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Khakhan

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C O B A L T
DOSSIER: CAPTAIN MASON ESCHER
 

spacer.pngBiometrics

NAME: Captain Mason Escher
DESIGNATION: Cobalt, (formerly) Cobalt 001
SERIAL NUMBER: 6034-BD-3937
GENDER: Male
AGE: Mid-20s
HEIGHT: 6'1" (1.85 m)
WEIGHT: 200 lbs. (91 kg)
BIRTHPLACE: Monterey, California, USA
RESIDENCE: San Francisco, California, USA
IDENTIFYING MARKS: Solid black sclera, barcode markings on neck

 

Personality & Appearance

Outside the exo-suit, Mason is still an imposing figure despite his affable personality. The augmentations done to him and the lifestyle he received before arriving in this reality have left him with several notable differences in appearance to a normal human. The gene treatments have left his eyes completely black except for the irises. The extreme training regimen Consortium soldiers underwent have left him with an athletic build and like all Consortium soldiers, he has an identifying barcode tattoo on the side of his neck.

 

Mason is an amiable person, always willing to listen and give advice, or party down as the demand is needed. Despite his somewhat startling appearance, he is truly a caring person, a trait that earned him both approval and recrimination from his military superiors in his old life.

In the field, the friendly persona gives way to a supremely focused and determined individual, one that gives the disciplined air of a lifelong soldier.

 

History

In a thousand years, in a very specific future, Earth has joined under a single global government, the Planetary Consortium, and is making rapid headway into becoming an galactic federation. This much Captain Mason Escher of the Consortium Marines can remember. The remainder of his past is largely jumbled memories of conflict, peace, rememberings of emotions, of fear, pain, triumphant joy.

Mason Escher remembers certain points of his life, though, such as his appointment to heading Cobalt Team, the highest ranking of the Special Tasks Force, an elite team of operatives operating with supralegal authority for the Consortium, working to preserve and improve global stability.

He doesn't remember the specifics of the mission that had him lead Cobalt Team into the field to safeguard the Warp generators, the latest research into FTL travel, but he does remember the assault on the research facility, and the activation of the prototype. He remembers the flash of blue light and when it cleared, seeing the Golden Gate Bridge, complete in its archaic construction, support pillars sunk into the waters of the strait.

 

A Day in the Life

Mason watched as his target entered the building, his security breaking into a fan formation. The man was working under a false name, and was wanted primarily for weapons smuggling, but the US government wanted to question him about some of his dealings with some mysterious figure operating out of Eastern Europe. Overall he was connected with about 50 other high profile criminals, crime syndicates and other generally unsavory people and groups.

He had been scoping out this building for a week, watching how the security team dealt with various hiccups he had worked up judge their operating procedure. The elevators couldn't fit the all the man's legitimate business associates and all the security personnel at the same time, so they were forced to split into two groups. The man, whose real name was Antonin Leikhov, had screamed at his security for an hour after discovering this, in private and then publicly allowed several of his team to accompany his business partners in the first elevator to the floor where they had been negotiating some agreement or another in shipping, Leikhov's public face for his illicit living. They had bought the line about it being to protect his partners, some clever line about needing people to hire him, but Mason saw it for what it was. Letting the civilians go first made them the first through whatever trap any of his enemies may have set and put an unacceptable amount of casualities in front of him and whoever wanted to get to him. The problem was, he was far too trusting in the security of the bullet-resistant doors and the intervening cover that was all that lay between him and the outside of the building before he entered the building.

Mason watched as the doors closed fully on the business executives before moving. Dropping over the balcony of the neighboring building, he landed rather gracefully on the ground for a man his size and the distance he had dropped. Hands quickly gliding over his weaponry ensuring they were secure and ready to move, he moved for the door. Picking up speed, he felt a grin spread over his face he moved faster and faster at the door, weaving through the concrete pillars designed to prevent vehicles from breaching the doors.

Clearing the security checkpoint at almost the same speed as traffic was allowed to pass along the streets, he flicked a wrist outward at the guard who had barely had time to exit his kiosk outside the door. Trusting in the barriers that made up the second half of his armor to lessen the force of what would have been a painful blow, he knocked the hapless man back into the safety of the booth, granting him cover from what was about to happen. Snapping his arms up in front of his face, Mason pushed off the ground, becoming airborne for just a second before slamming bodily into the glass, shields blossoming into blue life for a fraction of a second, dispersing the force across the whole of his body and most of the door itself.


 
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Inspired by the Freedom League hero Bowman, Recurve has taken up arms to protect his home from those that would do it harm.

RECURVE

Richard "Rick" Bowen

 

 

Profile


Real Name: Richard Evan Bowen
Alias: Recurve
 

STATUS

Identity: Secret
Citizenship: American
Occupation: Adventurer
Base of Operations: Emerald City
 

CHARACTERISTICS

Gender: Male
Height: 6'2"
Weight: 195 lbs (88 kg)
Eyes: Green
Hair: Strawberry-Blond

 

Appearance & Personality


Rick is a lean, handsome young man in his mid-twenties. Strawberry-blond hair and green eyes work perfectly well with a dazzling smile that allows him a shocking amount of leniency in his daily life.

 

Rick is confident, charming and generally good person, albeit with all the flaws that come with being just a person. He can get flustered and lose his cool, especially when his friends are endangered or otherwise threatened. He has a slight air of naivety, despite his path of choice and life experiences, but it is difficult to tell if it is fake or not, when coupled with his great instincts and natural perceptiveness.

 

History


Rick has never met the hero Bowman. Not officially anyway. The only times the two of them have even crossed paths was when Bowman saved his life during a mugging. At least, that's who he thinks it was, he never even saw the hero. He only remembers the glint of the mugger's gun in the dark and then a whistling noise as something came from the darkness to knock it from the man's hand. Then the man was tugged up and away to hang unconscious from a fire escape. As Rick ran, he remembers seeing the gun pinned to the wall, held up by a single arrow through the trigger guard, arrowhead buried in the brickwork of the wall.

The incident shook the previously naive Richard, and motivated him to learn to various forms of self defense and combat techniques, including archery, which Rick showed an aptitude for, something that pleased him greatly. Looking to Bowman for inspiration, and Raven as well to an extent, Rick began to formulate an idea of standing up for others who had been in his situation, despite lacking any powers.

From a well-off but distant family, it didn't take long for Rick to gather the required materials to start up this new endeavor. A secluded private estate in Royal Heights, and a specialized set of gear, along with a few stumbles as he learned his way, and Emerald City had a new watchful eye, as Recurve!

Hook: Rick assumes it was Bowman who rescued him, but never really say just who it was that rescued him and started him on this path. Who is to say what would happen if he discovered that this weren't the case?

Contact: Alicia Green Alicia is Rick's oldest and best friend, and at one time, more than that. They broke it off amiably, "agreeing" that they worked better as friends, but they both harbor unresolved feelings for each other. Rick would place her safety over his own well-being, every single time. A brilliant tech developer, she does not currently know about Rick's night-time/whenever activities, but it only a matter of time until she puts two-and-two together...

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  • 2 weeks later...

CYBORG


ABILITIES   DEFENSES  
Strength 4 (8) Dodge 10
Stamina 6 Parry 10
Agility

4

Fortitude 10
Dexterity 0 Toughness 10
Fighting 4 Will 8
Intellect 2    
Awareness 2    
Presence 2    

 

POWERS


Nanotech Physiology (9pp Linked Effects)
... Enhanced Trait 4: Fortitude
... Protection 4
... Regeneration 1


Anti-Gravity Capabilities (12pp)
... Flight 6: 120 mph

Nanotech Neuropathy (6pp Linked Effects)
... Enhanced Advantage 1: Eidetic Memory
... Enhanced Trait 4: Will
... Quickness 2: -2 time ranks; Mental Only


Technopathic Communication (4pp)
... Comprehend 2: Machines

PING! (3pp Linked Effects)
... Enhanced Advantages 2: Beginner's Luck, Well-Informed
... Feature 1: A.I.


Nanite Senses (8pp Linked Effects)
... Enhanced Advantage 1: Assessment
... Senses 7: Accurate Extended Radio, Analytical Vision, Extended Vision, Infravision


Adaptive Nanotech Biology (26pp Array)

Sound Cannon (25pp Base)
... Ranged Damage 10: Resisted by Toughness DC25; Accurate 5

Melee Enhancements (16pp Linked Effects, Alternate)
... Enhanced Advantages 6: Close Attack 6
... Enhanced Ability 4: Strength
... Strength-based Damage 2

 

ADVANTAGES


Charismatic Leader
... Leadership
... Teamwork


Gifted Athlete
... Improved Aim
... Power Attack


Cybernetic Augmentations (Compiled from Powers)

Nanotech Neuropathy
... Eidetic Memory

PING!
... Beginner's Luck
... Well-Informed


Nanite Senses
... Assessment

Melee Enhancements
... Close Attack 6

 

SKILLS


SKILL RANKS BONUS
Acrobatics 1 +5
Athletics 4 +8
Deception -- +2
Expertise: Streetwise 4 +6
Insight 3 +5
Intimidation -- +2
Investigation 4 +6
Perception 6 +8
Persuasion 4 +6
Stealth -- +4
Technology 8 +10

OFFENSES


Initiative +4

Unarmed Strength-based Damage
+4 vs Parry; DC19 vs Toughness
Throw Strength-based Ranged Damage
+0 vs Dodge; DC19 vs Toughness
Melee Enhancements Strength-based Damage
+10 vs Parry; DC25 vs Toughness
Sound Cannon Ranged Damage
+10 vs Dodge; DC25 vs Toughness

 

Abilities 48pp / Powers 68pp / Advantages 4pp / Skills 17pp / Defenses 14pp
 

 

 

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Marvel Multiverse Role-Playing Game | Marvel RPG | Marvel

Name Identity
Captain America Steve Rogers
Rank  
4  
Health Focus
180 185

 

Ability Score Modifier Defense
Might 8 +12 22
Agility 6 +10 20
Resilience 5 +9 19
Vigilance 5 +9 19
Ego 4 +8 18
Logic 2 +6 16

 

POWERS
>> Shield Bearer

Do This All Day

Hurled Shield Bash

Immovable

Rico-Shield

Shield 4

Shield Bash

>> Tactical Mastery

Battle Plan

Change of Plans

Combat Support

Operations Center

>> Utility

Inspiration

 

BACKGROUND

Origin Weird Science

Profession Soldier

TRAITS

Battle Ready

Combat Expert

Combat Reflexes

Combat Trickery

Connections Military

Public Identity

Public Speaking

Signature Weapon Captain America's shield. (Grants the user one extra level of the power Shield, up to Shield 4.)

Situational Awareness

Weird

 

Initative Modifier Run Speed
+9 (With an Edge) 7 spaces
Fight Damage Ranged Damage
dMarvel x 4 dMarvel x 4
Damage Reduction Size
40 vs. Health Damage (with Shield) Average
Karma  
4  

 

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  • 3 weeks later...

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Rosemary Posey
Rosie Posey

 

 

Fate Points

Refresh: 3 | Current: 3

High Concept

Much Loved Mother HenPeople *love* Rosie. Really, like practically everyone. She's always there to lend a helping hand when you need it. Unfortunately, she's also there when you don't need, or really even want, her help, which can get kind of annoying. Still, she's there when she's needed, and she's always on the ball.

Invoke:
Compel: To be overly defensive of her friends; to act bossy; to be frustrated when things don't go according to her plans.

 

Trouble

I Can Fix It!Aspect Description Here.

 

Aspects

A Shoulder to Cry OnEveryone in town knows if they need to talk, Rosie is their girl. She listens, never asks embarrassing questions and has never shared a secret once told. However, everyone has come to expect the young woman to carry these secrets and she would never want anyone to feel the pressure she sometimes feels, leaving her alone to carry her own burdens.

Invoke: To help someone work out an emotional situation; to know what's new in camp gossip; to make friends.
Compel: Someone comes along needing to talk at the worst time. A burdensome secret that she can't help with or share. In some cases, to be brought down by the emotional pains of others.

Let Me Check My BagRosie always carries around her hemp backpack purse. Everywhere. Inside the bag, she's got [I]everything[/I]. Chapstick? Yep. Tissue? Check. Chocolate? Well, *yeah*, obviously, what does she look like? Silver? That pendant belonged to her grandma. Iron? *Weeeellll...*

Invoke: To have nearly anything you need on hand.
Compel: To feel edgy without the purse; when going into a situation without at least an outline of a plan.

Approaches

Flair: Fair (+2)

Focus: Average (+1)

Force: Fair (+2)

Guile: Mediocre (+0)

Haste: Good (+3)

Intellect: Average (+1)

 

 

Mantle Stunts

Ready and WillingMark a box of Followers to bring a minor NPC into the scene with either an aspect or a +2 bonus in something they’re skilled at. Mark multiple boxes to grant them multiple aspects and multiple areas of competence, with a maximum of +2 in any one area. Use your fate points to invoke their aspects on your behalf.

PatronageMark all five Followers boxes to declare that a campaign NPC is a patron of your community or is somehow indebted to your community. This NPC will grant one favor of significance, such as allowing access to something otherwise inaccessible or accomplishing an objective sans opposition. The GM is the final arbiter of whatever aid you receive.

Seelie MagicAs described for the Summer Court Fae, save that each magical action requires a box of Called to be marked. Each additional box marked provides +1 to the same magic-based action.

 

Unique Stunts

EmpathRosie is adept at reading the emotions of those around her; unless someone is actively attempting to disguise their emotional state, she knows precisely how they feel. Furthermore, she gets +2 when using Guile to create an advantage by leveraging her knowledge.

 

 

Stress

[1] [1] [1] [1] [1] [1]

 

Default Conditions

In Peril (St)You may mark the In Peril condition whenever you are hit by an attack. Negate up to four shifts of damage from the attack and then create an aspect that describes how the attack causes damage not easily shaken off (such as a Broken Leg or Shattered Reputation). Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from [B]In Peril[/B] when you act deliberately to resolve the peril: medical attention for an injury, a bribe to erase the slight on your reputation. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher. [4]

Doomed (La)You may mark the Doomed condition whenever you are hit by an attack. Negate up to six shifts of damage from the attack and then create an aspect that describes how the attack has rendered you almost helpless, such as Bleeding Out or Ready to Embrace the Dark Side.

Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from Doomed when you act deliberately to resolve the doom: emergency medical attention, the intervention of a White Council healer skilled in mental magic, or something similar. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher. Clear out [B]Doomed[/B] at the end of the next session after you’ve started recovery. If Doomed is checked and you are taken out (page 189), death is one of the possible outcomes.
 [6]

Extras

 

 

 

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  • 1 month later...

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Mythos
What is my Mystery?

TYPE: Expression

ATTN: ▵▵▵          FADE: ▿▿▿

POWER TAGS

A | Power Tag

? | Power Tag

? | Power Tag

BURN

WEAKNESS TAGS

? | weakness tag

INVOKE

IMPROVEMENTS

?

Mythos
What is my Mystery?

TYPE: Expression

ATTN: ▵▵▵          FADE: ▿▿▿

POWER TAGS

A | Power Tag

? | Power Tag

? | Power Tag

BURN

WEAKNESS TAGS

? | weakness tag

INVOKE

IMPROVEMENTS

?

Logos
This is my Identity!

TYPE: Training

ATTN: ▵▵▵          CRACK: ▿▿▿

POWER TAGS

A | Power Tag

? | Power Tag

? | Power Tag

BURN

WEAKNESS TAGS

? | weakness tag

INVOKE

IMPROVEMENTS

?

Logos
This is my Identity!

TYPE: Training

ATTN: ▵▵▵          CRACK: ▿▿▿

POWER TAGS

A | Power Tag

? | Power Tag

? | Power Tag

BURN

WEAKNESS TAGS

? | weakness tag

INVOKE

IMPROVEMENTS

?

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P Y R O C L A S M
Edward Urale


Powers & Abilities


Edward Urale's body has become permanently transmuted to living volcanic stone, granting him impressive strength and durability. He is no longer susceptible to most biological functions, not needing to breath or eat (although he can still eat food, and enjoys doing so). He is immune to most conventional weaponry, tending to burn hot enough that most projectiles burn up before reaching him, an ability that deters most physical combatants as well. He is extremely vulnerable to cold however, with strong enough effects able to cause him to go "dormant" for a period of time before he can recover.

Additionally, he is capable of limited forms of pyro- and geokinesis. He is able to cause earthquakes and ruptures, as well as increasing the ambient temperature high enough to cause heat stroke. He can subdue enemies nonlethally with smoke and ash attacks, driving all the available oxygen from an area to incapacitate a foe.

 

History


Edward was a late-bloomer. But when he bloomed, boy did he. Seemingly overnight, he went from a scrawny thing to a towering brickhouse capable of taking just as much punishment as he was of dishing it out. Edward became somewhat of town-legend, always sticking up for those in trouble, and more often than, capable of getting those individuals out of trouble through sheer obstinacy. After high-school, he joined the military for a short tour where his habit of being a human shield didn't go unnoticed.

After a couple of deployments overseas, in worn-torn countries, Edward had amassed an astonishing number of commendations, as well as his official US citizenship. However, his tendency and willingness to pick fights had become problematic.

 

Appearance & Personality


Before his Breakthrough, Edward was a hefty individual. Not fat, mind you, but the sheer amount mass he brought into any situation was only equaled by the amount of personality and heart he brought with him. Post-Breakthrough, this mass is even more imposing, given it is made of a craggy, black rock-like material. Etchings and crevasses mark where the many tattoos used to be on his body, and the ground shakes when he walks. As he gets more passionate about a topic, those cracks and lines tend to glow, a palpable indication of his excitement or anger.

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Q U E E N
Marie Pierce


Breakthrough Powers


Queen has the ability to mentally communicate with arthropods/neopterids and can order them to act on her behalf. Her interaction with them boosts their mental faculties enough for them to coordinate and carry out complex requests. When she comes into contact with hive organisms, she automatically assumes a position superior to the queen, or similar functioning creature (a sort of queen-above-the-queen, that leaves the hive functioning normally when she leaves contact with it). She can also "see" using the sensory functions of the creatures under her control.

History


Marie Pierce had dreams of saving the world. Not as a hero, mind you, not even after the Event. She was going to save the environment, but she was also going to save the people living in the environment. The one needed the other working to create a balance. She threw herself into environmental studies and found a focus on entomology with bees and other pollinators.

During a trip to the New York Botanical Gardens to see a new exhibit on bees, Marie Pierce fell victim to a Deep Green attack. While others were harassed by suddenly mobile vegetation, Marie found herself targeted by a massive, hostile swarm of bugs that proceeded to surround her and sting and bite. As she began to succumb to the combined toxins in her system, she had a single pain-addled thought, "Bees are social creatures. Too bad I can't talk with them." And then, suddenly, she could. Hundreds of buzzing voices in her head, who responded to the commands she gave out, stopped stinging her and turned to her aid, the various alterations made to them making them as useful an ally as they had been dangerous a foe.

Appearance & Personality


Marie is extremely social and outgoing, the head of nearly a dozen committees at any given point during her pre-Breakthrough years. Currently, she acts as the spokesperson for several environmentally concerned organizations when she isn't on a mission, something that may seem strange to those who know the details of her Breakthrough. However, her mental connection with the insect world has made her even more aware of the dangers posed to the natural world. Her abilities give her unique insights into the health of the surrounding environs.

She fully believes that she is the best one to lead almost any given operation...

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DD0nVgUw_o.png L A D Y     B R I G I T     S O M E R kGbOh7bS_o.png
Noble, Knight-in-Training, Heir to the DuBois estate

spacer.png Character Overview

PHB: Noble


Feature: Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Personality Traits:
■ I'm always polite and respectful.
■ Despite my noble birth, I do not place myself above other folk. We all have the same blood.

Ideal:
■ Responsibility. I do what I must and obey just authority. (Lawful)
■ Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

Bond:
■ Those who fight beside me are those worth dying for.
■ My honor is my life.

Flaw:
■ I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.

Specialty: Oath of Devotion Paladin

spacer.png Background

mWkShw6q_o.jpgAppearance and Personality: The only time Brig is typically found to not be smiling is during a formal party. It's not that she doesn't like parties, it's just the stuffiness and false pleasantries bore her to death, although she does her best to hard that fact. Most of the time. She would rather be among friends, with good liquor and fine foods, listening to music. Or, alternately, fighting an enemy or sparring a friend, feeling the clash of steel on steel, the pounding of her heart pumping blood through her body, the aching of her lungs.

Among friends, Brig can usually be found with an easy smile on her pale skinned face, head cocked to one side as she takes in world around her. She keeps her long white hair pulled back from surprisingly delicate features, usually in a large ponytail or two thickly knotted braids.

History: The granddaughter of the Lady Isolde of the Vanguard, heralded as one of the most prestigious warriors in the last 500 years, Brigit always had her family's legacy looming over her head. Brigit took to her own legacy with gusto, training hard with her combat instructors, rapidly outpacing the skills of several until her family was hiring her the best they could find.

 

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DD0nVgUw_o.png B E L P H E G O R     " B E L " kGbOh7bS_o.png
Sailor, Warrior-Poet, Lover of All

spacer.png Character Overview

PHB: Sailor


Feature: Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Personality Traits:
■ I stretch the truth for the sake of a good story.
■ My language is as foul as an otyugh nest.

Ideal:
■ Freedom. The sea is freedom — the freedom to go anywhere and do anything. (Chaotic)
■ Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)

Bond:
■ In a harbor town, I have a paramour whose eyes nearly stole me from the sea.

Flaw:
■ Once someone questions my courage, I never back down no matter how dangerous the situation.

Specialty: College of Valor Bard

spacer.png Background

 

Appearance and Personality: Bel's years of working on ships and in harbors under the sun have left him, bluntly put, a grizzled and hard looking individual. While no pushover in matters, this appearance belies an over-all friendly disposition, and he'd much rather share a pint (or three) with a friend than get into an unwarranted scrap.

Stocky and tanned, Bel's body is crisscrossed with scars and tattoos. A particularly large scar puckers across his normally bare chest, a remainder from an early voyage when a damaged mast hit him and nearly ended his sea-faring ways before they could truly start. His messy hair and beard have numerous trinkets and bobs braided into them, and his clothes are durable and well-worn. The only real splash of color to his apparel is the vibrant orange scarf he has, usually used to tie his hair back, that he takes an unusual care toward. When asked about it, the foul-mouthed dwarf is surprisingly guarded about the origins, given his usual penchant for spinning a long-winded and over-the-top yarn.

History:

 

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  • 2 weeks later...
Modified from Bwatford's work.
 
Wrenn Phah
Combat Medic, Alcoholic War Veteran
 
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Gender: Male
Race: Mulabar (Half-Elf)
Alignment: True Neutral
Class: Bard 5
Background: Yerasol Veteran

Passive Perception: 14
Passive Investigation: 11
Passive Insight: 17

 

Hit Points: 38
Hit Dice: 5d8
AC: 14 (Leather Armor)
Initiative: +4
Size: Medium
Speed: 30 feet

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ABILITIES & SKILLS

Proficiency Bonus: +3

STR DEX CON INT WIS CHA

-1

8

+3

16

+2

14

+0

11

+1

12

+3

16

Save -1 Save +6 Save +5 Save +0 Save +1 Save +6
Athletics +2

Acrobatics +9 (E)

Sleight of Hand +4

Stealth +4

 

Arcana +1

History +1

Investigation +1

Nature +3

Religion +1

Animal Handling +2

Insight +7 (E)

Medicine +4

Perception +4

Survival +4

Deception +4

Intimidation +6

Performance +6

Persuasion +7

Bold denotes proficiency (saves & skills) / (E) denotes expertise.

 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS

Light Armor

Simple Weapons

Hand Crossbows

Longswords

Rapiers

Shortswords

Dice

Lute

Land Vehicles

Common

Elvish

Celestial

Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades (+1)Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest (d6)Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

College of LoreWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Medicine, Survival, Persuasion

Cutting WordsAlso at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen SensesYou have proficiency in the Perception skill.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill VersatilityYou gain proficiency in two skills of your choice. Acrobatics, Nature

Resilient (Constitution)Choose one ability score. You gain the following benefits:

> Increase the chosen ability score by 1, to a maximum of 20.
> You gain proficiency in saving throws using the chosen ability.

Display of HeroismYou unfortunately have great experience rescuing allies on the battlefield. As an action you can assist an ally who is imperiled. You can lift the ally to their feet if they are prone, and if you have any movement left for the turn you can drag the ally with you. Until the start of your next turn, as long as the ally remains beside you, any attacks made against that ally have disadvantage. Your heroic
example can rouse your ally’s, even from the brink of consciousness, allowing the ally to spend a hit die to heal. Only 1 point is actual healing; the rest are temporary hit points.

At 5th level you can do this as a bonus action. At 10th level this no longer requires any action, though you can help no more than two allies this way per turn.

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Rapier +6 1d8+3 Piercing Finesse
Dagger +6 1d4+3 Piercing Finesse, Light, Thrown (20/60)

 

spacer.pngSPELLS


Spell Slots: 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

BARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Known: 8

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Friends (C)For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

PrestidigitationThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

> You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
> You instantaneously light or snuff out a candle, a torch, or a small campfire.
> You instantaneously clean or soil an object no larger than 1 cubic foot.
> You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
> You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
> You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Vicious MockeryYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Dissonant WhispersYou whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

SleepThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

ThunderwaveA wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Heat Metal (C)Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Invisibility (C)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Bestow Curse (C)You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

> Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
> While cursed, the target has disadvantage on attack rolls against you.
> While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
> While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Hypnotic Pattern (C)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

spacer.pngWIZARD SPELLBOOK


These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

 

 

 

 

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: 0 Gold: 10 Obsidian: 0 Platinum: 0

(10 Coins * .02 lbs. = .2 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 53.0 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (19 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (10 lbs.) WEAPONS (3 lbs.) READIED ITEMS (6 lbs.)
Leather Armor (10gp) - 10 lbs.

Rapier - 2 lbs.

Dagger - 1 lb.

Spell Component Pouch - 2 lbs.

Quiver of arrows (1gp) 1 lb.

Healer's Kit (5gp) - 3 lbs.

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (27 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.)

Backpack - 5 lbs.

Mess Kit - 1 lbs.

(10) Sheets of Parchment

(2) Scroll Cases - 2 lbs.
Bottle of Ink

Ink Pen

Vial of Perfume

Waterskin - 5 lbs.
Silk Rope & Grappling Hook - 9 lbs.

Bedroll & Blanket - 10 lbs.

Lute - 2 lbs.

Viol - 1 lbs.

Bagpipes - 6 lbs.
Spell Components (50gp)

A Set of Fine Clothes - 6 lbs.
Lamp - 1 lbs.
(5) Sheets of Paper
Sealing Wax

Soap

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)
 

 

Edited by Khakhan (see edit history)
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Tyse

Expert 3


AC 11

HP 17/ 17


Physical 13

Evasion 12

Mental 13


Status

None

Just as quickly as the pain hit, it disappeared, only to be replaced by another different pain. That too, vanished quickly. The only lingering sensation she had was one of confusion as more text kept feeding across her vision. Words that made no sense.

And then she knew things she had no business knowing. She stumbled upright, accepting the proffered helping hands. She blinked a few times to clear her vision from the fuzz that had been there.

The only thing that didn't clear were the holographic displays popping up through her vision, highlighting individuals in her vicinity.

"W-7? What does that mean?" Tyse rubs her temples and looks around as she hears a voice in her head again. Activation? "What activation? What orders?" The response was automatic, involuntary. And probably sounded more confused than the person was looking for.

But really, how else was she going to respond? The amount of info she knew now was incredible, and utterly disorienting. The fact that she was even talking was more than she expected.

Edited by Khakhan (see edit history)
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Sasquatch


Hero Points 1


Conditions

None

Ty listens to Jan's spiel with a bewildered expression, and when she suddenly stops talking her continues to look at her for a moment before realizing she is finished. 

 

As he's processing, he looks to Becks who quirks an eyebrow and shrugs. "Doesn't matter to me when we do it."

 

Ty nods and turns back to Jan. "Fair enough question. That was going to be part of the house meeting later tonight, but we can discuss it now if people want." He moves to one of the chairs on the porch and slouches onto it, albeit fairly carefully to not crush it under his size. "So the Big Guy is... a sort of spiritual guardian, I guess. Technically, he's a Bushman, or a Sasquatch." He grins awkwardly. "I know how it sounds. I was 12 when I met him. Long story short, I helped when he was hurt, and in exchange, he gave me a portion of his power. Some of it... what happened with Megan, is spiritual, or magical. It's a little confusing, but basically, it's creates a safe area around my home from magical intrusion from people I have not invited in. Which leads to some shenanigans sometimes." 

 

He looks to Megan quickly. "It's nothing you did or anything either of us have against you, though." Ty looks shocked and worried, like he's afraid he's accidentally insulted his housemate. "It's... Ya know how Chewie owed Han a life debt? The Big Guy has sorta done the same thing, and the People take oaths very seriously." He looks over his shoulder a moment, like he's listening to someone invisible. "It won't happen again though. He's... sorry... basically."

 

He stands, turning to look at the space behind him for a moment before nodding again. "Yea, he's sorry. Didn't know you were a friendly." A breeze blows across the porch, carrying the improbable scent of pine and maple.

 

"The other part of his gift was physical power. If you'll excuse me..." He steps past Jan and Sarah, off the porch a few steps. "Hold on a sec." He crosses his arms and closes his eyes.

 

The magically inclined members of the house can feel a pressure build and push against their mystic senses as the air around Ty begins to swim and roil. After a moment, the pressure clears away and Ty's enormous frame has been replaced by a MUCH larger frame, one covered in shaggy fur and towering over even Kebar's monumental frame.

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Modified from Bwatford's work.
 
Drathan Nake

Thief-Extraordinaire

 

image.png.d406bcae635afc79c6c2ec802d98aebc.png

 

"Pithy Quote Here"

image.png.04bd6eeb0af8f7138c38283a299e0655.png

 

UNCHAINED ROGUE 1

Medium humanoid male (half-elf), neutral good


Armor Class 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)

Hit Points 13 ( 1d8 + 2 + 3 )
Speed 30 ft.


Senses low-light vision, darkvision 60 ft.; Perception +5

Languages celestial, coomon, draconic, elven, goblin, sylvan, varisian

Base Attack Bonus +0

 

ABILITIES & SKILLS 

(BASE: 12 ranks)

Strength 12 (+1)
Athletics +1 | Climb +1C | Swim +1C


Dexterity 16 (+3) 
Reflex Save +5 
Acrobatics +5C | Disable Device +8C | Escape Artist +7C | Fly +3 | Ride +3 | Sleight of Hand +7C | Stealth +7C


Constitution 14 (+2)
Fortitude Save +2 
No skills associated.


Intelligence 18 (+4) 
Appraise +4C | Craft +4C | Know. (arcana) +5 | Know. (dungeoneering) +4C | Know. (engineering) +4 | Know. (geography) +4 | Know. (history) +4 | Know. (local) +8C | Know. (nature) +4 | Know. (nobility) +4 | Know. (the planes) +4 | Know. (religion) +4 | Linguistics +4C | Spellcraft +5


Wisdom 8 (-1)
Will Save +1
Heal -1 | Perception +5C | Profession -1C | Sense Motive +3C | Survival -1


Charisma 10 (+0) 
Bluff +4C | Diplomacy +4C | Disguise +0C | Handle Animal +0 | Intimidate +0C | Perform +0C | Use Magic Device +0C

C denotes class skill.
 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Weapons all simple weapons, hand crossbow, rapier, sap, short sword, shortbow 
  • Armors Light

UNCHAINED ROGUE CLASS ABILITIES
Sneak Attack +1d6If you can catch an opponent when he is unable to defend himself effectively from youi attack, you can strike a vital spot for extra damage.

Your attack deals extra 1d6 damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with total concealment.
 | Trapfinding +1You add +1 on Perception checks to locate traps and on Disable Device checks. You can use Disable Device to disarm magic traps. | Finesse TrainingYou gains Weapon Finesse as a bonus feat. 


RACIAL TRAITS
Low-light VisionYou can see twice as far as humans in conditions of dim light. | Elf BloodYou count as both elves and humans for any effect related to race. | Elven ImmunitiesYou are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. | Keen SensesYou receive a +2 racial bonus on Perception checks. | Dual MindedYou gain a +2 bonus on all Will saving throws. | Blended ViewYou gain darkvision to a distance of 60 feet.


FEATS

Weapon FinesseYou are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.
B | ToughnessYou have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die.


TRAITS

Family Ties (campaign)While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.

denotes bonus feat.

 

WEAPONS

WEAPONS

  • Rapier +3 to hit for (1d6+1/18-20) piercing | Finesse
  • Dagger +3 to hit for (1d4+1/19-20) piercing |  10 ft. range

 

SPELLS

SPELL SLOTS 0


CANTRIPS 


FIRST LEVEL 

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (18 lbs.)

  • Light 43 lbs. Medium 86 lbs. Heavy 130 lbs.
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.00 lbs.)

Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0

(0 Coins x .02 lbs. = 0.00 lbs. Total Weight)


EQUIPEMENT READIED (16 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (10 lbs.) Leather Armor - 10 lbs.
  • Weapons (4 lbs.) Rapier - 2 lbs. | Dagger x2 - 1 lb. (2 lbs.)
  • Readied Items (2 lbs.) Spell Component Pouch - 2 lbs.

EQUIPMENT STORED (2 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (2 lbs.) Backpack - 2 lbs. 
  • Strapped to Backpack (-- lbs.) 

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 

 

 

APPEARANCE

Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND

BACKSTORY

 

 

 

Edited by Khakhan (see edit history)
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