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characters.

Posted by Dice RollerFor group 0
Dice Roller
GM, 94 posts
Thu 21 Oct 2021
at 22:56
  • msg #64

characters

Name:Warren Varg

Age:Trapped in present curve for 1298 years

Sex:Appears male in human form but has no actual gender

Species: Hound of Tindalos - an extradimensional creature that exists outside of time and lovecraftian in origin. Typically they can enter any time or dimension through a physical angle of 120 degrees or less that exists within the world they are entering. For the purposes of this game Vertex will be trapped in this time and unable to escape to his home through the angles or otherwise influence time in any way.

Appearance: Human appearance as pictured, long greying hair and ragged hardy clothing make him seem something of wandering vagabond and though he appears dirty and grime covered at times he does not smell. In fact he has no discernable scent of his own. His flesh is scarred with knotted cords of muscle throughout his body and on close inspection he has distinct calluses on his hands which shows he has spent a great deal of time gripping tools or perhaps weapons. His eyes are oddly  empty and the term staring into the void takes on greater meaning if one was to stare into his eyes.

Hi bound form is that of a large quadrapedal beast with dark skin that has a shadowy ever shifting quality. His maw is filled with razor sharp fangs however his tongue is the more fearsome weapon and can extend almost to half his own body length and is covered in syringe like barbs that can drain the blood and viscera from its unwitting preys body. the legs are slim comparative to the bulk of its body and its head has no apparent eyes, nostrils or ears and isntead is a smoth lump of solid flesh.

Face Claim (no anime or drawings):Mads Mikkelsen

Powers (Keep it reasonable, no one wants to play with someone overpowered):
- Travelling through physical angles
- Tracking marks that allows Orlendr to infallibly track marked individual.
- Invulnerability to mundane weapons (non - magical)
- above average strength owing to the hound form he is bound into (probabaly around a polar bears strengh considering he is roughly the same size in his bound form)
- human 'glamour'.


Weaknesses (There is balance in all things, Have a great power? Give us something to balance that out. Also, Humanity is not a weakness. Dig deeper than that. Character flaws count as weaknesses):
- travel through angles is limited to 120 miles distance, travel time is roughly 1 minute for every 10 miles though this can be reduced by half if he has been to the particular angle he is travelling to previously.
- cannot leave leave this dimension and timeline
- magic can cause him pain and sufficiently powerful magic can weaken his abilities or incapacitate him for long peiods of time.
- bound to his hound form physically and this can be seen by  magic or being that can see supernatural entities true appearance.
- has no control over the glamour that makes him appear human to normal people.
- struggles to read correct social reactions leading to frequent social faux pas
- struggles to find direction or meaning in his existence in this world
- has very limited academic knowledge and struggles with using vehicles or techonology above the level of basic mobile phones
- unable to use or learn magic

Personality: Warren has steadily gained insight into the general feelings and thoughts of this world and has even learned concepts like morality, empathy and sympathy even if they are odd to him. He is for the most part self contained and rarely infected by strong emotion even for his own well being however the more primal aspects like the thrill of the hunt and the urge to feed remain intact, even if his ability to indulge them are severely limited. Warren attempts to fit in albeit in a very genral and broad sense though the values he attempts to mimic can seem old fashioned or archaic at times. Warren generally distrusts magic and its practiioners to such a degree that it could almost be considered fear.

History (How did you become what you are? How did you develop those skills/traits/etc? What from your past informs now? This section can also help other players/GMs throw things your way to interact with.): Warren was summoned into this world in the 9th century by a norse mage who had come into the posession via trade routes with the arabic countrys to the far south. The grimoire in question was more accurately a collection of spells, lore, history and horrific revelations. It was supposedly old and forbidden magic of the most dangerous kind. The mage spent decades deciphering and testing small level spells before embarking on a series of rituals to not only raise his familys position but to secure their strength eternally.

The mage constructed an almost perfectly circular spherical pit hewed from rock and lined with mistletoe wood inscribed with a mixture of non-euclidean geometric formulae and runic wards. The roof of the pit was a circular 'lid' made form mistletoe wood with a carefully constructed hinge that allowed the edges to be folded in order ot create an angle. Warren was summoned through the angle and fell into the pit and the lid was immediately flattened removing the physical angles and trapping Warrens escape.

Over the next few years Warren was subjected to a multitude of spells, forbiddings and all manner of magical esoterica that was painstakenly woven around him to form an impossibly powerful binding spell. The original mages soul had withered long before the spell was copmplete however his son continued his work. The spell was finally completed when the mages son, Jorne realized he could use the souls of others to feed the despotic and gluttonous demands of other unwordly beings that allowed the mortal to scratch at the merest fraction of their power. With a steady supply of unwilling humans and the occasional supernatural creature Jorne finally completed the work his father began.

Warren was bound into his hound like form and had his essence sewn and shackled  into the curve that monodimensional beings referred to as reality and time. The spell also made Warren unable to harm or willingly allow harm to befall the bloodline of the spells caster as well as being forced into a pact to serve Jorne and his descendants. Finally the spell gave Warren a permanent glamour that made him appear to all regular mortals as an ageing human male.

For generations Warren was forced to serve and protect the Jornekin family (for Jorne himself renamed the family after himself and his success) and sleepless watched over the rulers and heirs whilst dispatching their foes and massacering any that oppossed them. In time it was the arrogance and pride of the family itself that proved their undoing. After over a thousand years of unwilling servitude the Jornekin family had dwindled due to infighting and scheming as it had become and unspoken rule that whoever inherited the pact to command Warren would ultimately rule the family and the family slowly tore itselves apart as paranoia of their own children and descendants took hold.

Those that survived the 18th century purge fled further afield an eventually came the day when there was no one to inherit the pact of service and it was at this moment of his masters passing that Warren fled through the nearest angle and continued to flee until he was certain he could not be folowed.

Warren feasted when the fancy took him however he occasional ran afoul of other powerful mages or supernatural beings. His service provided a healthy dislike and distrust of magic practioners and he soon learned that magic was capable of causing pain and as technology advanced it became harder to hide his revels and so Warren reached a pivotal moment of its new existence. Warren adapted to the world around him for the first time. The early years of his integration into mortal society were fraught with mistakes and confusion. Warren eventually learned enough to know that money made everything easier and by the early 20th century he had stopped eating mortals altogether, well except for those that sought to harm or destroy him.



Profession: Warren tends to make money through participating in illegal entertainment franchises, usually spectated sparring matches, hunting live prey or battle royale style surival matches in some barren wasteland or derelict town. His immunity to mundane weapons making it an easy source of money and occasionally a tasty treat in the process.

Hobbies:

Sexual Orientation:

Writing Sample:
This message was last edited by the GM at 00:28, Sat 23 Oct 2021.
Dice Roller
GM, 95 posts
Tue 9 Nov 2021
at 20:35
  • msg #65

characters

NAME:AshaCONCEPT:Street MercenaryPREDATOR:Farmer
PLAYER:Insamity2492AMBITION:Free Kindred from the CamarillaCLAN:Gangrel
SIRE:AmitDESIRE:Gain status amongst the AnarchsGENERATION:generation 10
ATTRIBUTES  1:4 3:3 4:2 1:1
STRENGTH:ooCHARISMA:oooINTELLIGENCE:o
DEXTERITY:ooooMANIPULATION:oWITS:ooo
STAMINA:oooCOMPOSURE:oooRESOLVE:oo
HEALTH:[▣][▣][▣][▣][▣][▣]WILLPOWER:[▣][▣][▣][▣][▣]
ABILITIES - Pick Distribution Type:
Specialist: 1 @ oooo, 3 @ ooo, 3 @ oo 3 @ o
Athletics:ooAnimal Ken:oo (Dogs o)Academics:-
Brawl:oEtiquette:-Awareness:oo
Craft:-Insight:-Finance: 
Drive:oIntimidation:-Investigation:-
Firearms:oooLeadership:-Medicine:-
Melee:-Performance:-Occult:-
Larceny:oooPersuasion:-Politics:-
Stealth:ooooStreetwise:oooScience:o
Survival:oSubterfuge:oTechnology:o
DISCIPLINES & RITUALS
Animalism ooo 
o Bond Famulus4 - Freemust feed animal vitae 3 times pg 245
oo Feral Whispers4 - 1 RCFree if used on famulus pg 246
ooo Animal Succulence4 Freeextra hunger from animals and blood potency counts as 2 levels lower for penalities (0) pg 246 
Fortitude oo
o Unswayable MindFree/PassiveAdd fortitude to resits mental coercion pg 258
oo Enduring BeastsFree/ 1RAdd fortitude level to health track of famulus pg 259
Protean o
o Weight of the FeatherFreewits+sur - body weight andensity reduced pg 270
BACKGROUND
CHRONICLE TENANT:Do no harm, Act like a person not a beast, never gaze into the abyss
TOUCHSTONES: 
CLAN BANE:Frenzy
ADVANTAGES/FLAWSBLOOD POTENCY:oo
BLOOD SURGE:+1 dieMEND:1  
POWER BONUS:-ROUSE:1  
Humanity:oooo ooo  
Sect War Veteranoo (status ooo with Anarchs)FEEDING:-BANE:1
Remaining advantage point for coterieo    
Maskoo    
Veganoo    
Iliterateoo    
Resourcesoooo    
1xp to spend
10xp: Fortitude oo
15xp: Animalism ooo
3xp: Brawl o
3xp: Technology o
3XP: Science o



Touch Stones:
- Always keep your sworn word  ----  Amit
- Never act against another Anarch ---- TBC
- Never do drugs ----- Dominika Ortega
BIOGRAPHY & DESCRIPTION:

G o a l
Asha's young life was focused purely on survival and so she never knew freedom and what choices she had were often driven by a need to eat, drink or find somewhere safe to sleep. As a ghoul she had even less choices and followed the rules given by her sire. After the embrace she believed herself free even as she served the Ivory Tower. It was only when she joined the Anarchs that she had a taste of true freedom. As sweet as fresh blood it soothed her. She saw the uncountable neonates and fledglings that were still enslaved to the rigidity of the Camarilla rules and laws and grew angry. She joined the Anarch's and supports them as she can to secure a future for kindred that did not require they lick the boots of the paranoid and fearful elders in order to be spared the true death.

Background
Asha was an orphan living in a war torn city of the middle east with a group of urchins until she pickpocketed a curiously dressed man who, after a deadly test of her resourcefulness and willpower, made Asha into a ghoul and intorduced her to the world of darkness. 20 years later she was given the embrace and jkoned the kindred and served the ivory tower at her sire's behest. Asha was a prolific thief and excelled at stealthy mercenary operations including planting explosives to crack vaults or on occasion take out humans or kindred as ordered by the Camarilla. After the shift in allegiance to the Anarchs she travelled with her sire to America and set up a base in Shadowhold Michigan with some of the local Anarchs as directed by her sire who she has not heard from since. Asha's shared bloodline with Xavier coupled with her willingmess to assist the Anarchs has earned her respect amongst the local gangrel clan members. Asha is rarely seen without her famulus Baxter, a highly trained german shepherd.
This message was last edited by the GM at 15:39, Wed 10 Nov 2021.
Dice Roller
GM, 96 posts
Wed 17 Nov 2021
at 13:07
  • msg #66

characters

Name:Hebi Haru
Clan:Hebi
Background:Student
Class:Hunter-nin
Village: Kirigakure

Personality: Haru is a ruthless individual that enjoys hunting down his targets methodically. He isn't particularly unkind or cruel in general and in fact has a cheerful disposition most of the time. He is very patient and holds the skills and secrets of his clan closely, including their devotion to serpents and snakes. His clan specialties made them naturally suited to the role of hunter-nin and scouts and Haru is no exception. Though he appears carefree he tends to take note of his surroundings at all times and has difficulty making lasting or strong bonds with people outside of his clan. His lack of strong bonds is more due to his role with ninja society than any dislike of people. He is on good terms with many people but retains the knowledge that he could one day recieve orders to remove them.

He has a fairly sound strategic mind but often prefers to finish off his targets up close and personal, usually using a combination of bujutsu and posion to ensure his targets death. When not on missions he is often either training or hanging around the village and watching strangers or visitors to Kirigakure for signs of danger or erratic behaviour. When outside of his village he tends to try and blend in with the local populace.

Brief history: Haru was born in Kirigakure to one of the many branch families of the Hebi clan and showed strong signs of his clan bloodline from an early age. Hi unusually strong blooline abilities were noted early on and he was sent away from the village to live with and be taught directly by the former clan head, Amaya of the Thousand Fangs, a renknowned poison master attributed to many unconfirmed assasinations. Hebi Amaya is more famous within the the world of Anbu or medical nin than many of the master commonly discussed or recognised in the ninja villages and he tends to be respected and reviled in equal measure. Haru learned to fully control his skills under Amaya's strict mentoring as well as the application and use of poison in combat. At the age of 10 he was returned to the village and enrolled into the ninja academy and demonstrated an apitude and skill set sveral years ahead of his class. Upon graduation he was tested rigourously and inducted into the ranks of the hunter-nin, at first working in teams before being allowed to work on solo missions.

Haru's bingo book is filled with names of missing nin that he has captured or killed and holds the record for bingo book kills amongst the Chunin ranked hidden-nin of his village. Haru has worked with several of the other villages in joint operations with other anbu teams tracking down groups of missing nin after the war. Though his records as a hunter-nin are extensive he holds no real fame outside of his village and has no deeds that he is authorised to discuss. Due to his record, skillset and history of working with other villagesm haru was quicjky shortlisted for the joint team based in konohagakure.


Give me two aspirations for your character. One can be a long term goal the other short term
- Long term Aspiration: become the head of his clan and eventually earn the hgihest honour within the Hebi clan, to be chosen to train as a white snake sage at the Ryuchi Caves.
- To advance to the rank of jonin and lead his own team of hunter-nin.

What's something you as a player would like to see in a game.
- i am pretty open to anything, the naruto world is large and interesting place.
Dice Roller
GM, 97 posts
Wed 17 Nov 2021
at 19:34
  • msg #67

characters

Hi i like the concept of alledore so thought i would throw a couple of concepts forward to see if any are of interest to you. I will note i have note plate FATE system before so am anewcomer as far as that is concerned. My concepts would only be for comapnions to the dark god.

Name:Thorne

High Concept:Dhampir Assassin,servant of the dark god, gift from the Gregori family

Trouble:Dhampir weaknesses, bred to serve, wanted dhampir

Description: Lithe and pale, Cathrain has extensive and viscious scarring over his body and face. His eyes are a piercing blue that seem to almost shine with a light of their own in the dark. He generally wears tight fitting leather armour cut to remove restrictions on movement and during the day wears a large overcoat with a stiff raised collar and a wide brimmed hat leaving on a few inches of face and his eyes visible. His clothes are heavily worn and weathered and his voice has a slight rasping quality when he speaks above a whisper. His hair is light brown in colour and is often messy when not wearing his hat.

Backstory:

Thorne is the product of a long line of Dhampirs bred by a longstanding vampire clan referred to as the Grigori family. Devoted servants of the dark god they have bred dhampirs for generations to serve as disposable servants for the dark gods whims. Though many dhampire children are born only a few from each generation surive the brutal trials and make it to adulthood. Thorne was one of the lucky, or perhaps unlucky few that survived to adulthood. He has been passed through the Grigori family's crucible, the final test where he was locked in a labyrinthian basement with a full blooded vampire and survive the night. The crucible left him with severe facial scarring and a deep rooted fear of vampires and his family.

Thorne was trained in the more sophisitacted methods of stalking, sneaking and killing prey and was eventually put to work as he travelled from city to city killing as dicated by the Grigori family. He has become infamous in a few cities with bounties having being place don his head. Due to his unmistakable appearance thios makes travel in those cities more difficult. He has alos set a trend of copy cats who dress in a similar fashion and commit personal acts of voilence or otherwise lie and cheat banking on Thorne's criminal reputation.

Word reached the Grigori family that once again another cult was soon to herald the birth of their Dark God into this world and sent Thorne as a gift to serve the dark god should the cult actually succeed for once. He was also given orders to kill all cultists in attendance should they fail for the Grigori family has a strong opinion on what to do with failures.


Name:Castus

High Concept:knowledge sobsessed mage

Trouble:dangerous curiosity, mocked by peers, seeks recognition

Description: Castus has tanned skin from days spent wandering the world and a habitually shaved scalp. His robes are brown and patched and he carries an assortment of measuring tools, trinkets and small scrolls cluttered on a set of sturdy belts around his waste. i  his journeymans pack he carriesa  series of journals and writign materials including ink and quills. inside his robe. Beanth ther outer robe is a plain dark shirt and breeches with sturdy hobnailed boots.

He also carries a number of small charms with proverbs and prayers of his god (a god of knowledge and or mysteries.

Backstory:
Castus came from a minor family and proved from a young age to be an astute scholar losing hours in books and scrolls rather than joining his brothers and sisters, the more he learend the less interest he seemed to have in the richly adorned world around him. He set of to join the Collegiate of (insert god name) a god of knowledge whose followers devote themselves ro uncovering a mystery or piece of forgotten knowledge. One of the more popular topics of study historically was Helikarae and their history and decline.

The mystery that Castus chose to dedicate himself to was the process and precise workings ofascension itself, though not inherently forbidden it was considered something of a taboo subject amongt his peers who beleived it was wrong to try and mimic their gods achievement. They beleived that attempting to distill an act of divinity into a provable and repeatable experiment was ridiculous. Castus reminded his brothers that they were encouraged to seek out all knowledge yet his brothers mocked and derided him for several years before he left.

Castus was driven by a near obsession, not only to unlock the mystery but now also to prove his brothers were wrong for mocking him. He had no intention of ascending himself but merely wished to prove it could attained through formulaic and prudent application of magic and science. His research took him ever deeper into trails of thought and experimentation including studying  mages who had been in contact with the veil.

In order to fund his reasearch and access the more dangerous areas of the wilderness he sold secrets and information or joined adventurers on explorative missions to ruins or temples. Eventually the goal became more important than the method and he made pacts with a demon and revelled in his new power and knowledge even as the corruption burned through his body. Knowledge and power have become an inseperable concept his his mind as he seeks further understanding of the veil cursed powers running through him.
This message was last edited by the GM at 23:33, Wed 17 Nov 2021.
Dice Roller
GM, 98 posts
Sun 21 Nov 2021
at 02:25
  • msg #68

characters

Vampire The Masquerade 5th Edition
---------------------------------------------------------------------
Name        :Emily Cholmondeley
Concept     :Femme Fatale Kingmaker
Ambition    :To unite and refrom the Ravnos as a clan under the Camarilla
Desire      :Secure status and attain an influential advisory position within the Camarilla
Predator    :Siren
Clan        :Ravnos
Generation  :10
Sire        :Vladislav Krivokapic
Chronicle   :
---------------------------------------------------------------------
**ATTRIBUTES**
Physical            Social                Mental
Strength     1      Charisma       3      Intelligence   2
Dexterity    2      Manipulation   4      Wits           3
Stamina      2      Composure      3      Resolve        2
---------------------------------------------------------------------
**SKILLS**
Talents             Skills                Knowledges
Athletics    2      Animal Ken     0      Academics      1
Brawl        1      Etiquette      2      Awareness      2
Craft        1      Insight        2      Finance        1
Drive        2      Intimidation   0      Investigation  1
Firearms     1      Leadership     1      Medicine       0
Larceny      1      Performance    1      Occult         0
Melee        0      Persuasion     2      Politics       3
Stealth      0      Streetwise     1      Science        1
Survival     0      Subterfuge     3      Technology     2
---------------------------------------------------------------------
Specialty
 - Academics (Research)
 - Craft (Painting)
 - Perfomance (Piano)
 - Persuasion (Seduction)
 - Science (Genetics)
 - Subterfuge (Innocence)
---------------------------------------------------------------------
BLOOD POTENCY  - [o][o][ ][ ][ ][ ][ ][ ][ ][ ]
HEALTH         - [o][o][o][o][o][ ][ ][ ][ ][ ]
WILLPOWER      - [o][o][o][o][o][ ][ ][ ][ ][ ]
HUMANITY       - [o][o][o][o][o][o][ ][ ][ ][ ]
HUNGER         - [ ][ ][ ][ ][ ]
BLOOD SURGES   -
MEND AMOUNT    -
POWER BONUS    -
ROUSE REROLL   -
FEEDING PEN    -
BANE SEVERITY  -
---------------------------------------------------------------------
Chronicle Tenets
 -
 -
 -
---------------------------------------------------------------------
Touchstones & Convictions
 - Mark Webber - Leave no loose ends
 - Leonard Du Ros - Know your enemy
 -
---------------------------------------------------------------------
Clan Bane
 - Doomed
---------------------------------------------------------------------
Disciplines
Obfuscate ooo
 - Cloak of shadows - pg 261 VTM
 - Silence of death - pg 261 VTM
 - Fata Morgana - pg 26 V5C
Presence oo
 - Awe - pg 267 VTM
 - Lingering Kiss - pg 267 VTM
---------------------------------------------------------------------
Backgrounds
 - Haven oo - mobile home
 - Resources ooo
 - Status o
 - Lore(Fiorenza Savona) - On Fiorenza's List o (Gifted Mortal Retainer)
 - Lore(Fiorenza Savona) - Friendly Benefits ooo (Mawla ooo)
---------------------------------------------------------------------
Merits
 - Stunning oooo - add 2 extra dice to all appropriate social roles
---------------------------------------------------------------------
Flaws
 - Enemy o - spurned lover (Mark Webber)
 - Suspect (Anarch) o - suffer 2 dice penalty in all social tests
 - Stalkers o
 - Adversary o - Anarch elder - Leonard Du Ros
---------------------------------------------------------------------
Hunting
 - Siren
---------------------------------------------------------------------
Possessions
 -
 -
 -
---------------------------------------------------------------------
Weapons
 -
 -
 -
---------------------------------------------------------------------
Experience Points  - (2)

        - Raised    : Politics ooo                        [9pts]
        - Purchased : Obfuscate ooo                       [15pts]
        - Purchased : Lore (Fiorenza Savona) ooo          [9pts]
---------------------------------------------------------------------
Character Notes:Age 197
---------------------------------------------------------------------


BIOGRAPHY & DESCRIPTION:

Goal
To gain status and power as a member of the Camarilla so that she can re-establish her clan
and rebuild it under the protection of the Camarilla. Emily knows that the real power in the domains is not neccesarily with the princes and that she could weild influence and power by serving a prince whilst presenting less of a target for the Camarilla's enemies as well as insulating herself from the potential fallout from the inner circle should the domain suffer a setback.

Background
Emily was singular beauty as a mortal though came from a family of low birth and poor prospects. She learened early on that she was treated better for her looks and learned to turn it to her advantage. She married at 15 into a noble family against all odds. Despite her lack of breeding it had been a trifle to charm her fiancees father, of course he would never make advances on his woman his son had so madly fell in love with but the lustful glare Emily had come to recognise was prevalent. Only a few short weeks after the wedding her beloved husband drowned whilst they were rowing around the pond. Emily was fortunate in that the attendants had managed to rescue her from drowning though it was agreed by all that this was a small miracle yet it could not dull the pain of her husbands loss. Emily's mother in law poisoned herslef after the funeral and Emily herself entered a year long period of mourning.

She found the similarities in her father in law to her late husband to be most becoming and they were soon wed, though to much scandal amongst his peers yet he would not be dissuaded. 9 months later a baby boy was born but yet again tradegy struck the household as for the second time her husband had died by a strange twist of fate. In this case he had been out hunting when he had been accidently shot by one of his hunting companions. who was distraught with grief. Emily swore she would never marry again and would instead devote herself to raising her child. Emily hosted social events in the manor so as not to feel so lonely and soon it was rarely quiet in the great house as a near constant stream of revellers and guests passed through to help distract her from what many beelived was some kind of curse. She met a foreign delegate one night who ha dbeen brought by a friend  and she found herself oddly struck by the fact that he did not look at her as most men did and he was devoid of lust. Instead there was something of a mischievous admiration. Several days later he made his way to her room in the dead of night and her mortal life ended and her new life began.

Emily remained with her son long enough to see him inherit his fathers title and become a fine young man but knew that it was getting harder and harder to explain why she only moved about at night and rumours began spreading regarding her lecherous activities and parties. Some of it was exaggerated but most was not. Emily made the decision to leave for America and start a new life and so the last ties to her mortal life were severed. It had been reported that she had caught a nasty bout of pneumonia and had died on the crossing.

For years she wandered from place to place, person to person enjoying herself without much thought of the future, after all she had all the time in the world. Little changed until war began to break out between sects and Emily sought succour with her good friend Fiorenza Savona. Fior helped Emily through a trying time and soon after made herself known throughout the kindred world as a powerful up and coming Ventrue. it was not long before she began to travel in much more powerful and lofty circles yet Emily took it in good grace and they remained friends if a little more distant. Fiora's last parting gift was one of her retainers Joe, to serve as a bodyguard for Emily and report on Emilys progress now that she had decided to finally make herself useful to the camarilla.

Her first foray into kindred politics however was not without its setbacks. An Nosferatu Anarch had reportedly been causing a great deal of trouble to the Princes domain and had been stealing secrets and tricking at least one coterie into a trap. Emily had been infomred by Fiorenza that the prince had been attempting to hire outside help to resolve the matter as tensions with the Anarchs were particularly fragile and he did not wish to risk a war. Armed with this infomration Emily slipped inot the life of an anarch and allowed an attachment to grow between the troublesome Anarch and herself, despite the difference in looks Creber (for that was the nosferatu's name) barely questioned her advances and they were soon seen together around the typical Anarch haunts. one night Emily arraged to meet him at a night club and had set upa surprise celebration event for his 150 year since his embrace. Many of their Anarch firends attended as well as independents and even a few of the bolder camarilla neonates attended considering the venue was itself an elysium.

Creber never arrived however and seemingly seemed to vanish into thin air. in truth she had tipped off the local prince via Fiorenza where he would be and the route he would be and at what time. unbeknownst to Emily Crebers sire was a prominent Anarch Elder in the neighbouring domain he accused her of treachery. The witnesses present had seen how distraught she was when they discovered he had been killed and many found the accusations to be ungrounded however he demanded retribution for his lost childe and carried enough influence that she wa sno longer safe with the Anarchs and so departed the domain. She did not leave empty handed however for the Prince had given her his blessing and spread the word quietly that Emily was always welcome at his court and had provided him witha great boon. Word eventual travelled and Emily found herself accepted into the Camarila yet it came at the cost of a soured relationship with the Anarchs Crebers sire Leonard remained a foe that dogged her heels through several domains and his accusations soon spread as well.

A less worrying yet still troublesome issue was that of an old ghoul who seemed incapable of letting go or moving on tended to spend a good deal of effort seeking her out. sometimes for revenge or sometimes to give declarations of love. Emily's feeding habits also tend to generate a few kine that followed her begging for one last kiss until it seemed that she was having to relocate every few months or be followed by a veritable procession. If not for Fiorenza's bodyguard Joe she would have never had a moments peace to herself. Currently Emily is seeking the next domain to asssit, hoping to gain more fame, status and perhaps a well deserved position or title should she play her cards right. She did not know the qualities of the Harpys in Shadowhold but she would soon see her competition in the flesh.
This message was last edited by the GM at 08:12, Sun 21 Nov 2021.
Dice Roller
GM, 101 posts
Sun 28 Nov 2021
at 17:22
  • msg #69

characters

Vampire The Masquerade 5th Edition
---------------------------------------------------------------------
Name        :Alexander Arneson
Concept     :Photographer Sweeper
Ambition    :Gain favour with the Anarchs
Desire      :To record goings on in the city and keep tabs on kindred
Predator    :Sandman
Clan        :Malkavian
Generation  :12
Sire        :Grimace Jenkins
Chronicle   :
---------------------------------------------------------------------
**ATTRIBUTES**
Physical            Social                Mental
Strength     2      Charisma       2      Intelligence   3
Dexterity    2      Manipulation   1      Wits           4
Stamina      3      Composure      2      Resolve        2
---------------------------------------------------------------------
**SKILLS**
Talents             Skills                Knowledges
Athletics    2      Animal Ken     0      Academics      1
Brawl        1      Etiquette      1      Awareness      2
Craft        1      Insight        2      Finance        1
Drive        1      Intimidation   0      Investigation  2
Firearms     2      Leadership     0      Medicine       0
Larceny      3      Performance    2      Occult         0
Melee        0      Persuasion     0      Politics       1
Stealth      1      Streetwise     2      Science        1
Survival     0      Subterfuge     1      Technology     2
---------------------------------------------------------------------
Specialty
 - Stealth (Break-In)
 - Academics (Journalism)
 - Performance (Photography)
 - Science (programming)
 - Craft (Websites)
 - Investigation (Hacking)
---------------------------------------------------------------------
BLOOD POTENCY  - [o][o][ ][ ][ ][ ][ ][ ][ ][ ]
HEALTH         - [o][o][o][o][o][o][ ][ ][ ][ ]
WILLPOWER      - [o][o][o][o][ ][ ][ ][ ][ ][ ]
HUMANITY       - [o][o][o][o][o][o][o][ ][ ][ ]
HUNGER         - [ ][ ][ ][ ][ ]
BLOOD SURGES   -
MEND AMOUNT    -
POWER BONUS    -
ROUSE REROLL   -
FEEDING PEN    -
BANE SEVERITY  -
---------------------------------------------------------------------
Chronicle Tenets
 -
 -
 -
---------------------------------------------------------------------
Touchstones & Convictions
 -
 -
 -
---------------------------------------------------------------------
Clan Bane
 - Converses with images of mortals and kindreds he has taken pcitures off
---------------------------------------------------------------------
Disciplines
Obfuscate ooo
 - Cloak of shadows - pg 261 VTM
 - Unseen Passage - pg 261 VTM
 - Ghost in the machine - pg 261 VTM
Auspex o
 - Sense the Unseen - pg 249 VTM

---------------------------------------------------------------------
Backgrounds
 - Resources ooo
 - Lore (Jeanette / Therese Voerman) ooo Pg 394 VTM
 - Fame oo
 - Mawla (Anarch / malkvian issues) oooo
---------------------------------------------------------------------
Merits
 -
---------------------------------------------------------------------
Flaws
 - Disliked o - Subtract 1 dice from any group outside of contact and allies
 - Long bond o - Bond reduces by 1 every 3 months

---------------------------------------------------------------------
Hunting
 - Sandman
---------------------------------------------------------------------
Possessions
 -
 -
 -
---------------------------------------------------------------------
Weapons
 -
 -
 -
---------------------------------------------------------------------
Experience Points  - (0)

---------------------------------------------------------------------
Character Notes:Age 41
---------------------------------------------------------------------

This message was last edited by the GM at 18:37, Thu 09 Dec 2021.
Dice Roller
GM, 102 posts
Sun 28 Nov 2021
at 20:46
  • msg #70

characters

Vampire The Masquerade 5th Edition
---------------------------------------------------------------------
Name        :Zaleria
Concept     :Cult leader
Ambition    :To rule a domain as prince or baron
Desire      :Build up her cult amongst the mortals
Predator    :Scene Queen (cult) (osiris if 35 xp)
Clan        :Tzimisce
Generation  :tbd
Sire        :tbd
Chronicle   :
---------------------------------------------------------------------
**ATTRIBUTES**
Physical            Social                Mental
Strength     3      Charisma       3      Intelligence   2
Dexterity    1      Manipulation   3      Wits           2
Stamina      2      Composure      2      Resolve        4
---------------------------------------------------------------------
**SKILLS**
Talents             Skills                Knowledges
Athletics    2      Animal Ken     0      Academics      1
Brawl        1      Etiquette      2      Awareness      2
Craft        1      Insight        2      Finance        1
Drive        2      Intimidation   0      Investigation  1
Firearms     1      Leadership     1      Medicine       0
Larceny      1      Performance    1      Occult         0
Melee        0      Persuasion     2      Politics       3
Stealth      0      Streetwise     1      Science        1
Survival     0      Subterfuge     3      Technology     2
---------------------------------------------------------------------
Specialty
 - Streetwise (Blackmarket)
---------------------------------------------------------------------
BLOOD POTENCY  - [o][o][ ][ ][ ][ ][ ][ ][ ][ ]
HEALTH         - [o][o][o][o][o][o][ ][ ][ ][ ]
WILLPOWER      - [o][o][o][o][o][ ][ ][ ][ ][ ]
HUMANITY       - [o][o][o][o][o][o][ ][ ][ ][ ]
HUNGER         - [ ][ ][ ][ ][ ]
BLOOD SURGES   -
MEND AMOUNT    -
POWER BONUS    -
ROUSE REROLL   -
FEEDING PEN    -
BANE SEVERITY  -
---------------------------------------------------------------------
Chronicle Tenets
 -
 -
 -
---------------------------------------------------------------------
Touchstones & Convictions
 - Mark Webber - Leave no loose ends
 - Leonard Du Ros - Know your enemy
 -
---------------------------------------------------------------------
Clan Bane
 - Doomed
---------------------------------------------------------------------
Disciplines
Promethean oo
- Eyes of the beast o pg 270 VTM
- Vicissitude oo pg 27 VTMC
Dominate oo
- Compel o pg 256 VTM
- Mesmerize oo pg 256 VTM


---------------------------------------------------------------------
Backgrounds
-
---------------------------------------------------------------------
Merits
 - Fame o
 - Contacts o
 - Haven ooo
  - Shrine o
 - Herd ooo
---------------------------------------------------------------------
Flaws
 - Prey exclusion o - mortals outside of the cult

---------------------------------------------------------------------
Hunting
 - Scene Queen
---------------------------------------------------------------------
Possessions
 -
 -
 -
---------------------------------------------------------------------
Weapons
 -
 -
 -
---------------------------------------------------------------------
Experience Points  - (15)


---------------------------------------------------------------------
Character Notes:Age 197
---------------------------------------------------------------------

Dice Roller
GM, 103 posts
Sun 28 Nov 2021
at 21:20
  • msg #71

characters

Vampire The Masquerade 5th Edition
---------------------------------------------------------------------
Name        :Maria
Concept     :Anarch Sabateur
Ambition    :To become an Anarch Reeve
Desire      :Uphold the laws of the masquerade and punish rule breakers
Predator    :Sandman
Clan        :Banu Haqim
Generation  :12
Sire        :
Chronicle   :
---------------------------------------------------------------------
**ATTRIBUTES**
Physical            Social                Mental
Strength     3      Charisma       2      Intelligence   2
Dexterity    4      Manipulation   1      Wits           3
Stamina      3      Composure      2      Resolve        2
---------------------------------------------------------------------
**SKILLS**
Talents             Skills                Knowledges
Athletics    2      Animal Ken     0      Academics      0
Brawl        3      Etiquette      0      Awareness      1
Craft        0      Insight        1      Finance        0
Drive        1      Intimidation   0      Investigation  0
Firearms     3      Leadership     0      Medicine       0
Larceny      2      Performance    0      Occult         0
Melee        4      Persuasion     0      Politics       0
Stealth      3      Streetwise     2      Science        0
Survival     0      Subterfuge     0      Technology     0
---------------------------------------------------------------------
Specialty
 - Stealth (Break-in)
---------------------------------------------------------------------
BLOOD POTENCY  - [o][o][ ][ ][ ][ ][ ][ ][ ][ ]
HEALTH         - [o][o][o][o][o][o][ ][ ][ ][ ]
WILLPOWER      - [o][o][o][o][o][ ][ ][ ][ ][ ]
HUMANITY       - [o][o][o][o][o][o][ ][ ][ ][ ]
HUNGER         - [ ][ ][ ][ ][ ]
BLOOD SURGES   -
MEND AMOUNT    -
POWER BONUS    -
ROUSE REROLL   -
FEEDING PEN    -
BANE SEVERITY  -
---------------------------------------------------------------------
Chronicle Tenets
 -
 -
 -
---------------------------------------------------------------------
Touchstones & Convictions
 - Mark Webber - Leave no loose ends
 - Leonard Du Ros - Know your enemy
 -
---------------------------------------------------------------------
Clan Bane
 - Blood addiction
---------------------------------------------------------------------
Disciplines
Obfuscate ooo
 - Cloak of shadows - pg 261 VTM
 - Silence of death - pg 261 VTM
 - Ghost in the machine - pg 261 VTM
Celerity o
 - Cats grace o pg 252 VTM

---------------------------------------------------------------------
Backgrounds
-
---------------------------------------------------------------------
Merits
 -
---------------------------------------------------------------------
Flaws
 -

---------------------------------------------------------------------
Hunting
 - Sandman
---------------------------------------------------------------------
Possessions
 -
 -
 -
---------------------------------------------------------------------
Weapons
 -
 -
 -
---------------------------------------------------------------------
Experience Points  - (2)

        - Raised    : Politics ooo                        [9pts]
        - Purchased : Obfuscate ooo                       [15pts]
        - Purchased : Lore (Fiorenza Savona) ooo          [9pts]
---------------------------------------------------------------------
Character Notes:Age 197
---------------------------------------------------------------------

This message was last edited by the GM at 21:55, Thu 02 Dec 2021.
Dice Roller
GM, 104 posts
Mon 29 Nov 2021
at 21:48
  • msg #72

characters

Vampire The Masquerade 5th Edition
---------------------------------------------------------------------
Name        :Alice
Concept     :Private Investigator
Ambition    :Perfect the arts of oblivion
Desire      :Track down her sire and stop him
Predator    :Grave robber
Clan        :Hecata
Generation  :12
Sire        :Venkata Prabhu
Chronicle   :
---------------------------------------------------------------------
**ATTRIBUTES**
Physical            Social                Mental
Strength     2      Charisma       1      Intelligence   3
Dexterity    2      Manipulation   2      Wits           3
Stamina      2      Composure      2      Resolve        4
---------------------------------------------------------------------
**SKILLS**
Talents             Skills                Knowledges
Athletics    1      Animal Ken     0      Academics      2
Brawl        0      Etiquette      0      Awareness      3
Craft        0      Insight        2      Finance        1
Drive        0      Intimidation   0      Investigation  3
Firearms     1      Leadership     0      Medicine       3
Larceny      1      Performance    0      Occult         1
Melee        0      Persuasion     0      Politics       0
Stealth      2      Streetwise     2      Science        1
Survival     1      Subterfuge     0      Technology     2
---------------------------------------------------------------------
Specialty
 - Medicine (Cadavers)
 - Academics (Criminology)
 - Science (Forensics)
 - Investigation (crime scenes)
---------------------------------------------------------------------
BLOOD POTENCY  - [o][o][ ][ ][ ][ ][ ][ ][ ][ ]
HEALTH         - [o][o][o][o][o][ ][ ][ ][ ][ ]
WILLPOWER      - [o][o][o][o][o][ ][ ][ ][ ][ ]
HUMANITY       - [o][o][o][o][o][o][ ][ ][ ][ ]
HUNGER         - [ ][ ][ ][ ][ ]
BLOOD SURGES   -
MEND AMOUNT    -
POWER BONUS    -
ROUSE REROLL   -
FEEDING PEN    -
BANE SEVERITY  -
---------------------------------------------------------------------
Chronicle Tenets
 -
 -
 -
---------------------------------------------------------------------
Touchstones & Convictions
 -
 -
 -
---------------------------------------------------------------------
Clan Bane
 - Painful Kiss
---------------------------------------------------------------------
Disciplines
Oblivion ooo
- Binding Fetter pg 204 COBG
- Where the Shroud thins pg 205 COBG
- Aura of Decay pg 205 COBG
Auspex o
- Sense the unseen o pg 249 VTM



---------------------------------------------------------------------
Backgrounds
 - Send a murderer (Flesh-Eaters Bloodline) oooo - 2 dice bonus to investigate crime scenes or track down killers
 - Contacts (Police) ooo
 - Haven o
 - Mask oo
 - Retainer o Mark Webber - Funeral Home director
---------------------------------------------------------------------
Merits
 - Iron Gullet ooo

---------------------------------------------------------------------
Flaws
 - Obvious predator oo - Appear deeply unsettling when hunting
 - Haven Creepy o - 2 dice on social tests to put mortals at ease
 - Disliked o - subtract 1 dice from social tests outside of contacts
---------------------------------------------------------------------
Hunting
 - Grave Robber
---------------------------------------------------------------------
Possessions
 -
 -
 -
---------------------------------------------------------------------
Weapons
 -
 -
 -
---------------------------------------------------------------------
Oblivion Rituals
 -
 -
 -
---------------------------------------------------------------------
Experience Points  - (0)



---------------------------------------------------------------------
Character Notes:Age 44
---------------------------------------------------------------------

This message was last edited by the GM at 03:50, Sun 12 Dec 2021.
Dice Roller
GM, 109 posts
Fri 21 Jan 2022
at 18:52
  • msg #73

characters

Character Name :  Scarscale              Height     :  6"
Character Race :  Lizardfolk             Background :  Outlander
Alignment      :  N                      Class      :  Barbarian (Beast)

Scarscale of the elder blood or Scar in the common tongue is the last member and former chief of his tribe. Back in the swampy forests of his homeland his tribe was amongst the strongest of the lizardfolk settlements and had a strict hiearachy based on strength. Scar was blessed with the elder blood, a powerful bloodline within his tribe that could awaken once a century or so. The elder blood allowed Scar to tap into the power of his ancestors during bestial rages that could enhance his fangs claws or tail to grow and become more deadly weapons. He was also able to shift his body structure to a certain extent, sometimes growing gills to battle sahuagin invaders or thousands of tiny hairs on his hands and feet that allow him to walk and climb impossibly sheer surfaces with ease.

Sveral of the surrounding tribes gathered together and requested an audience with Scar and his tribe to plan their defences for a possible raid from the Sahuagins who had reportedly gathered a great force. during the night the other tribes led hidden warriors into the settlment and began slaughtering Scars tribe. a Valiant defence was mounted by Scar and his warriors but they were overcome by sheer numbers. Scar's rage was unmatchable as he cleaved through great swathes of enemies and even managed to kill the three other chieftains. when the last chieftains corpse fell scar unleashes a earplitting roar of victory and the fighting stopped. as his rage subsided he saw that little of his tribe remained. The other tirbes offered to make him the new chieftain, for he had undoubtledly earned the title through his strength.

Scar refused and chose exile rather than lead a tribe of cowards and weaklings that could only win through trickery and surprise. He set out as a wanderer and sought new challenges so he could die with honour or find a mate worthy of his strength and rebuild his tribe. Scar carries the history of his tribe and is the last known inheritor of the Elderblood within his family line.
This message was last updated by the GM at 21:49, Wed 20 July 2022.
Dice Roller
GM, 110 posts
Fri 21 Jan 2022
at 21:25
  • msg #74

characters

Character Name :  Beck Freed             Height     :  6"
Character Race :  Human Variant          Background :  Haunted One
Alignment      :  N                      Class      :  Fighter (Rune Knight)

Beck was born into slavery and spent the first 12 years of his life in a quarry and remembers little other than the repition of hammering and chisseling or pushing and dragging slabs of Granite. Regardless of weather or season he worked in the quarry with no knowledge of his family or any other life. his only glimmpse of a would outside the great stone cliffs, wooden ramparts and sleeping sheds were from stories told by those who were once free. There was a comeraderie of sorts in the quarry as if the work was not done then they would all be punished however many of the slaves were not above selling out the others, escpecially when threatened with group wide punishments. often the old or the infirm would take the blame if a younger slave made a mistake but not in all cases. Beck had once had his life spare by such and act of charity. Beck had not known the mans name and knew too little of the world to know of the weight and meaning of the sacrifice but her understood years later and always offered a prayer to the kind stranger whenever he was able to save anothers life.

At the age of 12 he was dragged away and bundled into a caged cart with half dozen other youths ranging from 12-16 years of age and after several weeks found themselves in a port city and quickly sold to serve on a pirate galley and used to haul shot and reef sails much like the rest of the crew but were chained up at night in gangs of 5 in the brig. Each of therm wore a magical collar that caused severe pain if an order was disobeyed and this could be activated by the captain. the Captain was less viscious and cruel than the foreman of the quarry and rarely hurt them for pleasures sake. His punishments were severe for minor infractions however but they were always able to carry out their tasks. In deck to deck fighting they were chained in pairs and sent forward with rusted weapons as literal cannon fodder. After 5 years the orignal members that had joined the crew on the same day had dwindled to four others;

Dury - foul mouthed dwarf Barbarian witha grim sense of humour and a suprisingly good brewer of grogg that he traded with crew memebers for extra rations and benefits. His favorite method of fighting was to hurl heavy objects at his enemies as well as grappling opponsnents ands swinging them as weapons at his enemies. More than a few pirates, raiders or navel marines had focused too much on Karagan to find themselves hurtled at theri comrades by cackling dwarf.

Karagan - A quiet and kind ageing Goliath with a deep respect for battle who sought a to die in glorious battle before succoming to age. Karagan was always in the thick of every battle and weilded an anchor in each hand like hammers in each battle. It was not until the day of their escape that he revealed he was in fact a powerful rune smith.

Alik - a half orc ranger that tamed the rats in the brig and taught them simple tricks to pass the time. He preferred the company of the rats to other people and rarely spoke even to   the other collared. he often responded with nods or shakes of the head or other body language for more complex answers. He could speak but for unknown reasons chose not to but was a hard worker and carried out every taks given with silent efficiency, even during battle. He favoured hand axes in melee and always managed to find himself a ranged weapon very wuickly into the fight which he used to target particularly strong enemies or ones that appeared to be giving orders.

Bria - a tiefling monk that ran around the rigging like a purple monkey and was overly bright and optimitic regardless of the circumstance. She had a gift for talking and entertaining and was freindly with most of the crew and rarely found herself on the end of punishment. She was also an natural born enternaier and acrobat with an impressive singing voice. In a fight she could cause havoc amongst the enmy and was the only one of the collared that fought alone in battle, often being sent into the enemy rigging to cut lines and rain burning pitch onto the deck below or simply distracting enemies so the rest of us could take them unawares.

In battle, Bec was often paired with Karagan and so learned to focus on defending himself and his partner from being flanked or surrounded. Bec preferred to use halberds and polearms  to keep enemies at bay or take advantage forma slip in their guard and attack whisdlt keeping a safe distance from Karagans anchors or wildly flying projectiles and people if paired with Dury. when paired with Alik he was able to provide enough breathign room for the half-orc to pick off the targets from range or flank them with his axes.
This message was last updated by the GM at 19:32, Wed 26 Jan 2022.
Dice Roller
GM, 111 posts
Wed 26 Jan 2022
at 20:37
  • msg #75

characters

Character Name :  Glib                   Height     :  5"4
Character Race :  Tiefling               Background :  Criminal
Alignment      :  CG                     Class      :  Bard (Lore)

Glib is an anarchist and rabblerouser that has been trying to stir up the populace of the outer city into taking action and overthrowing their oppressors. Unfortuantely very few have the will or desire to try and overthrow much so she often has to result to petty crimes such as graffitti and social media posts regarding her exploits. She has developed contacts within the criminal elelments of the city and her brazen displays have even earned a little respect.

If nothing else she can serve as a good destraction for more professional and money inded criminals and she often takes on such jobs for a share of the proceeds to fund her struggling cause. Glibs has been around the city and has picked upa  lot of gossip and information from talking to trader, strangers and other criminals. Though not strictly barred from the inner city she chooses to remain in the outer city to help fan the embers of rebellion so that here fellow city dwellers can rise up and overthrow their coporate chains of oppression.
Dice Roller
GM, 112 posts
Mon 28 Feb 2022
at 14:10
  • msg #76

characters

Name: Rainbow of Iron Ravens (Iron Rain)
Caste: Night
Sneaky assassin and thief is the archetype, the classic night caste essentially and willing to make the hard choices when others moral concerns will not let them.

Background:
Rain was born on the blessed isle to a minor family that served house Cathak for generations, every other generation or so a member of the family may exalt into the dragonblooded but this was not common. Rain, branch of the family predominantly served as messengers, scouts and assassins utilized by House Cathak in times of peace and war alike. Rain was taught to listen but not hear when in the presence of her masters and upon graduation from their families tailored education was ceremonially branded on her chest with the mark of house Cathak. Rain soon found herself serving as an attendant to a high ranking Cathak officer overseas and was often sent to scout enemy positions or to engage and hunt enemy scouts who sought to locate the Cathak forces.

Her proficiencey was noted by her master and she was soon sent on missions of sabotage or collecting documents from enemy headquarters or part of teams to sow dissent into besieged citys. Her exaltaion came about after one particularly trying night when she was sent as a team to eliminate key officers during a particularly resistant siege ahead of the final push and create confusion and disorder. Their enemies had been ready and Rain soon found herself completing the mission alone. After the first 2 fell they began hunting her as she stalked over roof tops and though shadows growing more tired and desperate as the night carried on. She managed to evade capture and located the governor of the city and killed him with a poisioned dagger in the back.

Rain fell to her knees exhausted and content that she had completed the mission and waited for the guards to arrive or simple exhaustion and the lattice of wounds recieved during the night to claim her life. She did not expect the exaltation and she was terrified. She had achieved her greatest feat for her masters of house Cathak only t have it brought low by becoming a demon. Rain drew on the new strength coursing through her body and fled the city as she avoided her own comrades and former masters whislt fleeing from the twighlight rays of dawn and chasing the darkness.

Rain wandered for a time and travelled alone for the most part, wokring to earn money and food and stealing if she could not work. Occasionally she took jobs as a mercernary scout or archer and began to test and learn to use her new found abilities. She soon realized that the world did not all hate and fear the exalted and even heard tales whereby they were heroes. She eventually heard word of a group of exalts living and working together and rain set off to find them and perhaps aid them. She sought direction and purpose, the instinct to serve and fight for a common goal still remained even if she no longer held the same beliefs. Rain decided on a final act of rebellion, to otherthrow her former masters and free the minds from the immaculate magistrates at any cost. Rain did not beleive she could be a hero but knew she could be a neccesary evil.

 Thats my RTJ have a concept for an eclipse and a Zenith if you have any interest in that but didn't want to drown you too much. If i fall short of the grade then i wish you an excellent game :D
Dice Roller
GM, 113 posts
Mon 28 Feb 2022
at 20:31
  • msg #77

characters


Name: Rainbow of Iron Ravens
Concept: Assassin
Caste: Night
Anima: Blue raven with bladed feathers
Limit Trigger:  The Solar is faced with the opportunity to advance his own cause by harming an innocent or ignoring one’s suffering.
Limit Break flaw: Heart of flint

Strength2Charisma2Perception3
Dexterity5Manipulation2Intelligence1
Stamina2Appearance2Wits3
WarLifeWisdom
Archery!0Integrity!3Bureaucracy0
Athletics+5Larceny+*5Investigation0
Awareness+5Lore1Linguistics0
Brawl!1Medicine0Occult0
Dodge+5Performance0Craft (                 )0
Melee1Presence0Craft (                 )0
Resistance!3Sail0Craft (                 )0
Ride0Socialize!3Martial Arts (Ebon Shadow)5
Thrown2Stealth+5Martial Arts (          )0
War0Survival1Martial Arts (          )0
Specialties:
- Martial Arts (Knives) - Socialize (Servant Ettiquette) - Awareness (Join Battle)
- Athletics (Free Running) - Stealth (Ambush)


Essence2Limit[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Personal16/16//16Willpower5
Peripheral40/40//40Temp. Willpower5
Join Battle Hardness 
Nat. Soak Armor Soak 
Parry Evasion 
Resolve Guile 

Indefinite Committed Motes:

PenHealth Levels
-0[ ]
-1[ ] [ ] [ ]
-2[ ] [ ] [ ]
-4[ ]
Inc[ ]

WeaponW. AccW. DmgDec. AccOverDefTags
Unarmed     Natural, Grappling
       
       
       

Merits
MeritRankDetails
Martial Artist4Details
Ebon Shadow StyleMore Details
Toxin Resistance3Details
+ 2 dice to resist poisonHarder to get intoxicated
Artifact3Tiger Claws
TBCMore Details
Selective Conception1Full concious control of fertility
1 WP to ensure pregnancy, knows when pregnantMore Details
Language1Details
High RealmMore Details
Resources1Details
 More Details



Intimacies
IntensityTypeDetails
DefiningPrinciplesI will never serve anyone but myself
DefiningTieFormer master (regret, anger, fear)
MajorPrinciplesPeople have the right to know the truth, no matter how ugly
MajorTieGrandfather (Teacher, Love, Shame)
MajorPrincipleEvil acts are neccesary to enact great change, i will not waiver
MajorPrincipleI cannot forgive the Great Houses for thier lies
MinorTieHouse Cathak (distrust, lingering loyalty, abandoned duty, debt)
MinorTieShoreh (comrade, companion, useful, smothering)
MinorPrincipleI try to take only from those that can afford the loss


Charms

Ability
  • Nothing but shadows - 3m (Decisive only, mastery) - Applies penalty to opponents that fail opposing roll vs stealth in combat pg 441
  • Seven points of weakness - 4m (mastery, withering only) - subtracts stealth from enemy armour soak, double from unexpected attacks. if reduced to 0 additional reduction added to damage. pg 441
  • Ebon shadow form - 8m (form, mute) - enemy that fails opposseds tealth loses 1i and user gains 3 to base initiative when resetting after decisive unexpected attack. +1 defense. pg 442
  • Elusive flicker form - 4m 1WP (Decisive only, mastery, terrestrial) - enemy makes 2 attack rolls for decisive attack and uses lowest. if enemy misses they lose Xi where X is the difference between the attack rolls (max 5)
  • Seasoned Criminal Method - - (none) - can invoke or discard certain distinctions at will pg. 315
  • Spurious Presence - 6m (none) - cannot be considered suspicious if acting normally. has +2 guile agaisnt attempts to discern intentions. may use larceny rather than socialize for this.
  • Preying on uncertainty approach - 3m (none) - if questioned can use the charm to find a gap in inquisitors knowledge that can be exploited. counts as a minor intimacy when exploited. pg. 316
  • Swift gamblers eye - 1m (none) - lowers opponent guile by 2 when reading intention. if successful can understand feeling of opponents chances. pg. 316
  • Lightning-hand sleight - 3m (none) - can use slight of hand to cheat to change results of a single round. 3 hours will pass before onlooker can realize what happened. can use 3 times in 1 game before caught but onlookers may notice the effects even if they cannot spot them. can also be used to poison food and drink but onlookers notice affect as people begin feeling affects of poison and dying.
  • Flawless picpocketing method - 3m (mute) - unless ocnteste dby magic pickpocketing cannot fail, if conflicted add 2 auto successes. Must be in range to grab item and cannottake items in use or attuned artifacts. ordinary senses cannot detect. inhuman senses at -4 dice penalty. immune to magic to detect larceny actions unless they also know this charm.
  • Lock opening touch - 1m or 5m (none) - can open any mundane lock by touching and using 5m. can use 1m to attmept sorcerous locks with lockpick tools with double 9s and 2 auto successes. if roll fails then lock will still open but will be a consequence. pg. 317
  • Proof-eating palm - 1m (none) - can hide any object small enough to palm on their person. item ceases to exist until willed to the hand. can hide 5 objects but must be in different hiding places. pg. 318
  • Stealing form plain sight - 6m (mute) - Similar to flawless pickpocketing method except can steal item in fornt of onlookers and they will not discover it is gone until 2 minutes pass unless cirumstance draw attention sooner e.g someone goes to use item. pg 319
  • Door-evading technique - 10m 1wp (none) - can pass threough any portal or gateway including locked doors and windows. cannot move through solid stone or reach into solid chests to root around. pg. 321
  • Ox body technique - - (stackable) - add 1 -1 and 1 -2 health level
  • Perfect Shadow stillness - 1m 1wp (none) - reroll stealth based action preserving any 10's rolled. stealth 5 gain 1 temporary wp if successful. pg 403
  • Invisible statue spirit - 5m (mute) - can assume true invisibility so long as they do not move or take violent action. not intagible and can be detected by touch scent taste or hearing.pg. 403
  • Easily overlooked presence - 3m (none) - cannot be noticed unless overt action / join battle taken. does not work on alert guards or chekcpoints where every perosn is checked. can be overcome by magic if user has minor or better intamcy with character. pg. 403
  • Blinding battle feint - 3m (none) - can use dex + stealth to join battle. automatically concealed if it beat opponents awareness join battle roll. if enemy uses a differnt join battle roll they must roll awareness suffering a penalty equal to dif of initiative. if enemy awareness fails character vanishes from view.
  • Mental invisibility technique - 5m 1wp (mute) - roll dex + stealth agaisnt target resolve. On success character vanishes from targets notice and cannot be perceived and effects all witnesses who's resolve roll was surpassed. Overt actions do not remove the effect however violent action or join battle will. target can spend 1wp to break free if someone points solar out to them or the solar makes themselves known in some way.



Artifact
Special Notes about the Artifact
Charms
  • Charm - Cost (Keywords) - Summary
  • Charm - Cost (Keywords) - Summary
  • Charm - Cost (Keywords) - Summary
  • Charm - Cost (Keywords) - Summary
  • Charm - Cost (Keywords) - Summary
  • Charm - Cost (Keywords) - Summary
  • Charm - Cost (Keywords) - Summary
  • Charm - Cost (Keywords) - Summary


Sorcery
Shaping Rituals
  • Name - Effect
  • Name - Effect
Terrestrial Spells
  • Name (Control) - xsm, xwp - Effects
  • Name - xsm, xwp - Effects
Celestial Spells
  • Name (Control) - xsm, xwp - Effects
  • Name - xsm, xwp - Effects
Solar Spells
  • Name (Control) - xsm, xwp - Effects
  • Name - xsm, xwp - Effects

This message was last edited by the GM at 22:41, Tue 01 Mar 2022.
Dice Roller
GM, 114 posts
Sun 12 Jun 2022
at 17:20
  • msg #78

characters

Character Name :  Derrick                Height     :  6"
Character Race :  Human (V)              Background :  Dead
Alignment      :  NE                     Class      :  Paladin  (Oathbreaker) Warlock (Undead)


A former hero and paladin that dies almost 200 hundred years prior after being stripped of his powers by his god for disoebying its decree. He was branded a traitor and executed for the murder of a high priest of his god. Derrick's soul has been brought back into another body by a Lich that ahjd formerly been Derrick's enemies. the lich offered another life and a chance for revenge agaisnt Derrick' former god and the descendants of the high priest that now form the head of a theocracy. Derrick accepted and was granted patronage and soe of the liches knowledge. The Lich was also able to corrupt the previous connection with derricks god granting him the abilities of a paladin once more though corrupted.
Dice Roller
GM, 115 posts
Sun 12 Jun 2022
at 20:03
  • msg #79

characters

Character Name :  Rodney  Tackle         Height     :  5"8
Character Race :  Human (V)              Background :  Fisher
Alignment      :  N                      Class      :  Bard  (Eloquence)

Rodney or Rod is a simple fisherman who turned to adventuring after his family's heirloom, a magical rod named Kraken Bait was stolen. The rod was suppossedly used by a famour ancestor to successful fish and capture a grown Kraken. Rodney has left his alrge family and idylic home surrounded by lakes and rivers in order to try and recover this heirloom so it can be passed on to his family.

Items:
- uncommon magic item: Ring of mind shielding
- common magic item 1: Moon-touched Sword - sheds bright light 15 ft and dim light 15 more moonlight in darkness.
- common magic item 2: Instrument of illusions

Magic items were gifted by a Wizard named Arlo whose grandaughter was amongst the group of villagers and commoners he had helped escort and protect to the southlands. Arlo gave them as a reward and to help aid the fisherman as he headed back towards the north. the ring to shield his mind from the madness and corrupting thoughts that plagued dreams and waking hours. the flute of illusions was so he could bring hope, joy and light when he played for those in need and the sword was so that he could fight the encroasching darkness.
This message was last edited by the GM at 16:59, Fri 24 June 2022.
Dice Roller
GM, 116 posts
Tue 14 Jun 2022
at 19:38
  • msg #80

characters

Name:Hebi Tenrai, Crimson Snake of the Hidden Mist


Age (20-30):27


Gender:Male


Kekkei Genkai: Blood of the Ryuichi
The Hebi clan were once human attendants that served and worshiped the snakes of Ryuchi caves as dietys. Several even became snake sages and eventually the bloodline manifested small portions of the sages natural affinity with snakes, becomign a bloodline of its own.

The Hebi clan's devotion to Ryuichi caves is still strong and present and they emulate the hunting tactics, fighting styles and abilities of serpents in order to bring themselves closer to them. Some members of the Hebi clan have gained a tremor sense or vibrational sight, being able to track prey in absolute darknesses from their vibrations and sounds their bodies give of providing they are within 100ft of the user.

The Hebi clan is secretive and nomadic, preferring to travel as mercenaries with branch families sometimes settling in villages. The location of Ryuichi cave is a heavily guarded secret by the clan elders and it is considered a sacred site for the Hebi clan. The Hebi Clan are reknowned poison masters and have a strong natural resitance to poisons.

The Hebi clan also create and coat their weapons in a special non-harmful venom extract that when mixed with blood gives of a distinct and trackable odour that Hebi clan ninja can track through a combination of smelling and tasting the air. Each persons blood reacts to create unique scents which can be differentiated by the Hebi clan. Creatures with exceptionally strong senses of smell such as dogs can also pick up on the scents though without training it would be harder to identify.


Personality: Tenrai is a ruthless individual that enjoys hunting down his targets methodically and the thrill of the hunt. He isn't particularly unkind or cruel in general and in fact has a cheerful disposition most of the time however is a viscious killer that has a high bloodlust in battle. He is very patient and holds the skills and secrets of his clan closely, including their devotion to serpents and snakes. His clan specialties made them naturally suited to the role of hunter-nin and scouts and Tenrai is no exception. Though he appears carefree he tends to take note of his surroundings at all times and has difficulty making lasting or strong bonds with people outside of his clan. His lack of strong bonds is more due to his role within ninja society than any dislike of people. He is on good terms with many people but retains the knowledge that he could one day recieve orders to remove them so avoids making lasting connections where possible.

He has a fairly sound strategic mind but often prefers to finish off his targets up close and personal, usually using a combination of bujutsu and wind release techniques to eviscerate his opponentes and ensure their death. When not on missions he is often either training or hanging around the village and watching strangers or visitors to Kirigakure for signs of danger or erratic behaviour. When outside of his village he tends to try and blend in with the local populace.


Brief history:
Tenrai was born in Kirigakure to one of the many branch families of the Hebi clan and showed strong signs of his clan bloodline from an early age. His unusually strong bloodline abilities were noted early on and he was sent away from the village to live with and be taught directly by the former clan head, Amaya of the Thousand Fangs, a renknowned poison master attributed to many unconfirmed assasinations. Hebi Amaya is more famous within the the world of Anbu or medical nin than many of the masters commonly discussed or recognised in the ninja villages and he tends to be respected and reviled in equal measure.

Tenrai learned to fully control his skills under Amaya's strict mentoring as well as the application and use of poison in combat. At the age of 10 he was returned to the village and enrolled into the ninja academy and demonstrated an apitude and skill set sveral years ahead of his class. Upon graduation he was tested rigourously and inducted into the ranks of the hunter-nin, at first working in teams before being allowed to work on solo missions.

Tenrai's bingo book is filled with names of missing nin that he has captured or killed and hold the record for bingo book kills amongst the Chunin ranked hidden-nin of his village. Tenrai has worked with several of the other villages in joint operations with other anbu teams tracking down groups of missing nin after the war. Though his records as a hunter-nin are extensive he holds no real fame outside of Anbu circles in other ninja villages and has no deeds that he is authorised to discuss. Due to his record, skillset and history of working with other villages Tenrai was quickly promoted to the rank of jonin. The last few years he has helped teach taijutsu and weapon techniques at the academy as well as instructing a select few chunin on how to utilize wind and water nature transformation to their chakra flow. He has now been chosen to lead a team of genin as part of a joint village alliance.


Appearance: Tenrai is fairly tall at 6"2 and has slightly tanned skin with medium length blonde hair and  blue  eyes. He is athletically muscular but appears slim at a glance considering his height.

He wears his forehead protector around his neck. He often wears a baggy red hoody-like jacket that is left open at the front displaying the large tattoo that covers his upper chest and arms. He wears baggy grey trousers with the customary striped grey camo leg warmers that are popular in Kirigakure. On his waist he wears a belt covered in pouches that holds his ninja tools and a series of small holsters on the back to hold his claws and special kunai.

His main weapon of choice are a pair of chakra enhanced triple bladed claws and he also favours the curved knife-like kunai favored by the hunter-nin of the hidden mist.


Land of Water


Affinity: Water
            Wind
            Yin



Jutsus:
1 A Rank:
Shuriken Shadow Clone Technique

2 B-Rank:
Vacuum Sphere
Shadow Clone Technique

4-6 C-Rank:
Wind Release: Gale Palm
Wind Release: Sickle Weasel Technique
Water Release: Water Prison Technique
Summoning Technique
Yin Release: Sly Mind Affect Technique
Yin Release: Demonic Illusion: False Surroundings Technique

D-Rank:
Yin Release Technique: Demonic Illusion: Hell Viewing Technique
Hiding in Mist Technique
Mist Servant Technique
Temporary Paralysis Technique
Silent Killing technique

E-Rank:
substitution jutsu,
clone jutsu,
body flicker,
transformation jutsu


Other:Mirage Step: Able to utilize an incomplete body flicker to leave faint trailing after-images as he moves to disorientate the opponent whilst he engages them in close combat.

Chakra Flow
:Able to use his chakra to infuse his weapons with water or wind chakra nature to use techniques such as vacuum blade and rotating shuriken techniques.

Summoning Contract:Tenrai was allowed to enter the Ryuichi caves to form a contract after passing the required trials and contracted with Akane, a playful yet intelligent giant snake with bright red scales and a single spiralling band of yellow/gold scales that runs from the top of her head to her tail. Akane lack the raw physical strength common with her brothers and sisters but instead is skilled in genjutsu techniques and is able to utilize fire release techiniques. Akane is fond of teasing Tenrai and they have a strong friendship since the contract was formed when Tenrai was a genin. Like the other serpents of Ryuichi cave Akane is fond of eating humans and Tenrai has allowed her to eat many of his targets after confirming their death with the village and on occaion she has acted as storage for corpses that required to be handed over to other villages or kept for study due to her transformation technique that allows her to travel with Tenrai if required. Occasionally he has simply summoned her to delvier the corpses though more often or not she will hide them in the Ryuichi caves for later consumption when returned. Akane would then plead ignorance as to where the bodies are. One of her faverite jokes is asking the officers to enter and search her body and check if they did not beleive her. Unsurprisnly none have taken her up on the offer.

Techniques:
- Ryuichi Clan Art: Shedding Scale Substitution: Akane can use the body replacement technique by rapidly shedding her skin leaving a life like body to take the brunt of attacks whilst she burrows beneath the ground/ water to safety or to attack the opponent unawares

- Ryuichi Clan Art: Shifting Scale Transformation: Akane is capable of several tranformations that allow her to alter her size to much become much smaller, allowing her to take the form of a large snake that can coil around Tenrai's body and peek out from underneath his hood. The strength of Akane's abilities are also reduced along with her size. Akane can also transform and take a humanoid form though her eyes and gold spiral markings do not dissapear even in human form.

- Combination Technique: Boiling Mist: Whilst in body contact Akane and Tenrai combine their fire and water chakra flow you creating a scalding hot version of the hiding in mist technique that clouds their enemies enses whilst also causing severe burns. Prolonged exposure could potenitally lead to death but the technique is not inherently deadly. So long Tenrai remains in physical contact with Akane the msit will not burn him.

- Combination technique: Scorching coils: Akane and Tenrai combine their fire and wind chakra flow allowing Akane to ignite her scales with superheated flames that scorch the area around her. this technique can be used to surround and enemy in her flaming coils to trap them or to protect Tenrai if he is inside her coils.

Attendance and Engagement Agreement

NARUTO: THE PROPHECY

In Naruto: The Prophecy we believe each and every player can be successful when Players and the GM(s) work together to increase players’ attendance and overall performance.

This agreement outlines the responsibilities of players and the GM(s) in this game forum in setting players up for a successful gaming campaign.

By signing this agreement, players and the GM(s) are making a commitment to each other that they will fulfil their roles and responsibilities for achieving the best possible gaming outcomes for players within this game.

Player’s Agreement:

I want to enjoy my time here within Naruto: The Prophecy and provide quality gaming time with my fellow peers.

In signing this agreement, I agree to:

Log into the game daily (once per 24 hours)
Check in with my fellow players
Be ready to catch up and post
Have a positive attitude
Always do my best
Contact the GM(s) for assistance if needed
Establish a good gaming routine so that I can meet expectations
Post efficiently with creative and quality work that meets writing criteria
Work with the GM(s) and other players to achieve my goals.


I have thoroughly read and understood the information contained in this agreement and will abide by it.

Player User Name: __Insamity2492___________Date: ____30/11/2021_____
Dice Roller
GM, 141 posts
Thu 25 Aug 2022
at 13:00
  • msg #81

characters

Three-Thorns

Three-Thorns stands tall even amongst other Elfin at 6"2 with an athletic build mostly hidden beneath her clothing and mystic fetishes that adorn her body. Her long brown hair is usually tied up in a rough bun thats held in place by various twigs or animal bones she finds on her wanderings. She rarely looks particularly clean due to the ash like markings and runes she places on her body and takes great care to ensure they remain in place.

Her clothing and equipment is also marked similarly and appears unkempt at a glance though close inspection shows her weapons and tools are well looked after, as is her herb bag and its contents with rows of small glass viles and tens of pockets stuffed with various herbs, plants, berries or tools of her trade.

As well as her bow and quiver she wears a hunting knife at her hip and carries a gnarled walking staff carved with runes and markings of her trade and adorned with fetishes that clearly marks her as a fully fledged shaman and healer of the Elfin conclaves located in the deep wilds.

Three-Thorns is not a name known to the general populace but her appearance and mannerisms clearly idenfies her profession and she has made several contacts during her travels including Lucern of the Vipers. Three-Thorns insists however that she takes no active part in battled between factions and offers her services equally as decreed by her order.

Fate points: 3

Aspects:
Child of the deep wilds
Hunter
One womans poison is another womans cure
I take no sides for there are no sides
Staff of the First Yew

Physical Stress: 2/2
Mental Stress:   2/2

Skills
Nature     +5 (Great)
Treatment  +3 (Good)
Gravitas   +3 (Good)
Bow        +3 (Fair)
Perception +3 (Fair)
Will       +2 (Fair)
Swimming   +1 (Average)
Stealth    +1 (Average)
Agility    +1 (Average)
Strength   +1 (Average)

Specials
- Poison Immunity
- Herbal Remedies - +2 to rolls when locating and gathering medicinal and poisonous plants
- Invoke the ancients - +2 to gravitas when utilizing fetishes or mysticism
This message was last edited by the GM at 20:09, Fri 26 Aug 2022.
Dice Roller
GM, 142 posts
Sat 27 Aug 2022
at 14:48
  • msg #82

characters

Name of the order :Order of the eternal hearth
Current Leader(s) of the order :Karagos of the endless oath, Frostberry the tomb mother, Sporescale Boneshaker
Oath/motto/Warcry :Duty does not end in death
Origins
Why was it founded?
To police, investigate and enforce order amongst the realms undead population
When was it made?
1390
Does the order follow a god / faction / lord / philosophy ?
The order follows the triumvirate and seeks to maintain order and balance wihtin the undead population and summoners of the dead to ensure that there ar enever too many or too few undead.
What races are typically found in the order ?
All races that can die
What is the Alignment and demeanour of the order?
Lawful Evil
Does the order have a history / legendy person(s) of note / item(s)?
Each member of the triumphirate are Archliches
Who are allies with the order?
A few necromantic cults or underground societys that wish to use necromany for good instead of evil
Who are enemies with the order?
Most factions that discover the true nature of the order
Does the order have a flaw?
They are largely undead and so do not have a large presence in the major cities with only a handful of agents that are able to blend in with the populace.
Where is it based?
it tends to be a moving order with no actual homebase, meetings are held each year but often at different locations and only the triumvirate and their lieutenants reguarly attend.
Does the order have a specialised tactical / training / combat doctrine?
No
Does this lead to restriction?
No
What is the current strength of the order?
Number of initiated members is somewhere between 100-200 but they are capapble of calling on larger numbers of undead if required.
What is its current goal?
To ensure that there are not too many evil or powerful necromancers that may succeed in world domination, but enough undead to ensure a steady flow of adventurers become stronger and better able to protect the realm as a whole.
Dice Roller
GM, 143 posts
Fri 30 Sep 2022
at 16:46
  • msg #83

characters

Cyberpunk

Name:Samuel Anderson
Age:30
Date of Birth:01/02/2047
Height:6"0
Gender:Male
Race/Ethnicity: Caucasian
Nationality: British
Place of Birth: United Kingdom
Place of Residence: Heywood
Occupation: Assistant EMT for Tramua Team

INFO SECTION
Early Life: Sam's father John was a renknowned trauma surgeon that formerly worked at Militech before moving to Trauma Team in the mid 20's and moving to Night City to work as trauma surgeon for high difficulty or high urgency cases. S
Significant Events:

ABILITIES SECTION
Stats:
Cyberware:
Equipment:

EXTRAS
FC Credit:
Music:
Dice Roller
GM, 144 posts
Sun 2 Oct 2022
at 12:40
  • msg #84

characters

A B B R E V I A T E D   B I O G R A P H Y

Name:Cathrain
Apparent Age: 53
Gender: Male
Height: 6'3"
Virtue: Patience
Hair: Dark brown/grey
Nickname:
Actual Age:~2000
Languages Spoken: Common, Wolf Speech, High Vampiric
Weight: 200 lbs
Vice: Sloth
Eye Color: Grey





T H E   F I N E R   D E T A I L S

D e s c r i p t i o n
The streaks of grey hair upon his head seemingly betray him as a man past his prime and the weariness in his countenance and his eyes do little to dissuade this notion. His abnormally pale skin is often hidden by a thin layer of grime and dirt that naturally gathers when constantly travelling. Though he is slightly taller than the average man he will usually be picked out of a crowd by the presence of his over sized great sword Caladbolg slung across his back. Whilst travelling he wears an ornate suit of armour carved with  runes and script from various old or even forgotten languages. The armour is of the finest quality despite its lack of polish and the multitude of scratches, rents and scars that tell of an eventful past. Across the shoulders of the armour is an unnaturally large wolf pelt with the large beasts head hanging down his back like a hood. Over the armour he wears a great black hooded cloak that is ragged and frayed at the edges, obscuring his armour and face.

When not travelling Cathrain will simply wear a dark chain mail and leather vest with Caladbolg's harness over the top. He is rarely seen without Caladbolg on his back or placed at his side. Despite his aged appearance his physique is still impressive with his whole body covered in corded muscle earned from a lifetime of battle and hard labour. At a glance it is clear that he cares little about grooming or his personal appearance in general.
Caladbolg and his giant wolfskin cloak are an exception as he can often be found cleaning and maintaining them with precision and almost reverence.

His torso and arms are a mass of scars both large and small and there are several faint scars on his brow, nose and cheeks. His grey eyes are cold and carry the full weight of his years in each look. Perhaps what is most strange about him is that despite his appearance and the presence of Caladbolg, he doesnt appear to carry a particularly threatening or violent demeanor and is often friendly and polite though often short spoken. He is rarely quick to violence and can often be relied upon as a voice of reason.

Strengths

Master of War: Cathrain has lived and fought on countless battlefields both great and small. He has an innate and instinctual understanding of how battles ebb and flow and is able to easily read enemy movements as well as taking full advantage of shifts and changes
in battle. His battlefield experience is unparalleled and allows him to direct armies or skirmishes with a great deal of proficiency and instinctually react.

Wolf Brother: Cathrain  always had a bond with wolves even before he was turned but it was only after his change that he began to truly understand them. He has spent several lifetimes surrounded by wolf packs and has learned to speak with them in their own tongue. Throughout the years he has fought beside many wolf companions and is able to integrate with packs without having to rely purely on his influential abilities. In the past he has had several close relationships with werewolves due in part, to his affinity and understanding of wolves.

Body and Blade as One: Though Cathrain has tried almost any practical weapon available, none have managed to match the beauty and perfection he finds in the art of the sword. He has devoted himself to sword fighting above all other weapons in order to achieve the highest possible level of skill. In battle Cathrain seemingly dances around his enemies, barely appearing to move or extend effort as his enemies fall dead to the ground in his wake. His fighting style is of his own creation and utilizes perfect balance paired with precise control over the momentum of the blade to perform attacks that has in the past left people in a state of shock for a few seconds before registering what they witnessed. The style he has created was once jokingly described as 'sword juggling' but was more commonly referred to as the sword wind.

Supernatural body: Though his more magical abilities have mostly derserted him, Cathrain still has the body of an ancient vampire with those inherent benefits:
- supernatural strength
supernatural speed
- Fast regeneration
- One with the dark - Cathrain can move silently and blend into darkness easily providing he move carefully and does not directly draw attention to himself or cross inf ront of sources of light.

Weaknesses

Vampire: Catharin still suffers somewhat from the banes that slay lesser vampires:
- Being in directly sunlight is incredibly uncomfortable and his skin burns much faster than a regular humans if uncovered.
- Cathrain loses much of his speed and dexterity whilst crossing fast flowing water or riding ships over the same and despite his strength cannot swim agaisnt the flow.
- Healing effects of mediciens or potions are largely redundant on his body and healing magics will harm him.
- Holy weapons, magics or creatures will inflict wounds that take at least twice as long to heal.

Pride goeth before destruction: Not too long ago he found himself perilously close to the final death and lost everything he had built but the armour and sword that he was able to drag from the burning remains of his castle. The sight of all his accomplishments turning to ash in front of his eyes broke something in him and he has lost nearly any trace of arrogance or self respect which in part is the cause of his ragged appearance. Cathrain now suffers from self doubt and is held back by a general wariness of his surroundings making it very hard for him to trust others or accept aid without being subject to a price. Furthermore he has become more reclusive and lost much of his charisma.

Seen too much :Having lived so long means that he has experienced many wild and bizarre events that have left him jaded and he has also grown accustomed to witnessing acts of atrocity or kindness to a point where it barely registers with him on any emotional level. As he is rarely surprised or invested in events around him in his life (or lack there of) this has made him somewhat distant and apathetic to the people around him. He sometimes feels an acute sense of loneliness and wanderlust to seek out the fate of old friends and even old enemies which can easily distract him from his goals.

P e r s o n a l i t y
Cathrain has been worn down by centuries of existence and above all else epitomizes stoicism as he continues to survive in an ever shrinking and dangerous world for his kind. He is very patient and tolerant by nature. His emotional connection and empathy towards those he does not know personally is virtually non existent yet the occasional glimmer of heroism or anger has survived the years and he will on occasion help out others in need or in rarer cases lash out violently. He is wary of humans, especially those that are affiliated with the church and dislikes their agents in particular. He likes to think he is weary of fighting and warring but deep down knows he never feels more alive than when in battle. He does not judge people quickly and is slow to trust but is completely loyal to those that he does. He is a straight talker and does not bandy words without a good cause leading him to seem unapproachable despite his often polite demeanor.



H i s t o r y

Where it all began
Cathrain was born into a small pagan tribe on the island that would one day be named Britannia by its eventual invaders and conquerors. His early life was fairly standard as he helped tend the small herds of livestock, collecting firewood and general chores shared by the tribes children. He also trained to hunt and fight with a sword by his father. When he came of age he began to participate in the tribal skirmishes that often took place in the summer months. The years passed by and he married and children that in turn had children of their own, when he was 30 he had become the chief of the tribe by passing a trial of strength and endurance before being elected and anointed by the village elders and the druids. In his thirty fith year, rumours of a strange creature began to circulate through the nearby tribes. Tales told of a strange man clad in rags, moving by night and attacking anyone that strayed too far from the light of their fires. At first the stories were dismissed by many but eventually all within the tribes had become unsettled and many claimed to have spotted the creature. A moot was called among the local tribes and it was agreed that each would send two warriors to track and slay the creature.

Cathrain himself volunteered to lead the hunt and none of the other tribal chiefs protested, he was a capable warrior and should he fail the others would have one less skilled fighter to face during the war season. They spent five days walking at a hard pace, making sure to be well hidden before the sun had fully set. As the moon rose high and full on the evening of the sixth day they spotted the creature before lighting torches and charging it as a group. Cathrain was shocked to discover that the creature was in fact a feral man with long claw like nails and eyes that reflected eerily like mirrors in the light of the flames. the fighting was swift and brutal with three of the party killed and two wounded before Cathrain's cut to the creatures hamstring provided another warrior to deal the creature a killing blow. The swords and armour of the fallen were gathered (good iron and strong leather were two valuable to be burnt with the bodies). A hasty pyre was constructed whilst the feral mans body was left in a shallow grave unmarked grave.

Ten years later the creature reappeared and had become bolder, attacking entire families as they slept and draining them of blood. Though no longer young, Cathrain was determined to see the creature killed again and, first the group located the feral mans grave but instead found a small burial site. As they began digging they discovered the bodies of several families that had gone missing, each family in a different state of decay and in shallow graves as if left there to mock the hunters efforts. the next night the creature attacked without warning and only three warriors survived the battle with Cathrain himself piercing the monsters heart with his blade before cutting open his stomach. The body was this time buried deep and had a granite slab placed above the grave with chiseled runes provided by the druids to seal away the creatures evil spirit.

Nearly a decade passed and Cathrain had passed on his duties as chief to his son. his wife had died two years previously in a particularly harsh winter and he found himself often traversing the woods where he spent a great deal of time watching a small pack of wolves. At first they were very wary of hi presence but eventually grew to accept him so long as he did not draw to close. Occasionally one or two inquisitive pups would venture his way and Cathrain would play with them carefully so as not too seem a threat. He left the woods as the sun began to set and as he did most nights, looked in the direction where the monster was buried. As he approached the village the sound of wailing and shouts of outrage could be heard from the direction of his home. He arrived to find his sons family ripped apart and left in the street amongst the corpses of many villagers, the few survivors were worn and bloody, many of which in the throes of shock, rage or grief.

Cathrain  retrieved his old sword from his sons dead hands before donning his armour and gathering several short throwing spears as well as his bow and a small quiver of precious arrows. He saddled a horse and rode hard into the night. In two days time he found the granite slabbed flipped onto its side and a small hole leading from the grave. He fell to his knees in a moment of despair, tears freely falling down his face and wondered what he had done to displease the gods that they would send such a allow creature to exist and torment him. As the sun began to set he became aware of a soft chuckling noise from the trees nearby, followed by the sound of tree bark being scratched by a blade or perhaps by claws. Cathrain considered letting the creature simply kill him but the thought brought forth a great rage upon him as he stood and faced the spreading darkness in the trees. As his shadow lengthened and dissapeared he drew his sword and screamed a rage filled war cry as the last rays of light were swallowed by the night.

Thinking back on that night, Cathrain remembers very little of the fight itself other than flashes of pain and the feel of his sword striking flesh, at some point the sword had fallen and he had been left to fight with a short throwing spear. His final recollection of that night was of a wheezing laugh and a sharp pain in his neck before feeling warmth spread down his shoulder as his body began to tremble and shake. the laughter became more clear and more cruel. He couldn't remember picking up the splintered shaft of the spear but with a final surge of strength he drove the wood into the creatures chest. The laughter stopped and he felt a moment of peace fall over him as the creature screamed, the scream gave him new strength and Cathrain found purchase on his sword and hacked the creatures head off in three rough and wild swings and was rewarded with a spray of warm blood across his face and tired arms. Finally he collapsed. When he next awoke he it was to a world of burning. The sun had begun to rise and single ray of beautiful light scorched his flesh an ugly red colour. in fear he ran to the grave and dove into the recently disturbed earth frantically clawing at the walls with a newfound strength he could not understand until there was only the cool darkness of the earth and blessed sleep. He didn't know how he knew the sun had gone down but he awoke and knew it was safe to leave the grave. He clawed his way out of the earth and beheld a world that was so familiar yet so different. He felt a deep, disturbing hunger and unknowingly took his first monumental steps as a vampire that would lead him to a world more vast than he could ever have imagined.

[Rest of the history is a WIP]
The Fall

A little over 300 years ago Cathrain found himself in a position of power and influence. After years of scheming and fighting he had cultivated his own vampire clan and as it grew in strength so did he grow prideful and arrogant, considering himself to be a true immortal he made enemies in all races believing in the superior strength of his clan and was often fighting. His hubris and arrogance made him dismissive of the steadily rising strength of his enemies until it was too late.]

T r i v i a & F u n S t u f f

♦ Cathrain currently travels with a large docile black wolf that he has raised from a pup.

♦ He likes to collect coins from years where particularly interesting things happened as keepsakes and to help him more accurately recall the vast passages of time.

♦ Surprisingly a good dancer (when not wearign armour or his sword caladbolg) and on rare occasion even sings (though he isnt very good at the latter)

♦ Cathrain used metal from a hundreds of small fallen stars that he had found/bought to forge his sword Caladbolg which with its strange black colouring earned Cathrain the nickname "Black fang" around 5 centuries ago.
Dice Roller
GM, 145 posts
Sun 2 Oct 2022
at 13:01
  • msg #85

characters

Name: Jack Strange
Apparent Age:Impossible to guess
Actual Age: Unknown
Gender: Male (Most of the time)
Height: Currently 7'0 (1'0 without a body)
Race:Fae (Dullahan)
Hair: Usually none but occasionally sets his head on fire for fun or to light the way in dark places.

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Description

In this realm, all that is truly Jack is the glowing, suprisingly expressive and idestructible pumpkin head. The body he is attached to is largely irrelevant to Jack so long as it is dead. Currently he wears a  human body thats a little skinny since the flesh dried up (a result of the fae fire bonding magics). He tends to wear leather and chain mail when able and often weilds either a large greataxe or dual weild a short sword and hand axe. Ocaasionally he fights with an umbrella but if he is honest with himself it is wildly ineffective for monster hunting, though self-admittedly hilarious.

Personality:
Jack is a fairly cynical yet freindly individual with a devil may care outlook and an optimisitc disposition that is hard to miss (or ignore). Though not particularly selfish or mean spirited he does not render his assistance or aid without payment of some form though admittedly the price can be trivial. He is reluctant to let go of his past in the Fey realms and so continues to live by the odd and sometimes baffling 'rules' of the fey realms though this could easily be mistaken for whimsical refusal to accept the reality as it exists around him. This loose set of mannerisms and rules can vary wildly and change though several core rules always remain, most notably his requirement of a cost for aid or assistance and his inability to knowingly speak a lie. He takes no particular pleasure in others misery and much prefers to be surrounded by frivolity and mirth yet does not have an abundance of empathy and is often unswayed by sad events or misfortune that befalls others around him.

Likes:
- Auberee
- People that tell the truth
- Tricking people
- Music and dancing
- Jokes
- Bets or wagers
- Experiencing new things
- Clever cheaters
- Alcohol

Dislikes:
- Children that like to kick pumpkin heads
- Alexander the Bold and the Cahir family
- Serious people
- Liars
- Poor cheaters
- Boredom
- Misplacing his body

Strengths:
- Functionally immortal: the essence of Jack bound to the pumpkin head is functionally immortal and neither ages nor sustains damage of any kind from blade, claw or magic. unfortauntely the body he is attached to shares none of his indestructibility and is as susceptable to harm as anyone else and can be destroyed. the body tends not to age as the faerie fire that binds Jack to the body swiftly dries and preserves it. Jacks pumpkin body does not require air or sustenance of any kind to survive though it will likely make him pretty grouchy.

- Speech of beast and leaf: Jack can communicate with most animals and mosnters as well as most types of plants (except wilow trees which he refuses to talk to on principal). He has no powers to command or influence them in any way but occasionally they will help with some promise of a reward.

- Faithful steed: Jack can summon the spirit of his faithful mount Ceile to possess the body of any mounted creature he is riding. the creatures eyes glow a deep crimson and  misty darkness flows from their body. The most dramatic change occurs when Ceile posesses a horse as this is her natural form, in these isntances their coat becomes jet black with flaming hoofs that leave scorched prints in the ground as she runs. When Ceile inhabits a mount their speed increases greatly and they have limitless stamina though if pushed for too long the creature will die after the posession ends and Ceile's spirit returns to the fae realm. the mount can be killed as normal and Ceile's poseesion will end. Jack cannot be unwillingly dismounted from Ceile.

- The eternal hunt: Jack can magically mark any single creature that locks eyes with him. So long as the creature is marked it cannot fully hide from Jack and even other great distances Jack will feel its general direction. the sense grows stronger as Jack draws closer. Once Jack has used this ability he cannot use it again until his current prey has been killed or he abandons the hunt. If Jack abandons the hunt he can never hunt or kill his prey again.

- Inner flame: Jacks faerie fire cannot be doused or dispelled. Jacks limited control of the faerie fire allows him to brighten it or dim it as well as set his own head, body or weapons alight. The body, clothing and equipment Jack uses will not burn or be damaged by the flames but anything else touching it will react as they would with any common fire. Once the fire has left his head it acts mostly the same as normal fire and can be doused with water or blown out by strong winds.

Weaknesses:
- Losing his head: If the body Jack wears is destroyed then the bodn breaks and his mobility is reduced to a very slow and arduous rolling speed until he can find a new body to wear and bond to. It has happened on quests where he regrettably fell into a mine shaft or was knocked down a mountain and it took him months to either find a body or convice and creature to carry him so he could return tot eh hunters Inn. It is also possible and unfortuantely common for him to lose his head whilst very drunk at the Inn and has been found in several strange places but regularly in one of Colin's cooking pots.

- My head is literally a lantern!: Jack finds it very diffcult to be stealthy or blend in with the shadows as his head is almost contantly glowing with magical fire. Though this can be dimmed or brightened he cannot remove the glow altogether which makes him unsuitable for sneaking or playing hide and seek in a dark room.

-Ask no questions hear no lies: Jack is incapable of knowingly telling a lie, he can play with and twist the truth andmay simply choose not to answer at all however.


Skills:
Excellent: Dancing, riding
Good: Mounted combat, dual weapon fighting, singing

Might or magic?
Might: Jack cannot cast spells or use magic of any kind outside of his innate abilities and favours a great axe when mounted or dual weilding a short sword and hand axe when on foot.

History:
Jack cannot remember his original appearance, race, home or even his name. His earliest memory is seeing a great host of ethereal riders in the night that he found himself compelled to follow. His journey was blur of locations, sounds and smells and he eventually awoke in the fey realms. After wandering the fey realms he found himself unwittingly becoming a favoured servant of a powerful fey of the unseelie court. Eventually he was even chosen to be one of her many'spouses'and had his soul bound to her through magical means unknown. He suspects it may have been the food he ate, or the wine he drank. Perhaps it was the dancing or just maybe the promise of eternal servitude just to sit at her feet. Jack remains unsure to this day.

Over time his mortal form withered and was reshaped by his master/wife according to her whims as they travelled between the realms. On occasion they would argue and fight as all partners do and Jack would be cast into one of the myriad mortal realms soulbound to a pumpkin lantern that would attach itself to a headless corpse until he could find his way back to the fey realms. This cycle had repeated no less than four times in the past but each time he always found his way home and was forgiven or more accurately remembered. This last time was little different however the location that the headless body he was drawn to take over was in a much grimmer locale than before. To the locals he provided the name Jack, it was easy to remember with a face like his after all and he preferred not to provide his fey name where possible as he knew from experience that names held power over the owners in the fey realms.

Upon arriving in the world he was uncremoniously collected by a group of rabid children from the body he was bonding too and used as an object of fun, the game being to kick his head as hard as possible and make Jack use even more profane language at increasing volume. Fortunately he was delivered from the fate of being a bodilles magical pumpkin head by an elderly elf named Auberee, who admonished the children in such a manner as to make the most miserly grandmother impressed. Aubree returned Jack to the body so he could complete his assimilation into the mortal world. Jack lodged with Aubree and consider himself indebted to her and so she alone he would assist without cost, for as far as Jack was concerned hio debt to her could not be repaid.

Jack Had lodged with Aubree when ever he passed through the village and found a sense of comaraderie wither her despite the odd disagreement on points of philosophy and morality. The only other signifigant connection had made was to one Alexander Cahir. An unpleasantly handsome human with breeding so pure his blood should have been blue. Alex had appeared amicable if a little arrogant on their first meeting and in truth the little lordling looked so pathetic soaked in mud and shivering from the winter rain that Jack could not help but laugh at his pitiful countenance whilst barking orders at Jack for assistance with no ability to enforce them. Alex had become lost whilst hunting alone to impress some relative or another and Jack helped him return home for a single gold coin and his ruined surcoat. Several weeks later Alex returend and struck a bargain with Jack, if Jack helped him with three goals he would use his families influence to request his uncle, a powerful and accomplished magician, assist Jack with returning home to the fey realms. Several years passed and Alex the youth became Alex the over enthusiastic and eventually Alexander the bold.

Near 3 decades passed before Jack had completed his side of the bargain but Alex had grown ever more prideful and arrogant and had Jack cast out from his lands rather than paying the price agreed. Jack cursed the Cahir family in every tongue he could utter yet lacked the strength to enact his vengeance personally. Jack began journeying as he plotted his revenge but was in no rush as he he quite literally had all the time in this world. Jack eventually foundhimself in Colby and tried his hand at the monster hunting which he found to be  great lark and filled with suprise and drama to pass his time whilst he searched for clues that would lead him home. Jack enjoys the variety of people and stories that pass through the Inn and is returining once more after a 6 years hiatus after drunkenly falling overboard into the sea after a successful hunt.
This message was last edited by the GM at 14:54, Sun 02 Oct 2022.
Rainier
NPC, 21 posts
Sun 2 Oct 2022
at 17:07
  • msg #86

characters

Name:Godai Haru
Age: 28
Gender: Male
Height: 5'8
Race: Human
Description:



Personality:
Godai tends to be serious and focused whilst training or on missions but otherwise is fairly mischievous and carefree and also has a fondness for drinking or dancing. Often both.

Likes:
- Alcohol
- Sparring
- Singing
- Dancing
- Training
- Spicy food

Dislikes:
- Bullys
- Deserts
- Desserts
- Weak alcohol

Strengths
- Master swordsman: Haru has mastered his familys sword style.
- High alcohol tolerance: Haru can inbibe a lot of alcohol and still function normally.
- Unwavering focus
- Wellspring of Ki: Haru has a large source of internal ki which he can use and refill through meditation and breathign techniques.

Weakness
- One trick sword master: Having dedicated himself to mastering a single sword style he has neglected training in other weapon styles and they feel clumsy and inefficient in his hands.

- Not from around here: As a newcomer to this land and area Haru is largely ignorant of the local fauna and flora or topography and is likely to get lost if travelling alone or asked to lead the way.

Skills/abilities/magic

5 elements sword style: Haru can utilise ki to gain elemental affinities to his strikes and changes the techniques he uses. [to be detailed for approval if concept accepted]

Ki enhanced body: Haru can reinforce his abilities with Ki to enhance general abilities or provide short bursts of superhuman speed or strength to allow him to perform specialised techniques or gain an advantage over his oppponents.

Weapons:

Daisho of 5 pillars: magical matching set of katana and wakizashi that do not dull or break and is highly conductive of Ki. Family heirloom passed down through generations of monster slayers in his homeland.

Might or magic:

Hybrid of might and magic, his techniques use a combination of martial skill and Ki infused attacks.

Backstory:
Haru is descended from an old family of monster slayers that eventually shrank and fell into obscurity as their people learned to work with and form pacts with mosnters and spirits of the land, largely erasing the need from monster slayers as their remote island nation became exceedingly diverse and sybiotic with monsters.

Haru is the last of his family alive and was banished from his homeland for killing a malevolent fox spirt that had been tormenting a small vilage. The spirit in question was the child of a powerful spirit that had close ties with the imperial family and so it was exile or death. His father and sister had dided in the battle with the fox spirit and so haru chose exile and so otetnailly rebuild his faily's style where it can do some good.

Haru travelled far across deserts and seas before heading to the city of Colby to put his skills to use and eventually teach his skills to someone deserving.
This message was last edited by the player at 17:30, Tue 04 Oct 2022.
Dice Roller
GM, 149 posts
Sun 13 Nov 2022
at 01:29
  • msg #87

characters

~ Ulsa Pol ~

Shape of a rabbits head worn on the top of the head like a hat or helm. It half covers Des' eyes and nose.
Aspect of Death:Erosion

Personality: Ulsa is nihilistic yet optimisitic, finding comfort that all things end and will eventually wear away in time. Ulsa embraces this aspect of death and gladly  uses his abilities to speed up the process. He finds beauty in stripping, carving or eroding  things down to dust and dislikes things to be pristine or unblemished. Ulsa prefers the quiet and solitude of the open desert to the comapany of other hollows but accepts that he must work together if Hueco Mundo is to be restored and the immaculate soul society is to be reduced to dust and scattered by his wind. Ulsa also understands that if nothing new is built in his world then eventually everything will crumbled to sand and one ogf his few hobbies lost.

In battle Ulsa is careful and calculating, preferring a certain death by one thousand cuts from afar then taking risks for an instant kill up close. When enemies are much weaker than him he tends to stretch out the fight somewhat adn has recently disabled shinigami to question them on their kido techniques then experiment on them. If an opponent appears to be inherently stronger he is happy to distract and flee deep into the dunes

[spoiler=fight] Detail a small section of after your character awakened as an arrancar and had to fight Shinigamis chasing the group. Doesn't have to be a whole fight. Just a high intensity part. Using Resurreccion, starting the fight, being emo afterwards atop a corpse. Bravely running away with injury. [/spoiler]


Zanpakuto Description:
Tormenta Palido - In its sealed form it appears as an average katana with no particularly distinguishing marks other than appearing well worn with a multitude of tiny scrathes on the saya. The blade is likewise slightly worn in appearance.

Favored Hollow Technique:
- Pesquisa
- Bala
- Cero
- High speed regeneration


[B]Custom Hollow Techniques:


Almo de Vento (Soul of the Wind): Ulsa's reiatsu has an intrinsic elemental affinity to the wind and cutting and is one of the abnormalities that manifested as a gillian that allowed him to feed swfitly subdue and feed on enough other menos to evolve into an adjucha. Ulsa can use his unique reiatsu qualities to use variations of hollow techniques or develop original techniques of his own.

Desierto Natación (Desert Swimming): As an adjudcha Ulsa's body was better adapted to propel him through the sands of hueco mundo at an astonishing  speed rather than relying on sonido to move around. Though slower in his sealed state, Ulsa has retained this abiltity. This allows him quick and consistent travel beneath the dunes where sonido would be ineffective and allows him to cover dozens of miles in moments at top speed. Travelling at top speed in his sealed state causes damage due to the abrasion of the sand on his skin but this is mostly mitigated by his high speed regeneration.

Perforación (Drilling): A bala technique that uses compressed wind reiatsu to rotate the bala at high speeds before firing. The bala fired with Perforacion are smaller than usual and appear as knitting needle sized bolts of red wind that have less explosive power and detonation size in exchange for much greater penetrative power and speed. Ulsa has been working on a cero variation but this is not yet stable enough to be relied upon without risk of injuring himself or nearby allies.

Brisa (Breeze): Ulsa projects a pesquisa via a far reaching gentle breeze rather than a strong pulse. Brisa moves slower than the conventional pesquisa but is much more subtle and harder to detect and given time can cover a much greater area. Brisa trades a more precise reading of reiatsu level for coverage size and the consistent effect until recalled.

~Scour, Tormenta Palido ~


Resurreccíon Powers:

High level reiatsu manipulation allowing for hollow techniques with greater range, complexity and power.

High speed regeneration is greatly increased

Desierto Natación (Desert Swimming) increases in speed and he does not take damage from traversing the sand at top speed.


Resurreccíon Techniques:

Amenaza de Tormenta (Gathering Storm): Ulsa draws in massive quantities of reishi particles and shapes them with his reiatsu to form a storm of wind and reishi particles akin to a high velocity sandstorm localised on himself. This not only forms a moderate sized barrier from attacks but can also be used to obscure the opponents vision of Ulsa and his attacks before they are released. The high concetration of reishi and reiatsu localized on him allows Ulsa to release more powerful attacks with less delay time. The storm can be freely manipulated at a short distance to strike at enemies directly.

Espiral Baja (Low Spiral): Ulsa directs his reiatsu as small currents through the ground before combining them and creating a momentary vacuum to pull enemies down into a shredding vortex of air and debris. ulsa canc reate three at any one time in rapid succession but sustained uses will draw a lot of reiatsu away from him.

Perforación Lluvia (Drilling Rain): Ulsa' launches a large cero like sphere of reiatsu near or around his enemies and detonates it, releasing a series of Perforación balas in all directions.

~Stats~
Fighting Style - Ulsa uses wind based techniques to fight at range using modified balas, ranging from cutting blades to miniature tonadoes and storms. Desgaste has also been trying to develop kido like techniques by utilising and experimenting with reiatsu manipulation. He beleives with practice he might be able to create barriers using his wind reiatsu to help hide their presence or as a form of defence.

CQC: 1
Regeneración:  3
Hollow Techniques: 10
Resurreccíon: 10
Sonido: 1
Total: 25
This message was last edited by the GM at 17:48, Sun 13 Nov 2022.
Dice Roller
GM, 154 posts
Fri 23 Dec 2022
at 02:49
  • msg #88

characters

Basic
Name: Jonathan Marchetti
Nicknames: Scorch
Age: 33
DOB: 1989
Gender: Male
Sexuality: Heterosexual
Mark of Power: Reliquary
Face claim: Joseph Gordon Levitt

Visage
Weight: 70Kg
Height: 5ft 9
Hair: Black
Body Mods: Brand of a styalized M on his right shoulder
Build: Athletic
Attire: Formal, professional

Persona
Virtues: Temperance, Diligence and Patience
Vices: Pride, Wrath

Personality
Jonathan is focused and dedicated and lives only for the mission. He often tries to project a sense of calm and control but there are several incidents on record that have referred to him as 'overzealous' in his pursuit of the mission. Despite his attempts to appear aloof he is also well know to have no small amount of pride that often comes from the legacy of old Demon hunting families. The recent decline of his family is a sore point for him and he will often bridle when the topic is brought up, even by his own family.

Jonathan was born and bred for demon hunting and so has little knowledge of anything outside of that world and so tends to find difficulty in even basic small talk with the general public and often feels entirely detached from anyone not connected to demon hunting.

Jonathan get along well with his younger sister but his relationship with his elder siblings is civil at best and has declined siginifigantly in the two years since they lost their father.

Biography

The Marchetti family have been demon hunters for centuries and for the majority of their time served as weapon crafters and armourers for demon hunters and specifically the other Scarlet clans thanks to their famial mark that allowed them to 'bless' weapons to make them more potent against demons and consequently against other mark users. The items 'blessed' by the Marchetti family were effective but heavily monitored due to there ability to resist or in very rare cases cancel demonic or mark abilities. The family took pains to ensure that the primary of the ability of thier mark remained throughout their offspring, often resorting to having arranged marriages with non demon hunters to ensure it was passed on through each generation.

Jonathans mark displayed a potent mix of both parents marks from a young age and was trained and educated to be a demon hunter from a young age and had little contact with the outside world before the age of 13. 8 years ago his family took part in the battle of St Ava and resulted in the death of his father. His is elder sister alos recieved severe injuries during the tracking and eradication of linked cults shortly after the battle. Jonathon has developed a particular hatred of the cults and takes a morbid pleasure in their eradication. this behaviour has recently earned him the nickname Scorch as others have likened his methods to scorched earth tactics.

Quick Evaluation
How long have you been a hunter?
"Seventeen years three months and four days. Two years in a support team and the rest in the field"

What does your mark do?
"My mark [Reliquary] combines my fathers ability [Armoury] to magically store and summon items from the mark and my familys hereditary ability [Consecration] to temporarily infuse items I summon with anti-demonic properties. The longer the items are stored the more effective the use of consecration is. I can choose to make the blessing very potent for a short period of time or a weaker blessing for longer periods of time."

"I may only use my abilitiy to imbue blessings for non-personal use when abiding by the terms set down in the Paris covenant of 1782 as agreed by the attending clans inlcuding but not limited to the Marchetti. To date I have imbued four items under the covenant and all have been handed over to the local huntmaster for safekeeping and distribution when they judge it neccesary."

Do you enjoy being a hunter?
"I do not understand the question. It is a sacred duty that I and all in my family are charged with. I do not believe enjoyment is relelvant to my ability to to perform my tasks."

Do you miss your old life?
"I was bred, born and trained to hunt demons, there has never been any other life to miss".
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