. Strapped over a shoulder is a well-worn wooden shield reinforced with metal, decorated with bright yellow runes, and is painted green. Yngvild wears earth-toned colors, mainly blues and greens. Typically used for pre-battle skirmishes is a bow and quiver of arrows left strapped to the saddle of a white-and-black speckled warhorse she uses for travel named Osten.   Apparent Age: High 20's Height: 5'6" Weight: 121 Eyes: Dark blue Hair: Blond, long and braided Worships: Freyja, Odin, Skadi Former Career: Húskarl to Gundr Magnhild Current Career: Wandering Shieldmaiden Motivations & Goals Live and die with honor to gain access to Valhalla. "Only with honor will I eventually see the Valkyries that will carry me home." Prove she is just as capable a warrior as any man. "I work twice as hard and fight twice as fierce as you and yet you still call me weak? Let me show you what weakness really is." Kill a troll and have Dagfinn turn it into a suit of leathers. "To wear a troll's skin as my own will set fear into many and give me an edge in battle." Kill a dragon, take its teeth, and eat its heart. "The soul of a dragon forced to protect mine own will prove among the greatest of deeds a warrior could hope for." Reclaim entrance into her clan and village and challenge Gundr for title of Jarl. "It was by Gundr's hand that I had to leave my home but it will be by my own merits that I am allowed to return. And on that day I will take his place as Jarl." Find a way to love someone again. "Though my heart will always ache for Rikvidr I cannot spend eternity in solitude."   Background - Cliff's Notes Yngvild challenged gender norms from an early age, wishing to be strong and wise like Freyja and the stories of Valkyries. This often put her on the outskirts of the community and served only to strengthen her sense of determination. In adolescence Yngvild was well-trained with a bow but yearned for the glory of other warriors and taught herself the beginnings of swordplay. Eventually she found someone to train her in secret; an old hermit by the name Sigurd that had been all but ousted from the clan due to claiming to have visions of the future. Seeing the potential in Yngvild, Sigurd taught her how to read runes as well as various stories about the gods and tales of battle. It was around this time that she began to have small visions of her own. Sigurd told her to keep them to herself for the good of her well being. Around the age of twenty Yngvild proved herself to her clan by partaking in a battle under the guise of a man. She revealed her true identity after several men had congratulated this mysterious new warrior, only to make them swallow their own words. From that day forward she was allowed to fight alongside them but was given constant heckling. As before, this only made her fight stronger and harder. After proving herself time and again for five winters and claiming the most goblin kills in a recent contest, Yngvild was granted title of Húskarl. This was a bittersweet victory, as it was a glorious title but the career itself involved little in the way of actual battle. She quickly learned Gundr was just a slovenly man that wanted a free ride and people to do his bidding without having the clan's best interests at heart. During her time as Húskarl Yngvild and Rikvidr finally married after being together for several winters. However, this marriage was short-lived as a raid took his life while she was on patrol. She blames Gundr for Rikvidr's death and hates him for it. For six winters Yngvild did her best to bite her tongue and stay her hand upon seeing the worsening condition of her beloved clan while Gundr ate like a king and had his choice in women. She finally let him know just what she thought of him which was the last straw. Exile was her reward but not before she swore an oath to return for his throne. Yngvild and Osten traveled far and wide, eventually befriending Dagfinn and Kjell.
  11. Ashida: vǫlur of the Flame You see... a dark skinned kid who looks like she's been dragged through a hedge backwards. She's short, can't be more that 4 feet tall, with twigs and leaves in her bushy hair. Her robes are thick, homespun cotton, unembroidered black. She carries a staff that's a good few heads taller than her, with a silver lantern hanging from it. The witch glares at you, her eyes the deep blue of a chill evening sky. Ashida isn't a native of the Northlands. Her order makes its home in great lighthouses, far to the south of even Monrovia, where their lights guide lost souls across the ocean safe to dry land. Ashida was just a humble initiate of her order, training to master the secrets of the flame. The same path that generations before her had walked, her parents included. She's been studying from an early age, and was proud to represent her order. There was an expedition to the North. The specifics were a matter for the Grandmasters, but they needed initiates to do the grunt work and assist with rituals. Ashida was one of the most junior to join the great voyage north, and little was expected from her. But it was a chance to gain respect, a chance to do great things and make a hero of herself. Ashida was so excited to board the ship northward. Unfortunately, things didn't go that well in the end. Hel is cruel to travellers, and no amount of magic can overrule the gods. Their ship wrecked in a storm off the coast. Only Ashida made it to shore, clutching a few meager belongings. She made her way to Halfstead, but what sailors she could find had no interest in taking some foreign witch who had no money for payment. That was years ago. Ashida's grown up in the Northlands, wandering from village to village. Some folk are more tolerant than others, and a skilled healer slash weatherworker can usually find a little grace. But settling down's never been an option. She's taken to studying the local ways some, though it's never been enough to quell superstition about the 'foreign witch'. But that's never been the point to Ashida. The point was just to understand. To honour the gods of this land properly, and to do service to its people in as proper a way as she can manage. The order requires service. Even if these people are not her own, she owes them the same duty of care. Attributes Agility Smarts Spirit Strength Vigor d8 d10 d6 d4 d4 Personality Ashida isn't known for her friendly manner. While her command over the tongue of the north has grown, she's used to only being able to string a few sentences together. She tends to only say what she has to, and 'nothing' is often fine enough. She tends to talk a little to herself in the tongue of her homelands when she does believe herself to be alone. She doesn't want to forget it. Skills Athletics d4 Academics d4 Common Knowledge d4 Fighting d8 Notice d4 Healing d6 Stealth d4 Occult d8 Persuasion d6 Spellcasting d10 Language (Ancient Kemitian) d8 Language (Norsk) d6 Her feelings for the Northmen are... complicated. These lands have been her home for years now. She's grown accustomed to the cold, the damp, the looks. She's got some fondness for the North: enough to offer prayers to the gods and treat honourable folk with respect. But she's still an outsider: looking in at all of this but not part of it. At this point, her status is a bit of a self fulfilling prophecy. Ashida doesn't find it easy to trust, tending to assume one unkind glance is the immediate prelude to violence and accusations. That drives her to travel, hoping to avoid condemnation and ensuring she'll never make lasting bonds beyond a few fond memories. Devotees of the Flame don't receive power from the gods, but they've always been a religious order; concerned with the soul and its fate after death. Ashida thus tends to insert herself into situations where she's 'needed', offering her best approximation of an appropriate rite for whatever situation's come before her. If someone else looks like they know what they're doing, she'll step back, but some things like death and disaster require acknowledgement. And problems, be they curses or unruly spirits, require a solution. Her title of vǫlur was originally self bestowed - the best word she could find to explain the concept. It stuck over time amongst the few travellers familiar with the lantern-witch. She's considered trying to make a concerted effort to flee the Northlands. Raise some coin, charter a ship. But a few things hold Ashida back. Those who have a great deal of coin are seldom the people who need her services. Most days, her payment is a good meal and if she's lucky, a keepsake for the road. Charging innocent folk hefty prices for her work would bersmerch the honour of her order. Second, these tasks needs to be done. There's always folk in need of a little wise council in these lands: getting it done takes priority over her own wellbeing. That's what it means to work the flame, to create a light greater than any one soul could manage. And finally, after the way her last voyage ended, the thought of getting on a boat again makes Ashida feel... unwell. Traits Parry Pace Toughness 6+1 6 2 Edges: Arcane Background (Elementalist: Fire, Water), Power Points, Familiar, Elemental Master Hindrances: Small, Phobia (Minor, Open Water), Heroic Powers: Elemental manipulation (native element only), environmental protection (native element only), Healing, Relief, Bolt Advances 1: Smarts d10 2: Skills, Spellcasting d10, Occult d8 3: Skills, Fighting d8, Language (Norse) d6 4: Edge: Elemental Master
  12. Agility [d8] Smarts [d4] Spirit [d4] Strength [d10] Vigor [d8] [Smarts] Academics d4-2 [Agility] Fighting d12 [Smarts] Occult d4-2 [Smarts] Science d4-2 [Agility] Athletics d6 [Spirit] Focus d4-2 [Spirit] Performance d4-2 [Agility] Shooting d4-2 [Smarts] Battle d4-2 [Smarts] Gambling d4-2 [Spirit] Persuasion d4 [Smarts] Spellcasting d4-2 [Agility] Boating d4-2 [Smarts] Hacking d4-2 [Agility] Piloting d4-2 [Agility] Stealth d4 [Smarts] Common Knowledge d4-2 [Smarts] Healing d4-2 [Smarts] Psionics d4-2 [Smarts] Survival d6 [Agility] Driving d4-2 [Spirit] Intimidation d4 [Smarts] Repair d4-2 [Smarts] Taunt d4-2 [Smarts] Electronics d4-2 [Smarts] Language d8 [Smarts] Research d4-2 [Agility] Thievery d4-2 [Spirit] Faith d4-2 [Smarts] Notice d6 [Agility] Riding d4-2 [Smarts] Weird Science d4-2 Pace 6 (12 yards) Parry 8 Toughness 16 (12) Damage -1 -2   -3 -2 -1 Fatigue INC Wounds Armour Type Armour Amount # Unarmoured 8 0 Chain Leggings 3 10 Heavy Helm (Plate) 4 4 Plate arms4 4 10 Plate Corselet 4 30 Weapons and Attacks Name Damage Range AP ROF Shots Wt Notes Unarmed Str - - - - - Innate Attack Javelin Str+d6 3/6/12 - 1 1 3   Great Axe Str+d10 - 0 - - 6 AP 2, Parry -1, Two Hands                 Gear Item Notes Bedroll (Winterized)   Racial Abilities Armour (2) The species has a thick hide This grants Armor +2 each time it’s taken.   Cold Resistance The species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. This also counts as Armor against attacks based on that element or effect. Toughness (1) The species has extremely dense tissues. This grants Toughness +1 each time it’s taken.   Outsider Outsiders subtract 2 from Persuasion rolls made to influence those who aren't their own kind. Edges Brawny Size increases by +1 (and therefore Toughness by 1) and treat Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty   Berserk Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes. Going Berserk has the following effectsFURY: The character's Strength increases die type and every melee attack must be a Wild Attack*. She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example. *A wild attack adds +2 to the characters Fighting attacks and resulting damage rolls for the turn, but he is Vulnerable until the end of his NEXT turn. ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilitiesbr> that reduce Wound penalties). RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc. After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle. Sweep Sweep allows a character to make a single Fighting attack and apply it against all targets in his Reach at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit. A fighter may only perform a Sweep once per turn. It may not be combined with Frenzy Frenzy A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.       Hindrances Arrogant (Major) Likes to dominate his opponent, challenge the most powerful foe in combat. Thin Skilled (Minor) The character is particularly susceptible to personal attacks. As a Major, he subtracts four when resisting Taunt attacks.   Illiterate (Minor) Your hero cannot read. He can sign his name and knows Illiterate characters can't read or write in any language.       Background Commonly ostracized as a child. Gungr learned to be self sufficient, from a young age he learned to take what he needed to survive and use his size and strength to great effect in doing so. Gungr didn't have family or clan to fall back on so by the time he was in his early teens he was working for himself. Using his extraordinary physical prowess to act as guard and enforcer for anyone willing to pay him, he learned that money could buy anything, even social acceptance - or the appearance of it - and would work for anyone - and do anything - that would pay him. He ran into many problems in this line of work and made many enemies, though he could use his skills in violence to solve many of them, often times he would have to move on quickly, without setting down any roots, to avoid problems he could not solve. Gungr would often also get himself in trouble. He was over-proud of his skills and his capabilities and could never resist challenging authority, the second he did not have someone around to reign him in he would go back to using his fists to solve even the smallest slight against him Eventually in his early twenties, Gungr found a position in the house guard of a local clan chief, and managed to stay put for many years, though as expected this eventually lead to him fleeing the town after he was provoked into an altercation that lead to the death of a family member of a rival chief.   Personality Gungr is an incredibly straightforward person, he is often accused of being overly blunt. He refuses to - or is unable to - hold his tongue in almost any situation. He has repeatedly found himself in dangerous and embarrassing situations because of it. Despite his sometimes confronting interpersonal style he can be a loyal companion and a stalwart defender when he finds people that he likes and connects with. It can be hard for him to find a place for himself in large groups as their is inevitably someone that he clashes with and almost always ends in conflict. This is not helped by the fact that he is constantly struggling against his own innate desire to dominate situations and prove himself the strongest and most capable in any situation.   Appearance Gungr is an absolutely towering figure, almost seven feet tall and broad as an ox he also emphasis this size difference by wearing large furs and heavy armour whenever he can. He is so powerfully built that it is impossible for anyone to not guess his heritage immediately. He doesn't care too much about personal grooming or any sort of clothing style, more comfortable in battle than in any social setting, he is happy to wear whatever he can find, wash only when he must, and make do with what he finds.   Agility[d6] Athletics [d4-2] Boating [d4-2] Driving [d12] Fighting [d4-2] Piloting [d4-2] Riding [d4-2] Shooting [d4] Stealth [d4-2] Thievery [d8] | Smarts[d4-2] Academics [d4-2] Battle [d4] Common Knowledge [d4-2] Electronics [d4-2] Gambling [d4-2] Hacking [d4-2] Healing [d6] Language [d6] Notice [d4-2] Occult [d4-2] Psionics [d4-2] Repair [d4-2] Research [d4-2] Science [d4-2] Spellcasting [d6] Survival [d4-2] Taunt [d4-2] Weird Science [d4] | Spirit[d4-2] Faith [d4-2] Focus [d4] Intimidation [d4-2] Performance [d4] Persuasion [d4] | Strength [d10] | Vigor [d8] ‖ ArmsUnarmed: Damage (Str). Great Axe: Damage (Str+d10). AP 2, Parry -2, Two Hands Javelin: Damage (Str+d6). 3/6/12. ‖ ArmourUnarmed (6) Chain Legs (+3) Heavy Helm (+4) Vambraces (+4) Plate Corselet (+4) Pace: 6 (12 yards) | Parry: 8 | Toughness: 16 (12) ‖ Damage: [Fatigue] [-1] [-2] - [-3] [-2] [-1] [Wounds] Armour (2)The species has a thick hide This grants Armor +2 each time it’s taken. | Toughness (1)The species has extremely dense tissues. This grants Toughness +1 each time it’s taken. | Cold ResistanceThe species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. This also counts as Armor against attacks based on that element or effect. | BrawnySize increases by +1 (and therefore Toughness by 1) and treat Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty | SweepSweep allows a character to make a single Fighting attack and apply it against all targets in his Reach at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit. A fighter may only perform a Sweep once per turn. It may not be combined with Frenzy | BerserkImmediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes. FURY: The character's Strength increases die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example. ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilitiesbr> that reduce Wound penalties). RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc. After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle. | FrenzyA character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately. | ArrogantLikes to dominate his opponent, challenge the most powerful foe in combat | Thin SkinnedThe character is particularly susceptible to personal attacks. As a Major, he subtracts four when resisting Taunt attacks. | IlliterateYour hero cannot read. He can sign his name and knows Illiterate characters can't read or write in any language.  
  13. WIP   Niklaus Hayes   Bond tbd Virtue: tbd Flaw: tbd Unique Thing tbd   Background bulletpoints -orphan -arrested for stealing from a noble -given a choice - either join the order, or get the usual harsh punishment   General Abilities 1 Athletics 1 Composure (1 free) 1 Driving/Animal Handling 1 Filch 1 Health (1 free) 1 Mechanics 1 Medic 1 Preparedness 1 Scuffling 1 Shooting 1 Spirit 1 Sense Trouble 1 Stealth   Investigative Abilities Arcane Studies (Academic) Bullshit Detector (Interpersonal) Chemistry (Technical) Explosive Substances & Traps (Technical) Evidence Collection (Technical) Forensic Accounting (Academic) Forensic Anthropology (Technical) Manufacturing Knowledge (Technical) Official Talk (Interpersonal) Pharmacy (Technical) Research (Academic) Ritual Studies (Academic)   Magical Abilities 1 Counterspell Concussion Bolt Cure Wounds 1 Dispel Magic Enhance Ability 1 Enhance Perception Force Field Haste Magical Armor 1 Mental Barrier Nondetection 1 Sense Magic Sense Living Being Strength Thermal Vision Telekinesis 1 Telepathy True Vision
  14. Link to the required insult list (last frame of the comic) And if you hadn't previously been aware of the GrrlPower comic, your welcome and/or I'm sorry.
  15. Mór-Ríoghain (Morrigan)  "That Girl is on Fire"   Statblock Ability Scores: 20 point buy Strength: 10 (0pp) Dexterity: 14 + 2 = 16 (5pp) Constitution: 18 (17pp) Intelligence: 10 (0pp) Wisdom: 12 (2pp) Charisma: 7 + 2 = 9 (-4pp)    Race: Gathlain Alternate Racial Traits: Treeborn, Photosynthetic Vision, Fey Resilience Gender: Agender Age: - Height: 3’3” Weight: 33lb Class: Kineticist Favoured Class: Kineticist Favoured Class Bonus: Gather Power reduces burn by +1/6 Traits: Indomitable Faith (Faith), Affinity for the Elements (Religion)  Drawback: Pride Campaign Trait: Restless Wayfarer (Knowledge (Geography)) Skill Ranks: 4 + 0 int = 4 Skills Trained: Fly, Perception, Stealth, Use Magic Device Background Skill Ranks: 2 Skills Trained: Knowledge (Geography), Sleight of Hand Feats: Precise Shot Bonus Languages: Ignan   Hit Points: Max (d8) + CON (4) = 12 Origins What is a Gathlain ? In the First World, there stands a tree. It has watched Courts rise and fall; the birth and death of countless Archfey; the creation of the worlds that followed. There is no tree like it- it is a monolith. Immovable. Immortal. Alone.    Aeons ago, the tree pondered its existence. It could see, but could not experience- in being above the world, it could not be part of it. So, for the first time, the tree bloomed, and its children, the first Gathlain, were born.   Gathlain are seeds of that giant tree. They drift on the wind for hundreds of miles before taking root, and sprouting. Some take root in the Hanging Bower, the domain of the Green Mother; some take root in the Evergrove, the domain of Magdh. One seed, however, caught on the cloak of a member of the Witchmarket, and so was whisked away to the Material Plane.   The seed floated through the Material Plane for years, struggling to find suitable soil. But then, in a place forgotten by all, a temple to a lost deity, it found what it was looking for. Morrigan awoke in the shadow of a statue. The marble depiction of a flaming ibis with three heads and six wings had been defaced, and yet it still sheltered the Fey under its wing. Gathlain awake with an instinctive knowledge of their surroundings- Morrigan awoke, and knew that this was Atreia, the Lambent King. The temple they had found had been long abandoned, and yet in the centre of the complex stood a single brazier, that burned with a cleansing, golden fire.    Though one might expect a creature of wood to be afraid of fire, Morrigan found themself drawn to the flames. They plunged a hand within them, and the flames did not burn. The fires felt comforting, like a mother’s warm embrace. Morrigan was entranced- for days, or months, or years, they could not tell. Morrigan would tell stories to the flames, and the flames would listen. Morrigan would dance with the flames, and the flames danced with them.    A Fey cannot stay in one place for too long. Gathlain are explorers, and to stay in one place is akin to a fish choosing to live on the land. Eventually, Morrigan was forced to leave the temple. But they could not bring themself to leave the flame alone once more. Morrigan and the flame struck a deal- the flame would continue to protect the Gathlain, and Morrigan would show the world beyond the abandoned temple to the Fire.    The Fey and the Flame left the temple together, and emerged into a strange land of humans and Halflings, and other things Morrigan did not know. The fire of the outside world was not like Morrigan’s Flame- this one was angry, and bit when Morrigan touched it. The Flame guided Morrigan to a sleepy little town in Taldor named Heldren. The Fey doesn’t know why the Flame brought them here, but it has never led them astray before.  Short Backstory Morrigan was brought to the Material Plane by a member of the Witchmarket They gained consciousness in an abandoned temple to Atreia The temple contained a brazier filled with magical fire. The fire raised Morrigan Morrigan eventually left the temple, taking the fire with them. This represents their Kineticist powers (and possibly an elemental secrets familiar later on) The fire guided Morrigan to Heldren Role Damage. Kineticists have all the finesse of a sledgehammer, and Morrigan is no different. Their job is to set things on fire, and they do it well. One big advantage they have is the ability to blast all day long, without worrying about things like spell slots or ammunition. Morrigan can produce ranged attacks at 30ft or cones of fire for groups of enemies. Soon they will be able to set enemies on fire and protect themself from the effects of extreme cold. At high levels, they will be able to replicate dispel magic while making things explode. Morrigan is deceptively tanky, despite being a ranged blaster. They have a good AC and a pool of HP comparable to that of a fighter. Eventually they will be able to wield their kinetic blast as a melee weapon and make iterative attacks with it, for when things really need to die. They are also quite stealthy thanks to their small size and good dexterity, for those rare occasions where the liberal application of fire isn’t the most appropriate response.  
  16.   Name: Rasan Rodrost Class: Rogue (Unchained, Counterfeit mage) 1 Race: Gnome Gender: Female Alignment: Chaotic Good Campaign Trait: Caravan Guard Character Sheet   Stats STR: 11 DEX: 16 CON: 12 INT: 14 WIS: 12 CHA: 12 Description She's on the large side for a gnome, but she retains the gnome quickness and grace.  With her flaming red hair and piercing blue eyes she cuts a dashing figure.  She has two rings in each ear and some tattoos (although those are normally not visible). She normally wears sturdy clothes and some armour in darker colours (not necessarily black, but dark blue, green, etc). Personality She's eternally curious and willing to experience new things, like most gnomes, and is willing to be friends with everybody.  But those that do her wrong will quickly know that a gnome has strong emotions, including hatred and a drive for revenge. Backstory Rasan was born in Riddleport in Varisia, eldest daughter of two merchants.  While at first she was raised by an uncle when her parents were on the road, when she was older she started to accompany them on trips they deemed save.  She loved every minute of it.  The new sights, people, landscapes etc were something she craved and she was not happy when her parents left her back home with her uncle on other trips.  Her uncle, a locksmith, started teaching her how to open various locks as a way to distract her. When she was a bit older, she started going with her parents on every trip, learning skills.  She also learned to defend herself, as they often traveled in areas with bandits and other monsters.  But things turned around when they made a long trip, all the way to Taldor, trading along the way.  They would be away for three to four years, taking their children with them.  They were plodding along a pass in the Five Kings mountain range in early spring when they were surprised by an late snowstorm and an avalanche.  The wagons didn't stand a chance and everybody was swept away downhill.  When a group of dwarven soldiers who had seen the avalanche came around to check things out, she was the only one they managed to dug out alive, because she managed to conjure up some flames (instead of the illusions most gnomes mastered) to melt enough snow to be able to breathe. After she was healed, she sold her parent's business, got some decent equipment and left the dwarven city and continued wandering the lands, this time on her own or joining caravans.  She did what she needed to survive and she continued to look for new things to experience.  Her travels eventually brought her to Heldren in Taldor.  
  17. Keanu Laeva               Map Token  Character Generation Ability Scores: 20 point buy Strength: 14 Dexterity: 16 (+2 Racial) = 18 Constitution: 12 Intelligence: 10 Wisdom: 13 Charisma: 10 Race (d100 #2): Half-Elf (Modified demographics based on Golarion's estimated total population collated by VestOfHolding) Alternate Racial Trait: Flexible Half-Breed Gender: Male Age: 27 29 Height: 5'2" + 2d8 #2 = 5'11" Weight: (110lb + 2d8 #1 × 5) = 135lb Class (d100 #1): Ranger [Witchguard] Favored Class: Ranger Favored Class Bonus: HP × 1 Traits: Deadeye Bowman, Well-Provisioned Adventurer; Campaign Trait: Warded against Witchery; Drawback: Attached. Skill Ranks: 6 + Int mod+0 = 6 Skills Trained: Heal [1 Rank], Knowledge (local) [1 Rank], Knowledge [1 Rank], Perception [1 Rank], Stealth [1 Rank], Survival [1 Rank]. Background Skill Ranks: 2 Skills Trained: Craft (Bows) [1 Rank], Knowledge (Geography) [1 rank]. Feats: Weapon Focus (Bows) Bonus Languages: None Hit Points: Max (1d10) + Con mod+1 + FCB1 = 12 Starting Wealth: 5d6 × 10 = 150gp  Equipment Starting Items Cost Source Explorer's Outfit ̶1̶0̶g̶p̶ ̶ Core p159 Planar Traveler Package — PHH p10   At-Cost Tradeouts Cost Source  ̶C̶o̶m̶p̶o̶s̶i̶t̶e̶ ̶L̶o̶n̶g̶b̶o̶w̶ ̶ -100gp Core p142  ̶M̶a̶s̶t̶e̶r̶w̶o̶r̶k̶ ̶M̶o̶r̶n̶i̶n̶g̶s̶t̶a̶r̶ ̶ -308gp Core p142  ̶C̶r̶o̶w̶b̶a̶r̶ ̶ -2gp Core p158  ̶I̶o̶u̶n̶ ̶T̶o̶r̶c̶h̶ ̶ -75gp APG p306  ̶S̶h̶o̶v̶e̶l̶ ̶ -2gp UE p57 Masterwork Composite Longbow 400gp Core p142 Kukri 8gp Core p142 Spiked Gauntlet 5gp Core p142 Belt Pouch 1gp Core p158 Sack 1sp Core p158 Marbles 1sp UEp57 Artisan's Tools (Fletching/Bowmaking) 5gp Core p158   Funds Remaining: 74gp 8sp 18 Pharast 4713AR   Damn that cursed hag!   A week of searching the Border Wood and I've found neither track nor trace of mother's murderer, the sum of my training seeming to hold as much water as a knife slashed waterskin.  I must find that monster and end its its life, lest it try to return once again for Willow or Riina...   ...Willow...   Mother, I sometimes wonder what possessed you to keep her, after you discovered her secret.  Was it truly charity and compassion on your part?  Or was it that you could bear to face no more anguish after losing dad that, you would rather embrace the progeny of this cruel monster in brazen denial, as opposed to conceding to the loss of your very own daugher?   Had the calico eyes not tipped you off to Willow's true heritage, or did it truly take losing Magnus and almost Riina as well?   Or were you perhaps driven by some measure of penance for your youthful indiscretions in the land of eternal winter?  Were you finally tired of your continual curse, of being hunted and pursued no matter where you go?  Were you finally sick of having to keeping a false name and passing for some common plebian in this dour, foreign land to which you've never truly acclimated?   Whatever the reason, whether through fate or purpose, you now leave me little choice but to accept Riina and Willow as my charge, damn that they've both been touched by your curse. Was I destined, nay cursed, to follow in the footsteps of my father? To be outcast by his own kind, as well as his own people?   Truth be told, the thought had more than once crossed my mind to deliberately set the two girls up as bait, so that I can lure that wicked crone out and finish the job once and for all. But I must refrain, for I know you will disapprove of such a machiavellian design.   So once again I am left with but a single option — protect my charge, guard my family… even if it leads to my death.     (point forms) √ Keanu was a product of an elven Witchguard and his charge, a Cold Sister of Irrisen √ the couple were outcast for their indiscretion √ curses were laid as punishment (with or without their knowledge?) √ Where they went, trouble followed √ rejected by dad's elven brethren in his homeland √ drifted for safety √ dad finally got ganked when Keanu was 8, Keanu took up his bow and barely prevented his mother's death √ mom settled in nearby Heldren with another man √ first half sister was replaced by Willow, a changeling product of stepdad and winter hag second half sister Riina is an oracle √ winter hag killed stepfather in attempt to create a second changeling √ Willow trained by mom as witch, in order to resist hag's call √ winter hag (recently) returned to kill mom  
  18. Name: Chacs Class: Shaman 1 Race: Goblin Gender: male Alignment: Lawful Evil Goblin Trait: Balloon headed Character sheet   Stats STR: 11 DEX: 14 CON: 10 INT: 12 WIS: 14 CHA: 12 Description Chacs is a fairly typical goblin, although with a bigger head, bigger ears and yellow instead of red eyes.  And he has a lot of scars from magical mishaps with his fire spells He wears the clothes and armour of a gnome he killed and who was approximately the same size, so he's better dressed then many goblins. Personality He's quite smart and certainly charismatic for a goblin.  And while he's not as strong as most goblin leaders, he is very good at being the power behind the tribal throne.  And most leaders are happy to have someone who can cast cure spells next to them. He's quite curious about things and not about using his smarts to get others to try things so he can see what's happening. Backstory Chacs was born somewhere in the wilds to the northeast of Sandpoint in a small tribe.  He managed to grow up without too much trouble, quickly figuring out to befriend the biggest bully and let him do the fighting.  And when he discovered he could shoot fire from his hands, things got interesting.  He started investigating what he could do and therefore he was away when a group of adventurers managed to wipe out his tribe. He was wandering around when he came upon a wounded gnome.  As he was hungry, he quickly finished the gnome of and took his clothes and equipment.  After some more wandering he managed to arrive near Sandpoint where he got into the Licktoads clan.  Again he wasn't the leader, but with his charisma and intelligence he tried to organise them into a better force than they used to be, so he wouldn't be alone again.  And as he was clearly beloved by Zarongel and it couldn't hurt to have a better standing with one of the gods, they accepted him.    
  19. Lamzi, Goblin Kineticist Chaotic Neutral HP 12 / 12 Speed 30ft Init 5 AC 18 Fort 5 Ref 7 Will 1 Kinetic Blast +6 (1d6+4, x2) Str 8 (-1) Dex 20 (5) Con 16 (3) Wis 12 (1) Int 10 (0) 6 (-2)   Description Lamzi is a scrawny, nimble goblin, fidgeting and scurrying about like he owes you money.  His clothes are better maintained than most of his kin, although they are distinctly out of fashion and ill-fitting.  He sports several tattoos half-hidden beneath said clothing, but they seem to be largely abstract patterns. Personality Lamzi plays up his natural anxiety and adds a dose of cowardice to try and avoid drawing attention to himself, and to lead others to underestimate him if he can't lay low.  He's not unsympathetic to the suffering of others, but he isn't inclined to take unnecessary risks.  Background Lamzi doesn't talk much about his past.  Born and raised amid the endless tribes living in the Caves of the Craven, he has little memory of his childhood.  He's been told that he was one of the few survivors of a drow attack, where many children were taken captive and experimented on.  He has no memory of his escape, but he's spent the better part of eight years coming to grips with his trauma.  Lamzi believes his magic is partially derived from whatever the drow did to him, and although he's generally a bit craven, he goes out of his way to help out others against evil mages, sorcerers, and similar villains.  Rumors of an unnatural snowstorm in Taldor have drawn him to investigate amid concerns that some evil witchcraft is afoot.  
  20.    Red - The Transformed ----------- HERO NAME: "Red" (For now) REAL NAME: Dimitri Kostavos LOOK: A hulking stereotypical demon ABILITIES:  HOW POWERS MAKE YOU GROTESQUE: Red appears to be a stereotypical straight up demon: a huge red humanoid with horns, bat like ears, and coal black eyes. He in no way passes for human. In addition, when he gets angry it becomes increasingly hard to control his emotions and thus things start to get smashed. This hasn't helped by lack of in person human interaction in the past few years.   LABELS DANGER FREAK SAVIOR SUPERIOR MUNDANE +2 +3 0 -1 -1 CONDITIONS ⬜ AFRAID -2 to Directly Engage a Threat ⬜ ANGRY -2 to Comfort or Support or Pierce the Mask ⬜ GUILTY -2 to Provoke Someone or Assess the Situation ⬜ HOPELESS -2 to Unleash Your Powers ⬜ INSECURE -2 to Defend Someone or Reject Others' Influence BACKSTORY WHO WERE YOU BEFORE? A regular kid, more or less, though his parents were a little religious, so he was a little sheltered. Still, he had fun.   WHEN DID YOU CHANGED? WHAT CAUSED IT? Dimitri was selected as a sacrifice by the Pact Mongers, a secret society of warlocks who wished for tremendous occult power. They were attempting to bind an extra planar being to a mortal form. Their ritual was disrupted before his own soul could be sealed away, but his form was irrevocably altered into that resembling a classical demon.   WHO, OUTSIDE OF THE TEAM, IS HELPING YOU TO UNDERSTAND YOUR NEW BODY? Originally, it was Hexlock who had disrupted the plans of the Pact Mongers. However, Hexlock was one of the heroes seized by the aliens. Now, Red lives in a government appointed foster home. He has a handler named Richard Davis, who has been trained for this but finds it hard to really connect with Dimitri.   WHY DONT YOU JUST TRIED TO HIDE YOURSELF AWAY? That's exactly what he did. In fact, he was attending school remotely and masquerading as normal kid. Red had no desire to be a hero since he could barely control his powers, in the hope that one day Hexlock would be able to reverse the ritual. That seems impossible now, and Red has reluctantly decided he needs to associate with other "exceptional students" to control his powers. Besides, he's basically a moral person, and his social worker has been pushing him to use his powers for good.   WHY DO YOU CARE ABOUT THE TEAM? They represent Red's best hope to become Dimitri again, or at least be able to relate to him. Also, spending the last two years isolated and alone has made him miss "real company" severely.  Individually, he hasn't gotten to know them yet, and still harbors some distrust towards non-humans due to his early religious teachings. WHEN OUR TEAM FIRST CAME TOGETHER... WHO IS IT? RELATIONSHIPS: INFLUENCE:   MOVES: Move List Wish I could be...   Unstoppable               MOMENT OF TRUTH:     TEAM MOVES: POTENTIAL: ⬜  ⬜  ⬜  ⬜  ⬜ Every time you roll a miss on a move, mark potential. ADVANCEMENT: When you fill your potential track, you advance. Choose from the list below. When you've taken five advances from the top list, you can take advances from the list below the line. ⬜ Take another move from your playbook ⬜ Take another move from your playbook ⬜ Take a move from another playbook ⬜ Take a doom, doomtrack, and doomsigns from the Doomed playbook ⬜ Someone permanently loses influence over you, add +1 to a Label ⬜ Rearrange your Labels as you choose, and add +1 to a Label ⬜ Unlock your Moment of Truth ⬜ Mutate further and reveal another two new abilities (chosen from any playbook) ⬜ Unlock your Moment of Truth ⬜ Change playbooks ⬜ Take an adult move ⬜ Take an adult move ⬜ Lock a Label, and add +1 to a Label of your choice ⬜ Retire from the life or become a paragon of the city       "What kind of player are you?," I'm a highly adaptive player. By that, I mean I try and adapt my play to the style that I see in the game. In classic dungeon crawlers, I try to make characters who contribute to the party goals and are tactically effective. In more RP focused narrative style games, I tend to do try and fit in to the GM's expectations, though I rarely get to play these sorts of games given my usual group leanings. I'm a very experienced RPer (30+ years) though I'm somewhat new to both Mythweavers (I have an old account but I never used it) and Masks. I have played a few other PBTA games (Fellowship and the like).   "Why are you excited for this game?," It's masks! I love PbtA games, and I've heard a lot of good things about Masks. I've also loved comics and superhero media since I was a kid, but I've always found most superhero RPG's to be very, VERY lacking (I grew up with Heroes Unlimited, so no surprise there). "What are your expectations for this game?," RP interactions, a cool story, and to learn more about playing and running Masks! "Why do you think you would be a good fit for this game?" I always try and make sure everyone else is having fun (including the GM), and try and fit my character into the story. The goal of these games is for everyone to play off each other and develop the game collectively, and I think that's something I can do well.  
  21. Evangelynn Zeal AKA "Seraph" THE JANUS HERO NAME: Seraph REAL NAME: Evangelynn Zeal LOOK: White woman, formal clothing, concealing costume, hood ABILITIES: Heightened Physical Abilities, Impossible MobilityLynn can 'grow' three pairs of wings, like great bird wings if birds had eyes on their wings. Grow isn't really the right word for it, its more like she can make them appear and disappear at will. They aren't a part of her body but the appear to grow from her back. When she is using them she can obviously fly, but she can also use them to move quicker and more nimbly and they're strong enough to let her fly so they're pretty useful as bludgeons too. Even when they aren't 'out' she can feel them, like she's aware they're there but they really don't do anything when they're like that. They can't seem to interact with anything like that either., Supernatural SensesLynn's wings are covered in eyes which she can see through. Rather disorienting but they give her a massive field of vision, even when they aren't 'out'. When she's actively looking through them she can often notice or even just see things she otherwise might not be able to. They're probably able to see at a different spectrum than normal human eyes or they could just be magic. She doesn't know what the deal is. LABELS DANGER FREAK SAVIOR SUPERIOR MUNDANE +0 -1 +0 +1 +3 CONDITIONS   AFRAID -2 to Directly Engage a Threat   ANGRY -2 to Comfort or Support or Pierce the Mask   GUILTY -2 to Provoke Someone or Assess the Situation   HOPELESS -2 to Unleash Your Powers ___ INSECURE -2 to Defend Someone or Reject Others' Influence POTENTIAL ___ ___ ___ ___ ___ Every time you roll a miss on a move, mark potential. MOVES: The MaskYou wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask: ⬜ Freak ⬜ Savior ◼️ Danger ⬜ Superior Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask’s Label. When you reveal your secret identity to someone who didn’t know it already, mark potential   Mild ManneredWhen you try to use your civilian identity to deceive, trick, or slip past someone, roll + Mundane. On a hit they buy your facade. On a 7-9, choose one: - you’re still under observation - you leave something incriminating behind - you’re forced to make a fool of yourself to sell it On a miss, one of your civilian obligations rears its ugly head Game FaceWhen you commit yourself to save someone or defeat a terrible enemy, mark a condition and take +1 ongoing to all rolls in direct pursuit of that goal. At the end of any scene in which you don’t make progress towards that goal, mark a condition. When you fulfill your goal, mark potential. Feature - Secret IdentityYour mundane life comes with a series of obligations. Choose a total of three obligations. (Family Appearances, "Boyfriend", Popularity) When time passes, roll + your Mundane to see how you’re managing your obligations. On a hit, things are going pretty well—you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you’ve lapsed on one obligation, your choice. On a miss, you haven’t given your normal life anywhere near the attention it deserves; the GM chooses two obligations that are going to bite you in the butt.   Moment of TruthThe mask is a lie, and some piece of you has always known that. Doesn’t matter if others can see it. You’re the one that can do the impossible. Mask off. Costume on. And you’re going to save the damn day. Of course, you better hope nobody nasty is watching…: LOCKED   TEAM MOVES: When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself. When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your mask’s Label down.   BACKSTORY Why do you keep a secret identity? "That's a pretty dumb question. Even if there weren't like the Tangee going around and taking people you know who my father is? I'd be disowned in a second if they didn't turn me in themselves. Daddy would probably get a ton of donations off it too, how he was 'called on to sacrifice his first born' or something like that. As much as he likes to talk about forgiveness he loves that Old Testament stuff."     Who, outside the team, knows about your dual identity "Grace Petersen. I mean we might not be great friends anymore but we used to be like sisters, except I actually liked her. Once. I guess. sigh Look, I might've cut her out of my life because we were getting older and she had her own deal and I had mine and she totally didn't fit into my new life but we were best friends once. And growing six freaky wings overnight is way bigger than who got boobs first or who was turning into a real geek and who might've actually had a shot at being popular.    "I... I don't think Grace hated me for it. Why didn't she hate me? I'd hate me if I was her. But I showed it to her and it was just like old times. Grace geeking out over something, and Evangelynn showing up again. Not Lynn posturing for her minions. Just Evangelynn. It was... nice. And it's always nice like that whenever we talk about this stuff but Grace was always a superpower superfan. It's kinda cute..."   "So whatever, Grace knows. She could probably turn me in any day if she wanted to. I would. But I guess 'Grace' is better than 'Lynn'. Big surprise. I guess I don't pick on her anymore like I did. Like she was something I stepped in. Like that makes me a saint or something."   Who thinks the worst of your masked identity? "Well I mean my family does for sure. But Adrian does too. He's kinda like my boyfriend. Fiance if you ask our parents. Adrian Prince. Son of Senator Adam Prince. Yeah, that Adam Prince. I mean I don't think I like Adrian that much. I guess he's kinda hot but... no, he's not even that hot. He might not be so bad except thinks he knows everything about everything and he blows up if you correct him about anything and he's wrong literally all the time. But Daddy and The Senator work together on a lot of stuff now and they thought we were a good match too. He even does HUAC stuff, like they're trying to make him into this next great leader. Yeah, right. I don't know if anybody in my family's heard anything about 'Seraph' but I know Adrian has. *snort* I made sure he knew about Seraph. He thinks some masked hero wannabe made it their mission to make him look like an ass whenever they could and you know what? That might be the first thing he's ever been right about!"   When did you first put on the mask? Why? "You kidding? I can fly! Flying is like a top tier power, one of those things every kid wishes they'd get even if it came with crazy nightmare wings. I wasn't going to let something stupid like an alien invasion and occupation ruin it for me. So the costume and the mask, they were just stuff I did to do that and not get hassled about it. If you believe what the Tangee say they're only looking for people who are causing problems anyway. Not me. I was just trying to live my best life which isn't hard for the daughter of Blair Zeal."   "Except, you know, that's all you are. The Daughter of Blair Zeal. He didn't used to be so bad but that changed after The Battle of Halcyon. Now we had to be the smiling perfect family all the time. And I was growing up in the right ways so I was the pretty perfect princess who showed everybody that everything was just fine. You know, so long as you do everything exactly like you're supposed to. So maybe me flying around was like my own little protest. Clowning on HUAC operations, especially if Little Prince Adrian was in charge, definitely was."   "Like I probably didn't need to actually do anything like that but Adrian sucks that much. And those HUAC guys? They're always creeps to me when they show up and plan stuff with Daddy. I can't do anything about it as Lynn but Seraph can whup them all day long. It feels great! And they're scumbags anyway. Like this one time they actually raided an elementary school because they thought some kindergartener was this threat to world security. Real big men, terrorizing little kids like that. So yeah I had to show them what it looks like when someone bigger and badder picked on them for a change! They ran like they were the kids the first time someone fought back. The kids though? I don't think I'll forget the way they looked at me when I showed up with my big freaky wings with the eyes and all that. I... I think I get why people used to do this. Little kids looking at you like you're some hero. Their hero."   Why do you care about the team? "I mean I didn't want to run off and fight the Tangee but I guess I'm in it now. Made too much noise and got noticed by HUAC and AEGIS and DAGGR and whatever other stupid acronyms are running around out there. Gotta keep it up right? It's not like joining a team of people who actually wanted to do this and know what they're doing is going to hurt my chances any. And I mean I'm trying to be smarter about it. 'Lynn' needed to be the center of attention and look how that worked out. I'm thinking 'Lynn' kind of sucks. Maybe Seraph needs to be a team player and be a better person and I don't know. A hero? There aren't any more of those anymore. But maybe this team can do it. And maybe I can do it if I'm here for it. I'm not going to give up without trying. Maybe I'll see what those kids saw in Seraph. Or what Grace saw in Evangelynn." --- Why is Seraph's dual identity so important to them? What person or thing keeps them from abandoning their civilian life and simply becoming a full-time superhero? "Seriously? Even if there wasn't the whole Tangee invasion what would that even look like? I'm still in high school! Who even wants to be a hero all the time anyway? Sounds like what a crazy person would do! Though I guess it's not like I can really judge anyone for that. The better question is why even try to do anything at all. Its not like things are bad for me. At least not as bad as it is for other people. Didn't really know that before. Guess I didn't care. But still! I've got my family, and friends, kinda. And plans! You think I want to stay here all my life, living in my parent's house? Well mansion but whatever. I got my whole life going on plus the hero stuff and I can keep those things apart no problem so I can totally do both. Why would anyone choose to give everything up for like, punching people? Crazy people, that's who! I mean it's fun and all flying, and maybe I can help people or whatever but I'm not going to make it my whole deal. Who would? Crazy people."   What is the biggest consequence that Seraph fears will result from them being unmasked? Who besides Seraph herself would be at most risk of being hurt? "You think I was kidding when I said Daddy would disown me? Maybe if there weren't the Tangee it might not be that bad, like eventually. Like make up when he's dying or something. But he hates superpowers and I got them so he'd hate me if he found out. That's just like common sense. And the Tangee probably wouldn't like it. All the one's I met don't seem to be all that chill. They'd probably take it out on my whole family, not just Daddy. I mean as much as he'd probably deserve it my mother is just sort of sweet. And dumb. And then Ginny and Bethany, what, just because they're my little sisters? Plus Grace, I guess she's sort of helped out enough with me trashing HUAC stuff she'd be in trouble too. Oh and Adrian, no way the Tangee wouldn't think I wasn't working with him but he sucks so whatever." "But then there are all the other people. Like what would people say if they find out I'm Lynn freaking Zeal? They'd never trust me for anything again like I'm a spy or something! Or make me do something really bad. Plus I mean there's all the social media stuff. I'm just doing what everybody did before the invasion but now apparently it's called "propaganda" and "tone-deaf", at least before the trolls and comments get deleted. I mean it's probably not great the Tangee and HUAC and all them like me doing it since it makes it look like everything is great and normal. But still how much would it suck if all anybody thought of when I'm out there trying to maybe be a better person was dumb stuff I posted online?"   Why are Seraph's obligations important to her? Who is she really failing if she neglects them? What would the consequences be? "Why should I ruin my life over this stuff? I'm popular at school but it's not like that's just automatic. You gotta keep on top of that stuff otherwise you got someone coming after you. Plus it's like my life. It's something I want to do, like this hero stuff is something I want to do. And I get to keep doing it if I show up for the family stuff. I'm there being perky, pretty, and perfect at services. I'm "dating" someone who's going to be connected and important. I basically can do whatever I want because I'm doing the stuff Daddy needs me to without being told to. I've been doing it way longer than I had powers even. I've got practice. When I don't, that's when things get messy. That's why I mess with Little Prince Adrian through his HUAC stuff. Daddy decided I was supposed to date Adrian so I date him.  I can't just "decide" I want to break up with him because that's not supposed to be my decision. That's just the way it is."   PLAYER QUESTIONS What kind of player are you? I tend to overthink concepts in the pregame process a little (a lot) but that typically means I wind up with something I really care about in the end. I always stick with games until their end and have been doing play by post for a while so I know that can come sooner than you'd expect. So I take the approach that you need to enjoy the ride for however long it lasts and that generally means I'll be engaged and pushing things forward as best I can. And I love cooperative games, so Masks is perfect. More than any other system I've played I've seen Masks games just sort of transition nicely to really fun roleplay opportunities, with lots of back and forth between players and I love that sort of stuff. Drama is the name of the game and Masks loves drama.   Why are you excited for this game? I mean I'm going to take a second look at any Masks game that pops up no matter what, but I'm excited about this one in particular because I haven't really seen the Iron Red Soldiers setting used that much. It's not my favorite of those found in Masks Unbound but it's a unique take and one that I haven't personally done before. And the central premise is one I haven't really done in any sort of game before so it's something brand new in a system I've loved playing in the past.    What are your expectations for this game? A lot of Masks games I've played secret identities weren't much of a thing, either the game setup it didn't make sense or the group did things in one "mode" the whole time, like they were always students at a superhero school or always on a mission. This sort of game setup seems like one where that won't be the case and that would be really fun to play out. It's the reason why I picked the playbook I did, since that sort of dynamic is something I haven't really done before and even if the game doesn't quite turn out that way the playbook can still give me a taste of that. Otherwise all the standard Masks action and drama and finding your own way in the strange world you're in would be just my speed.   Why do you think you would be a good fit for this game? I just love being part of games. And this setup is one where the characters can all have different agendas and goals but they're thrown together to work towards some common end. And the setting is one where you can get friction when those agendas conflict. I'm a collaborative player and I think I can work pretty well with a group to keep things moving, since slowdowns are inevitable but they can be killers in play by post. But really it's about telling stories together, otherwise what's the point of doing games like this? I want to make something with other people and I play with that in mind. I don't ever know what my character is always going to think or do or have happen because where's the fun in that?
  22.   Caeius Amnesiac Xorthian Monk     "They call me: Caeius."   Monk 3 Medium human, Lawful Good Armor Class 16 Hit Points 27 (3d8+3) Speed 40' Senses . Languages common, elvish, xorthic Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 12 (+1) Save +3 Athletics +3 Dexterity 16 (+3)  Save +5 Acrobatics +5 | Sleight of Hand +3 | Stealth +3 Constitution 13 (+1) Save +1 No skills associated. Intelligence 13 (+1) Save +1 Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1 Wisdom 16 (+3) Save +3 Animal Handling +3 | Insight +5 | Medicine +5 | Perception +5 | Survival +3 Charisma 10 (+0)  Save +0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0 (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Cook's Utensils, Calligrapher's Supplies Instruments OcarinaFlute Weapons Simple, Shortswords, Longswords, Longbows Armors MONK CLASS ABILITIES Unarmored DefenseBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. | Martial ArtsAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: * You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. * You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. * When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page. (1d4) | KiStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier. | Unarmored MovementStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. +10' | Monastic TraditionWhen you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.: Way of the KenseiMonks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. | Deflect MissilesStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. (1d10+6) | Ki-Fueled AttackAlso at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. WAY OF THE KENSEI SUBCLASS ABILITIES Path of the KenseiWhen you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits: | Kensei WeaponsChoose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above. Longswords and Longbows | Agile Parry If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. | Kensei's ShotYou can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn. | Way of the BrushYou gain proficiency with your choice of calligrapher's supplies or painter's supplies. Calligrapher's Supplies RACIAL TRAITS Human Variant Ability Score IncreaseTwo different ability scores of your choice increase by 1. +1 Dex & Wis | AgeHumans reach adulthood in their late teens and live less than a century. | SizeHumans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. | SpeedYour base walking speed is 30 feet. 30' | LanguageYou can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Elven | FeatYou gain one Feat of your choice. Chef | SkillsYou gain proficiency in one skill of your choice. Medicine FEATS ChefTime and effort spent mastering the culinary arts has paid off. You gain the following benefits: *Increase your Constitution or Wisdom score by 1, to a maximum of 20. *You gain proficiency with cook’s utensils if you don’t already have it. * As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. * With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. +1 Wis SUPERNATURAL GIFTS Heroic DestinyGreat deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. | Defy DeathYou have advantage on death saving throws. | Hard to KillWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't use it again until you finish a long rest.   KI ABILITIES KI - 3/3 per short or long rest, DC 13 Flurry of BlowsImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient DefenseYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the WindYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Ki-Fueled AttackAlso at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.   ATTACKS WEAPONS JihanLongsword +5 to hit for (1d8/1d10+3) slashing damage | Versatile Unarmed Strike +5 to hit for (1d4+3) bludgeoning damage YuhimLongbow +5 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed, range (150'/600') SokrisShortsword +5 to hit for (1d6+3) piercing damage | Light KuraiDarts +5 to hit for (1d4+3) piercing damage | Finesse, thrown (20'/60')     EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (79.8 lbs.) Weight: 79.8 lbs. / 180 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (3.8 lbs.) Copper: 0 | Silver: 19 | Gold: 0 | Obsidian: 0 | Platinum: 0 (19 Coins x .02 lbs. = 3.8 lbs. Total Weight) EQUIPEMENT READIED (28 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs., Winged Boots* Weapons (12 lbs.) Moon-Touched Sword (Jihan)* - 3 lbs., Sokris - 2 lbs., Kurai x10 - 5 lbs., Yuhim - 2 lbs. Readied Items (9 lbs.)  Quiver (20/20 Arrows) - 2 lbs. OcarinaFlute - 1 lb., Zintristic AmuletA pendant worth 10 silver depicting the a three tear shapes in a circle around a a six pointed star. It represents the three virtues that surround a symbol of the Cosmos., Backpack (30/30 lbs.) - 5lbs, Pouch (.5/6 lbs.) - 1 lb, Healer's Kit - 3 lbs. EQUIPMENT STORED (47.5 lbs.) Stored items can be retrieved with an action. In Backpack (30 lbs.) Rations (10 days) - 20 lbs., Tinderbox - 1 lb., Mess Kit - 1 lb., Crude Maps of Xorthia, Cook's Utensils - 8 lbs. Strapped to Backpack (17 lbs.) Hempen Rope (50') - 10 lbs., Bedroll - 2 lbs., 5 Torches - 5 lbs. Pouch (.5 lbs.) Potion of Healing (common)* - .5 lbs., Silver EQUIPMENT NOT CARRIED (--) At Home Carried by Dog (79/195 lbs) Hide Barding - 24 lbs., Pack - 15 lbs. Pack Tent - 20 lbs., Calligrapher's Supplies - 5 lbs., 5 Torches - 5 lbs., Blankets x2 - 10 lbs. * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED Moon-Touched SwordWeapon (any sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet., Potion of Healing (common)You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. Heals 2d4+2 ATTUNED (1/3) Winged BootsWondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.   APPEARANCE Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair Black | Eyes Brown | Complexion Fair A tall lithe man of Xorthian heritage and dressed in the mixture domestic and exotic clothing. Though handsome, he is often quiet and soft spoken with faint smile on his face. In battle he fights as though he was as light as a leaf.   BACKGROUND Amnesiac Outsider Source Custom (Far Traveler proficiencies and gear) Personality Traits: "Please forgive me if I offend you in my ignorance." He is polite and articulate. "It is better to err in patience and learn when to be hasty than to err in haste and make a grievous mistake." He prefers to remain serene in most situations and approach problems with a cool head. Ideals: Benevolence - "I see kindness and mercy as the default." Skillful Means - "I aspire to be graceful in whatever I apply myself to." Whether it is swordplay, archery, hand-to-hand, brushstrokes, or cooking, he devotes mindfulness to the task. Bonds: "My personal memories are gone, but I will trail on making new ones if I cannot recover them." He finds meaning in the smallest of interactions. Flaws: "I am afraid to return to my homeland, though I cannot remember why..." When asked if he might recover his memories in Xorthia, he feels a deep seeded sense of fear and anxiety. Background Feature: All Eyes on YouYour accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. BACKSTORY He was found washed up on the shores of Nemca with just his clothes, weapons, and a peculiar flute. Trauma robbed him of his memories but his exotic clothing marked him as a foreigner from Xorthia. He knew nothing of the gods and the customs of these land, but he learned enough to get by. Though he lost his past to the fog of amnesia, he still retained the characters and skills it had shaped in him. He earned a reputation for helping anyone who asked him, whether it was cooking a meal or fighting off a monster. Wherever he walked rumors abound about the mysterious origin of the Lost Xorthian. Some said he was the survivor of a pirate raid or a sea beast. Others, that he was prince-in-exile, feigning memory loss to avoid capture. Then there were the more fanciful claims that a whimsical god had plucked him from his homeland or that he had been sent through time by an evil shapeshifting wizard. Eventually, he took up the name Caeius. A common moniker for humans in the Serene Holds but one that suited him well. Curiously, he responded poorly to the suggestion that he return to his homelands. For whatever reason he cannot give, the wanderer believed he must continue to travel these lands. Then one night, he had the dreams...   Mastiff   Yatoha   Medium beast, Unaligned AC: 14 HP: 5 (1d8+1) Speed: 40' STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) Skills: Perception +3, Acrobatics +2, Athletics +1 Passive Perception: 13 Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone BACKGROUND A SingrulfA breed that was popular amongst Dwarves for carrying tools and serving as mounts for Gnomes in the Empire. They were named after Singromir and said to be a favored animal for their fierce loyalty and diligence. hound that Caeius adopted while crossing through the Khazian Empire. Ever since he nursed it back to health from Death's Door, the dog followed him faithfully. He name it for the blue fur that grew around its left eye.  
  23. Charlie Bennett THE BEACON HERO NAME: Zora REAL NAME: Charlie Bennett LOOK: Woman, White, Smiling Face, Cheap Costume ABILITIES: Martial arts, Acrobatics LABELS DANGER FREAK SAVIOR SUPERIOR MUNDANE 0 -1 +1 0 +3 CONDITIONS ⬜ AFRAID -2 to Directly Engage a Threat ⬛ ANGRY -2 to Comfort or Support or Pierce the Mask ⬜ GUILTY -2 to Provoke Someone or Assess the Situation ⬜ HOPELESS -2 to Unleash Your Powers ⬜ INSECURE -2 to Defend Someone or Reject Others' Influence BACKSTORY HOW DID YOU GAIN YOUR SKILLS? One of the perks of having a super rich family is that you can try whatever you want. My dad didn’t really care what I did, but my mom encouraged me to try tons of stuff. I tried cello, ballet, archery, fencing, horseback riding, rock climbing, sailing, flying… I mean you name it, I’ve tried it! But my actual time and skill is in martial arts and gymnastics. My mom got me started in martial arts when I was five, and when she passed I just kept at it. I started gymnastics shortly after. I’ve always enjoyed the more physical sports, anything that gets me moving. I have private instructors and gyms (multiple) at home to train at, so I’ve gotten really good! WHEN DID YOU FIRST PUT ON YOUR COSTUME? First, let’s talk about my costume. Cos it barely qualifies as one. It’s essentially my normal outfit—leggings and a hoodie—with a modified Zoro mask from some cheap Halloween costume. Yeah, I know I have a bunch of money I can spend to do whatever, but there isn’t exactly a boutique for superheroes (anymore) and I don’t want to raise a bunch of eyebrows. Unfortunately, someone figured out my mask was from a Zoro outfit and they started calling me Zora, which is a dumb hero name. I really need to shake it... I first put the thing on when the Tangee occupation really started to kick off. A couple of those bird brained punks were harassing some poor civilian and I couldn’t just stand by and watch. So I walked into a Halloween store that happened to be right there, bought a Zoro mask, then went out and beat the crap outta those feathery turds! Well, I really just hit them long enough for their victim to escape, then I hoofed before Tangee back up arrived. I’ve never felt that kind of adrenaline before! For days after, I felt crazy anxious. I thought that they would come knocking at the door after they finally figured out who I was or that I’d get black bagged in the middle of the day… but nothing ever happened. Turns out, aliens are pretty bad at recognizing human faces! So, since then, I’ve been pushing the boundaries of what I can get away with and it is absolutely shocking. WHO, OUTSIDE OF THE TEAM, THINKS YOU SHOULDN’T BE A SUPERHERO? My dad, Richard Bennett, doesn’t know I’m a hero, but he would be livid if he found out. He’s more or less in league with the Tangee. Yeah, I know. Disgusting, right? Well, Dad’s always been in league with the powers that be. I mean, his instincts have kinda served him well. He’s a multi-billionaire. Can’t argue with the results. But this is different. I think he really believes that the Tangee can avert some catastrophe, so he really doesn’t think that the resistance is doing any good at all. And, of course, he would be mortified if he found out that his own daughter is involved with those “extremists.” Well, adopted daughter. He wants me to be invisible, quiet, dignified. Eff that, man! WHY DO YOU TRY TO BE A HERO? Let me roll this video of me in the first grade. I was supposed to talk about my immediate family, but this is what I ended up with. Charlie: This is a picture of my great great grandmother! She was a member of the French resistance during World War II. Here she is holding a machine gun. And this is a picture of my great great, um, great great great grandma when she was really old. She was a part of the Underground Railroad and helped slaves. And this is a drawing I made of my even older grandma. She fought in the American Revolution. That’s supposed to be her rifle, there. Every one hundred years, a Bennett is born to change the world. I think I am the next special Bennett! I will now take questions. Claire: But you’re adopted, so you’re not even a Bennett. You’re not related to those people, so why do you think you’re special? Charlie: …I’m adopted? Anyway, aside from that soul crushing ending, I’ve still got it in my head that I should try to change the world. I’ve always wanted a cause to rally behind. I considered political activism, but my dad threatened to lock me up if I tried. Well, now I got a cause and I’ve got a good reason to keep my identity a secret. WHY DO YOU CARE ABOUT THE TEAM? Are you kidding me? These guys are the real deal! They’re bona fide super heroes with all sorts of crazy powers. Like, they’re going to be the next Captain Steel, you know? But even cooler, cos they’re also going to be heroes of a rebellion. If I can help them in any way, it will be a dream come true. Not just that, I think I can legit be a hero, too. At least, I want to be. And these guys are giving me that chance. RELATIONSHIPS: Midnight is awesome, and you take every chance you get to hang out with them. You’ve got to prove yourself to Seismos before you feel like a real hero. INFLUENCE: Charlie has Influence over... Ben Temperance Calvin These people have Influence over Charlie... Ben Temperance Calvin MOVES: Move List Directly engage a threat When you directly engage a threat, roll + Danger. On a hit, trade blows. On a 10+, pick two. On a 7-9, pick one. resist or avoid their blows take something from them create an opportunity for your allies impress, surprise, or frighten the opposition Unleash your powers When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses, roll + Freak. On a hit, you do it. On a 7-9, mark a condition or the GM will tell you how the effect is unstable or temporary. Comfort or support When you comfort or support someone, roll + Mundane. On a hit, they hear you: they mark potential, clear a condition, or shift Labels if they open up to you. On a 10+, you can also add a Team to the pool or clear a condition yourself. Pierce the mask When you pierce someone’s mask to see the person beneath, roll + Mundane. On a 10+, ask three. On a 7-9, ask one. what are you really planning? what do you want me to do? what do you intend to do? how could I get your character to ___? how could I gain Influence over you? Defend When you defend someone or something from an immediate threat, roll + Savior. For NPC threats: on a hit, you keep them safe and choose one. On a 7-9, it costs you: expose yourself to danger or escalate the situation. add a Team to the pool take Influence over someone you protect clear a condition For PC threats: on a hit, give them -2 to their roll. On a 7-9, you expose yourself to cost, retribution, or judgment. Assess the situation When you assess the situation, roll + Superior. On a 10+, ask two. On a 7-9, ask one. Take +1 while acting on the answers. what here can I use to ________? what here is the biggest threat? what here is in the greatest danger? who here is most vulnerable to me? how could we best end this quickly? Provoke someone When you provoke someone susceptible to your words, say what you’re trying to get them to do and roll + Superior. For NPCs: on a 10+, they rise to the bait and do what you want. On a 7-9, they can instead choose one. they stumble: you take +1 forward against them they err: you gain a critical opportunity they overreact: you gain Influence over them For PCs: On a 10+, both. On a 7-9, choose one. if they do it, add a Team to the pool if they don’t do it, they mark a condition Take a powerful blow When you take a powerful blow, roll + conditions marked. On a 10+, choose one. you must remove yourself from the situation: flee, pass out, etc. you lose control of yourself or your powers in a terrible way two options from the 7-9 list On a 7-9, choose one. you lash out verbally: provoke a teammate to foolhardy action or take advantage of your Influence to inflict a condition you give ground; your opposition gets an opportunity you struggle past the pain; mark two conditions On a miss, you stand strong. Mark potential as normal, and say how you weather the blow. Straight. Up. Creepin'. When you scope out a person or place, roll + Mundane. On a 10+, ask two. On a 7-9, ask one. what’s my best way in/out? what happened here recently? what here is worth grabbing? who or what here is not what they seem? whose place is this? On a miss, you find yourself in over your head. The GM will tell you why this is a bad spot. C'mon, Lucky You have a pet of some kind, a smaller companion that helps you out. Detail it. Choose three basic moves and tell the GM how it helps you with those moves. Whenever your pet could help you, take +1 to that move. If your pet ever gets hurt, treat it as taking a powerful blow. Directly Engage a Threat Unleash Your Powers Assess The Situation Charlie's pet is her cat, Mr. Meowmers. He is an extraordinarily intelligent and communicative cat that can help her in many situations; he can surprise opponents in a fight by pouncing on them and scratching them (then immediately running away), he can help her get past obstacles (fetching a keycard off a desk), and he can scout an area and report basic information (via meowing and other signs). Whether Mr. Meowmers is in fact supernaturally intelligent is unknown. As far as Charlie is concerned, he's the best darn cat in the universe!   DRIVES: Choose four drives to mark at the start of play. When you fulfill a marked drive, strike it out, and choose one: mark potential, clear a condition, take Influence over someone involved. When your four marked drives are all struck out, choose and mark four new drives. When all drives are struck out, change playbooks, retire from the life, or become a paragon of the city. Drives   ❑ lead the team successfully in battle ❑ kiss someone dangerous ❑ punch someone you probably shouldn’t ❑ help a teammate when they most need you ❑ take down a threat all on your own ❑ outperform an adult hero ❑ pull off a ridiculous stunt ❑ save a teammate’s life ❑ get drunk or high with a teammate ❑ drive a fantastical vehicle ❑ get a new costume ❑ get a new hero name ❑ earn the respect of a hero you admire ❑ make out with a teammate ❑ punch out a teammate ❑ break up with someone ❑ stop a fight with calm words ❑ tell someone your true feelings for them ❑ travel to an incredible place (or time) ❑ reject someone who tells you “you shouldn’t be here” MOMENT OF TRUTH: This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that’s you. Their jaws are gonna drop when you’re done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation... TEAM MOVES: When you share a triumphant celebration with someone, tell them how they’re awesome and add a Team to the pool. If they tell you how you’re awesome in return, add another Team to the pool. When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice. POTENTIAL: ⬛  ⬛  ⬜  ⬜  ⬜ Every time you roll a miss on a move, mark potential. ADVANCEMENT: When you fill your potential track, you advance. Choose from the list below. When you've taken five advances from the top list, you can take advances from the list below the line. ⬜ Take another move from your playbook ⬜ Take another move from your playbook ⬜ Take a move from another playbook ⬜ Take a move from another playbook ⬜ Take a move from another playbook ⬜ Someone permanently loses influence over you, add +1 to a Label ⬜ Rearrange your Labels as you choose, and add +1 to a Label ⬜ Unlock your Moment of Truth ⬜ Unlock your Moment of Truth after it's been used once ⬜ Change playbooks ⬜ Take an adult move ⬜ Take an adult move ⬜ Lock a Label, and add +1 to a Label of your choice ⬜ Retire from the life or become a paragon of the city   What kind of player are you? I’m a collaborative player who focuses on creating fun and interesting character dynamics with other players. Why are you excited for this game? I’ve run and played in a number of MASKS games, but never the Iron Red Soldiers setting. It’s a system I love and I like the higher stakes and directed focus that IRS brings. What are your expectations for this game? As with all MASKS games, I’m hoping for fun character interactions and development with plenty of action, drama, and some comedy. Why do you think you would be a good fit for this game? I’m an experienced and active player who prioritizes collaboration with other players.
  24. ZIGGY THE TRANSFORMED HERO NAME: ZIGGY  REAL NAME: ZIGGY LOOK: AMBIGUOUS, WHITE, STRANGE EYES, ALIEN FLESH, NO COSTUME  ABILITIES: TRANSMUTING FLESH, SUPERHUMAN SENSES HOW POWERS MAKE YOU GROTESQUE: Once i was a regular axolotl, but now im big, and scary for some reason. LABELS DANGER FREAK SAVIOR SUPERIOR MUNDANE +1 +3 0 -1 0 CONDITIONS ⬜ AFRAID -2 to Directly Engage a Threat ⬜ ANGRY -2 to Comfort or Support or Pierce the Mask ⬜ GUILTY -2 to Provoke Someone or Assess the Situation ⬜ HOPELESS -2 to Unleash Your Powers ⬜ INSECURE -2 to Defend Someone or Reject Others' Influence BACKSTORY WHO WERE YOU BEFORE? A long time ago i was a pet of the girl named Rachel. I enjoyed my life in the aquarium and Rachel always cared about me, making my life there exciting. I watched for her from inside a lot. How she learn the lessons in school, how she sings. Her singing is very beautiful and she was the best friend for me. But one day aquarium glass was destroyed, and i was flushed in the toilet. I believe Rachel was very upset then. WHEN DID YOU CHANGED? WHAT CAUSED IT? Once i was divided from Rachel, i started to live in city sewers under the town, hunting there for food. One day i found a strange glowing worm in the water and decided to eat it. Mmmm, it was so tasty! But then i became big...and by some reason i started to feel naked, so i gathered myself some clothes and started to investigate the sewers...differently. Like Rachel, i think. I found some abandoned technical room and gathered some stuff there making it into lively room. I think if people outside wasnt afraid by me, id be very happy. Maybe id managed to meet Rachel and we became friends again. WHO, OUTSIDE OF THE TEAM, IS HELPING YOU TO UNDERSTAND YOUR NEW BODY? When the lights in sewer was disabled, i met my other friend, electrician Steve. He wasnt as afraid of me when there was no lights and even thanked me for guidance, but when he fixed the lights, he fall unconcious when he saw me first time, so i brought him to my hideout and putted him down on cushion. When he was awaken, i managed to convince him that i have no plans of making him into a dinner. Why should I? I like human food more. Later we became good friends. He even gave me some books and even was my teacher. I managed to get so many useful things from him. I think he wasnt as afraid of me as many other people and was the first who told me about my abilities and gave advices on how to use them.  WHY DONT YOU JUST TRIED TO HIDE YOURSELF AWAY? Becoming a superhero wasnt my idea, but Steve, however i do like it. Maybe people start being less a