characters.   Posted by Dice Roller.Group: 0
Dice Roller
 GM, 50 posts
Fri 22 Jun 2018
at 23:15
Name: Eli Thorne
Class: Dread Necromancer
Prestige Class: None Planned
Alignment: NE
Brief Background: Eli was apprenticed to a necromancer at an early age, he doesn't remember the circumstances under which this happened as the necromancer was certainly not a relative. His earliest memories are of him playing hide and seek with skeletons and playing horsey with zombies. he never saw the undead as evil or cruel but as playthings. Even as he grew older he delighted in breaking his 'toys' removing legs and arms and watching them wriggle on the ground before ordering one of the others to dispose of them. When he was old enough to read and write he began his lessons with his master. At first it was simple tasks, cutting off appendages of living people and recording their rate of decay. Eventually he began to learn the basic necromantic spell craft. Years passed in the ruined castle he was raised in and he grew up with a disregard for the boundaries between life and death for he had never been taught that it was of any importance. His master imparted one very important lesson to Eli. All can be made to serve, the living and the dead.

He grew older and more powerful. He began venturing out into the woodlands and exploring more of the local area. One day he ventured into the local village and found himself enjoying all the new sights and sounds. Most of the people that lived there were hard working and simple yet Eli could not understand where all the undead were. Upon returning he asked his master and Eli was shocked to learn they buried their dead in the earth. Wasting them. Eli continued to explore the village and people began to question the young mans presence, he carried gold always came from the dark woods. many thought him to be an adventurer, other were suspicious of this inquisitive and odd man.

After several more years Eli realized he had grown more powerful than his master and decided that it was illogical that he should obey someone weaker than himself. His master disagreed with this philosophy and spent the next few days as Eli's first individual project. The results were a success and Eli began pouring over the tomes his master had hidden from him. Over the next 10 years he slowly integrated into the village and began working as an undertaker after marrying the daughter of the grave keeper who was regrettably buried alive mere months after he saw his daughter wed. Coincidentally it was long enough for Eli to learn the key points of the profession so he naturally stepped into that role. With a good supply of new corpses and access to an abundance of old ones he began to slowly build up his work force. his new wife took some convincing but eventually she saw the benefit of a work force that did not need to eat or sleep, one that would follow orders and protect them from the dangers of the world more diligently than any town guard could. The villagers were persuaded to agree one by one. On one occasions bandits attacked and Eli unleashed his small army upon them, watching with interest as they fought and died, only to be raised by Eli immediately after they fell. The village accepted the undead either by persuasion or by simple fear. Soon the quality of life improved for all as the farms were tended day and night and the forest was cleared of dangerous beasts, each one that fell being added to the work force.

Little by little the village grew into a fort of wood and stone with a booming lumber industry. Many of the traders found it odd that so many of the townsfolk and guards wore robes and masks but were happy to accept the explanations and excuses given, that they had committed crimes which they paid for with labour, the masks and heavy coverings acting as a symbol of humility and conformity. Eventually the wealth of the village had expanded enough that it began to rival other small towns in the lumber trade. many of the other towns began suddenly moving into the newly formed fiefdom of Elion, often during the night in a mass exodus. A local lord dispatched adventurers to investigate. Unfortunately one of them escaped alive and told his tale of an evil necromancer that had bewitched the people and committed fell rituals. the lord raised an army and hired adventurers to storm the fort. Eli had never faced such strength before and his undead horde were greatly unprepared for the battle that was brought to them, even the undead beasts of the forest proving to be a mere hindrance as they were annihilated by spell and steel.

Eli watched with rapturous delight, he had thought his limit reached, that his power could grow no greater. the battle proved him wrong, he would only grow stronger though not with the shackles of the life he had built in the small woodland town. He looked at all his creations and felt disgusted that he was so complacent. Why had he stopped with a small town? Why not country of his own? Why not the world? his ambition restored he set out to flee, gathering his books and his most powerful undead he fled the fort. his wife was distraught, and began incessantly wailing and complaining about her friends and their children. None of his children had shown an ounce of magical potential or the genius he himself possessed. unfortunately they were doomed to only have their mothers attractiveness and so were worthless to Eli. He had left them in the now burning fort and not looked back. his wife resisted and had to be restrained. After a week or so Eli grew tired of anger and sadness and broke her neck before immediately raising her body from death. He was much happier with her after she had become more complacent and useful.

He set off into the forest a small band of undead at his heels, blissfully unaware of the bounty now on his head or of his pursuers. Overall he mused that the whole affair had been an interesting experiment,but now he was ready to try it again but on a much larger scale. he looked at the corpse of his wife dragging a small sled with a chest of gold upon it and sighed contently. He felt alive once more.
Dice Roller
 GM, 51 posts
Mon 25 Jun 2018
at 16:58
NAME: Ashley Connors (fake name)    NATURE:Fanatic               Vassal
Susan Clarke (Real name)            DEMEANOR:Chameleon           Domitor: Jack Caligari
                         CONCEPT:Personal Attendant   HAVEN:

Strength        2      Charisma      2              Perception     3
Dexterity       2      Manipulation  2              Intelligence   2
Stamina         2      Appearance    3              Wits           4


Alertness       3        Animal Ken    x              Academics      x
Athletics       3        Crafts        X              Computer       1
Awareness       2        Drive         3              Finance        x
Brawl           2        Etiquette     X              Investigation  1
Empathy         x        Firearms      5              Law            x
Expression      1        Larceny       x              Medicine       1
Intimidation    x        Melee         4              Occult         x
Leadership      x        Performance   2              Politics       x
Streetwise      2        Stealth       X              Science        x
Subterfuge      2        Survival      1              Technology     1

Fields of Expertise:

Discipline: Obfuscate     1        Alternative identity       3
                                   Resources                  3

           Willpower                           Road of ________
(*)(*)(*)( )( )( )( )( )( )( )         ( )( )( )( )( )( )( )( )( )( )
[*][*][*][ ][ ][ ][ ][ ][ ][ ]                Aura: ________ (-0)

           Blood Pool                             Virtues
[*][ ][ ][ ][ ][ ][ ][ ][ ][ ]        Conscience   1
[*][ ][ ][ ][ ][ ][ ][ ][ ][ ]        Self-Control 5
           x bp/turn                  Courage      3

             Merits                                Flaws
             Harmless                              Phobia (Heights)
             Deceptive Aura                        Incomplete Understanding
       HEALTH                     Experience                 Derangements
Bruised       (  ) [ ]         {              }            {Visual hallucinations}
Hurt          (-1) [ ]         {              }            {              }
Injured       (-1) [ ]         {              }            {              }
Wounded       (-2) [ ]         {              }            {              }
Mauled        (-2) [ ]         {              }            {              }
Crippled      (-5) [ ]         {              }            {              }
Incapacitated (  ) [ ]         {              }            {              }


This message was last edited by the GM at 17:02, Mon 25 June 2018.

Dice Roller
 GM, 52 posts
Mon 25 Jun 2018
at 20:55
Access to The RIFTS

Name: Boomchucker (Boomer to his friends)

Race: Goblin

Class:Alchemist (Fire Bomber) Rogue (Underground Chemist)


Concept: An Urban, Lawful Evil Alchemist.

Sample Writing:

Boomer was content, and unlike most of his kind he actually understood what the word meant. He twitched excitedly as he brewed his latest concoctions in the small wooden shack situated in the dark recesses of a filth covered alley. The shaky structure of mismatched wood was held together by bucketfuls of rusty nails and grim determination, yet for Boomer it was a place of work, rest and maniacal laughter. He watched the brewing potions with a fanatical fervor, counting each drop carefully and showing amazing self control for a goblin. A loud series of knocks shook the shack a little and Boomer released a torrent of goblin curses as he quickly sealed the various glass instruments that he used to brew his liquid fire. He snatched an already completed bomb and slammed the door open raising the bomb high and shouting up at the incredibly rude person. The fact that the intruder was easily double his size didn't seem to perturb him in the slightest. he switched to the common tongue.

"What you want longshanks? Got nothing better to do than spoil Boomer's hard work? Speak up quick or i'l feed my special friend to you!"

The plain looking human hastily passed over a letter sealed with cheap wax bearing a rather misshapen insignia that could have been either a cat or some kind bird. Boomer lowered the bomb and clipped it back in place at his belt. With a sharp nail he broke the wax seal and quickly read the letter. When he had a finished an unsettling grin spread across his face, revealing his razor sharp fangs menacingly. "Well you get to leave un-burned this time dogwife. Be more careful next time or i might be adding you to my meat stores."

He dismissed the human and went back into his shack, pausing in the door to give the frame a little push and watch how much it shook. Apparently happy with the level free moving motion he entered and rubbed his hands gleefully. The job he had just be given would need a lot of explosions, and who was better than Boomchucker for that?.

Thanks for taking the time to read my RTJ. If there are any issues or questions you would to ask then feel free to PM for discussion :D.
Dice Roller
 GM, 53 posts
Sat 8 Sep 2018
at 22:48
Character Sheet

Name:Jonathan Burke

What you go by: Tally

Age: 26

Profession: Patient in a secure hospital for criminally insane

Personality: Fairly intelligent, cunning and brutal. unlike most survivors Jon actually seems to prefer the world as it is now and it makes more sense to him than before the pandemic. Jon has always had urges to commit violent acts and was able to suppress and control them until he was 11. Jon has become numb to most feelings except anger, lust and pride and spends most of his time appearing very calm and relaxed. he isn't particularly  mean or horrible to other people it just that he dosnt care enough to make an effort to be especially nice and as a result dosnt have too many friends. what he lacks in people skills makes up for in efficiency and combat ability. Jon will complete most choirs or task to the letter which can be good or bad depending on the situation. Survivors tend to tolerate him for his abilities and for his cold and logical approach to problems, even if they do not like what he has to say.

Physical Appearance: Jon is about 6"0 tall has an athletic muscle build with his arms beign slightly more muscular in proportion to the rest of his body due to wielding heavy objects. his hair is cut short (though not bald) and is dark blonde in colour. His eyes are blue. wears a black hoodie over a black vest.on his forearms he has some makeshift leather bracers and a sturdy pear of finger-less leather gloves. he also wears biker trousers with reinforced knees and shins. He usually wears a small respirator that covers his mouth and nose. all over his clothes a small badly sown crosses that seem to be a numerical tally. his weapons have a different tally mark using simple straight lines but there are less of them.

Background: grew up with his parents pressuring him to do well and become successful in his studies like his older brother who was considered a prodigy in academic study and on the piano. Jon was fairly intelligent but did not have his brothers gifts and his parents heavily resented and punished him for his failures. his entire life was planned for him with every spare hour used up with private tutors for sports,academics,art and music. In all areas he failed to match his brothers example. When Jon was 11 he was having his usual violin lesson when he getting constantly berated by the teacher for not being able to play the piece as well as his brother and something in him snapped. Jon calmly laid down the violin and walked into the kitchen where he proceed to grab a knife and much to the furious teachers surprise, walked over and stabbed her once in the stomach and again in the neck when she fell. jon similarly attacked his parents and brother when they arrived home. His brother and father died but his mother survived. jon called the police and an ambulance and confessed his crime before returning to the music room where upon he picked up the violin and managed to play the song he was struggling with perfectly.

After heavy psychological testing it was determined that residence at a secure hospital would be more suitable than prison whilst his mother appealed the decision and asked that he be sentenced to the longest sentence available. The appeal was rejected. Time became meaningless in the hospital and the drugs and therapy appeared to calm and rehabilitate Jon for a time, until he was attacked by a fellow patient and gouged out his eyes with his thumbs. Several years later the pandemic hit and the hospital fell into chaos with many workers simply leaving or just not turning up until eventually the only one left were the patients. without the calming drugs many of the patients began forming groups and killing each other before a small group found a way out and they slowly learned about the terrible state the world had devolved into. For a while the patients worked together to survive the nights but at soon as they were taken into a settlement their more wilder and selfish personality traits appeared. Jon and another patient call lexy were the only remaining patients that had a semblance of self control and traveled through the day and hid or ran at night scavenging whatever they could find and making weapons of anything handy. one night the pair were trapped in small room at the end of a narrow corridor with the vampire like creatures slowly breaking through the door. the fought side by side until the sun rose whereby they both collapsed exhausted. Lexy didn't wake up again. Jon made a habit of marking every vampire kill with a stitched cross on his clothing and a simple notch on his homemade axe for every human he had killed. In killing at least he had proven he was more adept than his brother.

concept for the axe is basically like the one in the picture below but with a longer handle and a double bladed head.
Dice Roller
 GM, 54 posts
Sun 9 Sep 2018
at 22:39
Name: Samuel Burke
Affiliation: None
Physical description:

Height 6'0, athletic and fairly fit but is a bit thinner in the face and has dark rings beneath bright blue eyes. his hair is brown and messy underneath his black hoodie and beneath the  half face respirator there is some rough stubble. Underneath he black hoodie he wears a brown shirt that have had the sleeves removed at the shoulders and a necklace made from a shoelace threaded through a small silver colored padlock. His body is very clean (considering the circumstances) but his clothing has many streaks of dirt and oil that exudes an earthy smell comparable to the smell of dried peat and it is unclear if this is intentional or accidental. he often wears a half face respirator around his neck whilst resting or in camp but once he leaves he wears it with his hood over his head. his trousers are scuffed black motorbike trousers with Kevlar reinforcement pads on the knees, shins and and reinforced strips down the outside of his legs. on his feet he wears an odd pair of steel toe cap boots, the left boot is  brown and the right boot is black. Sam has a few large belts wrapped around his torso over the hoodie and waist which are covered tight knots made from shoelaces or electrical cables.

Personality:Samuel  has an animalistic quality about him as though he is always on his guard and ready to fight or flee at any moment. His eyes are piercing and some people find him a little disturbing despite his politeness and confidant stature that never reaches his eyes. Sam is driven by self preservation but understands that the best way to survive is in effective close knit groups where the survivors can cover each others weaknesses. Sam can sometimes snap at people or sound very bitter but generally is polite and treats everyone with respect. anyone who has seen him fight will realize that he is very capable of being brutal and merciless to walkers and humans alike. His fighting skills are a little rough but calculating and he will often attack weak points to reduce mobility, patiently waiting to finish off the opponent rather than attempting to kill them in a single strike. On occasion Sam has had to resort to using fire arms or close range weapons but prefers the reach of his home made spear. Sam is always eager to attack walkers if they are in small groups or alone but tries to judge the risks before attacking. Something in Samuel seems to have broken and been put back together with many sharp edges and little of the man he once was. Sam always picks up random scraps and quickly studies them before either attaching it to his belt or throwing it away. He has a habit of making something he calls mulch, made from plants and grasses etc all crushed together. It smells like a compost bin and doesn't taste much better yet he has a strange attachment to the food for some reason.

Basic history:Grew up in the England and was raised by a wealthy family and groomed to become a solicitor like his parents. He was always very charismatic and persuasive even as a child and his talent grew during his teenage years. At the age of 22 he qualified as a solicitor and was offered a place at a large commercial firm in London. After three years and a string of successful cases and many good contacts he was placed in an exchange program with an American firm that hoped to perform a merger with his fathers. Sam had been working in America for around 8 months, hopping from office to office when the world was turned upside down and survived by being smart, determined and very lucky. He was in court when the panic and attacks began. Several civilians on the steps of the court began attacking each other and security stepped in. Soon after the shooting began. Sam survived more from luck as he was nearly discovered by the walkers whilst hiding  in an interview room until a security guard began firing and the walkers were drawn to him instead. Sam spent several hours cowering in the room scared out of his wits as his mind tried to make sense of what he had seen and heard. After a few days he was forced to leave by hunger and thirst and observed that the walkers were attracted to loud sound, he removed his shoes and jacket to allow him to move more quietly and began collecting phones that had been dropped or left behind, he set an alarm for the following morning about an hour after he figured the sun should start appearing in the sky and stealthily placed them in a room a good distance from one of the rear entrances.

When the alarms on the phones went of the stillness of the building was destroyed as the sounds of tens of bodies pressing together and stirring into a frenzy around the source of the noise. Sam quickly exited through the door and carefully picked his way through the streets picking up odd items that might be of use to him such as shoe laces, his boots were found on two separate locations. There were still many gunshots around the city with people taking to roofs in the hope that a helicopter would rescue them and though there were many helicopters at first Sam didn't see any stop and help anyone. As time passed the city became quieter. Sam spent the next month and a half slowly traversing the city scavenging what ever he could find though most of the shops and stores had already been looted but was able to find some some discarded items at an old gardening supplies store before something fell in the warehouse and he had to make a run for it. It was from this store he made his spear. He spent days running and hiding and occasional met small groups of people with whom he traded food and supplies by bartering. He spent a week with 2 brothers who spent a lot of time hunting until he overheard them talking about how to kill him so the food would last longer. Sam waited until they were travelling through the city waiting to be betrayed when a mad animalistic state of mind took over and he lashed out at the brothers stabbing one in the side with his spear and felling the other with a blow to the ankle from the hatchet. Their screams drew many walkers and Sam waited until they had left before destroying the heads and taking the hunting knife and what very few supplies remained after the walkers frenzy.

After the incident with the brothers Sam avoided most humans and began hunting solitary walkers very occasionally groups of two or three of them (after a very close fight he became more cautious). Sam occasionally had to talk his way out of some situations in which he usually convinced a small group of survivors that he would put up too much of a fight for the little supplies he had. He began trying to study the infected and managed to cripple one woman that had attacked him. Watching the walkers attack her was unpleasant for him, watching the infection spread and rupture her body more so. After that experiment he had found the respirator at an old DIY store and taken to wearing it religiously as well as covering as much skin as possible when outside. he spent most his time sleeping out of sight in old dumpsters or in the sewers. If he couldn't find anywhere to sleep that he couldn't escape from he relied on terrible smell and sight to hide him. it seemed to work for him so far but perhaps he had just been lucky.

This message was last edited by the GM at 16:08, Mon 10 Sept 2018.

Dice Roller
 GM, 55 posts
Fri 14 Sep 2018
at 18:34
The Basics
Nickname:The Wise, Master of Demons, Lord of the Jinn, Creator of the Keys, Keeper of the Seal.
<b><smallcaps>apparent Age:Mid 50's

Real Age:2,988

The Appearance
Weight:83 Kg
Height:188 cm
Physical Description: Jed is dressed in his version of smart casual, that is to say some form of suit missing a tie and with several buttons undone at the neck or sometimes wears the shirt un-tucked entirely. He appears to be an aging man with slightly above average height yet carries himself tall and with a youthful energy about himself. He often wears a warm and mischievous smile that makes him look like he is in on some hidden joke. He is often accompanied by an assistant to carry his things and carry out other general tasks such as time keeping. He seems to have about 15 or so assistants in total though he is rarely seen with more than two at any time. Hi hair is a little unkempt as is his short beard and both are heavily flecked with grey. His eyes are grey and piercing, as seemingly able to strip everything down to its most fundamental level. He rarely looks surprised or panicked.

Distinguishing Features:
Rarely without one of his assistants each of whom are all incredibly beautiful and draw the eye much more than the unassuming Jed. Yet there is something slightly off putting about their beauty, as though they are too perfect and the way most of them look at Jed when his back is turned would lead most to believe they truly hate him. People may find it odd that they would still work for him with such obvious hatred and contempt in their eyes. to those that can sense or see the supernatural they are terrifying creatures coming in sorts of hideous forms and each immensely powerful in their own rights.

As well as the assistants , he appears to wear a golden signet ring with an odd design that seems to be made of mind defying geometry whereby the angles from words in a strange language. Looking at the ring for more than a second or two is headache inducing and most normal people seem to forget about the strange shapes the moment they look away. for those that can see or feel magic the ring is like looking into a tiny star and it radiates magic that rapidly dissipates. The Assistants true forms appear to have their forms bound tightly by chains by the same power that radiates from the ring.

The Human
Mundane Skills:
(When it comes to describing your character's personality be as detailed as you can be. Include things like how they act, how they feel, how they view the rest of the world. Do they act differently to their friends than they do with strangers? Things like that. Also in this section include any basic skills that a regular human might have.)

The Not So Human
Species Description:
Powers and Abilities:
(Alright so here is where I would like you to give a description of what your character's species is. Even if its something more normal and well known like a vampire, everyone here has their own unique twist on things so I would like to see what your's is. The powers and abilities are those that they have that don't come from just being human. If you are plaining a regular old human, just leave this section out)

The Story
Character Background:
(I think this one is pretty self explanatory)

(These next 2 sections are optional, but I think that sometimes they can be nice to have and can be added as time goes on in the story. Past connections are those that you made before coming to Sanctuary, they can be with other characters in the game or not. The Current Connections are those that you currently have in the game, be it friends, enemies, relationships, etc.)
Past Connections:
Current Connections:
Dice Roller
 GM, 56 posts
Sun 23 Sep 2018
at 18:31
35, 31, 34,37,27, 29, 32,32, 25

--*Only War Text Character Sheet*-------------------------------------------------
--*General information*-----------------------------------------------------------
Character Name: Jared Gant                              Player Name:
Home World:Porphyry                          Squad Logistics Rating: ?
Regiment:The Porphyrian 1st "Star Coyotes" Heavy Mechanized Recon
Specialty: Heavy Gunner

Character Description:

Height: 0.00 m                               Eyes:
Weight: 000 kg                               Hair:
Age:    00 yrs                               Skin:

Bionic Replacements:
- Best Quality MIU
Weapon Skill  Ballistic Skill
+----------+   +----------+
|    25    |   |    42    |      x = attained - o = not attained
+----------+   +----------+
   oooooo         oooooo

Strength   Toughness   Agility   Intelligence  Perception  Will Power  Fellowship
+--------+ +--------+ +--------+  +--------+   +--------+  +--------+  +--------+
|   27   | |   31   | |   40   |  |   38   |   |   32   |  |   29   |  |   31   |
+--------+ +--------+ +--------+  +--------+   +--------+  +--------+  +--------+
  oooooo     oooooo     oooooo      oooooo       oooooo      oooooo      oooooo

+-*Point Buy Allocation*---------------------------------------------------------+
WS:  00 BS: 00 S:   00
T:   00 Ag: 00 Int: 00
Per: 00 WP: 00 Fel: 00


Total:   06         Fate total:   1
Current: 06         Fate current: 1
Fatigue: 0/0
Critical Damage:
Critical Damage Effects:
Insanity: 0
Degree of Madness: Stable
Trauma Modifier:
Corruption: 0
Malignancy Test Modifier:

Movement=   Half: 0m  Full: 00m  Charge: 00m  Run: 00m  Leap: 00m  Jump: 00cm
Lifting=    Carry: 00kg      Lift: 00kg      Push: 00kg

Current Weight Carried: 000kg

Name               Char  Basic  Train  +10    +20    +30     Total
Acrobatics         (Agi)  o      o      o      o      o       00
Athletics          (Str)  o      o      o      o      o       00
Awareness          (Per)  o      o      o      o      o       00
Charm              (Fel)  o      o      o      o      o       00
Command            (Fel)  o      o      o      o      o       00
Commerce           (Int)  o      o      o      o      o       00
Common Lore        (Int)
- Imperial guard          +      +      o      o      o       00
- War                     +      +      o      o      o       00
- Admech                  +      +      o      o      o       00
- Tech                    +      +      o      o      o       00
Deceive            (Fel)  o      o      o      o      o       00
Dodge              (Agi)  o      o      o      o      o       00
Forbidden Lore     (Int)
-                         o      o      o      o      o       00
-                         o      o      o      o      o       00
Inquiry            (Fel)  o      o      o      o      o       00
Intimidate         (Str)  +      +      o      o      o       00
Linguistics        (Int)
-Low Gothic               +      +      o      o      o       00
-Techna-lingua            +      +      o      o      o       00
-                         o      o      o      o      o       00
Logic              (Int)  +      +      o      o      o       00
Medicae            (Int)  o      o      o      o      o       00
Navigate           (Int)
-Surface                  o      o      o      o      o       00
-Stellar                  o      o      o      o      o       00
-Warp                     o      o      o      o      o       00
Operate            (Agi)
-Aeronautica              o      o      o      o      o       00
-Surface                  +      +      o      o      o       00
-Voidship                 o      o      o      o      o       00
Parry              (WS)   o      o      o      o      o       00
Psynescience       (Per)  o      o      o      o      o       00
Scholastic Lore    (Int)
-                         o      o      o      o      o       00
-                         o      o      o      o      o       00
Scrutiny           (Per)  o      o      o      o      o       00
Security           (Int)  o      o      o      o      o       00
Sleight of Hand    (Agi)  o      o      o      o      o       00
Stealth            (Agi)  o      o      o      o      o       00
Survival           (Per)  +      +      o      o      o       00
Tech-Use           (Int)  +      +      +      o      o       00
Trade              (Int)
-                         o      o      o      o      o       00
-                         o      o      o      o      o       00
-                         o      o      o      o      o       00

x = attained - o = not attained

--*Talents & Traits*--------------------------------------------------------------
Weapon Training
o Bolt    o Launcher   o Shock
o Chain   o Melta      o Solid Projectile
o Flame   o Plasma
+ Heavy   o Power
+ Las     + Low-Tech

Traits                 Description

Starting Talents       Description

Bought Talents       XP Cost   Description

  Melee Weapons                             Ranged Weapons
+--------------------------------------+  +--------------------------------------+
Name: Name:
Class: Melee    Damage: Class: Basic   Damage:
Type:   Pen: 0 Type:   Pen:   Reload:
  ROF: -/-/-     Clip: 00
Special rules: Range: 00m
  PB: 0m/S: 00m/M: 000m /L: 000m /E:000m
+--------------------------------------+  |Special rules:                        |
+--------------------------------------+  |                                      |
Class: Melee    Damage:+--------------------------------------+
Type:    Pen: 0 Name:
  Class: Pistol  Damage:
Special rules: Type:   Pen:   Reload:
  ROF: -/-/-     Clip: 00
+--------------------------------------+  |Range: 00m                            |
+--------------------------------------+  |PB: 0m/S: 00m/M: 000m /L: 000m /E: 000|
Name: Special rules:
Class: Melee    Damage:  
Type:    Pen: 0+--------------------------------------+ 
Special rules: Name:
  Class:         Damage:
+--------------------------------------+  |Type:   Pen:   Reload:                |
                                          |ROF: -/-/-     Clip:                  |
                                          |Range:                                |
                                          |PB:    /S:    /M:    /L:    /E:       |
                                          |Special rules:                        |
Name                            Weight

Name                            Weight  Description

                                         Hit Location & Armours

                                            |     Head     |
                                            |    (1-10)    |
                                            |     ()       |
                                            |Type: Common  |
                           +--------------+ |              | +--------------+
                           |  Right Arm   | +--------------+ |   Left Arm   |
                           |   (11-20)    |                  |    (21-30)   |
                           |      (0)     |                  |       (0)    |
                           |Type: Common  |                  |Type: Common  |
                           |              | +--------------+ |              |
                           +--------------+ |     Body     | +--------------+
                                            |    (31-70)   |
                                            |       (0)    |
                                            |Type: Common  |
                                            |              |
                                 +--------------+      +--------------+
                                 |   Right Leg  |      |   Left Leg   |
                                 |    (71-85)   |      |   (86-100)   |
                                 |       (0)    |      |      (0)     |
                                 |Type: Common  |      |Type: Common  |
                                 |              |      |              |
                                 |              |      |              |
                                 +--------------+      +--------------+

                                                         Total Armor Weight

Aptitudes        x=known Aptitude    o=unknown Aptitude
x General
o Offence        o Weapon Skill
o Finesse        o Ballistic Skill
o Defence        o Strength
o Psyker         o Toughness
o Tech           o Agility
o Knowledge      o Intelligence
o Leadership     o Perception
o Fieldcraft     o Willpower
o Social         o Fellowship

               +---------------------+       +---------------------+
               |     XP to spend     |       |       XP spent      |
               |                     |       |                     |
               |                     |       |                     |
               +---------------------+       +---------------------+

--*XP Advancements*---------------------------------------------------------------
Name:                     XP Cost:Name:                      XP Cost:

+-*Squad Mate*-------------------------------------------------------------------+
Special Abilities:

This message was last edited by the GM at 19:30, Sun 23 Sept 2018.

Dice Roller
 GM, 57 posts
Sun 7 Oct 2018
at 15:43
Visored RTJ -

Name:Paria  (Formerly Amatsuki Otori)

Paria appears to be a young man in his late teens and has remained perpetually youthful since the hollowfication process took place over 1,000 years previously. Whether due to the odd circumstances of his transformation or some side effect of devouring hollows, his skin has become a pale ashen gray colour and his once jet black hair has likewise faded into a mixture of dark and pale blue hues. hi eyes seemed to have also drained of colour except for the black pupils at the center that carry tremendous age. On his head he wears a large rabbit shaped mask of white black and blue and from a distance he could easily be mistaken as an arrancar though his preference of clothing appears to be a direct mimicry of the style that shinigami captains wear, though the color scheme and patterns are entirely different. On his hip he wears a black and blue zanpakuto which may further convince the casual onlooker in hueco mundo that he is one of the arrancar. He rarely draws or even touches his sword, preferring to wield a small blue and white tessen to bludgeon, pierce or cut his opponents to pieces.

He stands at roughly 5'9" and has a very slender, almost fragile looking figure. The sword at his hip is mostly covered by his haori but upon close inspection it is bound with a multitude of small chains with tiny seals etched into each link. Curiously the chains seem to prevent the blade from being drawn from the saya more than a few inches. Similarly his haori and rabbit mask are covered in similar markings that have been delicately carved or sewn into them.

Family: It is very possible that he had children somewhere in soul society at the time of his disappearance but he has no knowledge of what became of his kin after he was struck down in battle centuries ago.

Crushes:Prior to aiding Oryo in founding the gotei 13 and in the years before he was fell in battle he was openly infatuated with Fujigiku Oryo and was prolific in his attempts to woo her. Though a distant memory to him something yet lingers though he could not name the feeling anymore and he often unconsciously touches the faint scars that were usually the end result of his advances. [This is obviously pending to Oryo's agreement with the character back story etc]


Gekkō Megami (Moonlit goddess) is the collective title for both of his zanpakuto and is the name of her original form as well as the name required to activate his bankai release. It was considered to be the strongest wind type Zanpakuto in history once he mastered his bankai. Gekkō Megami is a dual weapon type zanpakuto though even amongst those it is fairly unique in that each zanpakuto has an independent aspect of the greater whole with separate personalities and can be released independently though both must be released in order to use bankai. Gekkō Megami's form is divided into two aspects: Mangetsu (full moon) and Shingetsu (new moon) and when divided appears as a pair of twins, Mangestu wears white and blue and Shingetsu wears black and blue.

In their unsealed state, Mangestu and Shingetsu appear as two distinct zanpakuto mirroring the colours worn by each aspects spirit.

Mangetsu release phrase: Exhale and rejoice, Mangetsu!
Shingetsu release phrase: Inhale and lament, Shingetsu!

Both Shingetsu and Mangetsu appear as a tessen fan in their released states in their respective aspect colours. Each of the tessen have 2 long cords ending in a tassel, one of which is blue and the other is either black or white respectively.
Each of the tessen work as conduits that allow Paria to infuse the wind with his reiatsu allowing for a wide variety of devastating techniques that can range from creating cutting blades of air to repelling gusts of wind or even storm like hurricanes. The effect of the techniques will vary depending on which tessen is in use.

Mangetsu is the aspect of positivity and overwhelming force and its techniques tend to be sharp like blades for physical destruction. Many of the attacks are based on using thousands of small blades of wind cut the target into minuscule pieces and often appear as small tornadoes or storms of wind made from Paria's reiatsu.

Weakness: Though the blades are incredibly powerful physical toughness or body hardening abilities such as hierro can reduce the damage providing the power they put into the technique is comparable to Paria's attacks. An appropriate reiatsu based attack such as kido or a cero can disrupt and weaken the attack or even cancel them out if they are sufficiently powerful.

Shingetsu is the aspect of negativity and dissipating force and its techniques are tend to create displacements in the air that absorb and obliterate reishi and reiatsu, unlike Mangetsu the reiatsu or reishi is not merely damaged but entirely obliterated within the displacement area. The displacement area at shikai level appear as individual large rents in the air that create a noise similar to sonido but sounding more like a momentary high pitched scream. Physical toughness and hardening abilities such as hierro have a greatly diminished effect against Shingetsu's abilities.

Weakness: The noise always occurs at the instant the displacement begins so it is possible to avoid the full damage of the strike if the opponent is quick enough thoguh some of their reiatsu will likely caught in the strike. Releasing a great deal of reiatsu can also gain the opponent precious moments to escape.

Like Oryo, Paria was born with immense spiritual power, though not quite as powerful as Oryo's it can nonetheless be deadly to those around him without at least a Captains level strength. Before being recruited bu Oryo he simply allowed it to run rampant but agreed to learn to control it as a requirement to serve beside her. He Tried using a similar technique as Oryo' but ultimately found the immense amount of feedback irritating and inconvenient and so chose instead to keep at least one of his Shikai released at all times so that it would constantly drain reiatsu from him, making it easier to control. Shingetsu absorbs much more reiatsu due to  her inherent ability when released but her negative emotions often begin to influence his own when released for too long.

It was perhaps due to her abilities that he managed to survive the hollowification process without fully becoming one, unfortunately the vast quantity and power for the newly released hollow energy only amplified Shingetsu's negativity and made her more hollow-like in appearance and in personality. Under Shingetsu's influence Paria can easily become prone too dark moods and fits of rage or sadness. When using hollowfication he can become nihilistic if subjected to Shingetsu's influence for too long and becomes a danger to himself and anything around him. His solution was to bind Shingetsu in its sealed form with sealing chains and further wearing a the rabbit mask and haori likewise covered in seals to restrict his monstrous power as well as prevent himself being corrupted too heavily by Shingetsu.

Mask:When activating his visored abilities the usual rabbit mask he wears turns molten and flows down to cover his face and part of his back resulting in four curved spines protruding from his back and a a mask with a rictus grin and sharp eye slots with two long blade like horns protruding from the forehead.


Immense Spiritual Power: Though several degrees less powerful than Oryo's it is unlikely that any but those who have comparable Reiryoku would be able to accurately distinguish the difference in their power level.

Zanjutsu Expert

Tessenjutsu Master: Since releasing his zanpakuto, Paria has dedicated himself to mastering the use of the war fan and has over the centuries perfected his own fighting style he calls  tessenjutsu that relies on versatile and unpredictable movements combined with hakuda to overwhelm his opponents.

Hakuda Master

Kido Expert

Shunpo Master

Great Physical Strength: Despite his slender frame he has a shocking amount of physical strength which is impressive even before activating his visored abilities.

Arrancar abilities: He has learned to use all the abilities granted by his hollow half to varying degrees and has combined his knowledge of shinigami techniques to create unique versions of the hollow abilities. the abilities can be used without hollowfication but are severely reduced in strength.

Brief History:

Otori was born during a time of great upheaval and uncertainty in soul society amidst power struggles and wars between factions and hollows it was pure chaos and one he thrived in. his early life was focused on survival and he had taken to the life of a shinigami easily enough. Stability was a dream and strength was the only reliable way to rule. Otori constantly sought out stronger opponents but the tougher the opponent the stronger he became as his began to gauge more of the full extent of his power and each fight became easier and left him unsatisfied, the warm blood on his face and blade became trivial to him and cleaning it off was just another basic chore such as eating and sleeping. One day he was approached by a beautiful young woman that radiated power like he had never felt before and demanded that she duel with him. The fight was long and hard fought and he had used every ability and technique he had and finally had found the limits of hi seemingly inexhaustible power but he had lost. It was the first pivotal moment of his existence, as he lay on the ground, body shattered and broken, clinging to life by a thread he watched as this mysterious women looked upon him with cold merciless eyes as she seemed to decide whether he was worth sparing. It was at that moment, beaten and dying that he fell totally and uncontrollably in love with her or at least that was what he always proclaimed, often loudly and in public.

Once he had recovered she told him her name. Fujigiku Oryo. It was for him, the most beautiful name he had ever heard. She told him how she was gathering the strongest fighters to form a system of control and enforcement that would bring peace and keep the balance safe. Otori cared little for the purpose but agreed simply because she believed he was strong enough to stand and fight beside her. he swore to follow her to hell if she asked it off him. It was a time of turmoil and unbound cruelty where order and peace was bought with an ocean of blood and the fear of their absolute strength. It was the best decades of his life. Nothing had made him happier than to fight day in and day out beside Oryo and he even found himself becoming friends with some of the others she had chosen to enforce her new order.

Decades then centuries past and soul society had been cleansed of corruption and chaos, and the hollow threat had been heavily pushed back. He wore a white haori with the number 11 on his back and reminisced how such a thing would have caused him to laugh and feel scorn at the idea of being reduced to a mere number. Times had changed however and the numbers on their haori meant everything in soul society. It was never entirely peaceful yet it was consistent. Then came the great war with the hollows. Days turned to months and then years of constant war, a meat grinder of souls. It was during this war that he lost everything that gave him purpose.

His division had been previously decimated by a surprise attack from a vasto lorde and their fraccion which took most of Otori's strength to defeat. During the battle he was struck down by an arrancar, her blade nearly carving him in half. When he awoke there was darkness and silence, no sound of battle and all around he felt the press of bodies as he climbed in the direction he believed must have been up. When he emerged he knew he was dying but he refused to give in. In his darkest moment he began consuming the hollows around him. He didn't know how long he ate, it could have been years but he was eventually strong enough to move. He began eat the hollows fresh and had no trouble attracting them as he regained his strength yet he was unaware of the terrible transformation that had already begun within him. Time passed with no measure and no meaning, there was only confusion and hunger and the last thing he remembered as a shinigami a feeling of great redundancy and a strange sensation like being smothered before everything went black

Once again he woke up to the darkness but there was a figure nearby, a hollow that looked so human.... he scrambled for his blade and was struck in the face by something and somehow he felt his face crack. He pulled back his hands from his face and within them held a red hollows mask yet he knew instinctively that it was his. The vasto lorde was an arrancar and heavily wounded though he had clearly bested Otori. Surprisingly the strange arrancar found him an interesting curiosity and taught him to understand if not control his new abilities. He introduced himself as Rey and bestowed a new name on Otori for his birth as a hollow, Paria, the outcast.

Paria set off to wander, desperately trying to remember the way home. By the time he remembered where home was he had remembered much of who he had been. his transofmration had changed him physically and his reflection showed a creature he would have gladly killed in the past. Despair swept over him briefly and he made his choice to find some kind of purpose. He never returned to soul society, how could he face his friends, how could he face Oryo now that he had become the enemy, a hollow. She would kill him and would likely be right to do so. He decided it was better they thought him dead. At least his friends and division would remember him as a warrior. Paria would spend the rest of his time wandering, killing and feeding on the hollows that crossed his path, seeking seclusion, peace and a purpose.

After many years he heard whispers of a gathering of vasto lorde s and arrancar as well as a vasto lord raising armies and preparing for war. Paria was unsure why he felt a desire to go and see this for himself but decided that he may find some semblance of purpose. He set off once more across the barren desert of hueco mundo, heralded by a great sandstorm that followed when he walked.

Well thats what i have for now, let me know any changes adjustments you think should be made etc.

This message was last edited by the GM at 23:53, Sun 14 Oct 2018.

Dice Roller
 GM, 58 posts
Sun 28 Oct 2018
at 14:46

Int:9          Hp:40         Vigor:5
Ref:3          Stun:80
Dex:4         Stamina:40
Body:8         Run:27
Spd:9          Leap:5
Emp:9          Enc:80
Cra:3          Rec:8
Will:9         Punch:1D6+2
Luck:10 (+1 Lucky Token)         Kick:1D6+6

Defining skill:
Magic training:6 [5]

Magical Perks:
 5 Novice Spells
 1 Hex
 1 Ritual


Human Perception:6 [5]
Spell Casting:6 [10]
Hex Weaving:4 [6]
Resist Magic:4 [6]
Education:6 [5]
Ritual Crafting:2 [2]
Social Etiquette:1
Seduction:6 [5]
Grooming & Style:1
Awareness:1 [1]
Deceipt:6 [6]
Endurance:3(+1 Homeland) [2]
Charisma: 3 [3]
Name(stat) ranks

Location.   SP.   Dmg
R. Arm
L. Arm
R. Leg
L. Leg




700 Crowns
Lucky Token, [+1 Luck]
Silver Ring
100 Crowns of components
Writing Kit
Belt Pouch
Gemstone Amulet [Focus 3]

- Mind Manipulation
- Earthen Spike
- Uriens Shelter
- Rhewi
- Tanio Ilchar

- Ritual of Life
- The Eternal Itch

This message was last edited by the GM at 18:45, Sun 28 Oct 2018.

Dice Roller
 GM, 59 posts
Tue 15 Jan 2019
at 00:20
Class: Wizard [Necromancy]
Race: High-elf
Alignment: CE

Name: Galinneiros Dayedarai (Commonly uses the name Gald)
Appearance:  He is fairly youthful and appears little older than a human in their early 20's with a slight frame and sharp shifting eyes. At a glance he seems relatively harmless if discounting any visible weapons. He rarely makes direct eye contact and seems to always stay slightly scrunched up, making himself look shorter than he really is.

Personality: Gald lets other see him as weak and will often pretend to give into pressure. his best quality isn't strength of arm but strength of mind and a cruelly cold patience. All insults and bullying can be easily paid for tenfold in time. He was born in a small village that fluxuated between being part of several warring nations as they fought their decades long war. The village stayed quiet and were smart enough to hide what little food they could in the nearby forest. one of the nations in the war was an alliance between several large groups of wood elves. they were hated and feared by the mostly human village folk and the fact that their family were high elves didn't seem to matter much. Gald's father was a strong and capable former adventurer who had settled down learned the blacksmiths trade. His skill with hammer and forge made him a necessity to the village and not many would challenge him to a brawl. His quiet and studious son was a much better target for their anger.

Gald had been weak and frail as a child but his mind sharpened on books and scrolls. He would often visit old Hendrik on the edge of the woods. It was well known he could cast magic though only little things like creating water and fire and other little tricks. He was a quiet, gentle man with  large collection of interesting books. Gald had been caught trying to steal one as a child and the old man gave him a belting for his trouble. Gald received another when his mother found out what he had done. Gald was sent to help the old man with chores as further punishment. Hendrik was reluctant and a little put off with the company. Until he discovered that Gald had a talent for magic. He taught him only simple tricks at first but over time would take him deep into the woods to show him more....frowned upon magics. he learned to bring creatures back from the brink of death and was taught other spells he was forbidden to use. the power was intoxicating and years went by in study and training.

it became well known he could use magic and some of the bolder villagers grew fearful once more. A small group caught him alone returning from the old mans hut and beat him. he used what spells he knew and crippled one of his attackers witch set the others to frenzy. during the scuffle a knife flashed and he felt searing agony in his torso followed by several more and finally one to the throat. He could remember drowning in his own blood, a horrid burbling noise issuing from his throat as he collapsed to the dirt.

When he awoke in a dank and mouldy stone room, the sound of dripping water echoed eerily. a scraping sound like two stones was proceeded by a cracking noise. the sounds repeated in a  rhythm and he realized something was moving. he sat up and noticed the several skeletons wandering the room. he drew himself up and suppressed a scream for help. they wandered aimlessly and were carrying pieces of furniture from the room and packing them into great wooden chests. He looked down at the stone slab he had laid on, surrounded by magical circles too complex for him to understand. finally he gazed into a corner and his dark vision made out the shape of Hendrik sat in a great stone chair. He was unnaturally still and his usual smile was a rictus grin. The man seemed to have aged a great deal since he saw him last and had little more flesh than the skeletons that wandered the room. Hendriks crypt now. Several decades must have passed for such a drastic effect.

A note was clasped tightly in his old teachers hands. he pried it open and the flesh was still soft, he had likely died mere hours before. It read:

My dear apprentice,

I am dead.

I was never able to learn the secrets to lichedom but a glimmer of hope remains. I have given you life again and in time i would ask you return my gift in kind. You will have to learn how but you have 200 years and i have confidence in your abilities. See your killers who brought you low wandering this room now. Know they suffered many years under my care and now shall serve you. from their very tanned flesh and blood i have wrought you your first book of spells. Fill its pages with the darkest of arts and find your destiny.
Remember that this world has already killed you once so return the favour in kind i say!

Bring me back to life and we shall be immortals.

Death is just the beginning.

Arkellion Hendrik, Lord of the Ebony Throne

Gald soon wandered the crypts with the skeletons in tow and his spellbook chained to his hip. he felt no disgust or revulsion as would be expected. In fact he found it rather comforting to keep it nearby. Something had changed in the young man, life was now a mere state of being. Clay to be moulded in his hands and shaped as he saw fit. He left the crypt with a smile that would herald years tortured cries and hundreds of deaths. All in the pursuit of knowledge and power. death was just his beginning.

Thats my RTJ, if you dont think the character is a good fit or you want something different let me know. i have a few concepts but didnt want to write so much for everyone so thought i would start by submitting my favorite. Do you have any bugbears about undead army building? (over a long time) i know some GM's dont like it and i can tweak the character to be a little bit necromantic if thats the case.

  Basic Information 

 Character Name  :                          Height :
 Character Race  :                          Weight :
 Background      :                          Age    :
 Alignment       :                          Eyes   :
 Deity           :                          Hair   :
 Total Level     :                          Size   :
 Current XP      :                          Speed  :

  Character Class Information 

 Level  1 Class :
 Level  2 Class :
 Level  3 Class :
 Level  4 Class :
 Level  5 Class :

 Background : (List bonuses)

  Ability Scores 

 Strength     : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc
 Dexterity    : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc
 Constitution : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc
 Intelligence : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc
 Wisdom       : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc
 Charisma     : 10 (+0)     10 point buy + 0 racial + 0 level + 0 misc

 Carry Capacity   : XXX lbs.    Str x 15
 Lift, Drag, Push : XXX lbs.    Str x 30


 Personality Traits :
 Ideals :
 Bonds  :
 Flaws  :

  Combat Statistics 

 Hit Points    : XX         Current HP : XX
 Proficiency   : +X         Temp HP    : 0
 Initiative    : +X         Total HD   : XdX

 Death Saves
 Successes : [-],[-],[-]
 Failures  : [-],[-],[-]

 Base Melee    : +0     0 Prof + 0 Str + 0 misc
 Base Ranged   : +0     0 Prof + 0 Dex + 0 misc
 Base Spell    : +0     0 Prof + 0 Cha + 0 misc

 Armor Class   : 10     XX armor + 0 shield + 0 Dex + 0 misc
 *Disadvantage on Stealth rolls


 Passive Perception     : 10    10 + 0 prof + 0 Wis + 0 misc
 Passive Investigation  : 10    10 + 0 prof + 0 Int + 0 misc
 Passive Insight        : 10    10 + 0 prof + 0 Wis + 0 misc

Other SENSES: Dark vision, keen senses

  Saving Throws 

 Strength     : +0    0 prof + 0 Str + 0 misc
 Dexterity    : +0    0 prof + 0 Dex + 0 misc
 Constitution : +0    0 prof + 0 Con + 0 misc
 Intelligence : +0    0 prof + 0 Int + 0 misc
 Wisdom       : +0    0 prof + 0 Wis + 0 misc
 Charisma     : +0    0 prof + 0 Cha + 0 misc

  Class Abilities and Features 

 Armor   :
 Weapons :
 Tools   :

 Saving Throws :
 Skill Prof.   :

  Skills and Languages 

 [C] Means a character gained Proficiency from Class
 [B] Background [R] Race [T] Trained

 [ ] Acrobatics         : +0    0 prof + 0 Dex + 0 misc
 [ ] Animal Handling    : +0    0 prof + 0 Wis + 0 misc
 [ ] Arcana             : +0    0 prof + 0 Int + 0 misc
 [ ] Athletics          : +0    0 prof + 0 Str + 0 misc
 [ ] Deception          : +0    0 prof + 0 Cha + 0 misc
 [ ] History            : +0    0 prof + 0 Int + 0 misc
 [ ] Insight            : +0    0 prof + 0 Wis + 0 misc
 [ ] Intimidation       : +0    0 prof + 0 Cha + 0 misc
 [ ] Investigation      : +0    0 prof + 0 Int + 0 misc
 [ ] Medicine           : +0    0 prof + 0 Wis + 0 misc
 [ ] Nature             : +0    0 prof + 0 Int + 0 misc
 [ ] Perception         : +0    0 prof + 0 Wis + 0 misc
 [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
 [ ] Persuasion         : +0    0 prof + 0 Cha + 0 misc
 [ ] Religion           : +0    0 prof + 0 Int + 0 misc
 [ ] Sleight of Hand ^  : +0    0 prof + 0 Dex + 0 misc
 [ ] Stealth            : +0    0 prof + 0 Dex + 0 misc (Disadv with armor)
 [ ] Survival           : +0    0 prof + 0 Wis + 0 misc

 Languages : Common,


Resilient [Con]

  Race & Class Features 

Keen senses - Prof on perception checks
Fey ancestry - Prof on saving throws against charms, immune to magically sleep.
Trance - enters a semiconcious meditative state rather than sleeping. Four hours has same effect as 8 hours for humans.
Elven weapon training - Prof with shorts word, longsword, shortbow and longbow.
Extra can't rip from wizard list.
One extra language

  Money and Equipment 

 Armor     :

 Weapon    :
 Weapon    :

 Other Equipment :

 Uncommon Magic Item:
 Uncommon Magic Item:
 Rare Magic Item:

 Money :


 12 Spell Slots     +8 Spell Attack Modifier     16 Spell Save DC

    Known: Toll the dead, Chill Touch, mage hand, firebolt.
 Level 1

 Level 2

 Level 3

* Means prepared

This message was last edited by the GM at 13:50, Wed 16 Jan 2019.

Dice Roller
 GM, 60 posts
Wed 16 Jan 2019
at 23:08
  Basic Information 

 Character Name  :Gald                      Height :
 Character Race  :High Elf                  Weight :
 Background      :Criminal                  Age    :
 Alignment       :CE                        Eyes   :
 Deity           :                          Hair   :
 Total Level     :8                         Size   :medium
 Current XP      :                          Speed  :30 ft

  Character Class Information 

 Level  1 Class :
 Level  2 Class :
 Level  3 Class :
 Level  4 Class :
 Level  5 Class :

 Background :
- Hired Killer
- Criminal contact

  Ability Scores 

 Strength     : 8  (-1)     08 + 0 racial + 0 level + 0 misc
 Dexterity    : 15 (+2)     13 + 2 racial + 0 level + 0 misc
 Constitution : 15 (+2)     14 + 0 racial + 0 level + 1 misc
 Intelligence : 20 (+5)     15 + 1 racial + 4 level + 0 misc
 Wisdom       : 12 (+1)     12 + 0 racial + 0 level + 0 misc
 Charisma     : 10 (+0)     10 + 0 racial + 0 level + 0 misc

 Carry Capacity   : 120 lbs.    Str x 15
 Lift, Drag, Push : 240 lbs.    Str x 30


 Personality Traits : I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
 Ideals : Death is the only true foe, and i mean to become its master.
 Bonds  : My master has many secrets i would learn, he must be brought back from the grave.
 Flaws  : I rarely stand up for myself or argue back with others.

  Combat Statistics 

 Hit Points    : 50         Current HP : 50
 Proficiency   : +3         Temp HP    : 0
 Initiative    : +2         Total HD   : 7d4

 Death Saves
 Successes : [-],[-],[-]
 Failures  : [-],[-],[-]

 Base Melee    : +2     3 Prof + -1 Str + 0 misc
 Base Ranged   : +5     3 Prof + 2 Dex + 0 misc
 Base Spell    : +3     3 Prof + 0 Cha + 0 misc

 Armor Class   : 12     XX armor + 0 shield + 2 Dex + 0 misc
 *Disadvantage on Stealth rolls


 Passive Perception     : 14    10 + 3 prof + 1 Wis + 0 misc
 Passive Investigation  : 15    10 + 0 prof + 5 Int + 0 misc
 Passive Insight        : 13    10 + 0 prof + 0 Wis + 0 misc

 Other Senses: Darkvision

  Saving Throws 

 Strength     : +2    3 prof +-1 Str + 0 misc
 Dexterity    : +5    3 prof + 2 Dex + 0 misc
 Constitution : +5    3 prof + 2 Con + 0 misc
 Intelligence : +8    3 prof + 8 Int + 0 misc
 Wisdom       : +4    3 prof + 1 Wis + 0 misc
 Charisma     : +3    3 prof + 0 Cha + 0 misc

  Class Abilities and Features 

 Armor   :None
 Weapons :Daggers, darts, light crossbow, slings, quarterstaff.
 Tools   :Thieves tools, Dice

 Saving Throws :Intelligience, Wisdom
 Skill Prof.   :Arcana, history

  Skills and Languages 

 [C] Means a character gained Proficiency from Class
 [B] Background [R] Race [T] Trained

 [ ] Acrobatics         : +2    0 prof + 2 Dex + 0 misc
 [ ] Animal Handling    : +1    0 prof + 1 Wis + 0 misc
 [C] Arcana             : +8    3 prof + 5 Int + 0 misc
 [ ] Athletics          : -1    0 prof +-1 Str + 0 misc
 [B] Deception          : +3    3 prof + 0 Cha + 0 misc
 [C] History            : +8    3 prof + 5 Int + 0 misc
 [ ] Insight            : +1    0 prof + 1 Wis + 0 misc
 [ ] Intimidation       : +0    0 prof + 0 Cha + 0 misc
 [ ] Investigation      : +5    0 prof + 5 Int + 0 misc
 [ ] Medicine           : +1    0 prof + 1 Wis + 0 misc
 [ ] Nature             : +5    0 prof + 5 Int + 0 misc
 [R] Perception         : +4    3 prof + 1 Wis + 0 misc
 [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
 [ ] Persuasion         : +0    0 prof + 0 Cha + 0 misc
 [ ] Religion           : +5    0 prof + 5 Int + 0 misc
 [ ] Sleight of Hand    : +2    0 prof + 2 Dex + 0 misc
 [B] Stealth            : +5    3 prof + 2 Dex + 0 misc (Disadv with armor)
 [ ] Survival           : +1    0 prof + 1 Wis + 0 misc

 Languages : Common, Elvin, Abyssal


- Resilience [CON]

  Race & Class Features 

Darkvision: can see in dim light up to 60ft as though it were bright light and in darkness as though dim light. In darkness colours cannot be made out in darkness.
Elf weapon training: Prof with short swords, long swords, shortbows, longbows.
Keen senses: prof with perception
Trance: Enter a semiconscious trance rather than sleeping. 4 hours grants same effects as 8 hour rest for humans.
Fey Ancestry: Advantage on saving throws to resist charm and immune to magically induced sleep.

High elf
Ability increase: +1 Int
Cantrip: Choose 1 extra cantrip form the wizard list
Extra language: you speak, read and write 1 extra language of your choice. [Abyssal].

  Money and Equipment 

 Armor     :

 Weapon    :
 Weapon    :

 Other Equipment :

 Uncommon Magic Item:
 Uncommon Magic Item:
 Rare Magic Item:

 Money :


 12 Spell Slots     +8 Spell Attack Modifier     16 Spell Save DC

Toll the dead
Mold Earth
Chill Touch
Ray of frost
Minor Illusion

 Level 1
Ray of sickness
Cause fear
Find familiar
Mage armour
Unseen servant
False life

 Level 2
Ray of enfeeblement
Hold person
Crown of madness

 Level 3
Life transference
Remove curse
Hypnotic pattern
Summon lesser demons
Animate dead [Arcane tradition]

Level 4
Mordenkainen's faithful hound
Summon greater demon
* Means prepared

Taught necromancy by an old man in his village and eventually killed by fellow villagers after animosity towards elfs caused them to lash out against him. seemingly resurrected by his mentor only to find the old man greatly ages and having died shortly before Gald awoke from death. Hi mentor revealed a title and asks that Gald learnt he necromancer arts to resurrect him and alludes that they can become immortal.

Gald set off and studied the dark arts of necromancy. Since his resurrection he has become crueler and takes no small pleasure in his powers. He spent years working for criminal guilds performing odd jobs and making the occasional person disappear. It was easy to dispose of a corpse when it walked away willingly.

Dice Roller
 GM, 61 posts
Sun 20 Jan 2019
at 16:51
140 gp

scroll of pass without trace

This message was last edited by the GM at 16:55, Sun 20 Jan 2019.

Dice Roller
 GM, 62 posts
Fri 15 Feb 2019
at 23:01
What is Rule #6?
Answer:6. One of the Most Important Rules ever - the Wheaton Rule. Simply put, Don't Be a Dick.

What is the password?
Answer:Saving people, hunting things, the family business.

The Basics


The Physical

Weight:152 lbs
Hair Color:Black
Eye Color:Gray
Distinguishing Feature: Habitually wears a set of rings on each finger and thumb. The rings are each made of a different material; gold, jade, silver, Ruby, bronze, sapphire, electrum, Ruby, iron, obsidian and opal. Each has carvings of aramaic words around the circumference though this can only be seen very close up. Anything that can sense magic would feel each rings presence keenly when nearby. Covering his chest and back are large convoluted magic circles written in a strange unrecognisable language seared into his flesh. The circles lightly radiate magic in tiny amounts but flare up when Jed uses his abilities. Angels or demons with sufficient knowledge would immediately recognize the language of heaven, the same displayed in Cains mark.

Physical Description: Roughly average in height and weight, Jed has tanned skin and dark hair

Under The Hood





Mundane Skills:



Society Info

Length Of Time In Chicago:



1. Rumor has it that a new family is moving in on Lassiter (shapeshifter) turf. What do you do? (Please highlight your answer in one of the various colors)
A. Avoid the situation altogether.
B. Attempt to help the invading family.
C. Attempt to help the Lassiter's defend their territory.
D. Let the families fight. Go in after and kill what's left.
E. Who the hell are the Lassiters?
F. (make your own answer)

2. You've just witnessed a man with a silver knife (a hunter, for all intents and purposes) attack one of the Duvals. What do you do?

3. What brought you to Chicago, and how have you fared since moving to the city?

4. What is your greatest fear?

The Juicy Bits


Writing Sample:

This message was last edited by the GM at 23:32, Sat 16 Feb 2019.

Dice Roller
 GM, 63 posts
Fri 22 Mar 2019
at 03:24
                              ++ VAMPIRE THE MASQUERADE ++

Name:Jack Calligari                            Concept: Mafia connected business owner.
Predator:Scene Queen
Chronicle: Elysium
Ambition:To become a baron                         Clan:Ventrue
Sire:Elizabeth Lake                            Desire:To liberate the strip                             Generation:12th


     Physical                     Social                       Mental

  Strength 0OOOO                Charisma 000O             Intelligence 00OOO
 Dexterity 00OOO            Manipulation 0000O0O                 Wits     000OO
  Stamina  00OOO               Composure 000OO                Resolve   00OO0

               Health                                   Willpower
             00000 OOOOO                               00000 OOOOO


Athletics............... OOOOO  Animal Ken ................ OOOOO  Academics...[Modern History] OOOOO
Brawl .................. 0OOOO  Etiquette  ................00OO0  Awareness ............... OOOOO
Craft [weapon smithing] OOOOO  Insight  .................. 000OO  Finance ................. 000O0
Drive .................. 0OOOO  Intimidation  .............00OOO  Investigation ........... OOOOO
Firearms ............... 0OOOO  Leadership  ............... 00OOO  Medicine ................ OOOOO
Melee .................. OOOOO  Performance  .[Dance] .. OOOOO  Occult .................. OOOOO
Larceny ................ OOOOO  Persuasion  ............... 000OO  Politics ................ 00OOO
Stealth ................ OOOOO  Streetwise [Black Market]
[Personal Rep]. 0000OO  Science ....[Demolitions] .... OOOOO
Survival ............... OOOOO  Subterfuge  ............... 000OO  Technology .............. 00OOO


[6 blank lines suppressed]

Dominate........................ 000OO   Fortitude....................... 0OOOO   Presence........................ OOOOO

Resonance ........................       Hunger OOOOO                     Humanity 00000 00OOO

    Chronicle Tenets              Touchstones & Convictions                       Clan Bane

.                                         Always keep your sworn word            Blood preference (Gamblers)
.                                         Never harm or kill children
.                                         Juliana Parisi - Great grand niece
.                                         Alex Bonsignore - Business partner

       Advantages & Flaws                                    Blood Potency OOOO OOOOO

Fame 0OOOO                                                     Blood Surge                  Mend Amount
Contact 0OOOO
Disliked 0OOOO
Status [Shunned by the Carmarilla] OOOOO                  Power Bonus                  Rouse Re-Roll
Resources................ OOOOO
Haven.[Luxury, Watchmen, Location, Security System] OOOOOOO
Influence.................. OOOOO                  Feeding Penalty              Bane Severity
 ........................ OOOOO
 ........................ OOOOO
 ........................ OOOOO
 ........................ OOOOO

   Notes                                          Total Experience .................15

                                                  Spent Experience .................15

                                                  True Age: 105
                                                  Apparent Age: 26
                                                  Date of Birth: 1914

                                                  Distinguishing Features


This message was last edited by the GM at 10:32, Tue 26 Mar 2019.

Dice Roller
 GM, 64 posts
Fri 19 Jul 2019
at 23:14
Character Name :  Antonio Sinti          Height     :  6"2
Character Race :  Tabaxi                 Background :  Urban Bounty Hunter
Alignment      :  CN                     Class      :  Rogue

Character description: Antonio stands at a respectable height of 6"2' and despite his plentiful and luscious fur is fairly lithe and wiry. His fur is a a dark bluish gray colour and he spends a great deal of time grooming himself in his spare time. He has a scar over his right eye but otherwise appears unmarked and unblemished. He wears a light leather armour tailored rather flamboyantly with matching boots and hat with a large red feather sticking out of it. Antonio wears a rapier at his hip when able and often looks for a good crowd to impress. Even when chasing criminals he has been known to drive them towards a good crowd so he can defeat them with an audience. He moves and acts with dramatic intent most of the time. He can be selfish and unpredictable at times but is fairly dependable when there is a shared goal. Though not strictly lawful or charitable he doesn't tend to act out of malice and obeys the law unless it puts him at a personal disadvantage when pursuing a goal. On occasion he has managed to barely persuade the guards that his actions were within the limit of the law.

Writing sample:"So you wish to know my tale traveller? Why wouldn't you! Doubtless you have heard of my many acts of bravery and daring skill but it was not always so. I was born a simple merchant's son, though the wares we sold were not always strictly regarded as wholesome.

I was taught to fight with a blade by my mother and  father. Sword dancing has been a time honoured tradition in the Sinti family and it is a useful skill to learn in our trade. Mostly we dance to celebrate but on occasion we dance to defend ourselves and our kit and kin." Antonio leans forward and begins to speak in a more hushed tone." Of course I was also taught a few tricks of the trade if you know what I mean. Townsfolk have a habit of confiscating our wares and livelihoods! We would have starved many winters ago if we had not learned to regain what was stolen from us."

He takes a swig from his goblet and his nails tap the pewter in excitement as his voice returned to its much more cheerful and loud tones.

"I danced the swords well and grew tired of the constant travelling, haggling and bickering of merchants. When at last we came to Dene. Ah Dene. So much opportunity  and excitement. So much money and fame to be gained. I found my particular skill set worked remarkably well for hunting other small time criminals. I remember the first time I stopped a thief escaping with a rather voluptuous woman's purse. The applause was magnificent and her own personal reward was just as enjoyable and only required a quick shimmy over the rooftops when her father had gone to sleep. I found my calling in this city friend."

He paused to gulp down the remainder of his goblet and licked a few errant drops of wine from his whiskers and small beard. A light purring issued from his chest before he settled down and returned to his story.

"I said my goodbyes to my family and began Hunter wanted men and women for profit. I also took a few other odd jobs along the way. Despite my success it seems I have reached a plateau. The crowds are not impressed by petty criminals anymore. There seems to be no risk and word of my talents proceed me. I have become a common spectacle and that will not do at all. I have a plan though, I will join the adventurers guild and earn more money and fame until my name is on everyone's lips and every lady's mind haha. In the coming years you will tell others how you once spoke to the great Antonio Sinti in a tavern and you will be the envy of the town. Mark my Words, greatness awaits me in this city!"

He hopped from the bar stool and stood at his full height. He placed a few silvers on the bar and winked at the traveller who had so patiently listened to his tale before swaggering out the door and into the hustle and bustle of the city.
Dice Roller
 GM, 65 posts
Fri 19 Jul 2019
at 23:15
Character name: Vimak Stormherald
Height: 8 feet
Alignment: LN
Race: Goliath
Class: Cleric (Tempest Domain)
Background: Inheritor (SCAG)

Vimak was born in the Mountains on the south eastern cape of Burna. He was born during one of the worst storms his tribe had experienced in several decades. The storm lasted for several weeks and was seen as a terrible omen. Druids and wizards were consulted but their attempts to calm and disperse the storm seemed to only increase its strength and destructive power. The tribe began an exodus to the lower peaks, seeking shelter but the storm followed. Many of the old and young had perished in the journey and the tribe became desperate. When despair threatened to consume them a tribeless Goliath cleric appeared in the dead of night. He claimed to be the mouthpiece of the storms master. He sought the child that had been born when the storms first peal of thunder shook the mountains. He stated that the child had been chosen and that only by giving up the child would the storm end, failure to do so would result in the tribes destruction. Vimak's father challenged the cleric to single combat. his honour would not allow his son to be given away without battle. Vimak later learned that his fathers body was shattered to pieces by a single blow that erupted with thunderous force. having proven his strength the babe was given to the Cleric and the dissipated into the rain. Several days later the storm faded.

Vimak's life was brutal and harsh. Every failure was punished severely so that he might serve his god. For years he only knew his god as the Great Storm and worshipped him as his mentor commanded.  When he reached adolescence he was taken to the highest peak and told to pray until the Great Storm spoke to him. Several days past and he grew weaker and weaker until he was certain he would die on that mountain peak. In anger he cursed his god and bellowed his rage into the winds, using the last of hi strength he pushed the stone altar from atop the peak with a triumphant roar. At that moment he didn't care that he would surely die, he simply revelled in the destruction of his cruel and fickle gods alter. As his breath grew shallow he stared at the sky and the storm that had begun to gather with contempt. Three bolts of lightening arced from the clouds and struck him filling his body with divine energy and scarring his body with lightening shaped tattoos. The tattoo - scars on the left side of his body were green whilst the scars on the right of his body were purple. The marks on the centre of his body were blue. his face was untouched but for his forehead that bore the three distinct lightning bolts that marked his gods symbol.

With the lightening strike he also heard the vice of his god for the first time. His name was Talos and Vimak had been chosen to be one of his heralds in Epela. Spreading the faith and fear for the storms. Vimaks lessons advanced quickly and he soon set off from the mountains to spread his faith. At first his preaching were ignored and rejected as monstrous or cruel. Vimak was not dissuaded but could find few others that shared his faith or would not turn him away. He was passing through Dene when he was caught up in a great crowd of cheering. Following its source he found a group of adventurers with etherium plates around their necks. Vimak asked around and discovered that the plates around their necks were a sign of strength and skill. He was happy to move on and ignore this until he heard that the wearer of such a plate would be invited by kings and queens and were regarded highly. He pondered how much influence he could gather if he was able to earn such a plate. Perhaps people would speak his name and attend his sermons and so spread the name of Talos far and wide to be feared and respected.
Dice Roller
 GM, 66 posts
Sun 18 Aug 2019
at 19:26
A B B R E V I A T E D   B I O G R A P H Y

Apparent Age: 24
Gender: Male
Height: 6'0"
Languages Spoken: Low Gothic, High Gothic
Hair: Light Blonde / Shaven

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
Castus has a somewhat athletic build and stands just shy of 6 feet tall. His facial features are handsome yet not quite beautiful and his face often wears a look of calculating suspicion. His lightly tanned skin is free of any blemish or scars and he carries himself with precision and grace as though someone were recording or painting his every move. His head is kept rigourously clean shaven as a sign of his devotion to the Emperor and a rejection of vanity. Castus shows no indication that he ever has or will be able to grow facial hair and his piercing green eyes are often filled with scorn and judge everything at a glance yet their is a small spark of something in them could be zealotry or perhaps simple ambition. His hands have some small callous on the palms that demonstrates that he has had some kind of weapons training.

P e r s o n a l i t y
Castus has a strong faith in the God Emperor yet it is certainly not as extreme to be considered fanaticism. Castus believes that the emperor only helps those who help themselves and that he only helps those that are worthy of his blessings. His childhood within the Zarkov family has taught him the importance of keeping an ear to the ground and knowing when to speak and when to stay silent and he has a taste for political intrigue and discovering compromising secrets.  Castus himself prefers to use words and knowledge to gain an advantage over his rivals as opposed to sheer force but he rarely backs down from a fight when it is unavoidable and he struggles to admit personal faults or mistakes. Castus is fairly ambitious and hopes to one day attain a high ranking position in the upper echelons of the ecclesiarchy.

H i s t o r y

Castus was born Castus Regis Zarkov XIII. He was one of over a hundred children within in his noble house and unbeknownst to him he was the product of several centuries of careful planning and breeding orchestrated by the Orders Famulous. He was trained from a young age to become the confessor he is today with the aim being for him to one day become a Grand Hierophant. it was hoped that his birth line and noble families influence would be used to further bolster the ecclisiarchy with support by the noble houses in the Calixis sector. his family hoped that his influence would also increase their own standing and coffers.

He had taken to his predestined path with a zeal and fervour worthy of any true servant of the God-Emperor. Unfortunately for his family and the Order Famulous he became too dedicated to the art of confession and held little interest for the political teachings they had tried to instil within him. Instead he took their lessons and utilised them for his own goal. To battle the ever growing tide of heresy in the Imperium of Man. he had chosen to use his skills to discover heresy and tear it out root and stem. Each shattered wretch he brought the emperors divine light to had a chance of salvation. or so he believes. As he grew older the pressures of his family and the Order Famulous increased as he began diverging from their meticulously planned path. It was from the Inquisition that he was offered a chance to escape a life of politics and blathering. they had offered him a  role as an acolyte, to serve and Inquisitor and so help cull the enemies of the God-Emperor. Castus accepted without hesitation but the hold of his benefactors and family could not be so easily severed and a compromise was reached. if he would renounce his family and cut ties with his former life then the Inquisition would record Castus Regis Zarkov XIII as having perished during a pilgrimage. The deal was made and now Castus eagerly awaits the Inquisitor that has chosen to add him to their retinue.
Dice Roller
 GM, 67 posts
Sun 18 Aug 2019
at 20:42
Character Name: Castus            SOUND CONSTITUTION:
Age:24                            Infamy Points:
Player Name:                      Corruption Points:
Archetype:                        Rank:
Home World: Ordo Famulous
Gender: M                         WOUNDS
Build: Lithe                      Total :10
Height: 6ft                       Current:10
Skin Colour:Lightly tanned        Fatigue:
Hair Colour: Shaven               Critical Damage:
Eye Colour: green
Weight:     68 KG
Handedness: Right

WS: [3]2
BS: [2]4
S:  [3]3
T:  [3]3
Ag: [3]0
WP: [3]7

Chem Geld - Immune to seduction, Resistant to Charm
Peer [Ecclisiarchy]- Gain +10 to tests to interact with organisation
Peer [Administratum]- Gain +10 to tests to interact with organisation
Melee Weapon Training [Primitive]
Pistol Training [SP]
Basic Weapon Training [Primitive]
Etiquette - Gain +10 on all deceive, Charm and Scrutiny tests when dealing with high authority and in formal situations.
Pure Faith - Immune to Daemonic presence and are unaffected by it. May Spend a fate point to ignore a Fear test (before it has been rolled). May Spend a fate point to avoid gaining corruption or insanity for an encounter. may burn a Fate point to ignore the effects of  single daemonic psychic attack (before rolls to resist and before affects manifest).


Awareness [Per]
Barter [Fel]
Carouse [T]
Charm [Fel]
Climb [S]
Command [Fel]
Concealment [Ag]
Contortionist [Ag]
Deceive [Fel]

Speak Language [Low Gothic] [Int]
Speak Language [High Gothic] [Int]
Interrogation [WP] +
Common Lore [Imperial Creed] [Int]
Literacy [Int]

Half Move: 3
Full Move (ABx2):6
Charge (ABx3):9
Run (ABx6):18

Base Leap (SBx1m):3
Base Jump (SBx20cm):60

WEALTH: 330 Thrones Supine Class Wage.


RoF: 1 / /
Range: PB /S /M /L /E
Special Rules:

Special Rules:


Insanity Points:
Degree of Madness:
Disorder                    Severity


Total Weight:
HEAD (1-10)

RIGHT ARM (11-20)

LEFT ARM (21-30)

BODY (31-70)

RIGHT LEG (71-85)

LEFT LEG (86-100)

XP Advancements:
200 - Pure Faith Talent
100 - interrogation +10
100 - WP + 5

Other Players

This message was last edited by the GM at 20:51, Sun 18 Aug 2019.

Dice Roller
 GM, 68 posts
Tue 3 Sep 2019
at 19:18
Core Info
Character NameSpeciesClass/LevelThemeAlignment
DirgeAndroidSoldier/ 3Career TrooperLN
SizeSpeedGenderHomeworldDeityPlayer Name
M30 FtMThystNoneInsamity2492

Ability Scores
AbilityScoreModifierUpgraded ScoreUpgraded Modifier


Health and Resolve
 Stamina PointsHit PointsResolve Points

Armor Class
 Total Armor BonusDex ModMisc Mod
EAC10= 10+ 0+ 0+ 0
KAC10= 10+ 0+ 0+ 0
CMD8= 8+ KAC  
DR Resist   

Saving Throws
Save (Ability)TotalBase SaveAbility ModMisc Mod
Fortitude (Con)3+3+ 0+ 0
Reflex (Dex)5+1+ 4+ 0
Will (Wis)3+3+ 0+ 0

Base Attack Bonus

Attack Bonuses
TypeTotalBABStr/Dex ModMisc Mod
Melee5+3+ 2+ 0
Ranged7+3+ 4+ 0
Thrown5+3+ 2+ 0

WeaponLevelAttack BonusDamage
WeaponLevelAttack BonusDamage
WeaponLevelAttack BonusDamage

Ranks p/Lvl: 4TotalRanksClass BonusAbility ModMisc Mod
Acrobatics* (DEX)-= 0+ 0+ 0+ 0
Athletics* (STR)-= 0+ 0+ 0+ 0
Bluff (CHA)-= 0+ 0+ 0+ 0
Computers^ (INT)-= 0+ 0+ 0+ 0
Culture^ (INT)-= 0+ 0+ 0+ 0
Diplomacy (CHA)-= 0+ 0+ 0+ 0
Disguise (CHA)-= 0+ 0+ 0+ 0
Engineering^ (INT)-= 0+ 0+ 0+ 0
Intimidate (CHA)-= 0+ 0+ 0+ 0
Life Science^ (INT)-= 0+ 0+ 0+ 0
Medicine^ (INT)-= 0+ 0+ 0+ 0
Mysticism^ (WIS)-= 0+ 0+ 0+ 0
Perception (WIS)-= 0+ 0+ 0+ 0
Physical Science^ (INT)-= 0+ 0+ 0+ 0
Piloting (DEX)-= 0+ 0+ 0+ 0
Profession: ?^ (INT)-= 0+ 0+ 0+ 0
Profession: ?^ (WIS)-= 0+ 0+ 0+ 0
Profession: ?^ (CHA)-= 0+ 0+ 0+ 0
Sense Motive (WIS)-= 0+ 0+ 0+ 0
Sleight of Hand* (DEX)-= 0+ 0+ 0+ 0
Stealth* (DEX)-= 0+ 0+ 0+ 0
Survival (WIS)-= 0+ 0+ 0+ 0
*Armor check penalty applies   ^Trained Only

Fighting Style: Sharpshoot 
Snipers AimWhen you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.
Gear Boost: Laser AccuracyYou gain a +1 insight bonus to attack rolls with weapons in the laser category
Theme KnowledgeYou are adept at telling fact from fiction when it comes to determining enemy movements and assessing rumors. Reduce the DC of any Culture or Diplomacy check to gather or recall information about enemy troop sizes and tactics by 5. Piloting is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Piloting checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.


Improved Initiative: +4 on initiative checks
Jet Dash:When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition. Normal: You move four times your land speed and gain the flat-footed condition while running.


CreditsTotal Bulk
Other Wealth 

Carrying Capacity

Experience Points
XP EarnedNext Level


This message was last edited by the GM at 20:41, Tue 03 Sept 2019.

Dice Roller
 GM, 69 posts
Mon 16 Dec 2019
at 01:56
"Someday I will be a god among PCs!" "I have basic comprehension skills."

Name: Zizz
Race: Goblin
Class: Rogue
Background: Agent of House Sivis

Zizz was born in a goblin warren located at Khyber Gate in the Cogs of Sharn. Zizz was uncannily intelligent for a goblin and more cautious than most of his brothers and sisters. Zizz like many of his kind in the Cogs learned to steal and forage for food or valuables in order to make a living. With his attention to detail and preference to formulate plans he proved much more successful than most in his family and soon grew tired of scrapping a living in the Cogs.

Zizz began venturing into Tavicks Landing in search of more lucrative discoveries. Zizz came into contact with much more interesting places and people and even developed an interest magic. Soon he gained a reputation in the seedier parts of the city for having accrued a small horde of magical texts and scrolls. Despite Zizz's success he was wholly unsatisfied as he found that he could not understand the texts he had stolen and so magic still eluded him. Zizz took further risks to acquire more comprehensive texts in the upper city when he was caught by the guard and taken into custody.

Zizz was visited by a representative of house Sivis and given a proposition; work for them as their agent and he would be set free. He was also promised that they would teach him to read and if he had the talent, learn magic. Zizz found the deal irresistible and began serving House Sivis with whatever odd job they wanted. Sometimes he was asked to steal specific objects but more often he was commanded to simply make copies of letters or certain pages of books. Zizz's connections to House Sivis are not well known but reputation of his talents grew steadily in the lower districts until he found a letter asking him to go to Lyrander Tower for a lucrative job.

Writing Sample 1:
Dice Roller
 GM, 70 posts
Wed 25 Dec 2019
at 23:23
Name: Eurymedon
Chapter: Dark Angels
Speciality: Librarian
Advanced Speciality: 1st Company Veteran (Death wing)
History: Eurymedon spent years under the watchful eyes of the Dark Angels to hone is psychic gifts and channel them to serve the chapters needs. After several successful campaigns he became inadvertently exposed to sensitive information and was tested through several sensitive missions. During these missions he was accompanied by an interrogator chaplain and the rest of his kill team (unbeknown to Eurymon) were already members of the inner circle. Upon completion of these missions he was called back to The Rock and inducted as a member of the inner circle and was originally considered for entry to the Deathwing.

Before Eurymedon could be formally inducted into the Deathwing he was given another task. Rumours had spread of an Dark Angel serving within the Deathwatch First Company yet no record of the brother Zekiel Azdra could be found to show that he had ever been deployed with the Deathwatch. Eurymedon was sent to carry out a vigil with the Deathwatch and seek out the one calling himself Zekiel.

Eurymedon has served the Deathwatch for nearly 3 hundred years, executing missions as ordained  and performing his duties as required whilst always watching for evidence of the fallen and has reported several pieces of information discovered to the chapter. His talents at extracting information from unwilling participants have also made him an important asset to the Deathwatch. As far as Eurymedon is concerned he will remain with the Deathwatch until his task is complete and so far has had an impressive list of missions from Tyranid defensive's to eliminating eldar incursions.

Eurymedon has spent nearly three decades serving Inquisitor Nathaniel Lazrix, mostly recently assisting in quelling an eldar plot to draw an army of Orks to take root in several systems. His terminator armour put to great affect on multiple boarding actions alongside the Inquisitor and leading a kill team of brothers from the Deathwatch's 1st Company. The battle was long and hard fought for the eldar were deceptive and cunning.

Eurymedon's psychic might was brought fully to bare as he managed to turn the tides of battle by smiting or burning scores of enemies or hunting the enemy psykers that were coordinating their troops. Though not often chosen to lead a kill team his ability to sense enemy psykers made him an excellent choice for this particular mission. With his kill teams assistance they were able to fight their way to an enemy farseer, Eurymedon himself dealt the final blow after a short but furious clash that left his armour and body scorched and scarred.

Eurymedon's actions struck a strong blow against the eldar forces and the Inquisitor seized on the momentum to coordinate and secure victory. Once the campaign was completed he was released back to the Deathwatch and now awaits the next call to battle.
Dice Roller
 GM, 71 posts
Thu 26 Dec 2019
at 02:36
BROTHER Eurymedon

                                       Fatigue        :
Chapter       : Dark Angels            Fate           : 3/3
Specialty     : Librarian              Insanity       :
Advd Specialty:                        Corruption     :
Rank          : 4                      Renown         : 43
Psy Rating    : 6

Chapter Demeanor    : Sons of the Lion
Personal Demeanor   : Calculating
Past Event          : Encountered the Fallen
Special Ability     : Stoic Defense (Solo Mode - Gain 12 temporary wounds
and movement speed equal to half Ag bonus rounded up. Wounds removed after
damage and lose temp wounds before actual wounds.
Power Armor type: MK 8 'Errant'
Power Armor History : Cannibalised - Right leg Mk7 Left leg Mk6

Weapon Skill565XX00
Ballistic Skill4740000


Total Wounds    : 43
Current Wounds  : 43
Critical Damage :


Half Move: 4
Full Move: 8
Charge: 12
Run: 24


Basic Skills:
[CHA]+10%+20%Total %PageDescriptor
Awareness[PER]--42% [52%(Sight & Hearing with helmet)]95
Climb[STR]--59% [39%(without Power Armour)]96Movement
Intimidate[STR]--59% [39%(without Power Armour)]99Interaction
Silent Move[AGI]--40%104Movement
Swim[STR]--59% [39%(without Power Armour)]105Movement

Advanced Skills:
[CHA]+10%+20%Total %PageDescriptor
Speak Language (Low Gothic)[INT]--51%104-105
Speak Language (High Gothic)[INT]--51%104-105
Common Lore (Adeptus Astartes)[INT]--51%100Investigation
Common Lore (Imperium)[INT]--51%100Investigation
Common Lore (War)[INT]--51%100Investigation
Common Lore (Deathwatch)[INT]--51%100Investigation
Scholastic Lore (Codex Astartes)[INT]--51%101-102Investigation
Forbidden Lore (Xenos)[INT]--51%100-101Investigation
Forbidden Lore (Adeptus Astartes)[INT]++71%100-101Investigation
Ciphers (Chapter Runes)[INT]--51%96
Ciphers (Xenos Markings)[INT]++71%96
Tactics (Assault Doctrine)[INT]--51%105
Navigation (Surface)[INT]--51%103
Drive (Ground Vehicle)[AGI]--40%98Operator


AmbidextrousDoes not suffer the -20 penalty for actions using off-hand113
Combined with Two-Weapon Wielder penalty for attacks with both weapons in same turn drops to -10113
Astartes Weapon TrainingCan use ALL groups of weapons (barring Exotic) without penalty113
Deathwatch TrainingAutomatically confirm Righteous Fury result against Xenos without needing to re-roll the BS or WS test115
Bulging BicepsCan fire Heavy Weapons on Semi or Full-Auto without bracing. Does not suffer the -30 penalty for not bracing114
Heightened Senses (Hearing)+10 bonus to any test involving hearing120
Heightened Senses (Sight)+10 bonus to any test involving sight120
Hunter of Aliens+10 bonus to WS and +2 melee Dmg when fighting Aliens110
Killing StrikeMay spend a FP so that an All-Out Attack (before rolling dice) is impossible to Parry or Dodge121
Nerves of SteelRe-roll failed WP test to avoid or recover from Pinning123
Orthoproxy+20 bonus to any test to resist mind control110
Quick DrawCan Ready as a Free Action (when armed with a Pistol or Basic Ranged weapon or a one-handed Melee weapon)124
Resistance (Psychic Powers)+10 bonus to tests to resist the effects of this group125
Strong Mindedre-roll failed WP tests to resist psychic powers112
Swift AttackCan make two melee attacks with a full action112
Total RecallCan remember trivial fact and minor details112
True GritHalve the result (rounding up) of Critical Damage128
Unarmed WarriorUnarmed attacks do 1d10-3+SB I damage. Does not count as Unarmed. Attacks count as Primitive quality129
Unarmed MasterUnarmed attacks do 1d10+SB I damage. No longer Primitive quality128

Unnatural Strength (x2)Multiply characteristic Bonus136
Unnatural Toughness (x2)Multiply characteristic Bonus136

Mode abilities - See pages 215-225

IMPLANTS (Page. 36-37)

Larraman's OrganImmune to Blood Loss (attacks with the Warp Weapon quality will inflict Blood Loss)
Catalepsean NodeNo penalty to PER-based test when awake for long periods of time
Preomnor+20 bonus to TOU tests against ingested poisons
OmophageaGain access to information or a Skill by devouring a portion of an enemy
Skill counts as Untrained Basic and lasts for IB hours (until more is devoured)
Multi-lungRe-roll failed TOU test for drowning (Can breath water through Multi-lung) or asphyxiation
+30 to TOU test to resist effects of gases and may re-roll failed results
Sus-an MembraneMay voluntarily enter suspended animation after 1d5 rounds of meditation
Automatically activates when knocked unconscious by Critical Damage. While suspended wounds will not deteriorate or heal
+Requires chemical therapy, auto-suggestion techniques, and successful HARD(-20) Medicae test to revive
Melanchromic OrganMay ignore or be resistant to Radiation, depending on severity, at GM's discretion
Oolitic KidneyRe-roll failed TOU tests to resist poisons and toxins, inc. attacks with Toxic quality
NeuroglottisMay detect poisons and toxins by taste/smell with successful CHALLENGING(+0)/HARD(-20) Awareness tests respectively
+10 bonus to Tracking test if quarry has been tasted (at GM's discretion)
MucranoidRe-roll any failed TOU test for extremes of temperature
Betcher's GlandMay spit acid at foes. If BS test succeeds by 3 or more Degrees of Success, then opponent is blinded for 1d5 rounds
May slowly chew through nearly any nonliving substance (at GM's discretion)
ProgenoidsSee page 37 & 271


Ranged Weapons
Bolt Weapons
NameQClassRangeRoFDamPenClipAmmo LeftRldSpecialWt
Ast. Bolt pistol1Pistol30mS/3/-2d10+5 X51414HalfTearing5.5kg
Ast. Bolter (Godwyn)1Basic100mS/2/42d10+5 X52828HalfTearing18kg
Natural Weapons
NameQClassRangeRoFDamPenClipAmmo LeftRldSpecialWt
Spit Acid--3mS/-/-1d54---Toxic-

Melee Weapons
Traditional Weapons
Ast. Combat Knife1Melee-1d10+2 R22kg

Fire SelectorBolterCan have up to 3 different clips added. At start of turn, shooter can select which clip to fire from+1kg157

Stalker Rounds11.8kgBolter

Grenades and Missiles
Ast. Frag Grenade3ThrownSBx32d10 X0Blast (5)2.4kg
Ast. Krak Grenade3ThrownSBx33d10+4 X62.4kg


Armour TypeLocation(s) CoveredAPWt
Ast. Power ArmourAll8/10180kg

Special (Page. 161)
Enhanced Strength+20 to STR. Add effect to SB after Unnatural Strength
Auto-sensesGain Dark Sight trait. Immune to Photon Flash and Stun Grenades. Called Shots are Half Actions.
+20 to Sight and Hearing Awareness Tests (stacked with implant bonuses)
N.B. Benefits do not count when not wearing helmet
Osmotic Gill Life SustainerWith helmet on, armor is environmentally sealed
Bio-monitor and InjectorsSuit will administer Pain Suppressors, Combat Stimms and Anti-toxins if the wearer's bio-signs drop. Benefits are:
+10 to resist Toxic Quality and similar poison effects
6 doses Pain Suppressor - ignore Critical Effects for 1d10 rounds
If wearer is Stunned, effects last for only 1 round before bio-monitor negates it
Vox LinkBuilt-in Vox Link
Magnetized Boot SolesEquivalent of built-in Magboots
Nutrient RecyclingIf no source of nutrition is ingested within 2 weeks make a TOU test (increasing 1 step of difficulty per 2 weeks past)
or suffer 1 level of Fatigue
Recoil SuppressionGrants ability to fire Basic weapons one-handed without penalty
N.B. Any weapon not classed as a Pistol may not be fired in CC
Giant Among MenClassed as Hulking (Black Carapace negates enemy attack bonus)
Poor Manual Dexterity-10 penalty to Delicate tasks unless using Astartes weapons and equipment
Honour the Machine SpiritArmour takes 20 minutes to remove or don unaided, and never less than 5, no matter the amount of assistance

Head: 01-10
Right Arm: 11-208Left Arm: 21-30
Body: 31-70
Right Leg: 71-8511Left Leg: 86-100

Pschic Powers

Avenger30m range - H Ast Flamer shot. Pen = 2xPR (12)-
Short range telepathyRange-50m x PR (300m)  - can talk to selected individuals or broadcast. -20 if no shared language. can be resisted with opposed WP test.
PsyniscienceCan sense psychic users or phenomenon based on success level. success table on pg 103
SmiteRange 10m x PR (60) No BS test but modifiers apply to Focus power test. 1d10E x PR - single target but anyone  within 1m x pr is also affected.
Long - Range TelepathyRange 50km x PR (300km). Short/ long range telepathy cannot incur psychic phenomenon unless the power is pushed. Free action to sustain.
DivinationPsyker can search for a specific item or person with various modifiers, if the power manifests successfully and the subject is within 1km x PR (6km) then the psyker will know thew direction and roughly how far away the subject is. pg 192 for full details.
Machine Curse Range 20m x PR (120m)can target a single vehicle or a number of mechanical devices = to PR (6). If a single vehicle is targets it cannot fire weapons for a number of rounds = PR (6). If multiple mechanical devices are targets they will not function for the following round.
Might of the Ancients Range self - Librarians melee attacks damage and Pen increase by PR (6).


Chapter Trapping (Marksman Combat Sight)1w/(A combat sight with shadow light and focal targeter)-
Repair Cement1(requires 1 round to apply, but no test)0.5kg

This message was last edited by the GM at 18:43, Thu 26 Dec 2019.

Dice Roller
 GM, 72 posts
Sat 28 Mar 2020
at 01:04
Name: Asha
Age: 81
Gender: Male
Height: 5 Ft
Virtue:Humility, Diligence
Hair: Black

T H E   F I N E R   D E T A I L S

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 the Gangrel left the Camarilla on mass 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.

P e r s o n a l i t y
Asha has transitioned through the years without a great deal of weathering or dimming of personality. She has however become much less brash and fool hardy, that is not to say she is commonly calm and forward thinking however. Like most of her clan she enjoys the closeness to the beast within, thriving on its touch as she leaps across roof tops, scales dazzlingly high buildings or at the feeling of tearing flesh and snapping bones. She enjoy a good fight and all the more enjoyable is the look on their faces when they realise they can't win. Asha finds a dark pleasure in being able to overpower mortal and even occasionally kindred men, she feels vindicated by past though the voice she tries to ignore knows that it is a poor excuse for the infliction of pain. Even if they do deserve it.

Asha tries to get along with other kindred but gets easily frustrates by the etiquette and wasted time for haughty titles and riches. Time spent praising or giving backhanded compliments could be spent running through the city and enjoying their unlives. It is also a personal shame that she never learned to read or write beyond the most basic of levels and her ignorance is only made clearer when amongst 'civilised' kindred. Where possible she tries to be direct and honest with those around her and struggles to not poke fun at the Camarilla's stuffy customs and traditions.

She finds herself distrusted amongst the sects though the Anarch's are much more welcoming by comparison. Several decades as a loyal dog for the Ivory Tower makes some of the younger Anarchs suspicious or question her commitment. Asha tries to be patient with fledglings in particular, many she had met since coming to America had known very little of real hardship or loss and those embraced with Anarch sires could not know how constricting and dangerous it was to be trapped within the Camarilla yet wish to leave. It was not their fault yet she found herself frequently putting them in their place with a good beating. A little glimpse of the beast inside her could do more than years of arguing and placation. She has a dislike for the elders of the Camarilla but accepts that not all are as bad as each other and so far has not found Chicago's current prince to be as oppressive as other she had served.

Part of Asha wished she could have been in the city whilst the werewolves and Sabbatt attacked in force, a true test of strength and skill that she had surely missed since her younger days. She could only imagine what it must feel like to run with a Gangrel pack as they hunted worthy prey each night. From what Asha had heard she was sure that she would have her chance eventually.

Asha follows the rules set down by the Prince in typical Gangrel fashion, that is to say she attends Elysium and keeps her mouth shut when the Prince speaks whilst making it clear that she was not one of the lick spittle neonates yapping at his feet for scraps. She does not quite know what to make of the Gangrel Primogen, on one hand she was said to be a ferocious warrior and stories of the Camarilla Gangrel hunting werewolves are more abundant than Asha would have thought. Asha finds it hard to understand why she would choose to serve the Prince when she had such strength, but then politics was somethign that Asha never had gotten her head around. Even the word was discomforting, why fight with words over decades when you could settle something with fists in a few moments.

H i s t o r y

For the longest of times Asha had no name, no parents and only the other orphaned street rats to call family. Even then they would each drop any of the others at the first sign of trouble. A few seemed to have noble hearts and were charitable or kind. Asha soon discovered that those types either had ulterior motives or simply didn't last long on the streets. As a young girl Asha had no awareness of the tensions and political shifts in her country, in fact the concept of religion was limited to the words spoken being lucky and something watching them from a afar. The only benefit she had found of repeating the words was that occasional people would give food or money if she spoke them in the street.

When she was 8 years old war broke out in the city and indeed the country itself. Everyone was tense and the street rats began moving by night to avoid attention or loot any empty houses that had been left behind. It was profitable year. One night she happened to stumble across a curious man, his clothes were well worn but expensive with several rips in his trousers and kept his shoes slung around his neck, laces tied together. Even stranger was that he wore sunglasses in the dark yet appeared to be reading a book without difficulty. He seemed so engrossed that Asha believed he would be an easy mark.

The sound of the city at night was loud enough to muffle her careful tread as she approached. She held her breath and grabbed the wallet from his pocket before darting through several small buildings and into one of her favourite hiding spots, a half collapsed building with plenty of spaces just large enough for her to squeeze through before the space opened up a little under a leaning wall that failed to crumble. Safe inside she counted her spoils and was shocked to find the wallet filled with large bills. More money than she had ever seen before. She buried the wallet in the dry dirt and slept.

The next few nights she had a strange feeling of being watched and the hair on her neck seemed constantly up yet she could see nothing out of the ordinary. She returned to the wallet a few times but dared not take anymore money from it. When she had produced the note to the others they had grown vicious and violent with each other as they decided how the spoils were to be divided. As usual Asha and the other two girls were not given their fair share but when the older boys decided with their fists there was little to be done. The eldest girl, Laila had her own way of gaining money though if mentioned she would strike them with a stick, even the boys. Young as they were they knew what Laila meant when she returned from meeting with a 'friend'.

She noticed a large rat had taken residence in her hiding spot and whilst wary at first it didn't seem to have any desire to attack her. It would just sit and stare at her without moving. Asha offered it a few crumbs but even that did not make it budge. Eventually she began talking to the curious little rat and it would cock its  head to the side as though listening. She told it made up stories and things she had done in her day. She found its odd company rather enjoyable yet it never appeared during the day and occasionally not during the night. Sometimes she would returned bloodied and sore from a beating, either because she hadn't found money or because she had been caught trying to steal. She tried not to let herself cry in the open. She didn't want to look weaker than she was, victims did not last long. She would cry quietly and cradle her wounds before sleep eventually came.

On one such night she returned with a limp, a split lip and bloody teeth. One of Laila's 'friends' had come looking and decided he didn't want to leave unsatisfied when he found Amber was gone. Asha fought back and earned a beating for her trouble before biting a chunk from the mans hand. Not far from her hideout she came face to face with an overlarge Canaan dog. In her surprise she hesitated and the dog leaped at her dragging her to the ground. its teeth dug into her arm and she tried to wrestle it off to no avail. In desperation she through dirt in its face and tried striking its face with her free hand. Her flailing had little effect and she let out a scream of frustration, pain and anger as she tried to bite into the dogs throat. She felt an impact to her stomach like a fist and doubled over as the world faded to black.

She awoke some time after to find the same oddly dressed man she had robbed sat patiently staring at her with a feral smile on his face and blood around his mouth. He introduced himself as Amit and told her he had been seeking potential members of his clan. Asha looked around for the dog that had attached her and noticed her wounds had been bandaged. Amit apparently found her worry amusing and asked her if she wanted the strength to be free of her life. Asha reluctantly stated that she did, something about his smile was more terrifying than Laila's friend and the dog. His eyes reflected the low light oddly giving him a beast like appearance. Amit chuckled and set her a task, find the man  that attacked her and kill him. In return Amit would teach her to be strong but warned that if she had not killed him in two weeks then her life would be forfeit. He explained that he had no use for the weak and would end her life and those of the street rats she lived with.

Her second encounter set her path for decades to come. She completed each task given, endured pain, humiliation and terror. Most importantly she survived and grew tougher and stronger. The few other corrupting influences would suddenly disappear in the night until she was old enough to remove them herself. She spent the next 10 years running around the city learning and looking out for oddities and supernatural elements that she had been blind to previously. The longest stretch of time Amit had been gone was the final 4 years. On his return she drank off his blood and left the city and the tumultuous country behind.

They travelled through the middle east and across asia until nearly 10 years of faithful service and survival of gruelling tests against other Gangrel ghouls she was rewarded with the embrace. She returned home and joined the Camarilla as instructed and served as a faithful neonate. Years passed with little change, for the kindred at least. technology improved by leaps and bounds yet Asha cared little for it. Gadgets invented to save time was meaningless to her who was immortal and the tools that made life easier she viewed as anathema, struggling for survival was what made her strong and she actively rejected easy living. She would never be content to remain weak again.

Eventually the Gangrel left the Camarilla and she happily joined her Sire and joined the Anarch movement and strove to help others free themselves of the Ivory Tower. her Sire her warned her of an increasing number of Elder arriving and bade her go to America where the dangers were balanced with possible rewards and where the air was buzzing with a desire for revolution. So Asha journeyed to America and eventually found herself in Chicago, she had heard rumour of battles with werewolves and Sabbat as well as a growing presence of Anarchs. It seemed a place ready for change and Asha would do what she could to loosen the shackled of the Camarilla from her fellow kindred.

This message was last edited by the GM at 20:22, Sat 28 Mar.

Dice Roller
 GM, 73 posts
Wed 13 May 2020
at 16:51

The Basics
Nickname:Joseph Ivor, Joe
Real Age:Unknown
Apparent Age of Main Human Persona:Mid 50's

The Appearance
Weight:83 Kg
Height:188 cm
Physical Description Of Main Human Persona: Botach often dresses himself in his version of smart casual, that is to say some form of suit missing a tie and with several buttons undone at the neck or sometimes wears the shirt un-tucked entirely. He appears to be an aging man with slightly above average height yet carries himself tall and with a youthful and perhaps playful energy about himself. He often wears a warm and mischievous smile that makes him look like he is in on some hidden joke. His hair is a little unkempt as is his short beard and both are heavily flecked with grey. His eyes are a soft yellow in colour that sometimes seem to flicker as if reflecting light. he rarely appears visibly surprised or panicked but more often seems amused when calamity strikes around him. Rather than refined his demeanour appears to be restrained, like a dog straining against the leash.

Through the Veil

Botach has no memory of his original form or appearance and appears as a dark and distorted silhouette of whichever form he wears or last wore in the sight of mortals.

Despite the nature of his shifting form he always has 2 distinctive features present in every true form he takes. The first are a pair of antlers sprouting from the head of whichever form he takes. The antlers can vary in specific shape or size but are always present. the second distinguishing feature are his eyes, in his true form his eye socket appear to be brightly lit with no discernible eyes to be seen. The light is often a very soft yellow in colour.

His true form can also be used to gauge his emotions though Botach has yet to realise this due to his solitary life. When angered his form becomes more bestial with prominent claws and fangs but when joyful his features change to become more graceful and elegant, appearing to have a silhouette similar in form to a high elf.

The Human

Personality:Like most of his kind Botach is entirely comfortable in his own company, only occasionally seeking out others to keep boredom at bay. In some ways Botach is very childlike when exploring new places and with how quickly he can switch emotions or attention. He has always been little more mischievous than benevolent (so far as he can remember) but does not bring any real harm with his pranks other than a few scares. it is rare that he uses his powers maliciously but on those occasions the effect can be devastating to the ones that gained his ire. on the other side of the coin he is also capable of bringing great joy and happiness to those who he favours.

He still retains certain childish tendencies but has learned to restrain his less conventional nature in order to blend in with the humans. As technology developed so did surveillance and Botach begrudgingly learned that turning into a flaming eyed steed to travellers did not have the same reaction as in centuries past and led to other seeking him out to capture or study.

Botach has begun to worry about an end. He had never considered death as a concept that mattered to him yet with the decline of his kind and the expansion of humans it became and ever growing worry for him. He believes that in order to survive he must seek out new purpose and feels that the simple pranks can no longer sustain him forever.

He has a dislike for modern places of worship (meaning any religion that requires more than a few tastefully placed stones in a field) and tries to avoid them where possible, the symbology used by Christianity is especially distasteful to him.

Botach has a weakness for games of chance, bets and dares and finds them nearly irresistible and delight in watching others lose or sometimes even win against him. To most mortals he is rather eccentric. If not for his fortune they would might have thought him rather weird or creepy. Consequences to mortals rarely factor into his day to day plans or choices unless he regards the individual highly and this has led to a series of careless choices that made living in his native home of Ireland difficult. He has grown a taste for playing a human mortal and now seeks a fresh start and a greater purpose

Mundane Skills:Dotach has tried his hand at many types of manual labour in recent years and is fairly proficient in most construction jobs such as carpentry and masonry and isn't too bad at sculpting either. The one thing he truly excels at is cooking. For some reason it oddly came naturally to him without having to resort to his supernatural abilities.
Professional Gambler/ gentleman of leisure

The Not So Human
Species Description:
Púca's are solitary spirits that tend toward mountain or maritime habitats. they are often solitary fae that delight in playing pranks and scaring humans that wander into their territory. Depending who you ask, the Púca may be regarded as a terrifying monster or gentle and kind creature. Púca's have the potential to do great good and many have been told to help humans avoid great danger. They can appear in all manner of forms beautiful and horrifying yet tend to choose ro more commonly assume the form of animals.
Powers and Abilities:
Shapeshifting: Púca's can shapeshift in many forms and can choose to be beautiful or horrifying as their whim dictates, they are also capable of taking human form and human speech when they choose.

Fortune: Púca's have the ability to manipulate 'fate' or 'luck' being able to cause fortune or miss fortune to befall others. in order for the Púca's power to work the intended effect must be possible even if incredibly improbable. For more concentration and emotional investment in the power for more precise the Púca can alter fate. the power grows stronger when it comes games of chance; dice rolls are not difficult for Botach to control though cards drawn from a poker deck is more difficult and incredibly taxing if the dealer is intentionally cheating. A Púca rarely loses a coin toss and with some effort could make it consistently land on its edge when flipped onto a flat surface.

When used on a larger scale the Púca's ability becomes harder to control and will very rarely cause a phenomenon whereby the world balances the 'luck' or 'fate' for good or ill to correct the manipulation from its correct course. Fortunately these large scale uses whilst, powerful only occur when the Púca in question is under extreme emotional pressure. the Púca's playful nature makes it difficult to achieve this state and it is almost impossible to do so willingly.

The Story
Character Background:
Botach spent most of his life on the same mountain, rarely travelling far except when his home was under threat of discovery due to his antics. it is only the last 6 decades or so that he has mingled with humans and begun begrudgingly learning their odd ways. Botach took simple jobs of labour at first, his ability to shift his form to suit the task made such jobs easy and he learned much of humans whilst working amongst them.

The most significant event in his recent history was the discovery of the concept of gambling for money, and more specifically Botach's powers being able to affect it in his favour. Remarkably soon after learning about the possibility of his gifts he discovered that humans despise cheaters and do not enjoy losing every time. It was this that prompted him to begin travelling. He slowly travelled Ireland winning only a few games here and there to blend in but steadily began saving his money, seeing little need to pay for anything other than clothing once it became worn.

As technology developed he learned to drive vehicles and ride bicycles though truth be told he much preferred to travel as a bird or a steed. Time passed and he discovered that the more money he had and the nicer clothes he wore, the more receptive and welcoming the humans were. So he set about amassing a fortune from the back of gambling and soon he was loved by everyone but the people who ran games. they had plans to make Botach's stay in the world less permanent and more abrupt than was proper for a fae. Botach fled back to his mountain but discovered that it too had be overtaken by humans that's swarmed over it and so Botach felt despair for the first time in a long while. he sat in his human house, drinking whiskey and watching the banality of human television when he decided on a fresh start. He reconnected with the local fae and learned of a place in New York where humans and fae worked together. He obtained the address and set off to the airport, taking only a hastily packed suitcase his wallet, phone and a passport, which through a series of incredibly fortunate events, had been singed processed and returned in only 4 days time.

Past Connections:TBC
Current Connections:TBC

This message was last edited by the GM at 21:10, Wed 13 May.

Dice Roller
 GM, 74 posts
Fri 15 May 2020
at 01:03
Please fill out the full character sheet below:

Character Full Name: Skeetlaq Tru




Physical Appearance:Skeetlaq's scales are a light green hue with a mottling of dark green scales across his head and shoulders. He stands at 7"0 and has uncommonly larger musculature on his arms and upper body for a trandoshan. He also has small horn like potrusions other his eyes and below his chin. He is surprisingly agile and light on his feet despite his size and has excellent athletic ability that allows him to easily traverse dense tree canopy's or city sprawls.


Weapon(s):DXR-6 Disrupter rifle (sniper scope modification), 2 cortosis Vibro-knifes, DX2 -Disruptor pistol, thermal detonators, gas grenade.

Armor:When working he wears a set of custom made armour designed for ease of movement and stealth with focus on light armour plating on the chest, forearms, knees, shins and elbows that allows him to tumble and slide around harsh terrain. The armoured patches also assist in blocking blades in close combat. The helmet was an adapted clone sniper helmet he salvaged after a battle on Felucia. The armour also has several talismans or keepsakes from successful missions or battles.

Skills:Stealth, melee weapons, sharp shooting, athletics, explosives, tracking, hand to hand combat, Piloting (speeders), Piloting (Scar-Herald).

Ships Owned:Scar-Herald Consular class-space cruiser

Droid:XR-57 - pilot/mechanic. BLX Labour Droid


Skeetaq hails from an old family of Trandoshans that occasionally produced larger than normal specimens amongst its children. Skeetaq is the first to have his families physical anomalies in such purity for 6 generations and was haled as a good omen for his family.

Skeetaq trained as a hunter with children up to 5 years his senior and entered the rite of passage hunt earlier than most. In his hunt he survived and managed to defeat a wookie warrior though it was an incredibly difficult fight which brought him close to death. He did not feel any honour in the kill however since the wookie was captured and hounded by the other hunters. Skeetaq felt that he had not truly bested the wookie.

After passing his test he inherited the twin knives dark claw and dark fang. The knives were made larger than normal but suited Skeetaq proportions well and were made of a mixture of unknown metals. The twin vibro knives were said to have been created by Skeetaq's ancestor Gtasshks. The family legend said that Gtasshks had died in combat but had managed to kill 3 jedi including a master before he fell. The Tru family revere him but many other families tease them for the ridiculousness of the claim.

Skeetaq spent several years as a slaver but found no joy or honour in the work. Likewise he tried his hand as a bounty hunter but once again came into conflict with his personal honour. he saw nothing wrong with killing from range or from a hidden position if his opponent was a warrior but felt shamed by killing civilians or enslaving them. Worthy warriors deserved an honourable death in combat.

Skeetaq slowly transitioned from bounty hunter to a free-lance mercenary, taking jobs against difficult odds and often joining mercenary companies for several missions until his contract was fulfilled. The start of the clone wars provided Skeetaq with a large supply of work battling both separatist and republic forces and he gained much honour and wealth.

Skeetaq has even managed to kill four Jedi through out the clone wars. One was a padawan and the other three were knights though he only carries a keepsake from the padawan and his master. The latter two jedi were killed during an intense fire fight and so Skeetaq does not carry symbols to honour his achievement. The padawan had been beaten fairly with fark fang and dark claw and the his master would have likely succeed in killing Skeetaq if not for a stroke of good fortune. Skeetaq had be heavily injured and thrown dark claw at the jedi as a last defiant strike. To the surprise of both Skeetaq and the jedi knight the thrown knife was not cut by the sabre which short circuited on contact, allowing dark fang to bury itself in the jedi's chest.

Skeetaq has since considered deeply on whether his ancestors deeds were impossible. Skeetaq has currently been working on contract for a republic scholar that has been illegal attending battlefields to document a first hand history of war.

Thats my RTJ, if there are any glaring problems please let me know as happy to discuss or adjust. The concept is essentially a veteran mercenary who happened to be around when the order was given. He has no particular side on the war but upon witnessing clone troops gun their generals down from behind he would be much less willing to fight with the clones who he considers to be very dishonourable.

This message was last edited by the GM at 13:03, Fri 15 May.