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characters.

Posted by Dice RollerFor group 0
Dice Roller
GM, 1 post
Mon 2 Jan 2017
at 21:49
  • msg #1

characters

Character Creation (Vampire):


Name:Wolfric Wroth-Solomon
Alias:Richard Fairville
Age Appears:22
True Age:551 Born April 2nd 1465 Winchester, England
Race:Vampire
Character Visual:Cillian Murphy

Member of the Local Coven:No, he answers only to the founding family.
Member of the Original Founding Family: Yes (Has spent 126 years travelling prior to his return)

Personality:Wolfric has a strict divide to in his personality and categorizes everything in his unlife inot either business or recreation. When dealing with recreational subjects and people he is extremely relaxed and easy going and has often been accused of being too lackadaisacal and irrespsonsible for an Elder. He often welcomes supernaturals of all varities to parties or social events and even goes so far as spending extravagant sums of money to accomadate guests with specialist requirements for short visits. To his friends and aquantainces he is a fun and eccentric force of of selflessness and agreeableness.

Business however is a different matter. Wolfric is famous for never mixing business and pleasure and has often refused to deal with even his oldest and closest friends unless absolutely neccesary. If Wolfric embodies all the virtues of humanity in his personal life then so does he embody all of the vices and cruelty of humanity in his proffessional life. Wolfrics primary profession in the last 3 centuries has been as a personal banker and money lender to the supernatural community as well as to the human criminal underworld. If a debt is not paid on time or it falls short of the agreed amount Wolfric will systematically destroy everything the client holds most dear, using their own desires and happiness to continuously torture them until the debt is repaid in more than full. There have been cases where he has pursed several generations of a single wealthy family, hounding them and casting them into a spiral of self destruction and ruin. Rumours also exist that he has had other immortals locked away and kept sane enough to wish they could die however these whispers are often disregarded as fanciful adn absurd, especially by his friends and family. In business he is cold, logical and cruel and is unrecognisable from his usual self.

His alias of Fairville was originally Fair-vile and was given to him by a close friend as an ironic joke poking fun at his dual nature of being unfair in business and kind in recreation. After his friend succumbed to the true death Wolfric kept the name though he added the extra l to make it seem more hospitable. Wolfric is fairly well known in the worlds supernatural community by his original name and is also well known in the human criminal undergrounds as Richard Fairville. Wolfric often travels the world by foot, train or bus and taking boats when required. When he has to attend urgent business he will use planes but otherwise feels that it takes the adventure and fun out of travelling.

Wolfric has a charitable spirit and an almost brotherly fondness for children which also extends to young immortals who are still struggling to find their place in the world and often young vampires that have been abandoned under his wing until they are ready to survive alone. Unlike most Elders Wolfric has never lost his thirst for enjoyment and discovery of the world and revels in every unique instant adding them to a long list of memories that maintains his positive and cheerful attitude. Outside of business he rarely turns off his human emotions as he has seen many of his kind turn into the monsters that the films and books describes when they choose to simply ignore their emotions for the sake of convinience or efficiency. Although he is not fond of aeronautical travel he has wholly embraced and supported the development of technology throughout the centuries and no small part of his excessive wealth has been gathered (and still gathering) money from investments into scientific and tehcnological development. Ocassionally he has backed some innovations that simply failed to achieve great acclaim but the gains have so far outweighed the losses.

Wolfric does not often stand on ceremony and rarely mentions his position as an Elder unless directly questioned. He embraces the lack of hierachy in vampire society and only uses the advantages of his age during the course of business or when others are being particularly unkind or bullying those beneath them in rank. He has not survived the emotional drain killing for 5 centuries unscathed, he feels little remorse for human adults though he often chose his targets carefully. In order to  abate the guilt he began arranging for money to be left with their families, if the victim had none then he would pay for a pleasant burial. He soon discovered that many people would offer their lives in order to secure their family and Wolfric saw this as a solution to several problems. Wolfroc has made it into a minor business with many wealthy  vampire clients choosing to simply buy to their preferences than spend tme skulking around in the world where camera phones are always waiting to record and share anything remotely interesting. By providing compensation to his victims he found a way of effectively removing a great portion of guilt without turnign his back on human emotion, this is perhaps the secret to his happy and carefree attitude and outlook on unlife.


Appearance:Wolfric has a slightly gaunt appearance with sunken cheeks and slightly sunken eyes that are grey blue in colour. His hair is medium length, light brown and a little curly at the ends though he tends to keep it well trimmed. He is approximately 175cm in height and weighs 165lbs. He appears to have a slight frame and often wears expensive tailored suits according to the period and locations fashion. The pale white shade of his skin since his rebirth further makes him seem unwell or sickly and average humans can find him a little offputting despite his relaxed demeanour and friendly smile. In recent years he made a habit of using very light shades of fake tan to take an edge off of his ghostly white appearance. The only indication of his age is within the eyes that have seen too much of the world and seem to pierce through whatever they are looking at.

Distinguishing Features:Sunken cheeks and eyes that give the appearance that he doesn't eat often. Hi fingers appear slightly longer than normal and he has a number different tribal-like tattoos on his upper arms and back.

Occupation:Personal banker and money lender, trader of supernatural crafts and wares, dealer of black market goods.

History:Wolfric was born to a wealthy yet low ranking nobleman in 1470's medieval England. From a young age he was taught to fight with sword, bow and lance as well as how to ride, hunt and all the other lessons neccessary for becoming a lord. A lot of his education was inclined towards leading men in battle as well as military tactics and codes of chivalry and honour. His father, Lord William Wroth had sworn allegiance to Edward IV and fought in several skirmishes and battles  until he was killed at the battle of Barnet when wolfric was just 8 years old. Wolfric inherited his fathers land and titles and was guided by his mother. In the years that followed Wolfrics mother Marrianne had squandered most the family's wealth and in 1485 he marched to battle with what little men and equipment he had left and fought under Richard III. The battle was lost and the majority of his bannermen lay dead around him as he was ransomed back to his mother (who bankrupted the estates to cover the price for Wolfrics freedom) and found himself destitute.

The next two years were hard on Wolfric as he found that training to be a Lord had little use among the peasantry and he often went days without a good meal. Marianne had died after several months on the road and Wolfric had no choice but to leave her in a ditch on the roadside. he had tried digging a grave himself but had no tools and found himself unequal to the task. He became intimate with poverty and suffering as he painfully made his way to London in search of some distant relative who may take pity on him. He chanced upon a small remote village and had been allowed to sleep in the stable when he beheld a curious and frightening site. During the night he awoke to a strange sound similar to that made when eating yet it did not sound quite right. He moved slowly around the stall and stumbled back in horror as he watched a man biting the neck of a horse, when he turned his face was covered with red gore and he looked at the weakned Wolfric with hunger in his eyes. Wolfric armed himself with a pitchfork and charged at the monster though the attempt was laughable and the stranger had turned him aside with barely a flick of his hand.

Wolfric awoke a full day later ina straw bed inside an inn that after some questioning he discovered was no less than 50 miles from the stable where he had slept. He inquired how he had arrived but the inn keepers kindly wife said he had been carried by a strnager and that at first they had beleived him dead. He had been told the stranger arrived just before dawn with Wolfric covered in congealing blood that trailed from a neckwound that apparently came from a dog attack. Wolfric felt hungrier than he ever had before adn his memory was hazy regarding that night yet he could recall the exquisite taste of the kindly womans blood in his throat and on his tongue. It was a messy affair yet he left less blood than he took before fleeing into the night in rapturous ecstasy. his sire had followed him with amusement and introduced himself as Benjamin Solomon before whisking Wolfric away to hide from the daylight.

Wolfric learned what he could from his sire and even took his name for his own as they travelled across Europe often meeting with other immortals and supernatural entities. Wolfric had been unruly and rebellious at first until Solomon had left him staked to the ground for several hours in daylight, after that Wolfric had become much more compliant. After 23 years Benjamin and Wolfric parted ways as friends and Wolfric set off on many adventures and began accruing a large amount of wealth stashed and hidden across the known world. Wolfric worked as a trader, explorer mercenary, servant, nobleman and even a pirate for several enjoyable years. it was during these travels that he discovered various groups of supernatural creatures and took great interest in learning their cultures, history and customs. Though a few of the supernaturals he met still exist many have passed from the world or become reclusive and completely hidden. Each of his bizarre tattos were added from groups that he had grown close with and were creating using combinations of magic or supernatural liquids to prevent them from being healed completely.

He has lived a life full of excitment pattered with occasioanl grief and brilliant yet risky money making schemes but settled down when he helped found Winchester with the other members of the Original Founding Family. He spent the best part of 76 years helping to build and foster ties between supernaturals and humans as well as being one of the main financial supporters when establishing Winchester ( this is one of the reasons it was named thus) of the Family before he began travelling again in order to consolidate and collect his scattered wealth from around the world. Wolfric has had very little contact with the Family in Winchester in the last 50 years but began his long journey back when he had discovered (from several reliable sources) that the family had lost control of Winchester and was now being ruled by the hunters.

Wolfric has had a colourful history with hunters from The Society and other organisations. As Wolfric Wroth-Solomon he has argued and butted heads (and very rarely) fought in battle agaisnt them. In more recent times he has done what he could maintain the peace and has occasioanlly granted them favours or assited them under the name of Richard Fairville. He does not know if The Society is aware that he is both of these people. Generally he agrees that humans should have an instituion to help protect the  humans who are ignorant to the supernatural forces yet he does not agree wioth some of the methods used or some hunters willingness to establish dominance through sheer force. ultimately Wolfric wishes for peaceful coexistence but will fight to protect The Family when he must. Such fights are often merely political or financial attacks as oppossed to the battles of old yet his methods can be surprisingly effective by using connections in the government, criminal underground and the media.

Family:

Lord Wliiam Wroth (Father): Deceased, 1473
Lady Marianne Wroth (Mother): Deceased, 1486
Benjamin Solomon (Sire):Redeceased, 1898
Angelica Wroth-Solomon (Human wife):Deceased, 1648

Special Possessions (GM Approval):Daylight Elixir

Likes: Nonsexual
Dislikes: Nonsexual

Additional Information:

Writing Sample:
Character Goals:
This message was last edited by the GM at 23:22, Wed 14 June 2017.
Dice Roller
GM, 2 posts
Mon 2 Jan 2017
at 22:19
  • msg #2

characters

Character Creation (Vampire):


Name:Wolfric Wroth-Solomon
Alias:Richard Fairville
Age Appears: Mid to late 20's
True Age:551 Born April 2nd 1465 Winchester, England
Race:Vampire
Character Visual:Cillian Murphy

Member of the Local Coven:No, he answers only to the founding family.
Member of the Original Founding Family: Yes (Has spent 126 years travelling prior to his return)

Personality:

Wolfric has a strict divide to his personality and categorizes everything in his unlife into either business or recreation. When dealing with recreational subjects and people he is extremely relaxed and easy going and has often been accused of being too lackadaisacal and irrespsonsible for an Elder. He often welcomes supernaturals of all varities to parties or social events and even goes so far as spending extravagant sums of money to accomadate guests with specialist requirements for short visits. To his friends and aquantainces he is a fun and eccentric force of of selflessness and agreeableness.

Business however is a different matter. Wolfric is famous for never mixing business and pleasure and has often refused to deal with even his oldest and closest friends unless absolutely neccesary. If Wolfric embodies all the virtues of humanity in his personal life then so does he embody all of the vices and cruelty of humanity in his professional life. Wolfrics primary profession in the last 3 centuries has been as a personal banker and money lender to the supernatural community as well as to the human criminal underworld. If a debt is not paid on time or it falls short of the agreed amount Wolfric will systematically destroy everything the client holds most dear, using their own desires and happiness to continuously torture them until the debt is repaid in more than full. There have been cases where he has pursed several generations of a single wealthy family, hounding them and casting them into a spiral of self destruction and ruin. Rumours also exist that he has had other immortals locked away and kept sane enough to wish they could die however these whispers are often disregarded as fanciful and absurd, especially by his friends and family. In business he is cold, logical and cruel and is unrecognisable from his usual self.

His alias of Fairville was originally Fair-vile and was given to him by a close friend as an ironic joke poking fun at his dual nature of being unfair in business and kind in recreation. After his friend succumbed to the true death Wolfric kept the name though he added the extra l to make it seem more hospitable. Wolfric is fairly well known in the worlds supernatural community by his original name and is also well known in the human criminal undergrounds as Richard Fairville. Wolfric often travels the world by foot, train or bus and taking boats when required. When he has to attend urgent business he will use planes but otherwise feels that it takes the adventure and fun out of travelling.

Wolfric has a charitable spirit and an almost brotherly fondness for children which also extends to young immortals who are still struggling to find their place in the world and often takes young vampires that have been abandoned under his wing until they are ready to survive alone. Unlike most Elders Wolfric has never lost his thirst for enjoyment and discovery of the world and revels in every unique instant adding them to a long list of memories that maintains his positive and cheerful attitude. Outside of business he rarely turns off his human emotions as he has seen many of his kind turn into the monsters that the films and books describes when they choose to simply ignore their emotions for the sake of convinience or efficiency. Although he is not fond of aeronautical travel he has wholly embraced and supported the development of technology throughout the centuries and no small part of his excessive wealth has been gathered (and still gathering) money from investments into scientific and tehcnological development. Ocassionally he has backed some innovations that simply failed to achieve great acclaim but the gains have so far outweighed the losses.

Wolfric does not often stand on ceremony and rarely mentions his position as an Elder unless directly questioned. He embraces the lack of hierachy in vampire society and only uses the advantages of his age during the course of business or when others are being particularly unkind or bullying those beneath them in rank. He has not survived the emotional drain killing for 5 centuries unscathed, he feels little remorse for human adults though he often chose his targets carefully. In order to  abate the guilt he began arranging for money to be left with their families, if the victim had none then he would pay for a pleasant burial. He soon discovered that many people would offer their lives in order to secure their family and Wolfric saw this as a solution to several problems. Wolfroc has made it into a minor business with many wealthy  vampire clients choosing to simply buy to their preferences than spend tme skulking around in the world where camera phones are always waiting to record and share anything remotely interesting. By providing compensation to his victims he found a way of effectively removing a great portion of guilt without turning his back on human emotion, this is perhaps the secret to his happy and carefree attitude and outlook on unlife.

Wolfric has had no particular interest in vampire politics other than to keep the uneasy peace, some members of The Family may have some respect for his age however it is equally likely that they could be unwelcoming due to his lack of contact and his disconnecection from Winchester for such a long period of time.


Appearance:Wolfric has a slightly gaunt appearance with sunken cheeks and slightly sunken eyes that are grey blue in colour. His hair is medium length, light brown and a little curly at the ends though he tends to keep it well trimmed. He is approximately 175cm in height and weighs 165lbs. He appears to have a slight frame and often wears expensive tailored suits according to the period and locations fashion. The pale white shade of his skin since his rebirth further makes him seem unwell or sickly and average humans can find him a little offputting despite his relaxed demeanour and friendly smile. In recent years he made a habit of using very light shades of fake tan to take an edge off of his ghostly white appearance. The only indication of his age is within the eyes that have seen too much of the world and seem to pierce through whatever they are looking at.


Distinguishing Features:Sunken cheeks and eyes that give the appearance that he doesn't eat often. His fingers appear slightly longer than normal and he has a number different tribal-like tattoos on his upper arms and back.

Occupation:Personal banker and money lender, trader of supernatural crafts and wares, dealer of black market goods.

History:Wolfric was born to a wealthy yet low ranking nobleman in 1470's medieval England. From a young age he was taught to fight with sword, bow and lance as well as how to ride, hunt and all the other lessons neccessary for becoming a lord. A lot of his education was inclined towards leading men in battle as well as military tactics and codes of chivalry and honour. His father, Lord William Wroth had sworn allegiance to Edward IV and fought in several skirmishes and battles  until he was killed at the battle of Barnet when wolfric was just 8 years old. Wolfric inherited his fathers land and titles and was guided by his mother. In the years that followed Wolfrics mother Marrianne had squandered most the family's wealth and in 1485 he marched to battle with what little men and equipment he had left and fought under Richard III. The battle was lost and the majority of his bannermen lay dead around him as he was ransomed back to his mother (who bankrupted the estates to cover the price for Wolfrics freedom) and found himself destitute.

The next two years were hard on Wolfric as he found that training to be a Lord had little use among the peasantry and he often went days without a good meal. Marianne had died after several months on the road and Wolfric had no choice but to leave her in a ditch on the roadside. he had tried digging a grave himself but had no tools and found himself unequal to the task. He became intimate with poverty and suffering as he painfully made his way to London in search of some distant relative who may take pity on him. He chanced upon a small remote village and had been allowed to sleep in the stable when he beheld a curious and frightening sight. During the night he awoke to a strange sound similar to that made when eating yet it did not sound quite right. He moved slowly around the stall and stumbled back in horror as he watched a man biting the neck of a horse, when he turned his face was covered with red gore and he looked at the weakned Wolfric with hunger in his eyes. Wolfric armed himself with a pitchfork and charged at the monster though the attempt was laughable and the stranger had turned him aside with barely a flick of his hand.

Wolfric awoke a full day later ina straw bed inside an inn that after some questioning he discovered was no less than 50 miles from the stable where he had slept. He inquired how he had arrived but the inn keepers kindly wife said he had been carried by a stranger and that at first they had beleived him dead. He had been told the stranger arrived just before dawn with Wolfric covered in congealing blood that trailed from a neckwound that apparently came from a dog attack. Wolfric felt hungrier than he ever had before and his memory was hazy regarding that night yet he could recall the exquisite taste of the kindly womans blood in his throat and on his tongue. It was a messy affair yet he left less blood than he took before fleeing into the night in rapturous ecstasy. his sire had followed him with amusement and introduced himself as Benjamin Solomon before whisking Wolfric away to hide from the daylight.

Wolfric learned what he could from his sire and even took his name for his own as they travelled across Europe often meeting with other immortals and supernatural entities. Wolfric had been unruly and rebellious at first until Solomon had left him staked to the ground for several hours in daylight, after that Wolfric had become much more compliant. After 23 years Benjamin and Wolfric parted ways as friends and Wolfric set off on many adventures and began accruing a large amount of wealth stashed and hidden across the known world. Wolfric worked as a trader, explorer mercenary, servant, nobleman and even a pirate for several enjoyable years. it was during these travels that he discovered various groups of supernatural creatures and took great interest in learning their cultures, history and customs. Though a few of the supernaturals he met still exist many have passed from the world or become reclusive and completely hidden. Each of his bizarre tattos were added from groups that he had grown close with and were created using combinations of magic or supernatural liquids to prevent them from being healed completely.

He has lived a life full of excitment pattered with occasioanl grief and brilliant yet risky money making schemes but settled down when he helped found Winchester with the other members of the Original Founding Family. He spent the best part of 76 years helping to build and foster ties between supernaturals and humans as well as being one of the main financial supporters when establishing Winchester ( this is one of the reasons it was named thus) of the Family before he began travelling again in order to consolidate and collect his scattered wealth from around the world. Wolfric has had very little contact with the Family in Winchester in the last 50 years but began his long journey back when he had discovered (from several reliable sources) that the family had lost control of Winchester and was now being ruled by the hunters.

Wolfric has had a colourful history with hunters from The Society and other organisations. As Wolfric Wroth-Solomon he has argued and butted heads (and very rarely) fought in battle agaisnt them. In more recent times he has done what he could maintain the peace and has occasioanlly granted them favours or assisted them under the name of Richard Fairville. He does not know if The Society is aware that he is both of these people. Generally he agrees that humans should have an instituion to help protect the  humans who are ignorant to the supernatural forces yet he does not agree with some of the methods used or some hunters willingness to establish dominance through sheer force. ultimately Wolfric wishes for peaceful coexistence but will fight to protect The Family when he must. Such fights are often merely political or financial attacks as oppossed to the battles of old yet his methods can be surprisingly effective by using connections in the government, criminal underground and the media.

Family:

Lord William Wroth (Father): Deceased, 1473
Lady Marianne Wroth (Mother): Deceased, 1486
Benjamin Solomon (Sire):Redeceased, 1898
Angelica Wroth-Solomon (Human wife):Deceased, 1648

Special Possessions (GM Approval):Daylight Elixir, access to a private telecommunication satellite (used for a private call network accessible only by himself and special clients of his choosing). He has collected several very old diaries/memoirs of ancient vampires as well as a fragmented history of vampirism which he has been collecting casually.

Likes:Parties, Music, business, money, adventuring, peaceful solutions to non business problems.
Dislikes:Overt violence, supremist ideals, Italian cars, boredom, broken promises, sports and aeronautical travel.

Additional Information: Wolfric has a gift of tongues and can read and write and speak most major languages fluently as well as being a passable speaker of several supernatural languages. He is nearly contstantly learning a new language as he travels and will often settle in areas as until he has learned them. Wolfric is also very good at translating ancient texts and writings though he is less confident in speaking them.

Writing Sample:The sound of crunching snow was nearly deafening as Richard Fairville strode to the top of the high mountain ridge. The summit was not far above him and he took a moment to enjoy the crisp evening air and the sight of the forest beneath bathed in soft moonlight. It was likely a cold night, judging by how the edges of his overcoat and shoes were covered in a layer of rime that slowly cracked and refroze as he walked and climbed his way up the mountain. In the distance the town of Winchester glowed with light and he watched the occasional car or lorry snake its way around the hills. With his sharp vision he could make out movement in the town and a slight smile pulled at his cold lips. 126 years had changed Winchester and brought it into the modern age yet he still felt a pang of sadness as he rmemebered the town when it has first been completed, so many freinds and neighbours that would have certainly passed on though he knew that a few of the families would have likely survived.

Richard drew in a deep breath that he didnt need and blew out and seemed nearly dissapointed that he could not see his breath in the icy air. With a grim smile he set off down the slope towards the forest at a regular walking pace whilst conciously creating footprints in the snow and making enough noise that he would be easily noticed by any wolf packs that may possibly dwell in the dense trees. The light came only in thin moonbeams through the roof of branches and Richards eyes adapted easily to the darkness whilst he heard all manner of creatures hunting or sleeping around him. He took a swig from a freezing silver hipflask and his eyes widened slightly at the metallic taste he knew so well. Blood was never as good once it had been stored but he was firmly in control of such urges and only required a small amounbt of human blood to maintain his sanity.

The walk through the woods was uneventful and he could hear the occasioanl car in the distance and began to smell humans in thier houses or in the streets. His nose ruffled slighlty as he adjusted to the slightly polluted smell that now lingered over all but the most remote villages and towns and resisted and urge to head back into the purer mountain air. With a quick shake he removed the majority of ice from his jacket and shoes and began quickly shaking his body like a simulated fit to gernrate friction and heat. Finally he began the motion of drawning in and releasing air to simulate mortal breathing, it was easy to forget such trivial things however Richard knew how important the small details were.

As he walked through the town he removed his phone from its thermal protective case and checked his messages quickly sparing a glance at familiar looking buildings towards the heart of the town. He spotted the building once used for council meetings and remembered his time upon it with fondness, there were some bad times of course but overall he had enjoyed helping the other factions to work together. He looked at the night clubs that had been established and was momentarily tempted to feed before he pushed the thought away and resumed his journey towards the Founding Family's

Character Goals:His current goal is to restablish The Founding Family's former position in Winchester and to repair the divides caused by Ryland Hearts reign. He does not want to take over leadership but he plans to remain until the issue is resolved no matter how long it takes. If possible he will achieve his goal with non violent if possible and he is more than willing to use the majority of his wealth and connections to do so. His secondary objective is to remain in Winchester for a century or so once the status quo has been re-established to ensure that the new leadership does not employ extremist agendas or that the hunters do not tried to take over again.

An overarching goal in his unlife has been to enjoy his immortality to the fullest as well as promoting the peaceful integrations between supernatural species and humans. He beleive that it will be possible to cooperate but that it will be dependant on the immortals species maintaining a good relationship with their human counterparts and organisations.

Thank you for taking the time to read this character concept.I am prepared to fill out the history a lot more than whats provided but i felt it would be too much to try and write 500 years worth of history for a character request. I find the game very interesting and i like the concept of the power struggles between various factions especially. If you have any particular issues about the character please do not hesitate to discuss it with me and i will change things if you think they are inappropriate for you game.
This message was last edited by the GM at 08:03, Wed 04 Jan 2017.
Dice Roller
GM, 3 posts
Mon 16 Jan 2017
at 14:40
  • msg #3

characters

Age Statement: I Insamity2492 verify that i am of legal age (24) to view adult content within my country of residence (UK).

Name:Jack 'Stitches' Calligari
Age:26
Gender:Male
Face Claim:Joseph Gordon Levitt
Family:The Bonsignore Family
Biological Family: John Calligari (Father), Sofia Calligari (Mother), Julie Calligari (Sister), Christopher Calligari (Brother), Luke Calligari (Uncle), Tom Calligari (Uncle), Mary Bonsignore (Aunt)
Illegal Occupation:Associate of the Bonsignore family
Legal Occupation:Tailor
Drinks alcohol: (No)
Smokes cigarette: (No)
Does illegal drugs: (No)
Criminal Record:None (Has been arrested but has never been linked directly to any crimes sufficiently to be taken to court)

Personality:Jack appears to be  extremely relaxed and easy going and has often been accused of being too lackadaisical and irresponsible for someone so close to being made and most people see a hardworking and wealthy young man who seems to lack any real talent for business acumen. Amongst his friends he is often the butt of well intentioned jibes due to his well known apprehension to overt violence. At face value he is a cheerful and friendly man who spends his money a little easily and is too good-natured to ever be a real player within the Bonsignore Family.

Jacks cheerful yet slightly irresponsible reputation is mainly a well crafted and maintained facade that he shows the public world. His father John had taught him that the most successful criminals were the ones that remained invisible. Jack works nearly full time as a tailor, using the shop as a front to meet up with his Captain and other members of the Family. Most of his illegal business is taking care of in the early hours of the morning or at night.

History:The Calligari family has been close friends with the Bonsignore's for many years. Both of Jacks grandfathers grew up together and remained strong friends until Jacks grandfather died a few years before. Jacks mother Sofia and his aunt Mary are both members of the main Bonsignore family and his his mother and father married when they were young. Jacks father does not work for the Bosignore Family directly but is always happy to help his wife's family if required and has often tailored suits for many of the Family's underbosses and Capos at a heavily discounted price.

Jack never wanted for anything growing up and was often spoiled and entertained by his many 'Uncles'. Jack did well in school and juggled education with learning the tailor trade and doing occasional jobs such as passing messages between his Uncles or house sitting when they were away on business. Jack attended Cornell University and studied business and accounting but struggled to separate his work life and his education and barely scraped through with a passing grade. During his time at Cornell he found himself increasingly involved with covert criminal activity and began working as the temporary accountant at a neglected brothel in the upper east side. Jack discovered a problem with the numbers and realized that someone was skimming the profits before paying the cut owed to the Family. Jack passed on what he found to one of his 'Uncles' and the manager of the brothel disappeared a few months after. Jack had earned a little respect and was soon employed to run numbers once he had finished college.

A year after finishing college he was placed in charge of the Brothel and after just 3 years he had risen up the ranks as a trusted and respectable earner. He did earn as much as some members of his crew yet he earned consistently and was able to be noticed by several under bosses after hosting social evenings in the brothel and being related to the boss of the Family, he was always treated well. A year ago Jack was gifted the brothel for a respectable fee and has since settled into his role and it is rumored that he is being considered for confirmation.

Jack has killed 9 people in the course of his illegal business, several of which had been killed within the brothel by applying an overdose of heroin and arranging for a soldier to pick them up and take them out of the area before they died. He has shot and killed three people though he finds it too messy and difficult to cover up and prefers non violent options where possible. Jack has a private room in the brothel and often sleeps there if he is not staying with his family above the shop. Jack is uncommonly kind to his workers and soldiers working for him, often rewarding them well and making concessions for minor mistakes. In the past some of those working for him viewed this kindness as a weakness and attempted to take advantage. Jack responded with cold brutality by cutting pieces off their flesh and resewing the pieces badly resulting in heavy permanent scarring. In one extreme case he cut out the tongue of a prostitute before stitching her mouth and eye lids closed for passing information to one of the other crime Family's. this peculiar method of punishment and his  profession as a tailor is how he earned the nickname Stitches.

Starting equipment: Heckler & Koch P30L Pistol, Cellphone
Starting properties: Calligari's Authentic Italian Tailors (family business in an expensive area of Manhattan), 'Massage Parlour' in the upper east side.
This message was last edited by the GM at 13:42, Thu 27 Apr 2017.
Dice Roller
GM, 5 posts
Sun 19 Feb 2017
at 13:52
  • msg #4

characters

Character Name: Castus Regis Zarkov XIV

Gender:Male

Age: 24

Career: Cleric

Background Packages: Great Chantries of Tarsus (Inquisitors handbook pg 32)

Future Alternative Ranks: Legate Investigator (Inquisitors handbook pg 64)

Homeworld: Noble Born (Inquisitor Handbook pg 15)

Appearance: Castus has a somewhat athletic build and stands just shy of 6 feet tall and weighing approximately 72 Kg. His facial features are handsome yet not quite beautiful and  his face often wears a look of condescension and he seems to have the uncanny ability to look down his nose at anyone even if they are a good head taller than himself. His 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 smooth brown hair always appears immaculately sculpted to frame his face and is kept to a medium length. Castus shows no indication that he ever has or will be able to grow facial hair and his piercing blue 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 yet his nails are perfectly manicured with slightly longer than usual fingers that appear delicate or perhaps feminine. [Will update clothing appearance if  I am accepted and have reached the equipment buying stage]

Personality: Castus holds a strong sense of self worth and importance that is commonly found within the noble houses and is quick to judge by appearance and by deeds. despite his arrogance and belief that he is superior to those he deems to be of a lesser class he is rarely outspoken about these ideals though his feelings can often be viewed from his facial expressions. When conversing with people beneath him in station he often has a slight permanent sneer and speaks in short and clipped commanding tones. When speaking with people he considers to be of equal or higher standing his face only ever shows warm smiles and his voice takes on a near musical quality that he uses during his sermons and public prayers. this strange switch makes Castus appear rather two faced yet he does not personally see this as a defect but rather as a good to have.

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.

History: Castus was born into the noble house of Zarkov which is well known for its Progenitor Enoch Zarkov, a brilliant yet ruthless rogue trader. Much of House Zarkov's traditions and practices still stem from their progenitors ideals and beliefs which have led  the the family to remain rather small and close knit compared to many other noble houses. one of the key ideals of house Zarkov is that a Noble house cannot last without individual strength and careful maintenance and control of the mixing bloodlines. Due to the house's disposition towards strength, few children within house Zarkov reach maturity unscathed if at all and several practices are considered extreme.

Castus was raised and educated in an environment that despised weakness and failure and encouraged success at any cost. During his young childhood Castus was protected from various schemes by relatives that hoped to nurture and develop him into a useful pawn for their games of succession and intrigue. As he grew older the same relatives that protected him began pushing him through subtle yet dangerous tests where a wrong answer or misplaced word could have resulted in a tragic accident and cut any hopes of having any power within the house. Castus followed his lessons to the letter and showed a particular interest and aptitude for whittling out information or secrets and was noticed by several of his great uncles that held various positions within the Drusine Chantry of Tarsus and they steadily groomed him to become a member of the ecclesiarchy.

At the age of 14 Castus was part of a minor power struggle within the family that resulted in the death of his father and several uncles and aunts. His role within the power struggle was small yet integral, Castus had discovered that his father was planning to undermine   his great uncle Venris Regis Zarkov IV by eliminating several of his chantry and militant sponsored candidates. After revealing the plot to Venris, Castus was presented with an opportunity to gain a sponsorship within the Drusine Chantry. 3 of Castus' brothers were also candidates for the same sponsorship and so decided to eliminate his competition. castus   spread many rumors and revealed several scandalous secrets about two of the brothers that caused the family to look upon them with disapproving eyes until they were sent to the Vulpine Chantry. with his final rival brother Castus merely planted heretical material within his brothers rooms and tipped off Venris as too his 'discovery' and his brother met with another of the family's famously tragic accidents when his personal transport ship malfunctioned whilst reentering orbit.

Castus was quickly entered into the Drusine Chantry and spent years studying under the watchful eye of his family and the other clerics on hive Tarsus. Castus took to the role of Novice well and gained some small favour within the ecclesiastical circles and began to seek new opportunities to further his ambitions. [This can be tweaked or filled out more at your request]
This message was last edited by the GM at 00:48, Mon 20 Feb 2017.
Dice Roller
GM, 7 posts
Thu 13 Apr 2017
at 13:49
  • msg #5

characters

|W20|
|---------------------|
|Name|Flame-Runner |Breed|Lupus |Pack| |
|Changing Breed| |Auspice|Phillodox |Totem| |
|Chronicle| |Tribe|Red Talons |Rank|Adren |

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

|Abilities|
|---------|
|Alertness|3 |Animal-Ken|3 |Academics| |
|Athletics|5 |Crafts| |Computer| |
|Brawl|2 |Drive| |Enigmas| |
|Empathy| |Etiquette| |Investigation| |
|Expression| |Firearms| |Law|5 |
|Leadership|5 |Larceny| |Medicine| |
|Intimidation| |Melee| |Occult| |
|Primal-Urge|5 |Performance| |Rituals|3 |
|Streetwise| |Stealth|5 |Science| |
|Subterfuge| |Survival|4 |Technology| |

|Backgrounds|-|Merits|-|Flaws|-|
|-----------|-|------|-|-----|-|
|Pure breed 5 | | | | | |
|Totem 2      | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |

|Gift|Rank|Book & Page Number|
|----|----|------------------|
|Heghtened Senses |1 |W20|158 |
|Scent of the True Form |1 |W20 |166 |
|Beast Speech |1 |W20 |169 |
|Scent of Running Water |1 |W20 |161 |
|Sense Prey |1 |W20 |159 |
|Axis Mundi |2 |W20 |159 |
|Catfeet |3 |W20 |159 |
|Call to Duty |2 |W20 |166 |
|Pulse of Prey |2 |W20 |161 |
|Command the Gathering |2 |W20 |167 |
|Persuasion |1 |W20 |153 |
|Howls in the Night |2 |W20 |169 |
|King of the Beasts |2 |W20 |167 |

|Renown|P.T|
|------|---|
|Glory:  |2.0|
|Honour: |6.0|
|Wisdom: |2.0|

|Traits|P/C|
|------|---|
|Rage|3/3|
|Gnosis|4/5|
|Willpower|5/5|

|Health|Wound Penalty|-|
|------|-------------|-|
|Bruised|None| |
|Hurt|-1| |
|Injured|-1| |
|Wounded|-2| |
|Mauled|-2| |
|Crippled|-5| |
|Incapacitated|Done| |

Specialties
Alertness:Hunting
Athletics:Long Distance Running, Rock Climbing
Leadership:Calming Disputes, Motivation
Primal-Urge:Shifting Forms, Hunting
Animal Ken:Predators
Survival:Tracking
Stealth:Shadowing, Scouting
Law: Ancient Garou Law, Fitting punishments
Ritual:Renown
Dice Roller
GM, 8 posts
Thu 27 Apr 2017
at 14:22
  • msg #6

characters


Character Name:Jack Caligari
Nicknames:Stitches
Face/Model Claim:Joseph Gordon Levitt
Age:78 (Appears Mid twenties)
Sexual Orientation:Heterosexual
Nationality:Italian American
Hometown:New York
Relatives:
Parents: Jack Caligari Sr. (Father, Deceased)
         Emilia Caligari (Mother, Deceased)

Brothers: Christopher Caligari (Younger Brother, Deceased)
          Lucian Calligari (Younger brother, Alive)

Sisters: Carmella Trillo (Elder Sister, Deceased)
         Juliana Parisi (Younger Sister, Alive)

Nephews and Nieces: Jonathon Trillo (Alive)
                    Samuel Trillo (Alive)
                    Clare Caligari (Alive)
                    Emily Parisi (Alive)
                    Julie Parisi (Deceased)

(Has several grand nephews and nieces but is unaware of their existence)



Job:Unemployed but seeking work
Skills: Originally a professional tailor working in the family business he has since been employed in several other jobs including; Slaughterhouse butcher, livestock killer, casino dealer, bartender and hotel desk clerk. Jack was always very deft and excelled at sleight of hand and delicate tasks that required a steady hand even before being turned, his heightened abilities have made him even more proficient. Boxed a little when he was younger and began to practice again a few years after being turned. Fairly good cook though he seldom has an excuse to.

Height:175cm
Weight:82Kg
Eye Color:Dark brown
Hair Color:Dark brown
Scars/Marks: Lots of tiny scars on his finger tips and palms of his hands. A small tattoo-like scar just over his heart forming a strange looking symbol. A very faint bite mark just above his left shoulder.



Appearance:Jack has never considered himself to be particularly good looking though many people consider him handsome or attractive. He has a dislike of bad quality clothing that he developed during his years as a tailor and often wears designer clothing or ideally suits where possible. Despite his love of clothes he is careful not to draw too much attention to himself, when working as a tailor he will often wear expensive looking suits that he has made himself but is not against following current fashion trends to help him fit in. His impressive muscular physique is often hidden and is the result of years of hard physical labor before his turning. Jack rarely wears anything that emphasizes or draws to much attention to his body and often just fades in to the crowd as per his intention.

Level:Novice~Adept
Powers:
Novice: All Novice powers
Adept:
[~] Telepathic Blood Bond
[~] Defy Gravity
[~] Waking in Daylight
[~] Voice Tricks
[~] Feed Recall
[~] Voice Touch
[1] Aura perception
[2] Paralytic Stare



Weaknesses:Standard vampire weaknesses, fairly vain about quality of his clothing, not fully transitioned into an adept and so has little control over some of these developing abilities.

Personality in Brief: Jack appears to be easy going but a little shy and has often been accused of having too little confidence and not enough backbone. Most people see a hardworking  young man who seems to lack any real interesting qualities. Amongst his colleagues he was often the butt of jokes due to his well known apprehension to conflict or
 threats of violence. At face value he is a quiet and friendly man though a little too shy and nervous for his own good and is to be easily disregarded as having accepted his lot in life.

Jacks harmless and weak reputation is mainly a well crafted and maintained facade that he shows the public world. Though in truth he has never been particularly charismatic or a smooth talker, jack has nonetheless thrived from his transformation into a vampire and is confident in his ability to adapt and live freely. Part of Jack craves an excuse to be  violent and to demonstrate his strength to those that mock him but he understands why he must keep these urges tightly reigned in. His Sire, Elizabeth had taught him that the most successful vampires were the ones that remained invisible and he tries to live by those words. Jack's inner darkness is a constant annoyance for him and he occasionally finds it difficult to feed in the conventional manner due to the risk of harming or worse turning someone.

With other vampires and preternatural's  he is usually more relaxed and chatty as he feels comfortable not having to hide his mannerisms or physical abilities. In general Jack is kind and helpful despite the occasional violent urges and he is grateful for the freedom he was granted by his transformation.


History:
Jack had a fairly enjoyable early childhood living with his family in Brooklyn above his father's tailor shop. Jack played with the local kids and argued with his siblings like any regular family, when he was 8 he started helping his father in the tailor's after school and on weekends. Jack picked up the trade quickly and showed an aptitude for the job. jacks father recognized his potential began making him work more and more in the shop. At the age of 14 jack dropped out from school to work full time at Caligari Tailors and began a formal apprenticeship under his fathers guidance. Shortly after dropping out of school Jack became known to his friends as 'Stitches' and the name caught on and spread throughout the neighborhood. The tailor shop continued to prosper yet Jack found himself with less and less spare time and he slowly became more disconnected with the friends he grew up with.

When he turned 16 he began working part time at a slaughterhouse a few nights a week and started serving drinks at a bar down the street on the weekend evenings. The next 10 years of his life became a repeating cycle of working,sleep and more work and any hopes or dreams of a different life had long been extinguished. There were very few events worth noting in Jacks life within that decade long span of time. Jacks sisters both married and had children, Jack moved into a cheap and cramped apartment and had a modest sum of money saved up. The night he died began much the same as every Saturday night did, Jack restocked the drinks and customers began filtering in. He noticed a woman he hadn't seen before sat on a table in the corner of the room, strangers were not uncommon but something about the way she was watching the people around her felt off putting yet he put it out of his mind. jack found himself glancing at the strange woman frequently but stopped after accidentally meeting her eyes, bringing a slight blush of embarrassment to his cheeks. After a while the woman had dissapeared and Jack pushed her out of his mind. He left work and began walking  home, hugging his jacket tightly to fend of the late autumn chill when he felt himself being slammed against a wall before feeling a burst of pain in his neck. Jacks vision was blurred and he began lashing out with his fists, trying to fight of the unknown attacker when a blow to the stomach collapsed his legs and he felt a small hand beneath his shoulder preventing his fall.

Some time later Jack awoke in the same alley and struggled to his feet, leaning against the wall for support. He raised a tentative hand to his aching neck and found dried blood that he scraped off and was horrified to find that he could feel no wound beneath.his shirt was bloody and he couldn't remember anything about being attacked yet similar stories were not uncommon and he felt a sense of dread in the pit of his stomach. Jack moved as fast as he could back to his apartment and checked himself in the small cracked mirror above the sink and soon fell into a panic when he spotted two faint scars and notices streaks of blood on his face, some of the blood was obviously from his head impacting the wall but some seemed to have been made by someones hand. It was clear what happened to him and he decided he would report the attack in the morning, he felt too tired at the time and soon collapsed onto his bed. Jack's woke up delirious as his body convulsed and spasmed before suddenly stopping and he shortly fell unconscious to the sound of his heartbeat slowing.

Jack next awoke during the night two days after the attack as he was assaulted by a cacophony of sounds and smells that caused him to become disorientated until a voice cut through the noise of the city streets like a knife.the strange woman from the bar introduced herself as Elizabeth and began explaining the changes in his body and how she had unintentionally turned him. A short while later he fed for the first time under his sires watchful eye and cried after he had finished. Nothing had ever tasted so beautiful or felt as good as that single moment and few would ever match it in the years to come.

Jack retrieved his modest savings and packed up some clothes and his suitcase of tailoring supplies before leaving  short note to his family apologizing for his sudden departure but saying little more than he had met someone and had decided to abscond. For the next 2 decades he traveled Europe and Asia with Elizabeth learning about his new kind and their laws and etiquette that was kept secret from humans. He was taught to feed and to roll minds if required as well as the importance of secrecy and moving around before other noticed they were not aging. Once Elizabeth was confident that jack would have a good chance of survival she sent him away to forge his own path but not before an acquaintance of hers carved a strange symbol into his chest with a thin silver blade. She also gave him a parting gift, an arm ring wrought of white gold cords twisted around each other ending each end with a wolf head. She did not say where it had come from but she had informed him it would allow him to walk in the sun unharmed and that it should be kept hidden even form other vampires. Under each head of the arm ring is a tiny etching of a  symbol matching the one that was carved into his chest.

Jack spent the remainder of his time since then working odd jobs to make ends meet and eventually he returned to America and checked in on his family from a distance. The city had changed drastically and he could not bring himself to remain despite his longing to reconnect with his family. during the decades since parting with his sire jack has had several relationships with humans and preternatural's yet they only ever lasted a few years at most and his last relationship with a human had not ended well.

Elaine was 36 years old when she met Jack (now 57 years old) and had not known that he was a vampire when they first started going out. After a few months she figured it out and seemed a little hesitant but things were going well for them. After 3 years she grew angry and upset that she had slowly been aging whilst jack remained untouched by time and she demanded to be turned. Jack refused and she tried to bargain and eventually beg to be turned. Jack grew tired of the arguments and simply skipped town one night. 2 years later he had bumped into Elaine  and discovered she had found someone to turn her though she was still furious with Jack for dissapearing. After a brutal albeit brief fight Elaine's Sire stepped in to protect Elaine and Jack managed to stop himself from attacking them both and causing too much of a scene.

Jack was contacted one day by his Sire through the telepathic bond and told her that strange things had begun to occur with his body and that he was struggling to fully control these developing abilities. Elizabeth advised him to head to a town in South Carolina where he might find someone to help him overcome these difficulties. Jack eventually found his way to Southport and following his Sires advice decided to take up residence until he had more control over his abilities.


Writing Sample:
Jack still found himself impressed the advancement of technology during his 78 years of existence. He looked at the phone in his hand and smiled to himself as he remembered how impressed he had been each time some new ground breaking technology had been discovered and released to the public, though truth be told he was a little disappointed at the lack of flying cars and robot butlers. Jack had chosen to head out into the city and tour a few bars before maybe picking someone up to eat. He mostly survived on animal blood with enough human blood to stop his body from decaying but he had decided to treat himself. his attire for the evening consisted of a pair of dark jeans with the hems folded back up the leg slightly as well as a striped black and gray hoodie zipped up to the neck underneath a long black woolen overcoat. His arm ring fitted snugly on his upper forearm beneath the coat and hoodie, allowing Jack to walk in the fading light of dusk. Even during the day new York in November was freezing cold. Though Jack didn't register the change of temperature physically it would have looked strange for him to be walking around without a few layers, such precautions came naturally to jack now and sometimes he almost believed he could feel the biting cold as acutely as humans did.

Jack enjoyed watching the the transitional colours in the sky fade from dusk to night as the lights of the city began to wink on and bathe the streets in artificial sunlight. As he walked through the bustling crowds he opened up his senses and filtered the sights,sounds and smells to a bearable level whilst he bathed in the sensation of life. He often reflected on how quickly time passed for humans and grimaced as he recalled how much time he had wasted on working during his youth. he had not been unhappy at the time but the years of travelling and exploring new sensations and wonders had put things into a new perspective. he enjoyed watching the crowds though recently when he focused too hard he would occasionally see strange colours and shapes surrounding people. Jack knew that it was simply his power developing yet he could not fully control when it occured or tell exactly what each colour and shape meant. Jack glanced around at the various building towering above and recalled his memories of how they looked when he was young. Much had changed.

As he crossed the street an attractive brunette girl caught his eye though not for the same reasons as most of the other men staring at her. Jack stopped in surprise as the spitting image of his younger sister walked past him and a name escaped his lips in a soft whisper. "Juliana". The girl turned her head in surprise at having heard her name spoken but found nothing but an empty patch of air before shaking her head and continuing on her way. Jack had blended with the crowd once more and followed at a distance trusting his sense of sight and smell to follow her.

Jack watched from the shadows of a nearby alley as she fished for her keys from a well used handbag and entered the all too familiar building. jack turned on his heel and let his feet carry him away unbidden as he struggled to maintain his emotions his hearing picked up the woman's muffled voice in the distance. "The strangest thing just happened mama, I could have sworn a stranger just called me by name in the street a few blocks back but when I looked he was gone. Maybe it was someone from Claire's party or.... Jack stopped listening and walked on with a melancholic smile. The liquor store beneath the young girls apartment was a harsh reminder of change and cast his mind back to darker times when he was enslaved by work and duty to family yet strangely he was sad that his family name was no longer displayed proudly on the shop front. As he walked in search of a meal he decided it was time to leave new York for a few more decades.

Special Items: Arm Ring



Portable sewing machine and tailoring kit.




Well that's my first draft, sorry it took so long but found myself rewriting history a few times and im still not entirely happy that it good enough quality :S please highlight any issues or changes you would want to see made, highlighted the abilities orange to demonstrate that though i have them i am unable to fully control or use them at will.
This message was last edited by the GM at 18:14, Fri 14 Sept 2018.
Dice Roller
GM, 9 posts
Fri 12 May 2017
at 23:10
  • msg #7

characters

Name: Deadboy
Age: Between 19-24 years old (he dosnt actually know exactly)

Appearance: stands at about 6'2 with lean muscular frame with no wasted muscle or fat to be found. His hair is black, shoulder length and keeps it tied in thick braid at the back of his neck and a few small braids at the side (large braid looks a bit like dreadlocks and is pretty messy). under all the dirt and dust he is of Caucasian ethnicity. his eyes are unnerving and make him immediately identifiable. the left eye appears to have a small spectrum of colors around the pupil that appear to change depending which direction you are looking at them and his right eye is a blood red color that makes him look like he has a permanently bloodshot eye. he has a large horizontal white scar about and inch wide that goes across his face from just beneath both eyes and across the bridge of his nose. The scar is noticeable but clearly happened when he was still a young child. the rest of his body is latticed with scars and burns and badly drawn tattoos that held no particular shape or significance. he wears baggy desert camo trousers and brown steel toe cap boots with a black vest and brown duster jacket. His head is uncovered except for a brown headband that keeps his hair out of his eyes and a pair of slightly tinted safety goggles that he wears whilst in the wastes and wears around his neck when inside settlements.

Personality: He is quiet and when he rarely speaks it is in what sounds like a loud whisper. due to his upbringing (if it can even be called that) he has very little emotion and always moves from settlement to settlement with no particular purpose or aim. He feels hollow and empty and does not understand feelings like fear, joy, remorse, sadness or mirth. his face always has the same vacant expression as if he is daydreaming and can be very unnerving even in a post-apocalyptic world. people understand anger, hatred or enjoyment in killing or power but he doesn't appear to display anything comparable to what survivors experience and so is set even further apart form them. he has occasionally displayed acts of merciless  brutality when pushed to fight only to resume what he was doing beforehand as though nothing has happened.


Background: parents lived in a small fairly new settlement when it was attacked and severely weakened by a large pack of unliving that nearly overrun the settlement. his father was killed in the attack and his mother whilst still in the late terms of pregnancy was infected from several bites on her right arm as she was fleeing. the survivors amputated the arm as quick as they could but she entered a fever that sealed her fate. one of the settlers that served as a doctor of sorts cut the baby from her womb prematurely immediately after the mother been executed by decapitation. The baby was weak and barely made any noise. the remaining few survivors moved to a larger more secure settlement and spent the next two years passing the child around to anyone who would take him until he was eventually left in the streets and ate whatever he came across in the gutters. Many people wanted to simply kill the child or through him into the wastes but the leaders forbid it, despite the child's eyes and circumstances of birth he did not show any other similarities to the unliving.

A group of traders (more accurately bandits) took the child with them  whilst drunk on near toxic home brewed alcohol and used him as a tool for entertainment, often kicking him around or jabbing and cutting him with small blades to make sure he still bled red blood. when he was around 6 they starting making him fight against the adults or small animals for entertainment and he spent several years walking between death and life. he one his first fight against a teenager when he was 10 by pretending to be unconscious before gouging the older girls eyes as she came to gloat and spit on him. soon after the bandits began sending him in the front line of raids and at the back of escapes from the unliving but still the cursed boy wouldn't quite die. In his thirteenth year the boy stole some supplies as well as an old hunting rifle from the groups leader during the night and made the dangerous trek towards a distant settlement by hiding in the day and moving at night.

Deadboy has spent the remainder of his years travelling form settlement to settlement taking jobs that no one else would and earning enough to scratch out an existence if not a living and continues to roam the wasteland waiting to find either a purpose or finally death.
Concept: the reject or cursed child that everyone whispers about when he passes, the kind of person that causes everyone to cease talking when he walks in a room and makes parents quickly move their children away. very much a loner who is seen as something that shouldn't exist but regrettably  refuses to die.


Skills:
- Rifle marksmanship
- Bow Marksmanship
-skinning
- knife fighting
- dirty fighting
- awareness (not sure if you want this separated into individual aspects such as hearing excetera)
- endurance
- survival
- athletics
- stealth
- intimidation
- Driving
- climbing
- Tracking
- scavenging
- repair
- make shift weapon crafting
- make shift weapon wielding
-
This message was last edited by the GM at 23:34, Fri 12 May 2017.
Dice Roller
GM, 10 posts
Fri 12 May 2017
at 23:31
  • msg #8

characters

Character Name: Castus Regis Zarkov XIV

Gender:Male

Age: 24

Career: Cleric
Homeworld: Noble Born (Inquisitor Handbook pg 15)

Appearance:

Castus has a somewhat athletic build and stands just shy of 6 feet tall and weighing approximately 72 Kg. His facial features are handsome yet not quite beautiful and  his face often wears a look of condescension and he seems to have the uncanny ability to look down his nose at anyone even if they are a good head taller than himself. His 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 smooth brown hair always appears immaculately sculpted to frame his face and is kept to a medium length. Castus shows no indication that he ever has or will be able to grow facial hair and his piercing blue 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 yet his nails are perfectly manicured with slightly longer than usual fingers that appear delicate or perhaps feminine. [Will update clothing appearance if  I am accepted and have reached the equipment buying stage]

Personality:

 Castus holds a strong sense of self worth and importance that is commonly found within the noble houses and is quick to judge by appearance and by deeds. despite his arrogance and belief that he is superior to those he deems to be of a lesser class he is rarely outspoken about these ideals though his feelings can often be viewed from his facial expressions. When conversing with people beneath him in station he often has a slight permanent sneer and speaks in short and clipped commanding tones. When speaking with people he considers to be of equal or higher standing his face only ever shows warm smiles and his voice takes on a near musical quality that he uses during his sermons and public prayers. this strange switch makes Castus appear rather two faced yet he does not personally see this as a defect but rather as a good to have.

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.

History:

Castus was born into the noble house of Zarkov which is well known for its Progenitor Enoch Zarkov, a brilliant yet ruthless rogue trader. Much of House Zarkov's traditions and practices still stem from their progenitors ideals and beliefs which have led  the the family to remain rather small and close knit compared to many other noble houses. one of the key ideals of house Zarkov is that a Noble house cannot last without individual strength and careful maintenance and control of the mixing bloodlines. Due to the house's disposition towards strength, few children within house Zarkov reach maturity unscathed if at all and several practices are considered extreme.

Castus was raised and educated in an environment that despised weakness and failure and encouraged success at any cost. During his young childhood Castus was protected from various schemes by relatives that hoped to nurture and develop him into a useful pawn for their games of succession and intrigue. As he grew older the same relatives that protected him began pushing him through subtle yet dangerous tests where a wrong answer or misplaced word could have resulted in a tragic accident and cut any hopes of having any power within the house. Castus followed his lessons to the letter and showed a particular interest and aptitude for whittling out information or secrets and was noticed by several of his great uncles that held various positions within the Drusine Chantry of Tarsus and they steadily groomed him to become a member of the ecclesiarchy.

At the age of 14 Castus was part of a minor power struggle within the family that resulted in the death of his father and several uncles and aunts. His role within the power struggle was small yet integral, Castus had discovered that his father was planning to undermine   his great uncle Venris Regis Zarkov IV by eliminating several of his chantry and militant sponsored candidates. After revealing the plot to Venris, Castus was presented with an opportunity to gain a sponsorship within the Drusine Chantry. 3 of Castus' brothers were also candidates for the same sponsorship and so decided to eliminate his competition. castus   spread many rumors and revealed several scandalous secrets about two of the brothers that caused the family to look upon them with disapproving eyes until they were sent to the Vulpine Chantry. with his final rival brother Castus merely planted heretical material within his brothers rooms and tipped off Venris as too his 'discovery' and his brother met with another of the family's famously tragic accidents when his personal transport ship malfunctioned whilst reentering orbit.

Castus was quickly entered into the Drusine Chantry and spent years studying under the watchful eye of his family and the other clerics on hive Tarsus. Castus took to the role of Novice well and gained some small favour within the ecclesiastical circles and began to seek new opportunities to further his ambitions.


--------------------------------------------------------------------------------------------


Skills:
Awareness [100xp]
Charm
Common Lore:- Imperial Creed
            - Ecclesiarchy
Inquiry [100xp]
Literacy
Performer (Singer)
Scrutiny
Speak Language:- Low Gothic
               - High Gothic
Trade (Valet)

Wounds:11
Fate:3
Wealth:638

Talents:
Weapon Training:- Melee (Primitive)
                - Pistol (Solid projectile)
                - Basic (Primitive)
Peer:- Ecclesiarchy
     - Nobility
     - Mercantile
  -5  -5              +5            +5
+ 20  20  20  20  20  20   20   15  25
  WS  BS  S   T   Ag  Int  Per  WP  Fel
  26  20  26  27  30  39   30   27  42



MISSILE WEAPONS:
Name:Stub Revolver [Good craftmanship]
Class:Solid Projectile
Damage:1D10+3
Type:I
Pen:0
Reload:2 Full
RoF: S/ /
Range:30 PB /S /M /L /E
Clip:6
Special Rules:Reliable
Weight:1Kg

MELEE WEAPONS:
Name:Sword [Best craftmanship] [Mono] [Exterminator]
Class:Melee
Damage:1D+11
Type:R
Pen:2
Special Rules: +10 to hit
Weight:3Kg
Cost: 190

HIT LOCATION AND ARMOUR
Total Weight:15Kg
HEAD (1-10)
Type:
AP:0

RIGHT ARM (11-20)
Type:
AP:0

LEFT ARM (21-30)
Type:
AP:0

BODY (31-70)
Type: Flakk
AP:3

RIGHT LEG (71-85)
Type:
AP:0

LEFT LEG (86-100)
Type:
AP:0

Gear:
- Exterminator x 2 (70)
- Microbead (20)
- Dataslate (25)
- 4 candles
- Charm (Skull)
- Backpack
- Aquila necklace
- Ecclesiarchy robes
- Flakk vest
- Writing kit (20)
- Bullets:126 (6)


03:52, Today: Castus Regis Zarkov XIV rolled 10,[4],14,11,12,17,7,10,5,6

Great Chantries of Tarsus [305]

Divination
“Know the mutant; kill the mutant.” Increase Perception by +2.

Thrones:82
Dice Roller
GM, 11 posts
Wed 17 May 2017
at 00:06
  • msg #9

characters

Shinigami RTJ-

Name:Daisanji
Age:902
Gender:Male
Race:Shinigami, Captain of the Second Division (providing postion is free)
Appearance:

Daisanji has black medium length hair which he keeps back in a small topknot. He has a rather unremarkable face, with his only distinguishing features being his slightly narrow eyes which often appear to be closed whenever he is relaxed. He often wears a slight smile on his face and always appears extremely relaxed and calm which in turn causes most people to not take him seriously despite being a Captain. Daisanji has a condition known as heterochromia iridium, meaning that his eyes are not the same colour. His right eye is a bright icy blue and his left eye is muddy brown in colour. His skin is very pale and almost sickly looking. The only other feature that is noticeably is that his fingers are slightly longer and thinner in proportion to his hands. Daisanji has excellent hearing that developed to compensate for his habitually closed eyes. Although his face seems featureless and plain when relaxed Daisanji features knot up and give him a ferocious and vicious appearance when angered.

He wears baggy clothing that hides his athletic muscular build and his shihakusho is also very baggy and loose on him. Daisanji often walks around barefoot when not on duty but wears the standard uniform sandals whilst working. Daisanji often wears wears a well worn light green robe with frayed edges and dark green Hakama with the Captains symbol of the Second division on an small white sash tucked into his hakama belt.

Family:None

Crushes:A small crush on Kisaragi no Natsuko though he hides it incredibly well.

Personality: Daisanji has a line drawn in his personality that determines how he reacts to certain situations. The split is mainly between the positive and negative emotions and is the result of his emotional imbalance in his previous human life. The more positive side of his personality split is dominant the majority of the time and is portrayed by his relaxed smiling face. Daisanji is often very relaxed in his positive mind and can happily spend the time just sitting on some street corner listening to life pass by all around him. He also tries to avoid conflict or any kind of hassle if possible and is always willing to help if asked or ordered however he has a tendency to slack of a little or get distracted by helping others with minor tasks himself. Daisanji can be inquisitive and very blunt with people without seeming to care about tact or restraint yet rarely speaks with the intention of causing insult or inciting violence.

Daisanji laughs easily and often and it can be easy to forget that he is a Captain let alone captain of the Second division and leader of the Onmitsukidō. His predecessors had often been very serious and carried an air of hidden threat yet there seems to be little of those traits in Daisanji. The only way that he may be conceived as frightening is how indifferent he is when performing his duties, his kind smile often remains the same whether he is reviewing forms and supply provisions or ordering a covert execution and no small number of his division find this a little unnerving. He can sleep virtually anywhere and has often simply slept leaning against a wall or sat in the middle of a road or pathway. Some times he seems nearly childlike and immature but can immediately change to being calm and in control with a moments notice proving himself to be reliable when others are in danger.

Daisanji's positive personality finds no enjoyment in battle and simply views battles and missions as chores to be completed. When greatly angered Daisanji's split personality battles for control. If dislike or anger is strong enough then his negative personality will usually take control.

The negative personality is occupied with Daisanji's  sadness, jealousy and rage and contains many of the attitudes that Daisanji usually dislikes. When the personality switch occurs it is immediately obvious as his eyes open fully and instead of a smile a feral sneer splits his lips. The negative personality reacts violently to almost any challenge or perceived threat it encounters making it more suited to violent and close quarters battle than his positive personality. his violent personality also delights in inflicting pain on enemies and will often try to draw the battle out for maximum enjoyment. One of the key flaws with the negative personality is its lack of self control and restraint which can make him very hard to work in teams. There is no emotional trigger to switch back to the positive personality however it will automatically change back once he falls sleep or is rendered unconscious.

Brief History: Daisanji's early life in Rukongai was fairly uneventful, he mostly wandered from district to district due to the unpleasantness of his personality switching, the longest he lived in any given district was 2 years before being driven out. Eventually Daisanji grew tired of wandering and fighting from district to district and so took the entrance exam for Shin'ō Academy and was surprised when he was accepted. Daisanji was mostly a loner at first though he began making friends slowly during the course of his studies. He progressed through the academy at a shocking pace earning high scores in all subjects the board despite several incidents that had resulted from his personality switch. At the academy his aptitude for Kido based techniques was nearly prodigal and he found that most techniques that utilized reiatsu control to come naturally. Daisanji was considered for entry into several divisions of the Gotei 13 but was ultimately sent to the second division after his psychological evaluation displayed signs that he may be suited to covert operations. He performed well within the second division with many successful mission and slowly climbed the ranks until he seemed to plateau towards the top end of the middling ranks.

Everything changed when he learned to release his shikai. After discovering his zanpakuto's true name and mastering its abilities he soared into the position of lieutenant within a few short years. Daisanji managed to master the Bankai release though he kept it a secret form most people other than a few trusted friends and his Captain. Daisanji became content with his position in soul society and spent the best part of a century relatively happy and carefree and became known as the 'Smiling Phantom' within the Second Division. With his personally created techniques that allowed him to move virtually unseen he became an invaluable tool and weapon for the second division, often being sent on dangerous covert missions. daisanji has also used his abilities to help support other division squads during battle by providing a means of swift deployment or retreat as well as using his skills to take out prime targets. When the captain of the second division decided to step down he put forward Daisanji's name as a possible replacement and revealed the techniques that Daisanji had carefully cultivated to allow him to move virtually unseen and undetected. Daisanji was tested and soon raised to the captains seat after some persuasion from the former Captain.

Since taking over command of the second division, Daisanji has continued to work fervently from the shadows to ensure the safety and order of soul society is maintained. Some of the other divisions tend to look down on him for his lack of seriousness though Daisanji actually prefers it that way and does little to discourage the rumors and insults. Daisanji excels in all fields but has fully mastered  Kido and Shunpo above all else.


Zanpakuto: Watashimori

Zanpakutou Appearances:
Unreleased: Standard Zanpakuto shape and size with a white Ito braid on the handle and a dark green saya.

Shikai: Watashimori's Shikai form is that of a polished white bone oar type bokken. It has no guard or cord and appears as a solid piece that has been carved out of a large bone. Due to its shape as an oar it has no cutting edge or point but flat or smooth curved edges. Watshimori is very hardy in shikai form but is only capable of blunt, bludgeoning strikes on an opponent.

Bankai: Much the same with the Shikai except for 6, 4 inch diameter wholes running the length of the blade. Inside each whole is a small coin that spins freely though remaining in the gap and appearing to not be physically connected to Watashimori.

Zanapkutou Release Names:

- Shikai Name: Watashimori

- Release Phrase: Guide me through the dark depths and carry me in your crimson wake, Watashimori!

- Bankai Name: Watashimori no Sanzu

- Release Phrase:The last river beckons and the dead tides call. Heed them and collect you toll,  Watashimori no Sanzu!

Overall Ability: The overall ability of Watishmori is to manipulate reishi and reiatsu that is either given willingly or has neutral affiliation e.g. latent reiatsu in the air. After absorbing reitasu, Watashimori can guide it into any form it wants even creating gas, liquid and solid reiatsu. Watashimori can even alter Daisanji's inner world if he choses to. The strength of the reiatsu manipulation is of the highest level even allowing him to create pathways through the Dangai at will and even create multiple portals that are linked to each other. Watashimori cannot generate these changes remotely and so must have enough reiatsu inside the blade to use each technique, if Daisanji is unable to provide the required amount of reiatsu it will be drawn from the atmosphere however this can be dangerous and time consuming. Each technique is created and released from the blade and has a requirement that Daisanji remains in contact with Watashimori. Watashimori personality prevents him from acting without instruction and cannot use any ability without Daisanji's express order and so must remain in constant contact to be effective. Watashimori itself cannot be hindered or stopped from entering any area or realm but this does not mean that Daisanji can always follow.

Shikai Overall Ability:The overall ability of the Shikai form is reiatsu manipulation at an extremely advanced and detailed level as well as creating portals through Dangai. Daisanji's reiatsu as well as the latent surrounding reiatsu in the air can be manipulated using Watashimori as a medium to channel and release the manipulated Reiatsu. In shikai form the reiatsu can be fused, shaped and manifested into multiple solid objects of reiatsu which are all linked together and controlled by Watashimori. This ability is the basis of Watashimoris most powerful technique in shikai form, the Rokumonsen (see Zanpakuto techniques for details). The ability to temporarily combine reiatsu is integral to the function of Rokumonsen and allows objects, creatures and even reiatsu and energy to be moved forcibly through the Dangai and back.

The reiatsu manipulation can also be used to create a current of  partially solid reiatsu similar in viscosity to water, this reiatsu is then moved around Watashimori's blade and creates a high speed flow of concentrated reiatsu that forms the basis for Watashimori's second shikai ability; Riganryu (see Zanpakuto techniques for details). Any Kido techniques channeled through Watashimori can also be affected by this reiatsu manipulation and can gain slightly increased power and efficiency as well as being more accurate.

Bankai Overall Ability: The Banki's overall ability is to manipulate reiatsu at the highest possible level and to channel any object or person into Watishimori's blade and transport them to a copy of Daisanji's inner world. Within the inner world Watashimori has the power to change whatever he wants within the environment though is once again limited by the commands he is given. Despite Watashimori's power over the inner world, any changes must be exact in there description and function meaning that in battle Watashimori is restricted to only changing the aspects that have been agreed between him and Daisanji in the form of techniques. Within Daisanji's inner world Watashimori can replicate any reiatsu technique that has been freely offered by any shinigami, Quincey or hollow however Daisanji is unable to use these abilities outside of his inner world. each technique given can only be used once per bankai activation.

Zanpakuto Techniques:
Shikai:

- Riganryu (Riptide): Riganryu is an entirely defensive technique which can be used to help protect Daisanji from attacks of all range. Riganru works by utilizing Watashimori's reiatsu manipulation and creating a concentrated liquid reiatsu that flows around the blade in several looping helixes at high speed generating tremendous pulling force at the end of the blade and gradually weakening and dissipating as it reaches the hilt. The purpose of this technique is to use the pulling force form the reiatsu to capture attacks and draw them away from Daisanji's body as the attack is attracted and dragged by the fast moving reiatsu at the tip of the sword. Reiatsu based techniques will be caught in the helix and dissipate quickly along the length of the sword. It is this dragging effect and the dissipation of reiatsu that gives this techniques its name; riptide. Riganryu can be used on other physical weapons or body parts as well as reiatsu based attacks however they will retain there form and simply be reduced in power and speed (if the physical object is weak enough it may be damaged by this technique though not destroyed).

- Rokumonsen (6 Coins to cross the river of hell): Reiatsu is channeled through watashimori's blade and 6 coin like rings form around the blade before sliding off and forming a circle behind Daisanji as a default. The outer edge of the rings ares simply reiatsu that has been concentrated and manifested into physical form. The gap in the center of the ring appears to be hollow with a strange shimmer however each ring is linked to each other and Watashimori through the Dangai. The rings can be moved and have there size changed freely. As the portals are linked to the Dangai anything that passes through will emerge from another of the portals within the coins at near instant speed taking advantage of the spatial time difference. Objects, people and even reiatsu can pass through the portals. Each ring will remain dormant until activated by calling out the individual number on each coin. Repeating the number of the coins deactivate them thus severing the link with Watshimori and the Dangai until activated again.

Offensive Use: Rokumonsen has two main methods of being used offensively, firstly the coins can be used to partially transport an opponent and then deactivated essentially leaving the body parts in the Dangai and removing it from the section that still remains in the current world they are fighting in. This severing or cutting effect of the coin deactivation can be resisted for a short time if the opponent releases a large amount of reiatsu around body part caught between the coins allowing them to take less damage before removing themselves from the ring. This application works best as a surprise tactic as it becomes harder to use on strong opponents once they have learned of its ability. The second offensive application is to cast Kido techniques into a coin which can then be transported to a single coin at full strength or through multiple coins with reduced strength, the advantage of using multiple coins is that it can be used to create multi directional attacks.

Defensive Use: the defensive use would be to simply transport attacks to a portal away from Daisanji or if another coin is close enough to transport the attack back at the user.

Support Use: the main support application is to make full use of its unique transportation ability and can be helpful even outside of the combat zone. With this technique many shinigmai ,civilians or objects can be moved long distances instantly allowing for devastating surprise attacks and control of the battlefield by reinforcing those who need help or extracting the injured. It can also be used to move objects such as rubble or perhaps seals that require structures or items to activate. This ability can also be used to help Daisanji avoid attacks or pass through barriers by combining the reiatsu of the coins with a barrier and creating a temporary hole in its defense.

Flaws: In Shikai form the portals within the rings have a maximum duration of 1 minute with constant use. Once the duration ends the individual coin dissapears. the coins can be deactivated to prevent this time running out but the requirement to call out the number will give the opponent a chance to respond and figure out where the next attack may come from. A sufficiently powerful reiatsu attack on the rings could potentially destroy them though the detonation would be powerful and the portal could potentially drag in nearby object to be stranded in the Dangai though Daisanji  has no control over this. Once the technique has been figured out it is easier to avoid though it is still an extremely versatile technique. The maximum range of each coin before automatic deactivation is 5 miles from Watashimori. The maximum size of each coin is 10 meters in diameter creating a portal 9 meters in diameter, only two portals can be used at this size at any one time during Shikai form.

Bankai:
- FunaYurei (Boat Spirits): Watashimori emits a rapidly expanding gray mist from he blade that obscures all senses including smell and sound. After several moments small yellow lights appear in the mist and begin to surround Daisanji's opponents growing brighter and brighter as they approach, whilst the opponent is distracted Watshimori creates a ortal and absorbs everthign within the mist and transport sit to a replication of Daisanji's Inner world using the Dangai as a medium. The lights will flash blindingly before blinking out of existence whilst the fog vanishes revealing the surrounding area to the opponents. Daisanji Stands upon a lone boat some distance away in the middle of a black river with no apparent tide or flow. The river shows no sign of movement or ripples and appears to be solid like black glass. Daisanji appears wearing a large white robe covered with coins that have been weaved into the material whilst holding a smalL white stone in his left hand and his white Shikai Zanpakuto in his right hand. Daisanji also wears a white Hanya mask on the left side of his head The boat is made of the same white bone-like substance as the Shikai blade. On the boat is a small table and three items; a small lantern lit with a violet flame, A small knife and a small sake set with two cups.

Flaws: If the opponent is able to attack in the split second that the mist emerges then the technique will be interrupted and Daisanji would have to provide more Reiatsu to repeat the technique.

- Sai no Kaiwara (Riverbed of the Netherworld): Daisanji drops the white stone in his left hand into the water creating a single ripple whilst speaking the techniques name. As the ripple reaches the shore the riverbanks begin to shake and shudder as the ground begins to sink into the black water and hundreds of small blue hands grab at the opponents legs and waist attempting to drag them down into the river. Each hand is cold and burns to the touch, sapping strength and feeling from their body. If the opponent is fully submerged they will very likely have their soul trapped forever. Sai no Kaiwara is immune to purely physical attacks or abilities.

Flaws: this technique does very little physical damage and is primarily a sealing technique. If the opponent has a very high level of reiatsu or is very skilled at Bakudo then they can possibly overwhelm or weaken the technique enough to escape.

- Sanzu (Three Tortures)

+ Kazu (Fire Torture): Daisanji lowers the lantern into the water which violently ignites in violet flame that spreads across the entire river at great height. Any plants begin to shrivel and ignite at close proximity to the intense heat, the only area that appears unaffected is a small area around the solitary boat being guided by Daisanji. As the boat moves the flames appear to make way for it before filling in the gap in its invisible wake. This technique causes great amounts of physical pain to anyone trapped inside of it and feeds on enemy reiatsu to burn brighter and hotter. Anyone who is set on fire by the technique will feel as if their bones are melting under their skin and blood boiling from their veins.

Flaws: If the opponent can seal of their reiatsu entirely for a few moments the flames on their body will extinguish but if they allow any reiatsu to escape whilst the technique is active they will reignite. This technique uses a lot of reiatsu and can also affect Daisanji should he leave the safety of the boat.

+ Toozu (Blade Torture): Daisanji touches the knife blade to the river and the flame fades out to be suddenly replaced with thousands of rusted swords rising from the waters surface to impale any opponents. The swords are all different shapes, styles and sizes but most are worn and rusted yet incredibly sharp. The swords move as fast as most shunpo techniques and will even bend and twist to catch their targets within a cage of swords before impaling every part of their body that can be reached. This technique causes large amounts of physical damage both internally and externally whilst each wound made by the blades are resistant to healing techniques.

Flaws: The blades can be stopped with a strong kido barrier and the damage is entirely physical, abilities that massively strengthen the hardness of the body or the speed of regenerative healing can weaken the effect of this technique though they may still find themselves trapped by it. Technique can affect Daisanji if he leaves the safety of the boat.

+ Kechizu (Blood Torture): Daisanji touches the open mouth of the bottle to the water and a stream of blood will rise to the waters surface connecting from the bottle to any wounded enemies. If the connection of blood is made then the bottle begins to suck in the blood at an incredibly fast rate draining anyone connected of their Blood, Reiatsu and soul. This Technique is both physical, mental and spiritual and can finish off  opponents very quickly.

Flaws: Much larger opponents will not be affected as quickly dependent on the extra volume of blood and reiatsu in their bodies. The technique relies on the opponents actually being injured and having lost some drops of blood into the river. If the opponents are already heavily bleeding when they enter due to Funayurei then this technique can be used the moment their blood drips into the river.

-Gisei no Tamashi (Sacrifice of the Soul): Daisanji drops Watashimori into the river and the waters rise in the air to envelop anyone within the artificial world sealing their souls into a small black pearl of compressed Reiatsu. At the center of the pearl is a small white core that contains the soul of anyone who is stood on the boat at the time the technique is used. Extremely powerful sealing technique that also traps Daisanji in an alternate dimension. The black pearl is a foot in diameter and the white pearl within is 1/100th of that size. The black pearl maintains the seal by drawing feeding on the souls trapped within the black layer.
Flaws: the black pearl can eventually break on its own once it runs out of souls to power it however the white pearl seal can only be released by masters of the sealing arts. The pearls are easier to destroy than to unseal however those trapped within each seal will have their souls destroyed. The technique is a last resort as Daisanji has no way to escape of the technique and risks being sealed for centuries or even having his soul destroyed.

Other Techniques:

Himitsu no Entori (Secret Entry): A technique that was  acquired after unlocking  Watashimori's Shikai form. Secret entry allows Daisanji's to obtain a small fraction of Watashimori's ability to travel anywhere freely. Daisanji can move through most barriers and seals unnoticed without breaking them and when his shikai is released can allow others to enter through the use of Rokumonsen. This technique was a large factor in deciding his promotion to lieutenant of the Second division and has since been steadily perfected.


Michi no Sonzai (Unknown existence): A  version of reiatsu suppression unique to Daisanji after unlocking and mastering his Bankai. His manipulation of his own reaitsu and reiryoku is so precise that he is able to resonate it match the surrounding reishi rendering him an ability close to invisibility. Rather than his body actually turning invisible Daisanji just seems to blend in with his surroundings so well that he is simply unnoticeable to the point where most people do not register that they actual see him. Beings with high levels of control over reiatsu are less affected depending on their level of ability and power. Daisanji uses the technique weakly out of habit, often surprising other shinigami who were not aware of his presence amongst them. The more Daisanji focuses on the technique the more efficient it becomes. Even at its highest strength a Captain level being will realize something is wrong with the surroundings and eventually manage to focus in on him dispelling the technique against them. The technique is also broken the moment Daisanji makes physical contact or speaks to someone as it draws attention directly to him.

Thats my RTJ so thanks for reading (if you scrolled through a lot of zanpakuto stuff i understand haha). I understand that the info on the zanpakuto might be a little intense to read in an RTJ but if possible i wanted to make a Captain character and decided that i should be as detailed as possible regarding its abilities and flaws. If you have any particular problems or issues please ask as im happy to tweak bits and bobs to amke it fit into the game. if i don't get into the game then i wish you every success in the game :D
This message was last edited by the GM at 01:21, Thu 18 May 2017.
Dice Roller
GM, 13 posts
Sun 11 Jun 2017
at 01:25
  • msg #10

characters

Playbook: The Show

Name:Rime Nor Rivem TM
Stats:
Cool:+1
Hard</small>:-1
Hot:+1
Sharp:=0
Weird:+2

Rig:

- When you play, you fill the air from horizon to horizon, and people miles away feel
the earth rumble

- You have a wide assortment of instruments and can play them all

- When you play, water freezes, and your skin and instrument frost over

Look: Reaver is a fairly tall Man with a heavily tattooed and Muscled Body that is often displayed through his very Casual Costume that usually consists of a pair of worn and ragged trousers and an open sleeveless shirt. The black makeup style tattoos on his face highlight his bright blue Intense Eyes that sit well on his Enchanting Face framed with luscious curly hair.

Gear:
-Wears a hooded grey leather jacket with a fur lined hood and small metal snowflake designs stitched all over the jacket.
Dice Roller
GM, 14 posts
Tue 20 Jun 2017
at 23:50
  • msg #11

characters

Name:Jack Barkess
Code Name:Rock
Age:27
Gender:Male
Job/Role:Enforcer

Looks: Short brown hair with some light stubble, he isn't particularly tall at  5 ft 7 and his athletic build combined with his height makes him appear slimmer or weaker than he actually is. Often smiling  with a relaxed posture that makes him seem confident but nonthreatening. His Scottish accent is still prevalent when he speaks though it has become less thick since he moved away from Scotland.

Personality:At a glance Jack is mild mannered, polite and fairly charming. He is always the first to advocate peaceful solutions over violence which often causes others to jibe and tease him but never hesitates to act when required. Despite his apparent nature Jack is one of the Black Riders top enforcers and never hesitates to do jobs that might be distasteful to others. He looks upon the gang as his family and has been with them since he was 18 years old. He earned his code name for being unchanging and uncompromising as rock, always remaining calm and collected even in dangerous and volatile situations.

Like's: Football (soccer), Long rides, His gang, drinking.
Dislike's:Cops, drugs and disrespectful people.

History:Jack grew up poor and practically parentless in Glasgow and spent much of his youth fighting and stealing to survive. His mother was an alcoholic and his father left her after she came home and attacked him In a drunken rage one night. Jack  ounced fro
Youth prisons and foster families until he was 14 where he made a living as a runner and
money collector for a small time street gang.  He learned to ride and repair bikes from one of the oldder guys in the crew and quickly fell in loving with riding. He completed his first hit at 15 and was surprised to find it liberating  but strangely unpleasant. He didnt exactly feel guilt but understood that be probably should have and after a few more hits began to slowly accept that it was simply how he was. At 16 he had saved  enough money to  buy a half decent bike and left Scotland for good. After travelling for a year he had little money left and found himself stranded with just his bike and hiss filthy and tattered leathers. Jack was caught stealing fuel from the Black Riders and was dragged in front of the gang to be punished. When dragged before them, he had kept impressively calm despite his bloodied and bruised body and the one who caught him reported that he had put up a good fight and refused to back down until he was eventually knocked out.

One of them suggested he should simply pay a large fine by working for them and the vote was surprisingly passed. He spent the next year or two doing any job he was told to and was allowed to sleep in one of the gang members shed. He proved himself dependable and gained favour when he took a bullet to the shoulder that was meant for Smoke during a random firefight. Since then he was accepted into the gang and slowly made his way to the rank of enforcer and earned his codename rock. He has always  been grateful to the Black Riders for taking him in and has since been unshakingly loyal to them. He was sad when saphire and some of the other members split but understood why they wanted to escape Smokes shadow.

Power: Remote bone manipulation; Jack has the ability to remotely move, break and even grow bone. The ability can be used to help or hinder others and he uses it rarely.

Power level: Very high

Limitations (3):
- He must be able to form a mental image of any targets requiring him to have  learly seen their face in person or in pictures.
- He can only use the ability in 50 meter radius
- He will feel the same pain as his victims  whilst his power is active though will not suffer the harm himself.
This message was last edited by the GM at 00:47, Wed 21 June 2017.
Dice Roller
GM, 15 posts
Wed 21 Jun 2017
at 22:39
  • msg #12

characters



Name:Wolfric Wroth
Type: Vampire
Age Appears:31
True Age:82, Born April 2nd 1939 Winchester, England
Race:Vampire
Clan:Daeva
Covenant:Invictus
Character Visual:Cillian Murphy


Personality:

When dealing with subjects and people of pleasure he is extremely relaxed and easy going and has often been accused of being too lackadaisical and lacking in presence for a of the Invictus. His particular vice is greed though he is a fan of each deadly sin other than sloth and gluttony. His particular weakness for greed is expressed from his nearly obsessive accumulation of wealth in order to fund the long climb up the ranks of Invictus. Despite his lust and greed for power he is not foolish enough to present too much of a threat to his peers and the relaxed and seemingly carefree nature he displays when not involved with business transactions acts as a form of camouflage of foolishness. His business skills are difficult to hide for long within each cty he visits yet his relaxed uncaring personality often helps to make others believe that he is largely ignorant to the political games being played by the other Kindred around him. Wolfric finds pleasure in manipulating humans by helping them achieve their dreams before ripping it away from them and watching their lives crumble. This particular activity is more about having control and enjoying himself more than obtaining any financial or material gain though it is sometimes a bi-product.

Wolfric enjoys displaying his wealth by throwing parties or social events. To his colleagues and acquaintances he is a fun and eccentric force of extravagance and is often asked to host or organize social functions to entertain, distract or entice important mortals in exchange for favours. Wolfric has also developed a taste for blue blood and much prefers to feed on the wealthy or powerful. His preferred method of feeding is by choosing a carefully selected thrall to feed from until he disposes of them or on rare occasions gives them the embrace.




Wolfric tries hard to never mix business and pleasure too much and has often refused to deal with even his oldest and closest friends unless absolutely necessary. Wolfric is much colder and logical when it comes to business transactions both personally and for Invictus. He will often manipulate mortals to get his way but is more than willing to use the stick more than the carrot. Organizing kidnappings, arson or blackmail are his bread and butter when it comes to enforcing business contracts and there is no level he will not stoop too to ensure he is paid what he is due. He is remarkably patient when executing these plans. On one occasion he has pursued the debt from a noble family through 3 generations before he was able to recover their debts and bankrupt them in the process. Wolfrics primary profession  has been as a personal banker and money lender to aristocratic and wealthy families as well as to the human and supernatural criminal underworld. Criminals tend to be remarkably pliable and useful for navigating mortal issues in exchange for financial recompensation. When it comes to business and pleasure he is equally cruel to mortals though he is more careful around other kindred and supernaturals.

Wolfric has supported the development of technology throughout the best part of the last century and no small part of his wealth has been gathered (and still gathering) money from investments into scientific and technological development. Occasionally he has backed some innovations that simply failed to achieve great acclaim but the gains have so far outweighed the losses. Wolfric does not often stand on ceremony unless tradition calls for it. He embraces the hierarchy in vampire society yet personally finds much of the pomp and ceremony to be mostly a waste of time.

Appearance:Wolfric has a slightly gaunt appearance with sunken cheeks and slightly sunken eyes that are grey blue in colour. His hair is medium length, light brown and a little curly at the ends though he tends to keep it well trimmed. He is approximately 175cm in height and weighs 165lbs. He appears to have a slight frame and often wears expensive tailored suits. The pale white shade of his skin since his rebirth further makes him seem unwell or sickly and average humans can find him a little off putting despite his relaxed demeanor and friendly smile. In recent years he made a habit of using very light shades of fake tan to take an edge off of his ghostly white appearance. The only indication of his age is within the eyes that have seen too much of the world and seem to measure, appraise and deconstruct whatever they are observing.


Distinguishing Features:Sunken cheeks and eyes that give the appearance that he doesn't eat often. His fingers appear slightly longer than normal.

Occupation:Personal banker, money lender and  dealer of black market goods.[In his circle of mortal colleagues and acquaintances].

History:Wolfric was born to a wealthy yet low ranking aristocratic family in England, 1939. From a young age he was taught to fight with sword, how to ride, hunt and all the other lessons necessary for becoming a member of the ruling elite. He was taught by private tutors at home and a lot of his education was inclined towards managing the families estates and etiquette. He was also taught how to court ladies in the correct manner and learned how to subtly manipulate those around him by watching his parents and the serving staff. His father, Lord William Wroth died during the war and  Wolfric fully inherited his fathers title at the age of 18 whilst being guided by his mother. Wolfric struggled against his mother for actual control of the family and their relationship deteriorated greatly in private. Wolfric married his first wife Angelica when he was 25, against the wishes of his mother. Mary was from a family of higher standing yet Wolfric's mother did not approve of him choosing to marry the third daughter when she had two elder and eligible sisters. He had attended the party with the intention to court  Elizabeth, the eldest daughter yet found himself much more attracted to Angelica. Just over a year after the marriage Angelica died during childbirth and his son died a few short days later. The death of his wife and child affected him greatly and he soon began frequent attendance of debauched and depraved private parties, losing himself in women, drink and drugs. He remarried an ill-suited woman named Mary a few years after Angelica had passed but he was cold towards his new spouse and it was not long before they realized they disliked each other immensely.

Wolfric soon grew bored of the parties and instead began focusing on his families position. His families standing had grown a  little yet it was not enough for Wolfric. He began using his money as a weapon against the other families by slowly buying there land and lending them sums of money they could not afford to repay. Each house that fell in standing formed another small step for Wolfric and he was startled to discover how exciting and exhilarating it was to watch those that had once looked down on him come begging at his feet. Another few years passed and Wolfric found himself with a vast fortune that he fought to keep away from his mothers hands. His wife had given birth to 3 children though Wolfric was not certain if any of them were his and he spared them little thought.

One night he was attending another boring social function as required by his station when his eyes were unexpectedly drawn to the face of a beautiful women named Claudia and he found himself smitten with her. He was at first unaware of what she was but after a few clandestine meetings he discovered the truth. He took little convincing to serve her, in fact Wolfric could barely think of a reason he shouldn't. Claudia offered a chance to leave his mortal worries behind and a way to keep his vast fortune forever. He served her loyally ensuring that she wanted for nothing and even let her feed to her hearts content on his family and staff. Claudia had a flair for the dramatic and enjoyed forcing others into sick and twisted scenarios that on occasion left them mentally or physically scarred. Wolfric would often be brought to watch these activities or 'performances' as she called them. Wolfric did not particularly enjoy these shows but would grit his teeth and watch rather than throw away his opportunity to become one of the kindred. It seemed strange to Wolfric that he himself was never chosen to take part in the twisted displays but he was not stupid enough to question his masters motives or desires. The relationship between Claudia and Wolfric was strange for him as he was often charged with leading her to parties, opera's or other social engagements but in reality she dictated every aspect of his life. She ever played the role of the demure and quiet yet beautiful wallflower.

His family slowly declined into ruin as he indulged Claudia and horded his wealth in private accounts, selling off land that had been owned by his bloodline for centuries. On a random night that had become ordinary in his new life Claudia chose to embrace him, he had received no indication or warning. It simply happened. The embrace itself was ecstasy itself, a mixture of pain and pleasure that drowned out all other sensations. During the kiss itself Wolfric found himself not caring whether she turned or simply killed him, it was the single most pleasurable experience of both his lives. When he next awoke he stalked his home, attuning to his new senses and looking for someone to help ease his hunger. His wife and children were away and the burning of the mansion  was written off as a great tradegy, several staff survived but several of the bodies were beyonf recognition. It was reported that Wolfric had surely died in the fire. Wolfric spent the next decade travelling Europe and learning to adapt to his newfound powers and life in the darkness. Once he had acclimatized sufficiently to his new life, Claudia introduced him to other members of Invictus before releasing him into the world to either prove himself worthy or die in the attempt.

The next few years he traveled around Asia and Africa, often grouping together with other kindred and attending parties or occasional visiting war zones to kill hapless humans at night. He took up practice with the sword again, preferring it over guns that some of the other kindred enjoyed playing around with. He found killing with a sword was much more beautiful and personal than a firearm. After Wolfric had his fill of blood and violence he journeyed to America and joined Invictus. Wolfric learned quickly and continued to increase his personal fortune whilst making friends with other wealthy mortals that he was surprised to discover that his kindred mentor had spurned and avoided. It was not long before an opportunity arose that allowed wolfric to make use of his humans contacts to take advantage of his teachers lack of interest in human affairs. He used his friends influence to create small layers of bureaucracy and law that steadily made it increasingly difficult for Wolfric's instructor to distribute resources and make investments within the local domain. His actions did not directly harm Invictus though it drew attention to his instructors inadequacy. Wolfric was soon promoted to replace his predecessor and shortly after the legal and bureaucratic problems seemed to dissapear. Wolfric is aware that most of the domain leadership was aware of his actions and was surprised that he seemed to have raised in their estimations rather than being punished, but he realized the attention was not entirely good and so began carefully cultivating his current facade.

Wolfric keeps his personal finances and business transactions separate from Invictus business though he has on occasion used his own financial position to assist the domains he worked in to stimulate industry and growth to increase the profitability of Invictus' investments. He has also used his own funds to protect and stabilize investments in times of financial crisis or making donations to the Invictus funds directly. The last four decades have been relatively quiet for Wolfric though he has on occasion used his political and financial influence in the human world to assist with any small issues in relation to the humans, this has included assisting a couple of cover ups when kindred have broken the masquerade. Wolfric had recently been sent to a new domain to apply his aprticular skills to  serve and it has been alluded that this is perhaps some fomr of test.



Family:

Lord William Wroth (Father): Deceased,
Lady Marianne Wroth (Mother): Deceased,
Lady Angelica Wroth (First wife):Deceased,
Unnamed Child (son): Deceased,
Lady Mary Wroth (Second wife): Deceased
Lord William Wroth (eldest son): 55
Elizabeth Stanmore (eldest daughter: 55
Jonathon Wroth (youngest son): 53



Likes:Parties, Music, business, money, travelling,
Dislikes: Italian cars, boredom, broken promises, conventional sports.


Thank you for taking the time to read this character concept. If you have any particular issues about the character please do not hesitate to discuss it with me and i will change things if you think they are inappropriate for your game. If its not what you are looking for then i wish all the best for you and your game :D. This character was taken from a previous game so can be adjusted if need be.
This message was last edited by the GM at 22:38, Tue 24 Aug 2021.
Dice Roller
GM, 25 posts
Tue 18 Jul 2017
at 00:47
  • msg #13

characters

Name (First and Last):Zobuhl Iroc
Class: Jedi Padawan

Race:Miraluka
Aligment:Jedi (Later rebellion)
Force Sensitive: Yes, high level of sensitivity.
Are you a Clone?: Yes/No/Unknown
**Note: Clones can be Force Sensitive
**I may allow Clones from other people as well!
Gear (Your a low leveled person, keep that in mind. Sith Apprenticies and Jedi Padawan may start with a Lightsaber. Sith may start with a Duel Lightsaber. I may allow 2 lightsabers. Keep in mind: Start with a lightsaber and being against the Empire/Sith is NOT a good idea!):
Skills Good With (3):
Skills Bad With (3):
Brief Background:
A post:
Dice Roller
GM, 26 posts
Sat 26 Aug 2017
at 03:45
  • msg #14

characters

Name:Tenrai, Bloody Hand of the Hidden Mist


Age (20-30):27


Gender:Male


Kekkei Genkai:None


Personality: Tenrai is a ruthless and cruel individual that enjoys inflicting pain and spilling the blood of his enemies in the name of his god Jashin. Tenrai has a fairly sound strategic mind but often prefers to finish off his targets up close and personal, usually using his claws to rip them to bloody shreds. If he has the time Tenrai will often mutilate and scatter the bodies into ritualistic shapes that mirror his own tattoos and this has become something of a calling card for him. Tenrai is always up for a fight though he won't necessarily fight fair and is pretty much devoid of honour and will happily slaughter his opponents regardless of age, gender or occupation. When not on missions he is often training or hanging out with the Tanuki brothers and has little contact with his fellow ninja due in part to his beliefs and the fact that Kirigakure has tried hard to remove its extremely violent past reputation that Tenrai seems to have inherited. He smiles a lot but the effect is usually more frightening than calming on others and even other jounin feel uncomfortable around him.


Background: Tenrai has grown up in the hidden mist and lost his parents at an early age, his mother was chosen as a sacrifice to Jashin and his father died in a fishing accident. He was raised by a small secretive faction of followers of Jashinism and was taught that death was simply a form of worship when enacted correctly and in many cases was a reward for those that not know about Jashin's greatness. He received his first tattoos after graduating from the academy exam and was the first in the village to openly display his faith which caused a great deal of trouble for him which nearly cost him his position as a ninja. from early on in his time as a genin it was clear he was predisposed to violence and was a excellent candidate for the hunter-nin branch of the Anbu. At the age of 14 he was initiated as a hunter-nim on special dispensation and spent the next 10 years honing his skills and practicing his faith on missing nin from his village. At age 17 he was granted the rank of jounin but would remain with the hunter nin until he was 22. After officially leaving the hunter nin he began taking more regular missions and discovered the Tanuki clan caverns on his journey. The last few years he has helped teach taijutsu and weapon techniques at the academy as well as instructing a select few chunin on how to apply wind and water nature transformation to their weapons using chakra flow.


Appearance: Tenrai is fairly tall at 6"3 and has slightly tanned skin with medium length blonde hair and  blue  eyes. He is athletically muscular but appears slim at a glance considering his height.

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

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


Land of Water


Affinity: Water
            Wind
            Yin



Jutsus:
1 A Rank:
Shuriken Shadow Clone Technique

2 B-Rank:
Vacuum Sphere
Shadow Clone Technique

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

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

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


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

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

Summoning Contract: Ninja Tanuki Clan. Tenrai has traveled to the secret underground caverns where a reclusive group of raccoon dog Sages live. Tenrai managed to survive the harrowing journey and outsmart many illusions and deadly traps set up by the Tanuki to ward off unwanted visitors. Tenrai found that he liked the playful and carefree temperament of the Tanuki clans younger members but found the ancient ones wisdom and rules to be stifling. He declined training in their sage arts as he was not ready to spend the time required in the caverns to learn. In the few months he spent with the Tanuki clan he became close friends with a young group of triplets that were around his age in the Tanuki life cycle and signed a contract with them before leaving.

Tenrai can summon each or all of the three brothers to help fight with him. The young Tanuki-Nin can become anthropomorphic due to their advanced transformation techniques, allowing them to use ninja tools. The brothers themselves are small compared to their elders and stand at an equal height with Tenrai. The eldest triplet is named Suijin, the middle brother is Raijin and the youngest brother is called Fujin. Each of the brothers are taijutsu fighters and experts at using clone and transformation techniques that are a lot more advanced than those used by average shinobi. The brothers are able to use chakra flow within their own bodies to enhance their strength as well as perform powerful transformation and clone techniques.

Techniques:
- Tanuki Clan Art: Strength in numbers: They are able to create solid clones similar to shadow clones that only disperse on receiving a fatal wound or until the technique is cancelled. the more clones they create the physically smaller they become. the smallest they can become is the size of a cat with approximately 10 clones.

- Tanuki Clan Art: Infinite Forms: the brothers can transform into a variety of inanimate or organic objects with much greater potency than normal ninja techniques can replicate. they can transform themselves or clones into weapons or armour in order to create a massively erratic pattern of attacks and combinations when fighting.

Personalities of the brothers will be added if approved.
This message was last edited by the GM at 18:59, Tue 30 Nov 2021.
Dice Roller
GM, 27 posts
Sat 26 Aug 2017
at 12:56
  • msg #15

characters

Name: Rikumaru Jin

Age:20

Gender:Male

Kekkei Genkai: Earth God's Domain
Earth God's Domain is a Kekkei Genkai that was first manifested by Jin's ancestor Rikumaru from which the family name was then taken. Rikumaru was one f the many disciples of the sage of six paths and had an amazing affinity with the earth, requiring no seals or gestures to move or manipulate the earth around her. She had several children that shared her affinity with earth and took them into seclusion into what would become the Land of Fire. As the new ninja culture was slowly grown and began to war with each other the Rikumaru clan remained hidden, honing their skills for times of peace. As the hidden villages were formed the Rikumaru clan began a tradition for adolescents to  travel the world on pilgrimages so that they could learn more of the world and better attune themselves with the earth as a whole. Whilst on the pilgrimage the young members of the clan would choose whether to return to the village and learn to fully unlock their Kekkei Genkai or to leave the clan and start a fresh life. Most chose to return but there was no enmity within the clan towards those that did not and the ones that left often joined the growing villages and there descendants often had powerful earth affinities. Many were drawn to the land of Earth and the Hidden Rock village. Several members of the clan also helped found the Fire Temple and integrated its methods of teaching with the clans culture.

The Kekkei Genkai itself allows the user to manipulate the properties of the earth itself allowing for strange and powerful techniques to be created. It also protects the user from earth based techniques within a 3 meter radius of them (if a technique has been used outside of this radius it will not be affected even if it enters this area). Those who master the kekkei genkai require no seals to perform earth techniques and can freely control the earth with simple gestures or thoughts. Jin's second affinity to water has guided his manifestation of the Earth God's Domain and he is able to freely change the density of the earth by softening or hardening solid rock to flow like water allowing for techniques unique to him. Unlike mud techniques the earth does not actually become liquid and remains solid despite being able to flow around objects and behave like water. Jin can change the density of the earth in his techniques at will to either make the earth lighter or heavier as he chooses. Due to this ability Jin is able to use many water jutsu with earth and rock instead of water, e.g. Jin could use syrup capturing field which would flow around the opponents legs or torsos trapping them in solid rock once the technique is released.

Personality: Jin is fairly cheerful and optimistic about most things and is usually content to take orders from others around the village as he sees it as his duty to help others and further foster cooperation and peace. Jin does not enjoy killing and will avoid doing so if possible but will not hesitate if it is deemed unavoidable. Jin holds great respect for the earth and creatures upon it and aspires to one day become a sage and protector as well as  spending the rest of his days unlocking the earths secrets and passing on the knowledge to a few worthy disciples. Jin himself is a vegetarian as most of his clan are and this is linked  to his dislike of killing other creatures. Though Jin does not approve of eating meat himself he never questions or feels disdain for those that do. Despite his kind and cheery outside appearance Jin has a terrifying rage when triggered and has twice gone on a rampage outside the village to vent his anger, the result of which took several days to repair the damaged buildings,roads and landscape.

Background: Jin grew up within the confines of his clans village hidden inside an artificial mountain in the Land of Fire. The clan lived a fairly monastic life eschewing needless comfort and luxuries in order to strengthen their mind, body and spirit as well as creating a more substantial connection to the earth and rock. After displaying signs of his Kekkei Genkai at an early age, Jin was sent to train in the lowest level of the village deep in the bottom of the mountain where the rock was warm from the lava flows beneath. Jin was trained in the use of his Kekkei Genkai from a young age and was selected for a new experimental pilgrimage at the age of 10. Each of the chosen children would travel to a hidden village with the usual pilgrimage but would remain, train and serve as a ninja for each village. They would pass information on via the pilgrimages regarding the state of the ninja world as well as passing on new techniques or skills that would benefit the clan. in order to choose which village the children would join each of them drew lots. Jin pulled the village hidden in the leaves and set off on his journey. After 5 years he had successfully gained the rank of chunin and had been on many successful missions and a few failed ones. Just two years later he advanced to the rank of Jounin and has now been deemed ready to lead a team of his own. Jin resides in the village and occasionally teaches at the academy when he isn't training or on a mission.



Appearance: Jin is 5'11 tall and weighs 85kg. His body type is lean and muscular without being too bulky with a very slight tan skin coloration. He has long shaggy hair that is an earthy red colour and bright green eyes. Jin has a small mount of stubble on his chin but very little hair on his body or the rest of his face. There are two large healed scars on his left cheek. Jin wears a pair of baggy brown trousers that are slightly similar to hakama in appearance which is held up with a light brown belt. he wears a chain vest and sleeveless white keikogei over that. His arms and legs are bound in white bandages that stops at his fingers and toes. On his feet he wears green geta sandals and has small polished stone mala prayer beads wrapped around each forearm. His headband is attached to the front of a takuhatsugasa that is either worn on his head or hanging on his back. The takuhatsugasa is reinforced on the inside with steel wire allowing it to be used as a shield or thrown weapon. Around Jins neck is a larger set of  stone mala prayer beads bound with wire.

Appearance:


Land of:Land of Fire

Affinity: Earth, Water

Jutsu:
1 A-Rank:
Raigō: Senjusatsu (Welcoming Approach:Thousand-Armed Murder)
The technique is activated when the user takes a specific stance with their left hand making a half-ram and then extending their right hand down with his palm parallel to the ground. Once the stance is taken, the spirit of the Thousand-Armed Kannon is summoned to defend the user, or attack their enemies. The spirit is normally calm, angelic and looks peaceful. However, whenever the user gets angry, the spirit turns red and transforms into a demonic-looking creature. Kannon then attacks the user's target with its 1000 spirit fists. The size and power of the spirit is dependent upon the skill of the user.

2 B-Rank:
Doton: Kajūgan no Jutsu (Earth Style: Weighted Boulder Jutsu)
The enemy's mobility is diminished, as the person is crushed by gravity — and in some cases exhibit petrification-like symptoms and then began to crumble.When this technique is applied to the user it decreases their speed, but the increased weight drastically improves their strength.

Doton: Keijūgan no Jutsu (Earth Style: Lightened Boulder Jutsu)
This technique reduces one's gravity, making it much lighter. The atmosphere, along with their body, can be lightened in order to take flight and increasing their maneuverability. With enough practice, the user can control their flight through the sky with specific bodily movements. However, a consequence of using this technique on oneself or another individual is a decrease in the physical force of the affected person's attacks.

4 C-Rank:
Suiton:Suirō no Jutsu (Water Style: Water Prison Technique)
This technique is used to trap a victim inside a virtually inescapable sphere of water. The only downside to this technique is that the user must keep at least one arm inside the sphere at all times in order for the victim to remain imprisoned. This technique requires a sufficient amount of water, which can be provided by expelling it from one's mouth. Once trapped the target is unable to move or breathe while within it due to the heaviness of the water. Because of the density of the water it can be used, to a limited extent, for defensive purposes if performed on oneself. It can also be stored in scrolls as traps. Water clones can be used in preparation for the technique, which block an opponent's attack and trap the attacker in the prison using the clone's own water.

Suiton:Mizurappa (Water Style:Trumpet)
Water gushes from the user's mouth like a waterfall and washes away the enemy. One can freely control the power of this technique with the amount chakra one releases.

Rakanken (Arhat Fist)
This style of combat focuses on simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches utilizing the users strength to cause massive damage to the opponent. The techniques seem simple or basic yet with enough practice they can be used to perform a nonstop barrage of attacks that enable the user to attack with virtually any part of their body.

Doton: Retsudo Tenshō (Earth Style: Tearing Earth Turning Palm)
This technique causes the ground surrounding the enemy to spiral inwards on itself, burying them alive or crushing them. This technique is capable of causing quite a bit of damage to the area. This technique is much more damaging if used in rocky mountainous areas, or inside a cave.

D-Rank:
Shunshin no Jutsu (Body Flicker Technique)
By using the Body Flicker Technique, a ninja can move short to long distances at an almost untraceable speed. To an observer, it appears as if the user has teleported. It is accomplished by using chakra to temporarily vitalize the body and move at extreme speeds. The amount of chakra required depends on the overall distance and elevation between the user and the intended destination. A puff of smoke is occasionally used to disguise the user's movements. Other elements or substances can be used instead to distract the opponent

Doton: Shinjū Zanshu no Jutsu (Earth Style:Double Suicide decapitation Technique)
This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom, leaving them completely unable to move after they're underground. In addition, they can start another attack. This technique is normally used for torture, by cutting into the enemy's neck after it was used.

Kasumi Jūsha no Jutsu (Mist Servant Technique)
This genjutsu creates eerie black ninja illusions, which appear one by one from trees and rocks, and then corners the enemy. Their movements are somehow slow, but when attacked they multiply, and in this way they appear like ghosts inhabiting the mist. Kunai knives are added to this technique, by throwing them to match illusions movement, making them seem real. As the clones continue to multiply rapidly, the victim will eventually be worn down.

Magen: Narakumi no Jutsu (Demonic Illusion: Hell-Viewing Technique)
This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality. First, an imaginary circle of leaves will spin around and envelop the target, falling away shortly after. After a short period, the illusion will begin. This is to make the illusion more convincing, since the user will likely have moved before the illusion sets in. If the mental image is a gruesome one, the shock will be accordingly great.

Kanashibari no Jutsu (Temporary Paralysis Technique)
A technique that physically restrains an opponent, as if the opponent had been tied in invisible steel ropes. It debilitates the victim for a short period of time, which allows the user to either strike again, or take the target into custody. This is a D-rank ninjutsu where the intensity will vary greatly according to the user's level of skill. The technique can also be cast on every target at once, depending on the user's skill, and won't fail a shinobi during their missions.

Kirigakure no Jutsu (Hiding in Mist Technique)
The Hiding in Mist Technique is a speciality of the ninja from Kirigakure, where one causes a mist to spring forth by either lifting up water from a pre-existing source, or expelling water from their mouth.[2] They can then go in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It cannot fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist coloured by their opponent's chakra — which will effectively hide the user from the dōjutsu.

Genjutsu:Kai (Illusionary Techniques:Release)
This "genjutsu dissipation" can be done by the victim themselves. The user must disrupt their flow of chakra in order to break the technique (assuming they realise they're under a genjutsu's influence) or an ally who emits chakra into them.

E-Rank:
Kawarimi no Jutsu (Substituion Technique)
With this technique, users replace their own body with some other object, generally with a block of wood, the moment an attack lands. This creates an optical illusion, making the enemy think the attack was successful. From this, the user can use the lapse in the enemy's attention to attack or flee from the battlefield. Explosive tags can be attached to the replacement for an added surprise. Despite it being a basic ninjutsu taught at the Academy, it is seen as a useful art that can be applied in variety of situations as it allows for a swift getaway from danger. The technique even allows a restrained shinobi to escape capture.

Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique allows a ninja to take a cloak or a piece of cloth to blend into an object, making them invisible.

Bunshin no Jutsu (Clone Technique)
A ninjutsu that creates an intangible copy of one's own body, without any substance. Since the clone itself doesn't have the ability to attack, and thus can only be used to confuse the enemy, it is mainly used in combination with other ninjutsu. It's a basic technique, but depending on one's ingenuity, it can be used effectively. The clones may not dissipate when they come into contact with something. These clones can be easily distinguished by persons with dōjutsu. A person with normal eyes can also distinguish the clones from the original, since the clones do not have shadows and will not disrupt the area around themselves with their movement (i.e. won't kick up dust, crush grass, etc.).

Henge no Jutsu (Transformation Technique)
It is typically used to change into people other than oneself, but one also has the ability to change into animals, plants, and even inanimate objects like weapons. The transformation of a skilled shinobi will be exactly like the genuine article, so it will be impossible to tell the two apart. On the other hand, a transformation performed by an inexperienced person will have obvious discrepancies. It will be impossible to deceive anyone with it. This is one of the most basic ninjutsu, as such most shinobi know how to perform it.

Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Academy. It allows a ninja to free themselves if they have been tied up.

Other:
-
Dice Roller
GM, 28 posts
Mon 4 Sep 2017
at 04:23
  • msg #16

characters

Name: The Rhuidean Theocracy

The Ruidean Theocracy was once  the kingdom of Shardaad until a widespread religious faction overthrew the nations monarchy and government before enacting a great purge upon all other religious or dissident factions in a holy war that would later be referred to as the great enlightenment. The great enlightenment took place 50 years before the present day and the Ruidean Theocracy has grown to become a highly influential force in the political arena. Despite their weak military they have a fanatical populace and their religion has spread to other nations with varying levels of success. So far they have not been attacked  due to the threat of political or violent uprisisngs within their own country as well as the fact that conquering the theocracy would likely require wiling out most of the population leaving little to actually rule. The location is bordered by several countries to the south and barren wastes to the north, the country itself is roughly oblong  in shape with its main resources being quarried  stone, precious gems and rare timber. The population of the Ruidean Theocracy is small and it relies upon the dedication of its followers as well as a series of specialized cults and a system of strict shift rotations and rotas that allow the small population to utilize their time as efficiently as possible.

Arms: Standing army  is small but the majority of the population are part of the voluntery army if required. D20

Charisma/ Culture: The Ruidean Theocracy governs with the power of faith and the conviction with which it is delivered. The country itself was forged from the once small religion that was considered little more than a cult and within 50 years has become the cornerstone of the nations success. With certainty of faith comes an unwaivering confidence and will. Few nations have ever had such total adoration and love from the populace. D6

Population: After the great enlightenment that established the Ruidean Theocracy as a nation, the population was small but the has been steadily growing. D20

Technology: Despite having been founded on religious beliefs, the teaching of Ruidean Theocracy encourage the development of technology, attributing each new discovery as a blessing from the gods. D12

Intrigue: The Ruidean Theocracy has a powerful and extensive network of spies and assasins that are charged wiith the holiest of
Missions, protecting the faith. All citizens born after the great enlightenment are heavily indoctrinated in the faith with many being randomly selected as agents regardless of age or social class. There are a great deal of sleeper agents and spies situated in other nations. No one cult withn the Theocracy has control over the network and only the 7 prophets have access to all of the information at any one time.  D8

Luck: The Rhuidean Theocracy are guided  by the will of the gods, they believe that if the gods will something to be, it shall come to pass. D8
Dice Roller
GM, 33 posts
Sun 5 Nov 2017
at 17:03
  • msg #17

characters

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

Name:Cathrain
Apparent Age: 53
Gender: Male
Height: 6'3"
Virtue: Patience
Hair: Dark brown/grey
Nickname: Black fang, The Broken King
Actual Age:~2000
Languages Spoken: Common, Wolf Speech, Ancient Gaelic, Ancient Norse, Latin
Weight: 200 lbs
Vice: Sloth
Eye Color: Gray





T H E   F I N E R   D E T A I L S

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

When not travelling Cathrain will simply wear a dark chain mail and leather vest with Caladbolg's harness over the top. He is rarely seen without Caladbolg on his back. despite his aged appearance his physique is still impressive with his whole body covered in corded muscle earned from a lifetime of battle and hard labour. At a glance it is clear that he cares little about grooming or his personal appearance in general, Caladbolg stands out further as it harness and the blade seem to be kept impeccably clean and oiled. His torso and arms are a mass of scars both large and small and there are several faint scars on his brow, nose and cheeks. His gray eyes are cold, ageless and carry the full weight of his years in each stare. It takes a particularly stubborn or brave person to match his stare for long. Perhaps what is most strange about him is that despite the presence of Caladbolg and his armour, he doesnt appear to carry a particularly threatening or violent demeanor and is often friendly and polite though short spoken.

G i f t s

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

Wolf Brother: Cathrain  always had a bond with wolves even before he was turned but it was only after his change that he began to truly understand them. He has spent several lifetimes surrounded by wolf packs and has learned to speak with them in their own tongue. Throughout the years he has fought beside many wolf companions and is able to integrate with packs without having to rely purely on his influential abilities. In the past he has had several close relationships with werewolves due in part, to his affinity and understanding of wolves. [This gift has no impact on Werewolves]

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

W e a k n e s s e s

Vampire: Being a vampire he suffers from all of their inherent weaknesses such as sunlight, crosses and holy water.

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

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

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



H i s t o r y

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

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

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

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

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

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

[Rest of the history is a WIP]
The Fall

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

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

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

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

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

♦ Cathrain used metal from a hundreds of small fallen stars that he had found/bought to forge his sword Caladbolg which with its strange black colouring earned Cathrain the nickname "Black fang" around 5 centuries ago.
This message was last edited by the GM at 19:39, Sun 18 Aug 2019.
Dice Roller
GM, 34 posts
Sun 12 Nov 2017
at 04:44
  • msg #18

characters

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

Name: QQQQQQQQQQQ
Age: QQQQQQQQQQQ
Gender: QQQQQQQQQQQ
Height: QQQQQQQQQQQ
Virtue: QQQQQQQQQQQ
Hair: QQQQQQQQQQQ
Nickname: QQQQQQQQQQQ
Actual Age: QQQQQQQQQQQ
Languages Spoken: QQQQQQQQQQQ
Weight: QQQQQQQQQQQ
Vice: QQQQQQQQQQQ
Eye Color: QQQQQQQQQQQ


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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
QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ

G i f t s
QQQQQQQQQQQ: QQQQQQQQQQQ
QQQQQQQQQQQ: QQQQQQQQQQQ
QQQQQQQQQQQ: QQQQQQQQQQQ

W e a k n e s s e s
QQQQQQQQQQQ: QQQQQQQQQQQ
QQQQQQQQQQQ: QQQQQQQQQQQ
QQQQQQQQQQQ: QQQQQQQQQQQ

P e r s o n a l i t y
QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ

H i s t o r y QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ

T h r e a d s o f F a t e
Ideas for different relationships / storylines that QQQQQQQQQQQ QQQQQQQQQQQ would make a good part of.

QQQQQQQQQQQ open QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ
QQQQQQQQQQQ limited 0/? QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ

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

♦ QQQQQQQQQQQ
♦ QQQQQQQQQQQ
♦ QQQQQQQQQQQ
This message was last edited by the GM at 21:44, Sun 03 Dec 2017.
Dice Roller
GM, 35 posts
Mon 13 Nov 2017
at 07:54
  • msg #19

characters

Gabriel
Character Name:Nathaniel  Aguado

Character Position: Pirate Captain
One Line Character Concept:Handsome and  cruel pirate with a penchant for torturing and slaughter.

Physical Description of Character: Nathaniel is young, barely into his twenties and is incredibly handsome and charming. Some time ago a rumour began that his looks came from his  mother and that she was a siren. His copper skin is flawless and is stretched across a lithe and athletic frame that could be described as statuesque. His immaculate clothes display a style that indicates he may have once been a pirate or perhaps is simply mimicking the fashion. He carries a matching pair of exotic, wicked and ornate swords decorated in gold and silver with gold etching running the length of the blades.
Occupation:Pirate Captain and brothel owner on Skull Island.
Personality:
Fears:
Goals:
Motivations:

Player Questions
Have you read and understood the game rules?:
How often can you post?:
Timezone:

Writing Sample
Please provide an in-character response to the following prompt:
This message was last edited by the GM at 14:32, Mon 13 Nov 2017.
Dice Roller
GM, 36 posts
Tue 12 Dec 2017
at 01:41
  • msg #20

characters

Name:Wolfric Solomon

Nickname/Title: Sphazó Zaev

Age:36

Birthplace:London

Sexuality:Heterosexual

Play-By: Tom Hiddleston

Occupation:Head of the Big Smoke Syndicate

Physical Description:

Height: 6"2
Weight: 79Kg

Distinguishing Features:
- Callused knuckles and hands.
- Bullet wound scar on his left shoulder.
- Linear scars criss-crossing his back.


Personality Description:
Wolfric Solomon is a stoic and careful man that is rarely prone to taking risks. He is capable of great acts of cruelty and violence does not particular enjoy ordering or performing such acts, viewing it as a simple necessity in his profession. In his world weaknesses in others are to be exploited but weakness in ones self is to be hidden or destroyed at all costs. He views the world in a very black and white way between those that are strong and those that are weak and believes that everyone falls into one of those categories. His success is largely due to his brutalist outlook on life and his unwillingness to compromise. He is not particularly dour as one might think and enjoys mixing with high society and can often be found at parties and social events hosted by rich or powerful individuals. He is not entirely without charm yet he always exudes a predator like demeanor, often seeming to appraise and measure people with his eyes.

Characters History: [Tell us about your character, his/her family, details. At least 2 paragraphs]

Goals:

Likes:

Dislikes:

Writing Sample: [Intro post from another game.]
The black bentley sped past a sign indicating that Fallen Woods was 7 Kilometers ahead, the driver barely even glanced at the sign but instead kept his eyes firmly on the road, trying desperately not to look in the rear view mirror. Wolfric smiled in amusement from the plush leather interior of the back seats as the driver couldn't resist sneaking furtive glances at him through the mirror. Wolfric was bored from the journey and had whittled away some of the time by occasionally allowing his natural form to become obscured in the mirror image, the driver would do a double take and see his passenger looking as solid as ever. it was a small and perhaps petty game but it helped keep Wolfric amused and if he were truly honest it helped calm his nerves slightly. He had been acquainted with Johannes decades before and it had not been a particularly pleasant experience. Johannes was a poster child for a stereotypical member of Invictus, brilliant in his own way yet brash and arrogant with a deep rooted love for power. Many of these were indeed considered virtues within Invictus yet Wolfric could not help but feel that Johannes sense of self worth had become bloated and distended by his recent promotion to Prince, it could not be denied that his methods were effective however. regardless of his personal thoughts on his new Prince, Wolfric would serve as he always did, loyally and effectively whilst subtly grasping at opportunities to expand his influence and wealth.

The kindred sighed as he swirled the red liquid in his brandy glass and softly inhaled the scent of the contents. The vintage was from excellent stock, she came from very old money with little dilution from what passed as an aristocracy in the USA. 23 years old and perfectly formed, Wolfric felt a flash of regret that he had killed her before leaving his last residence. Finding good quality blood was harder and harder these days. He took a shallow sip and savored the taste as he licked several stray drops across his fangs before allowing himself to swallow the sweet nectar of life. As the town came into view in the distance he drained the glass and dabbed his lips gently with a small pocket kerchief which he carefully folded and returned to his suit pocket. He was sated for now and awaited the rush of senses that would soon overtake him. His senses were working at their peak and he felt every vibration from the engine pass over him like a wave of sensation, he could feel the tires grip and skid across the tarmac as well as smelling the noxious fumes drifting through the air conditioning unit.

He opened his eyes as the car slowed and entered the town. Buildings flashed by and Wolfric began analyzing each business and property they passed, viewing potential investments or threats to expansion that would have to be crushed. A short while later the car slowed to a halt outside of a club with a sign displaying 'Valhalla' outside. From the riotous din that humans referred to as music it was clearly a night club of some sort and Wolfric restrained himself from grimacing, personally he preferred a good state house or governmental building to conduct business in. The driver stepped out and smoothly opened the passenger door, keeping his eyes to the ground. "We have arrived at your destination Sir." Wolfric stepped out smoothly barely resting his weight on the ornate cane he carried at his side. The cane appeared to be made of polished black ebony with a small silver tip at the bottom, the handle at the top of the cane had a small ruby carved into the shape of a rose with small emerald vines and thorns wrapped around the first hand span of the handle. Wolfric's hand grasped the cane firmly without putting any weight on it. Strangely the cane seemed to suit him and if anything added to his graceful stature as he walked. He handed the driver a small envelope sealed with the Invictus symbol impressed into the black wax seal. On the pinkie of his left hand he wore a signet ring matching the same symbol that was on the envelope. The ring was large and appeared to be made from carved ivory, sat in a base of jet.

He walked into the building and approached the doors to the second level as he was stopped by the guards. He produced a small letter and allowed the guard to read it for a moment. The burly neonate reached the end of the page before hesitating a moment and handing back the letter, gesturing for the Wolfric to be allowed through. Wolfric strode into the elevator and through the reception area before straightening himself and brushing off his suit a little. He blinked slowly and blocked out the music as best he could before entering the throne room. He strode in with back straight, eyes forward and his cane tucked tightly under his right arm, the very picture of a nobleman entering a royal court. When he was 10 paces from the throne he bent down on one knee and bowed his head downward in an act of uniform subservience. "I, Wolfric Wroth, kneel before His Majesty the Prince Johannes and do so swear an oath to serve him in good faith and to the best of my ability serve the domain he holds in the name of Invictus. May the true death take me immediately should i fail this oath." Wolfric's voice was clear and carried an emotional force behind it that very nearly sounded as though he was entirely happy to be making such a powerful oath before Johannes and the present members of his court. Wolfric kept his head bowed, awaiting a command to rise as was proper for a first greeting and oath making. He did well to keep from sighing at the pointless theatrics and simply played his role as was expected. Some formalities were simply unavoidable.
This message was last edited by the GM at 01:25, Wed 13 Dec 2017.
Dice Roller
GM, 37 posts
Mon 18 Dec 2017
at 07:18
  • msg #21

characters

Name: Inja Godai

I write this to confirm that i am required to write 4 IC posts per week as a MINIMUM.

I write this to confirm that i am required to write only 1 IC post as a MAXIMUM.

Physical CharacteristicsCombat AbilitiesLife Factors
Strength10Attack180Life Points50
Constitution7Block20Regeneration10/day
Agility9Dodge100Fatigue5
Dexterity9Wear Armor0Presence45
Mental CharacteristicsCombat Stats- Physical30
Intelligence3Martial Knowledge300- Poison30
Perception5Initiative60- Disease30
Power10Movement30 feet- Magic30
Willpower5Size10- Psychic30

AdvantagesDisadvantagesMy MetaphsicKi PowersEtc...
Acute senses (1) Been Around (2) Martial Mastery (2) Characteristic increase x 2 (2) Unconnected Techniques (1)Exclusive Weapon: Unarmed? (-1) Characteristic Decrease (-2) Slow Learner (-2) Deep Sleeper (-1)   

SkillsCharClassNaturalInnateCPsTotal
Athletics
Acrobatics40   -3040
Athletics    -30-30
Climb    -30-30
Jump    -30-30
Ride    -30-30
Swim    -30-30
Social
Etiquette    -30-30
Intimidate    -30-30
Leadership    -30-30
Persuasion    -30-30
Streetwise    -30-30
Style2020  -3040
Trading    -30-30
Perception
Notice    -30-30
Search    -30-30
Track    -30-30
Intellectual
Animals    -30-30
Appraisal    -30-30
Herbal Lore    -30-30
History    -30-30
Law    -30-30
Magic Appraisal    -30-30
Medicine    -30-30
Memorize    -30-30
Navigation    -30-30
Occult    -30-30
Science    -30-30
Tactics    -30-30
Vigor
Composure    -30-30
Feats of Strength    -30-30
Withstand Pain    -30-30
Subterfuge
Disguise    -30-30
Hide    -30-30
Lock Picking    -30-30
Poison    -30-30
Stealth    -30-30
Theft    -30-30
Trap Lore    -30-30
Creative
Art    -30-30
Dance    -30-30
Forging    -30-30
Music    -30-30
Sleight of Hand40   -3040

This message was last edited by the GM at 01:24, Tue 19 Dec 2017.
Dice Roller
GM, 44 posts
Thu 18 Jan 2018
at 13:00
  • msg #22

characters

BROTHER Phesan Yilani

                                       Fatigue        :
Chapter    : Raptors                   Fate           : 3/3
Specialty : Tactical                   Insanity       :
Rank       : 1                         Corruption     :


Chapter Demeanor    : History of Pragmatism
Personal Demeanor   : Calculating
Past Event          : Sole Survivor
Special Ability     : Marksman's Honour (Solo Mode - When firing
single shots  at long or extreme range reduce penalty by 10)
Power Armor History :
CHARACTERISTICS


NameValueBonusAdvances
Weapon Skill4240000
Ballistic Skill4240000
Strength61100000
Toughness4080000
Agility4540000
Intelligence3630000
Perception4740000
Willpower4140000
Fellowship434X000


WOUNDS


Total Wounds    : 20
Current Wounds  : 20
Critical Damage :

MOVEMENT


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

SKILLS


Basic Skills:
[CHA]+10%+20%Total %PageDescriptor
Awareness[PER]X-52% [62%(Sight & Hearing with helmet)]95
Barter[FEL]--21%95
Carouse[TOU]--20%95
Charm[FEL]--21%95Interaction
Climb[STR]--61% [41%(without Power Armour)]96Movement
Command[FEL]X-53%96-97Interaction
Concealment[AGI]+-57%97
Contortionist[AGI]--23%97Movement
Deceive[FEL]--21%97Interaction
Dodge[AGI]--47%98
Evaluate[INT]--18%98Investigation
Gamble[PER]--23%99
Inquiry[FEL]--21%99Investigation
Intimidate[STR]--62% [42%(without Power Armour)]99Interaction
Logic[INT]--18%100Investigation
Scrutiny[PER]--23%103
Search[PER]--23%104
Silent Move[AGI]--47%104Movement
Swim[STR]--32% [20%(without Power Armour)]105Movement


Advanced Skills:
[CHA]+10%+20%Total %PageDescriptor
Speak Language (Low Gothic)[INT]--36%104-105
Speak Language (High Gothic)[INT]--36%104-105
Common Lore (Adeptus Astartes)[INT]--41%100Investigation
Common Lore (Imperium)[INT]--41%100Investigation
Common Lore (War)[INT]--41%100Investigation
Common Lore (Deathwatch)[INT]--36%100Investigation
Scholastic Lore (Codex Astartes)[INT]--36%101-102Investigation
Forbidden Lore (Xenos)[INT]-36%100-101Investigation
Literacy[INT]--41%99
Ciphers (Chapter Runes)[INT]--41%96
Tactics (Recon and Stealth)[INT]--36%105
Navigation (Surface)[INT]--41%103
Drive (Ground Vehicle)[AGI]--47%98Operator
Tracking[INT]--36%106


TALENTS AND TRAITS


Talents
DescriptionPage
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
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
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
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

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


Mode abilities - See pages 215-225

IMPLANTS (Page. 36-37)


Description
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


WEAPONS


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
NameQClassRangeDamPenSpecialWt
Ast. Combat Knife1Melee-1d10+2 R22kg


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


Ammo
NameQWtWeapon
Stalker Rounds11.8kgBolter


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


ARMOR


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


Special (Page. 161)
Description
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
88
Body: 31-70
Right Leg: 71-8510Left Leg: 86-100
88



GEAR


ItemQNotesWt
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 01:19, Sun 21 Jan 2018.
Dice Roller
GM, 47 posts
Mon 2 Apr 2018
at 20:01
  • msg #23

characters

Name: Boomchucker (Boomer to his friends)

Race: Goblin

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

Age:16

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, 48 posts
Sun 13 May 2018
at 18:11
  • msg #24

characters

PATHFINDER Character Sheet
NameMajij Cathrain
Player 
AlignLN
Deityxxxxx
RaceIfrit
GenderMale
Age80
Height5'11"
Weight150lbs
EyesYellow
HairBrown
SkinRusset
SizeMedium
Speed30ft
----------------------------------------------------------------------------
 Ability Racial Level Magic Misc Current
 Score Bonus Bonus Bonus Bonus ScoreMod
STR13+0+0+0+0=121
DEX16+2+0+0+0=184
CON14+0+0+0+0=142
INT12+0+0+0+0=100
WIS10+-2+0+0+0=100
CHA14+2+0+0+0=163

ClassLevel
Slayer2
Sorcerer2

Total Level: 2
XP  :     1300
----------------------------------------------------------------------------
 TotalCurrentSubdual Total Dex Misc
HP1717 Init+4=4+ 
----------------------------------------------------------------------------
 Total   Armr Shld Dex Dodge Misc
Full10=10+ + + + + 
AC18=10+4+ +4+ + 
Touch10=10+xxx+xxx+ + + 
FlatFoot10=10+ + +xxx+xxx+ 
----------------------------------------------------------------------------
SAVES    Ability    
 Bonus Base Mod Magic Misc
Fort (Con)+5=+3+2+0+0
Ref  (Dex)+7=+3+4+0+0
Will (Wis)+3=+3+0+0+0
----------------------------------------------------------------------------
BaseTotal BAB Str Misc
Melee+3=+2+1+0

BaseTotal BAB Dex Misc
Range+6=+2+4+0
----------------------------------------------------------------------------
CombatTotal BAB Str Race Misc
Mnvr+x=0+0+0+0

MnvrTotal   BAB Str Dex Race Misc
Def10=10+0+0+0+0+0
----------------------------------------------------------------------------
Weapon:xxxxxxWeight: x lbs
Move NameTypeAtkDamageCritRangeTypeSpecial
AttackMelee+xxxdx+xxx-20/x2-x 
ChargeMelee+xxxdx+xxx-20/x2-x 

Weapon:xxxxxxWeight: x lbs
Move NameTypeAtkDamageCritRangeTypeSpecial
AttackMelee+xxxdx+xxx-20/x2-x 

Armor:xxxxxxWeight: xx lbs
ACMaxDexPen.SplFailSpeedSpecial
+x+x-xxx%xxftNone

Armor:xxxxxxWeight: xx lbs
ACMaxDexPen.SplFailSpeedSpecial
+x+x-xxx%xxftNone
--------------------------------------------------------------------------
ABILITIES/FEATS
    Racial Traits
  • Energy resistance: Fire resistance 5
  • Spell-Like Ability: Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).
  • Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spell casters with the Fire domain use their domain powers and spells at +1 caster level.
  • Darkvision: Ifrits can see perfectly in the dark up to 60 feet.


    Feats                          Indicate for level, class, race, etc.


    Class Abilities                      Indicate current abilities only

    Slayer
  • Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
    If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
  • Accuracy: At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.
  • Slayer Talent: Ranger combat style; Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • Deadly Range: When the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.

    Sorcerer
  • Eschew Materials: You can cast many spells without needing to utilize minor material components.
    Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
  • Bloodline Powers (Elemental: Fire):One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element
  • Cantrips: Sorcerers learn a number of cantrips, or 0-level spells.


    Prestige Class Abilities             Indicate current abilities only

--------------------------------------------------------------------------
SPELLBOOK:


SPELLS KNOWN/PREPARED:
0:5
1:2
2:
x:

SPELL SAVE DC = (Spell Level + Ability Mod + 10)
LVLSAVE DC
1DC xx
2DC xx
xDC xx
---------------------------------------------------------------------------
SKILLS (Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)
   A         A
  B         R
T I R C     M
O L A L M R  
T I N A I A P
A T K S S C E
L Y S S C E N
Acrobatics(Dex) = + + + + - 
Appraise(Int) = + + + + - 
Bluff(Cha) = + + + + - 
Climb(Str) = + + + + - 
Craft:_____(Int) = + + + + - 
Diplomacy(Cha) = + + + + - 
Disable Device(Dex) = + + + + - 
Disguise(Cha) = + + + + - 
Escape Artist(Dex) = + + + + - 
Fly(Dex) = + + + + - 
Handle Animal(Cha) = + + + + - 
Heal(Wis) = + + + + - 
Intimidate(Cha) = + + + + - 
Knowledge:Nobil(Int) = + + + + - 
Knowledge:Relig(Int) = + + + + - 
Knowledge:Arcana(Int) = + + + + - 
Linguistics(Int) = + + + + - 
Perception(Wis) = + + + + - 
Perform:_____(Cha) = + + + + - 
Profession:____(Wis) = + + + + - 
Ride(Dex) = + + + + - 
Sense Motive(Wis) = + + + + - 
Sleight of Hand(Dex) = + + + + - 
Spellcraft(Int) = + + + + - 
Stealth(Dex) = + + + + - 
Survival(Wis) = + + + + - 
Swim(Str) = + + + + - 
Use Magic Device(Cha) = + + + + - 
Trained only

    Languages:

----------------------------------------------------------------------------
MONEY:799
----------------------------------------------------------------------------
GEAR (Weight):
ItemQTYWeightCostLocation
Spider-Silk Body suit14850gpbody
Longbow, Composite +113200gp 
Arrow, common4062gp 
Light Horse (Combat Trained)11,100110gp 
Scimitar1415gp 
Saddle, Military13020gpOn horse
Saddle bags18 empty (20 capacity)4gp 
----------------------------------------------------------------------------
Current LOAD: Light
LightMedium (-3)Heavy/Max (-6)Lift (x2)Push/Drag (x5)
lblblblblb
----------------------------------------------------------------------------
MAGIC ITEMS

----------------------------------------------------------------------------
DESCRIPTION

----------------------------------------------------------------------------
BACKGROUND


----------------------------------------------------------------------------
This message was last edited by the GM at 21:47, Sun 13 May 2018.
Dice Roller
GM, 49 posts
Sat 9 Jun 2018
at 22:40
  • msg #25

characters

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

Name: Magni
Age: ~3500
Gender: Male
Height: 6 Ft
Virtue:Humility, Diligence
Hair: Black
Nickname: Heir Eternal, The Red Prince.
Actual Age: ~3500
Languages Spoken:
Weight: 86 Kg
Vice: Wrath, Lust
Eye Color: Golden Yellow




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


G i f t s

Pinnacle of Brethren Physiology: Though weaker than the four originators, Magni's senses and physical gifts are a clear cut above the other brethren prince and princesses that fill the halls of the court. Some of the more daring and less wise brethren sometimes say that he could be strong enough to match the originators, of course this is not true but he could maybe make them break a sweat were they too fight. He can still be killed like any other brethren and pushing his strength to its highest level is exhausting for him if kept up for too long.

Shadow Magic: Like his father he has inherited the ability to make shadows tangible and shape them to his will though he lacks the ability to travel through them directly, he can fashion weapons and armour with ease. His magic shares the same weakness as his fathers.

Frost Aura: Magni is always surrounded by a chill in the air and his skin is always deathly cold, the only time his flesh becomes warm is whilst bathing in hot water, though without a constant source of heat the water soon turns cold from the contact with his body. On the rare occasions that he lets the magic free, waves of frost form around him for several meters in all directions and his touch can shatter metal and crack stone as he passes nearby. Magni struggles to regain control the power once released and so utilizes it as a last resort. Once it has been released it can take several days tog et it back under control, in which time he is unable to feed or be around most brethren lest they become caught up in the power. Stronger brethren can withstand the colds effect to the point that it  hinders them very little.

Beast Bond: The strength of his blood is such that its alluring power can even affect wild creatures as well as humans. By feeding small amounts of blood he can form a dominant bond with animals that allow him to communicate with them telepathically and give them simple commands or if he really concentrates he can share one or more of the creatures senses. His bite and pheromones affect humans normally but his blood does not provide the same dominating affect as with animals. If he chooses to share an animals senses then his own become muted for the duration and it requires a lot of effort and concentration depending on the distance. After a particularly lengthy communication or one at great distance, Magni is struck by painful headaches that take a few hours to subside. The bond requires that he share his blood at least once a month with each beast he has bonded with.

G o a l
Too long has he been mocked behind his back about the throne that will not be his. Magni wishes to claim his birthright and rule, whether by having his father secede the throne, or by carving out a kingdom of his own. He refuses to live within his fathers shadow and has spent a considerable portion of his life dedicated to becoming a strong and intelligent leader so that he will be remembered as more than just the King's son.

P e r s o n a l i t y
If you ask most of my brothers and sisters they might say i was stern, cold or aloof. Some would say inspiring or noble. The truth is that i do not consider myself to be any of those things, the brother they see most of is a mask and a charade. It is merely what i am expected to be, someone to aspire to to lead by example and to not bring shame to my father. My father... that is the root and stem of it all really, my life's summation and greatest achievement, being born the son of a king. Am i bitter or envious that i will die without ever wearing that crown? of course i am, for over 3000 years i have dreamed that it might be passed to me one day, if i could only prove how strong and capable i was, then my father would surely understand that i could lead New Eden into greater heights!

Dreams do not come true unless we grasp them and make them real ourselves, but how can one take there dreams when they are crushed in the iron grip of a powerful immortal? One cannot, so one begins to loathe and despise instead, feeding the writhing serpent of envy within. I try to be kind to the humans and brethren alike, but there is so much history and far too much blood, i have spilled more than my fair share of it. perhaps that makes me a hypocrite? Is it better that i have never enjoyed the act of killing for killing sake? that i try to harm those i feed from as little as possible or that i shower them with wealth and privilege? The truth is that it makes no difference if i am kind or cruel, they are still sustenance to me and the obsession and that springs forth from my bite is another form of slavery and cruelty. I feel the years weighing heavily of late and i fear that my ideals and morality will begin to fade. I often wonder what my father was like when he was mortal? Has he always swung between kindness and cruelty so easily or was he merely the product of time.  Does it even matter?.....

H i s t o r y

I was born around 3500 years ago. I cannot remember precisely when. Life was simple and full of childish dreams and expectations. I trained hard in my studies and distinguished myself as an excellent warrior, though in truth there was little fighting sport to be had except for the odd duel to the death. After a thousand years or so i had proven myself a match for even some of the eldest of my brothers and sisters. I was close to many of them back then, before the tragedy struck and we began dying in droves, my Aunt vanished and all hope seemed lost. I had never before believed our kind could truly ever die off, not with the originators to continue the line, but i feared it would all end during those sad times.

Shortly after, the humans rose up against us. Such an event was beyond our prediction and was laughable . They could never match us in ordinary circumstances, but with many of our elder kin dead and the rest of us having been severely weakened...they stood a much more even chance. I could not blame them for trying. It was during this time that i proved i could lead and also where most of my support amongst the younger brethren comes from. i warred and slaughtered the humans time and time again, even weakened i still outmatched them and strategy helped me  through the rest of the war. Once the uprising was quashed my father named me  general. An empty title considering we have no true standing armies to war with yet i felt pride at its giving all the same. it was one of my more happier memories, though somewhat tarnished by the thousands of humans i had killed, their precious lifeblood staining the earth and going to waste. it was after the uprising that i first began to question the system of our world. Had we treated the humans kinder and ruled with them instead of over them then perhaps they would have helped us during our weakness rather than try to destroy us. perhaps that outcome was inevitable regardless of how we treated them. But still i wonder if those lives could have been spared. My actions in the uprising were my greatest victories and my deepest regrets.


That is my character sheet RTJ right now.  i will probably add to history and maybe personality after chatting with a few other players so we can have shared history etc.  please let me know if you have any issues or tweaks you would like to make. that you feel are inappropriate :)
This message was last edited by the GM at 20:28, Sun 10 June 2018.
Dice Roller
GM, 50 posts
Fri 22 Jun 2018
at 23:15
  • msg #26

characters

Name: Eli Thorne
Class: Dread Necromancer
Prestige Class: None Planned
Race:Human
Alignment: NE
Level:6
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
  • msg #27

characters

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

Specializations:
================================================================================

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:
Specializations:
Languages:

================================================================================
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
                                                   Overextended
================================================================================
       HEALTH                     Experience                 Derangements
Bruised       (  ) [ ]         {              }            {Visual hallucinations}
Hurt          (-1) [ ]         {              }            {              }
Injured       (-1) [ ]         {              }            {              }
Wounded       (-2) [ ]         {              }            {              }
Mauled        (-2) [ ]         {              }            {              }
Crippled      (-5) [ ]         {              }            {              }
Incapacitated (  ) [ ]         {              }            {              }
================================================================================
GEAR


NOTES
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
  • msg #28

characters

Access to The RIFTS

Name: Boomchucker (Boomer to his friends)

Race: Goblin

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

Age:16

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
  • msg #29

characters

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
  • msg #30

characters

Name: Samuel Burke
Age:28
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
  • msg #31

characters

The Basics
Name:Jed
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
Species:Magician


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
Personality:
Mundane Skills:
Occupation:
(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
  • msg #32

characters

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:

Markings/Tattoos:
Bionic Replacements:
- Best Quality MIU
-
--*Characteristics*---------------------------------------------------------------
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
+--------------------------------------------------------------------------------+

Initiative:

Wounds
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:
Disorders:
-
-
-
Corruption: 0
Malignancy Test Modifier:
Mutations:
-
-
-

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

Current Weight Carried: 000kg

+--Skills------------------------------------------------------------------------+
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

--*Weapons*----------------------------------------------------------------------
  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:                        |
+--------------------------------------+  |                                      |
Name:+--------------------------------------+
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:                        |
                                          +--------------------------------------+
--*Ammunition*----------------------------------------------------------------------
Name                            Weight
-
-
-
-
-
-

--*Gear*----------------------------------------------------------------------------
Name                            Weight  Description
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

--*Armour*--------------------------------------------------------------------------
                                         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
                                                                  00kg



--*XP*----------------------------------------------------------------------------
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*---------------------------------------------------------------
+--Skills/Advancements-------------------+--Talents------------------------------+
Name:                     XP Cost:Name:                      XP Cost:
  
  
  
  
  
+----------------------------------------+---------------------------------------+

+-*Squad Mate*-------------------------------------------------------------------+
Name:
Status:
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
  • msg #33

characters

Visored RTJ -

Name:Paria  (Formerly Amatsuki Otori)
Age:2624
Gender:Male
Race:Visored

Appearance:
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]

Zanpakuto:



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.

Abilities:

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 22:12, Sat 12 Nov 2022.
Dice Roller
GM, 58 posts
Sun 28 Oct 2018
at 14:46
  • msg #34

characters

Name:Cathrain
Race:Human
Age:34
Gender:Male
Profession:Mage


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

Skills:

Human Perception:6 [5]
Spell Casting:6 [10]
Hex Weaving:4 [6]
Resist Magic:4 [6]
Staff/Spear:1
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


Armor
Location.   SP.   Dmg
Head
Torso
R. Arm
L. Arm
R. Leg
L. Leg

Encumbrance:


Weapons

Name
Acc
Dmg
Rel
Hands
Rng
Effect
Conceal
Enhance
Weight


Gear:
700 Crowns
Lucky Token, [+1 Luck]
Silver Ring
100 Crowns of components
Staff
Journal
Writing Kit
Dagger
Belt Pouch
Gemstone Amulet [Focus 3]
Components:


Focus:
Spells/invocations/signs:
- Mind Manipulation
- Earthen Spike
- Uriens Shelter
- Rhewi
- Tanio Ilchar


Rituals:
- Ritual of Life
Hexes:
- 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
  • msg #35

characters

Class: Wizard [Necromancy]
Race: High-elf
Background:Criminal
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

  Inspiration 


 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

  Senses 

 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,

  Feats 

Resilient [Con]

  Race & Class Features 

Darkvision
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 :

  Magic 

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

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

 Level 2
    Known:

 Level 3
    Known:

* Means prepared
Background:





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
  • msg #36

characters

  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

  Inspiration 


 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

  Senses 

 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

  Feats 

- 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 :

  Magic 

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

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

 Level 1
    Known:
Ray of sickness
Cause fear
Find familiar
Snare
Identify
Mage armour
Unseen servant
False life

 Level 2
    Known:
Ray of enfeeblement
Blindness/deathness
Hold person
Crown of madness

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

Level 4
   Known:
Mordenkainen's faithful hound
Blight
Summon greater demon
* Means prepared
Background:

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
  • msg #37

characters

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
  • msg #38

characters

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

Name:Jed
Nickname:
Species:Witch
Gender:Male
Age:~2000
Lineage:

The Physical

Height:5"9
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

Personality:

Goals:

Fears:

Talents

Mundane Skills:

Powers:

Vulnerabilities:


Society Info

Length Of Time In Chicago:

Occupation:

Families/Organizations/Factions:

Questions:
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?
Answer:

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


4. What is your greatest fear?
Answer:


The Juicy Bits

Backstory:


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
  • msg #39

characters

                              ++ 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


                                  Attributes

     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


                                          Skills

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


                                        Disciplines

[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
                                                  Appearance


                                                  Distinguishing Features



                                                  History

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
  • msg #40

characters

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
  • msg #41

characters

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
  • msg #42

characters

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

Name:Castus
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.
This message was last updated by the GM at 22:53, Thu 19 Aug 2021.
Dice Roller
GM, 67 posts
Sun 18 Aug 2019
at 20:42
  • msg #43

characters

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
:
Motivation:
CHARACTERISTICS

WS: [3]2
BS: [2]4
S:  [3]3
T:  [3]3
Ag: [3]0
Int:[3]9
Per:[3]2
WP: [3]7
Fel:[4]0


TALENTS AND TRAITS
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).

BASIC SKILLS

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



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


MOVEMENT:
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.

LIFTING
Carry:
Lift:
Pull:

MISSILE WEAPONS:
Name:
Class:
Damage:
Type:
Pen:
Reload:
RoF: 1 / /
Range: PB /S /M /L /E
Clips:
Special Rules:

MELEE WEAPONS:
Name:
Class:
Damage:
Type:
Pen:
Special Rules:


GEAR
Wgt:

INSANITY
Insanity Points:
Degree of Madness:
Disorder                    Severity


MUTATIONS

HIT LOCATION AND ARMOUR
Total Weight:
HEAD (1-10)
Type:

RIGHT ARM (11-20)
Type:

LEFT ARM (21-30)
Type:

BODY (31-70)
Type:

RIGHT LEG (71-85)
Type:

LEFT LEG (86-100)
Type:


XP TO SPEND:400
TOTAL XP SPENT:400
XP Advancements:
200 - Pure Faith Talent
100 - interrogation +10
100 - WP + 5

History/Notes
Contacts
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
  • msg #44

characters

Core Info
Character NameSpeciesClass/LevelThemeAlignment
DirgeAndroidSoldier/ 3Career TrooperLN
SizeSpeedGenderHomeworldDeityPlayer Name
M30 FtMThystNoneInsamity2492

Ability Scores
AbilityScoreModifierUpgraded ScoreUpgraded Modifier
STR14+2--
DEX18+4--
CON11+0--
INT12+1--
WIS10+0--
CHA08-1--

Initiative
+8

Health and Resolve
 Stamina PointsHit PointsResolve Points
Total000
Current000

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
+3

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

Weapons
WeaponLevelAttack BonusDamage
?000
CriticalRangeTypeAmmo/UsageSpecial
-----
WeaponLevelAttack BonusDamage
?000
CriticalRangeTypeAmmo/UsageSpecial
-----
WeaponLevelAttack BonusDamage
?000
CriticalRangeTypeAmmo/UsageSpecial
-----

Skills
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

Abilities
NameDescription
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.
  

Proficiencies
 
 
 

Feats
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.
 
 

EquipmentLevelBulk
  0
  0
  0
  0
  0
  0

CreditsTotal Bulk
00
Other Wealth 
  

Carrying Capacity
UnencumberedEncumberedOverburdened
000

Experience Points
XP EarnedNext Level
00

Languages
   

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
  • msg #45

characters


Name: Zizz
Race: Goblin
Class: Sorceror (Wild Magic)
Background: Pirate
This message was last edited by the GM at 16:20, Sat 30 Jan 2021.
Dice Roller
GM, 70 posts
Wed 25 Dec 2019
at 23:23
  • msg #46

characters

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
  • msg #47

characters

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
CHARACTERISTICS


NameValueBonusAdvances
Weapon Skill565XX00
Ballistic Skill4740000
Strength4080000
Toughness4480000
Agility3930000
Intelligence5150000
Perception4240000
Willpower606XX00
Fellowship4040000


WOUNDS


Total Wounds    : 43
Current Wounds  : 43
Critical Damage :

MOVEMENT


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

SKILLS


Basic Skills:
[CHA]+10%+20%Total %PageDescriptor
Awareness[PER]--42% [52%(Sight & Hearing with helmet)]95
Barter[FEL]--21%95
Carouse[TOU]--20%95
Charm[FEL]--21%95Interaction
Climb[STR]--59% [39%(without Power Armour)]96Movement
Command[FEL]--53%96-97Interaction
Concealment[AGI]--40%97
Contortionist[AGI]--23%97Movement
Deceive[FEL]--21%97Interaction
Dodge[AGI]--47%98
Evaluate[INT]--18%98Investigation
Gamble[PER]--23%99
Inquiry[FEL]--40%99Investigation
Intimidate[STR]--59% [39%(without Power Armour)]99Interaction
Logic[INT]--51%100Investigation
Scrutiny[PER]--42%103
Search[PER]--42%104
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
Interrogation[WP]++80%-
Scholastic Lore (Codex Astartes)[INT]--51%101-102Investigation
Forbidden Lore (Xenos)[INT]--51%100-101Investigation
Forbidden Lore (Adeptus Astartes)[INT]++71%100-101Investigation
Literacy[INT]--51%99
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
Tracking[INT]--51%106
Psyniscience[WP]++80%-


TALENTS AND TRAITS


Talents
DescriptionPage
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

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


Mode abilities - See pages 215-225

IMPLANTS (Page. 36-37)


Description
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


WEAPONS


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
NameQClassRangeDamPenSpecialWt
Ast. Combat Knife1Melee-1d10+2 R22kg


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


Ammo
NameQWtWeapon
Stalker Rounds11.8kgBolter


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


ARMOR


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


Special (Page. 161)
Description
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
88
Body: 31-70
Right Leg: 71-8511Left Leg: 86-100
88


Pschic Powers


NameNotesWt
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).


GEAR


ItemQNotesWt
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
  • msg #48

characters

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 2020.
Dice Roller
GM, 73 posts
Wed 13 May 2020
at 16:51
  • msg #49

characters


The Basics
Name:Botach
Nickname:Joseph Ivor, Joe
Real Age:Unknown
Species:Púca
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.
Occupation:
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 2020.
Dice Roller
GM, 74 posts
Fri 15 May 2020
at 01:03
  • msg #50

characters

Please fill out the full character sheet below:

Character Full Name: Skeetlaq Tru

Gender:Male

Race/Species:Trandoshan

Age:36

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.

Homeworld:Trandosha

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

Biography:

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 2020.
Dice Roller
GM, 75 posts
Tue 7 Jul 2020
at 00:47
  • msg #51

characters

Name     :Zadkiel Adom
Age      :386
Chapter  :Dark Angels
Specialty:Librarian

Physical Description:
Zadkiel's body is a dark tan in colour and he stands slightly shorter than average for an astartes. His face is weathered but otherwise only very lightly scarred with his 3 service studs adorning his shaved scalp. His eyes are a little sunken and combined with the deep creases on his brow and weathered complexion makes him seem older than he actually is.

Personality:
Though Zadkiel has moments of trademark stoicism he is fairly positive and open with his opinions and carries a youthful energy in his attitude and movements more commonly found in newly raised battle-brothers. Despite first impressions and an almost playful demeanour ( for a dark angel astartes at least) at his core Zakiel is a veteran of a thousand battles and carries the unbending will required of a Librarian serving in the Deathwatch. When required he is capable of displaying a shift in personality more in tune with his chapter, speaking little but always to the point like a naked blade cutting to the heart of issues or obstacles.

Zadkiel can appear carefree but he understands his duty well and is more than willing to make huge sacrifices to ensure victory. He takes little actual pleasure in the destruction of xenos and sees it as merely a requirement for the Imperium. If required he would hesitate to throw himself into the line of danger if he believes it could shift the balance in their favour yet he is not reckless. He understands well both the advantages and risks that his psychic abilities pose to himself and other members of the team and tries not to unleash his full power unless absolutely necessary.

Zadkiel is not uncaring for humans within the imperium and has come to respect many such individuals during his many campaigns but he does not feel any particular bond or connection to himself outside of their duty and common goals. He barely remembers what it was like to be an aspirant and the physical and mental modifications tempered by his own psyker training has created a separation of sorts. Human deaths are more statistical events for him and rarely register on any emotional level. This is not true of his battle-brothers however and has had many strong ties to other members of his chapter and Kill-Teams. Inevitably many of these old companions have died in battle or been transferred to new squads.

Background:

Zadkiel served in the Third Company during his time in the Dark Angels and was awarded many honours during the defensive lines of Koth Ridge on Piscina IV in the Third war for Armageddon. Zadkiel fought alongside his battle-brothers against the green tide and used every scrap of power available to him to fight of the greenskin attackers. Against insurmountable odds the 3rd company held the ridge long enough for reinforcements to arrive. Due to his performance Zadkiel was recommended to serve within the Deathwatch to replace Brother Seraphiel Iridon that had fallen in battle against a gene stealer infested world. Zadkiel has since served loyally in the Deathwatch, his hatred of the xenos was utilised well and he found great purpose and growth within their ranks. it was his experience mixing with other battle-brothers that allowed his uncommonly freindly demeanour to develop.

Thats my RTJ, if you have any queries please ask away :)
Dice Roller
GM, 76 posts
Wed 8 Jul 2020
at 21:35
  • msg #52

characters

History:
Zadkiel Adom was born on the Fuedal world of Bregundia, born into the the aristocracy of the worlds Capital and location of its only 'spaceport', Rorkirch. Rorkirch was in truth closer to a city sized fortress built around the the landing grounds of the spaceport which was treated as a place of great reverence and for some even worship. The city itself was a relic of pre-imperium and much of its brutalist architecture and construction remains a mystery to the Bregundians who after millennia of war lost the knowledge of the technology that built it. there are rumours amongst the more antagonistic or bold factions that suggest the technology had been stolen by the Green Knights.

Bregundia itself is a massive world consisting predominantly of large landmasses with very few inland seas. The planet is mostly flat with seemingly very little tectonic movement and vast continent sized plains and forests. Most of the water sources are located in great underground caverns and sheltered from the baking sun on the service. The main source of food are a variety of overlarge aquatic plants grown in segregated sections of the great underground seas of fresh water. The main supply of protein comes from fungi harvested from the cave walls and from the predominantly reptilian fauna that are herded and raised on the surface. though their are many species of animals that dwell in the caves they are often unsuitable for consumption though some are considered delicacy's due to the difficulty of capturing and cooking of their flesh.

Bregundian's pride themselves on a strict martial hierarchy and most disputes are settled via duels. Each year tournaments are held to determine the value of men and women coming of age and every child from the age of 10 is selected to attend am academy ran by the knightly orders that rule their respective sections of planet. Each child is provided with 2 years of standard training and education in martial combat, tradition and knowledge. It is not entirely uncommon for peasant children to rise above the station they were born in should they perform well in the tournament. Peasant children are generally expected to be able to fight as a cohesive unit and understand the basics but little more. For families born into the the soldiery class, the children are often better prepared and account for themselves much better in the tournament.

For the aristocracy, those fortunately to be born to the oldest and ruling families of the Knightly Orders there is much greater expectation for success. It is common that children who fail to meet the high standards will be disowned and join the soldier class or sometimes even the peasantry. The aristocratic families  are brought up in rigorous martial conditions. Almost every waking hour is spent training and bettering themselves physically or mentally. Studying the traditions and legends provided by the Green Knights. They are tested constantly by their mentors and the coming of age tournament acts as a final test. Those that pass will secure their place will be immediately inducted into their families Order and begin warring for honour or land and fame against the other Knightly Orders. Those children that perform exceptionally may even be apprenticed to a knight and learn from them personally.

A small portion of Aspirant knights will be tested by the Green Knights upon their periodic visits. Those chosen have their names inscribed into the family annuls and are considered to be telling measure of each houses prowess and quality. Those that are not chosen however often continue to become prominent members of their respective Order.


Zadkiel was afforded every advantage from his high birth and spent years drilling and studying. He proved an excellent study and thought with a combination of precise skill and instinct that many of his peers could not match. In time no small amount of confidence and tempered arrogance grew. He ranked 2nd in his coming of age tournament and was selected for the honour of being tested by the Green Knights personally. Zadkiel fought many duels and accrued and almost historic record of wins. Zadkiel found he could feel his opponents moves before they occurred and would later learn that it was due to his latent psychic abilities. Zadkiel also found he was very good at reading peoples emotions and could sometimes even gleam a persons feelings with a mere glance. Witches of any sort were considered distasteful and a subclass unto themselves. They were either destroyed or given to the temple on the spaceport where there fate was unknown to only those that dwelled there. Anyone who entered without permission was punishable by death without exception. Zadkiels family and instructors associated this preternatural sense as a combination of superior breeding, excellent instruction and his dedication to the Malachite Shields, his families Knightly Order.

When Green Knights arrived Zadkiel was tested with the other candidates in tests of physical and mental endurance followed by duels with swords, spears and pistols. on occasion a candidate might be pitted against a team of 3 or 4 others or be order to fight unarmed against an armed opponent. Zadkiel was singled out and taken to a separate room with three others and forced to hold uncomfortable positions or be subjected to varies types levels of pain whilst constantly being questioned by the singular Green Knight. Though the Knight wore no helm his face remained hooded by his cream coloured robes. Zadkiel found it strangely disconcerting that he could feel nothing from the hooded giant, no emotion or sense of feeling at all. Zadkiel began trying to discern something, anything from the giant whilst he questioned another candidate and Zadkiel felt a strange distance between them as though some force held him back. The tester turned and met Zadkiel's eyes briefly. Zadkiel clenched his jaw to stop his teeth chattering in fear. Something in those eyes reminded him that he was merely a man standing before an immortal Green Knight that battled amongst the unreachable stars.

Zadkiel was dismissed with the other candidates and given a test that gave even the candidates and watching masters of the Knightly Orders pause. Under direction of the hooded Green Knight Zadkiel was to face 3 opponents at once with his blade, this was not uncommon during the days events however most shockingly his opponents were to be armed with both sword and revolver pistols. pistols were rarely used and never in duels lest the participant be branded a coward yet there were amongst the most advanced weapons on the world and were restricted for use only by fully fledged Knights.

Zadkiel took his position and tried to calm his nerves, silently reciting the litanies of steel and courage to banish the knot of the fear gnawing at him. He reminded himself that to die before the Green Knights and against such odds would bring no shame. When the bout began he was already moving towards his first opponent. he could feel the other two were surprised, swinging their pistols to aim at where he was not where he was going to be. the opponent before him squeezed the trigger but Zadkiel had already moved and the bullet roared passed his face removing the tip of his left ear. To the other candidates it appeared as though he moved his head after the bullet had fired. Zadkiel easily disarmed the surprised shooter and disarmed him within 2 moves and had killed him with the 3rd. he used the body as a shield to absorb 3 more shots before fighting his 2nd opponent in close combat where his pistol would be ineffectual. He sensed the danger at his back a moment too late and dodged whilst throwing up his left arm to shelter the back of his head whilst keeping his eyes fixed on the opponent before him. the bullet tore into his arm and deflected from his bone, skewed and left a thin line of seared flesh on his crown. Using the shot as a distraction he crumpled the 2nd opponent's chest cavity with a heavy pommel strike to the sternum before turning to face his last foe.

Breath hissed through gritted teeth as he charged and met the final swordsman in a blinding flurry of slashes, stabs and binding techniques, showcasing a dancers speed and precision. The last opponent was considerably more skilled and had taken a measure of Zadkiel's abilities but steadily began giving ground, the pistol which had been an advantage at first now hindering his movements enough to give Zadkiel an edge in terms of skill. Zadkiel took his opponents sword into his side in order to strike a decapitating blow. once the bout ended he sank to his knees and began bleeding out into onto the sandy stone floor.

After passing the trials and surgery to become a full fledged battle brother Zadkiel was taken aside by the librarium and taught to harness and control his latent psychic potential within the depths of the Rock. Zadkiel was inducted into the 3rd Company and began fighting the enemies of mankind in earnest. He spent several campaigns attached to the Ravenwing though he has never spoken of his time there, even to his battle-brothers of the 3rd company. it was a great honour to serve the second company but he had been sworn to silence regarding any details of their mission. Zadkiel himself is not entirely aware of the purpose of the seemingly random battles he took part in, regardless they were often short and bloody.

Outside of his actions on Piscina IV, Zadkiel was once chosen to duel with a space wolf named Brynwulf Dvordin for the honour of the chapter. The space wolf goaded and jeered as they circled each other on the blasted ruin of the mountains top. The space wolves in attendance cheered encouragement and uttered curses and insults playfully in their fenrisian tongue. Zadkiel ignored all but his opponent. When the signal was given to begin Zadkiel pounced on his opponent with a precision and ferocity worthy of The Lion himself and completely overwhelmed his opponent with a series of perfectly aimed feints and blows with his fists before finishing his opponent with a savage headbutt that dropped the Brynwulf unconscious to the ground. The fight had lasted several seconds and the Space wolves had been shocked to silence shortly replaced by anger and bared fangs as they muttered curses. Zadkiel simply turned his back on the fallen foe and left his brothers to pick him off the ground as he rejoined his fellow Dark Angels. There was no whooping or cheering from his brothers but the nods of acknowledgement and pride was evident.

Zadkiel was awarded his honours by the company master personally and inscribed the deed prominently on his armour naming the champion that he had defeated. As a result of his victory working with space wolves within the deathwatch had been an abrasive experience once they learned who he was. This never prevented them from performing their duties yet there always remained a tension of sorts.

Zadkiel has earned three purity seals during his time with the Dark Angels, one was earned when he served with the Ravenwing and the other 2 were earned during the battle of Piscina IV.
Dice Roller
GM, 77 posts
Sun 4 Oct 2020
at 13:50
  • msg #53

characters

Ronalf Keel-Breaker

The Inn was quiet in the early hours of the morning and the room held a quiet ambience occasionly broking by the crackling or shifting of wood in the fire that made the place barely more hospitable and welcoming than the frigid air outside. Ranolf sat as close to the fire as was safely comfortable and stared at the untouched mug of ale in front of him, losing himself in memories. The few remaining customers shot him furtive glances as though anticipating trouble, Ranolf had been based in Easthaven nearly 2 years to the day and the locals were still wary of his presence.

The locals rarely commented on his precence publicly, there were more important things to worry about, however the occasional traveller were often curious. Strangers would watch the grizzled man with suspicion and a cautiousness that was well earned. His salt and pepper flecked hair was largely unkempt though often drawn back into a leather corded ponytail and the long scar over his right eye was far too clean to have been made by any beast or accident. From the open collar of his shirt were scars on his neck of an undefinable origin though clearly uniform in shape, similar in formation to a gallows mark yet they could not have been made by any rope they knew off. The eyes were usually drawn to his slightly pointed ears and the elegant frame of his face that marked him as a half-elf after they had taken in the scar. the scar was not the only thing that would identify Ronalf as he always carried a sturdy and curiously carved belaying pin seemingly carved from whalebone tucked into his belt and a scrap of sail cloth bearing a strange symbol that he kept rolled upa dn wore like a necklace.

Rumour had it that he was the very Ronalf Keelbreaker that had robbed and pillaged the sword coast for the last 5 decades or so before mysteriously vanishing with his ship The Krakens Mercy at the height of his fame and success. The stories had largely become exaggerated over time but there was no doubt that he was a particularly violent and merciless pirate captain. The stories told that survivors of his raids were tied or chained to the decks before scuttling the ship. it was also said that if a ship surrendered he would lash them to barrels and flotsam and leave them to the mercy of the see. Regardless he earned his epithet by ensuring no ship he sought would every reach dry land. The Ronalf of Easthaven was fairly solitary but cheerful and a good hand on the fishing boats and always free to lend a hand when someone was in a tight spot, nothing like the dread pirate in the stories. Yet it could not be denied he had a certain presence in the few times he had barked commands on the fishing boats in a tight spot and he had a certain hand when handling rope, sail and tiller. The physical description matched almost perfectly as well and one travelling bard even had a rough likeness that could be his twin. The question that played at the locals mind on occasion was why he was in ice-dale? if he was indeed Ronalf Keel-breaker then he should have ammassed a great fortune and living in comfort, not shivering each day in a small hut on the river side.

Ronalf was oblivious to the speculation and glances of his cohabitants and dreamed an old life of salt spray, wind and canvas. He had been young when The Krakens Mercy anchored of his small fishing cove. he remembered little other than being grabbed by rough hands and carried off to the ship as his village burned. No explanation had ever been given and none was ever asked as he joined the other bilge rats or rigging monkeys that called the ship home. His memories flashed forward, he was 12 years old and had just killed for the first time with warm blood covering his face and running down the edge of his blade. it had felt as if he had been dropped into the sea in winter, moments later he was being cheered and tossed into the air repeatedly by the crew and soon enough was given the name Ronalf by the Captain, marking his official membership to aldult hood and a real member of the crew. More memories flashed by as he rose through the ranks and challenged the Captain, beating him to death with a belaying pin and becoming Captain. Raiding towns and ships, the first time he was called Keel-breaker, through the golden years of his life until the darkest.

The ultimate downfall of the The Krakens Mercy and Ronalf Keel-Breaker was pride and greed. They had raided a ship filled with magical artifacts and were in good spirits. Ronalf took a sapphire orb that seemed to contain a raging sea and storm in miniature as his share and soon after the trouble began. Many of the crewmates Ronalf had set out with as children were now entering their twilight years and wished to return to land, retire and enjoy their ill-gotten wealth. Ronalf and the younger members of the crew disagreed however but agreed that they could leave when they next went to port, knowing that it could be several years before this would happen. In the dead of night a mutiny occured and Ronalf was dragged out from his bed, bleeding and broken as the crew beat him with belaying pins. they had considered it a fitting fate. Ronalf was unconcious when they tied the chains around his neck, arms and legs and weight them down to a cannon before rolling it off the edge of the deck. he was woken by the cold shock of salt water and struggled in vain agaisnt his bindings. He screamed curses as the water filled his lungs but his last thoughts begged for life at any cost. He heard an unearthly voice in his head, old as the oceans and unfathomably large. Ronalf did not understand the language it spoke yet he somehow understood. Before he drowned his last sight was off a great dark shape grasping upwards and the sillouhette of his ship shattering to pieces.

Ronalf awoke very much alive on a beach near a ruined fishing village he knew where he was and shivered, the crashing waves on the cliffs echoing with laughter in his mind and a voice too old to fathom "The pact has been paid for in death and so you shall belong to me in life". Ronalf eventually discovered that 3 years had passed since he was thrown overboard but he had no recollection of the time in between. He awoke with whalebone belaying pin carved in flowing runic script that curled and spiraleed like a breaking wave and felt power through it. He had an awareness of abilities he did not remember having and found he had some limited use of magic and an innate ability to summon an ethereal part of his master into the world for a short time. When next he slept he dreamt of a place he had never seen before, a great mountain and three lakes in the frozen northlands and always the eyes, the voice, the deep and the dark.

Ronalf startled himself out off his memerories and blinked slowly. The slow and simple life in icedale had not been an easy fit for him and he had spent 2 years waiting for some sign of what he was suppossed to be doing. 2 years of nightmares off his previous life and his servitude to something that made even his wildest dreams insignifigant. 2 years followed by the ghosts of his crew that had grown up, killed for, betrayed by and ultimately sacrificed for him. The darkness and bitter cold of the place hung heavy on him. once he would have scoffed at the supersitions of this frost Maiden
Dice Roller
GM, 78 posts
Wed 14 Oct 2020
at 12:02
  • msg #54

characters

Character Sheet Format

Visible Information:

Name:Gambol
Aliases: Gambol
Occupation:Courier 2nd class

Age:21
Height:5"7
Physical Description: (1-2 paragraph max)

Skills: Stealth, agility, perception
Weakness: Strength

Virtue: Temperance
Vice: Pride

Private Information (GM and Player Only)

History: (1-3 paragraphs max)
Goals: All players should pick a short, medium and long term goal for their character. These can be completely separate, tangentally linked, or meant as a deliberate progression, if desired.
Secret: Gambol works directly for and is indebted to the shadow guilds.
This message was last edited by the GM at 15:29, Wed 14 Oct 2020.
Dice Roller
GM, 80 posts
Sat 12 Dec 2020
at 20:55
  • msg #55

characters

  Basic Information 

 Character Name  :Pop                       Height :
 Character Race  :Goblin                    Weight :
 Background      :Haunted one               Age    :10
 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 : Haunted one(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

  Inspiration 


 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

  Senses 

 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,

  Feats 

Resilient [Con]

  Race & Class Features 

Darkvision
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 :

  Magic 

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

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

 Level 2
    Known:

 Level 3
    Known:

* Means prepared
Background:





Dice Roller
GM, 81 posts
Sat 10 Jul 2021
at 16:27
  • msg #56

characters

Artificer
Background - Experiment survivor (dragonscarred)

Was a criminal whose gang was overtaken by another and she was subsequently sold to the research facility.

Was pitted in fights against other test subjects in gladiatorial style fight to the death
Dice Roller
GM, 82 posts
Sun 11 Jul 2021
at 16:00
  • msg #57

characters

  Basic Information 

 Character Name  :Kroland                   Height :5ft
 Character Race  :Dwarf                     Weight :200lbs
 Background      :Soldier                   Age    :10
 Alignment       :CG                        Eyes   :Brown
 Deity           :Haela Brightaxe           Hair   :Red
 Total Level     :1                         Size   :M
 Current XP      :0                         Speed  :25

  Character Class Information 

 Level  1 Class :Fighter - fighting style - Defence (+1 AC)
 Level  2 Class :
 Level  3 Class :
 Level  4 Class :
 Level  5 Class :

 Background : Soldier- Military Rank: Officer - You have a military rank from your career as a soldier.
 Soldiers loyal to your former military organization still recognize your authority and influence, and
 they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other
 soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access
 to friendly military encampments and fortresses where your rank is recognized.

  Ability Scores 

 Strength     : 18 (+4)     15 S A + 2 racial + 0 level + 1 misc
 Dexterity    : 12 (+1)     12 S A + 0 racial + 0 level + 0 misc
 Constitution : 16 (+3)     14 S A + 2 racial + 0 level + 0 misc
 Intelligence : 08 (-1)     08 S A + 0 racial + 0 level + 0 misc
 Wisdom       : 13 (+1)     13 S A + 0 racial + 0 level + 0 misc
 Charisma     : 10 (+0)     10 S A + 0 racial + 0 level + 0 misc

 Carry Capacity   : 270 lbs.    Str x 15
 Lift, Drag, Push : 540 lbs.    Str x 30

  Inspiration 


 Personality Traits :I can stare down a hell hound without flinching.
 Ideals :My city, nation, and people are all that matter.
 Bonds  :I fight for those who cannot fight for themselves.
 Flaws  :I have little respect for anyone who is not a proven warrior.

  Combat Statistics 

 Hit Points    : 13         Current HP : 13
 Proficiency   : +2         Temp HP    : 0
 Initiative    : +1         Total HD   : 1d10

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

 Base Melee    : +6     2 Prof + 4 Str + 0 misc
 Base Ranged   : +3     2 Prof + 1 Dex + 0 misc
Base Spell    : +0     0 Prof + 0 Cha + 0 misc

 Armor Class   : 19     16 armor + 2 shield + 0 Dex + 1 misc
 *Disadvantage on Stealth rolls

  Senses 

 Passive Perception     : 13    10 + 2 prof + 01 Wis + 0 misc
 Passive Investigation  : 11    10 + 0 prof + -1 Int + 0 misc
 Passive Insight        : 13    10 + 2 prof + 01 Wis + 0 misc

Other SENSES: Dark vision, Stone cunning
  Saving Throws 

 Strength     : +6    2 prof + 4 Str + 0 misc
 Dexterity    : +1    0 prof + 1 Dex + 0 misc
 Constitution : +5    2 prof + 3 Con + 0 misc
 Intelligence : -1    0 prof + -1 Int + 0 misc
 Wisdom       : +1    0 prof + 1 Wis + 0 misc
 Charisma     : +0    0 prof + 0 Cha + 0 misc

  Class Abilities and Features 

 Armor   :Chain Mail
 Weapons :Warhammer and Shield
 Tools   :Smithing, Mason, Brewer,cobbler, leatherworker, navigators, cartographer,Vehicles Land

 Saving Throws :STR, CON
 Skill Prof.   :Insight, Perception

  Skills and Languages 

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

 [ ] Acrobatics         : +1    0 prof + 1 Dex + 0 misc
 [ ] Animal Handling    : +1    0 prof + 1 Wis + 0 misc
 [ ] Arcana             : -1    0 prof - 1 Int + 0 misc
 [B] Athletics          : +6    2 prof + 4 Str + 0 misc
 [ ] Deception          : +0    0 prof + 0 Cha + 0 misc
 [ ] History            : -1    0 prof - 1 Int + 0 misc
 [C] Insight            : +3    2 prof + 1 Wis + 0 misc
 [B] Intimidation       : +2    2 prof + 0 Cha + 0 misc
 [ ] Investigation      : -1    0 prof - 1 Int + 0 misc
 [ ] Medicine           : +1    0 prof + 1 Wis + 0 misc
 [ ] Nature             : -1    0 prof - 1 Int + 0 misc
 [C] Perception         : +3    2 prof + 1 Wis + 0 misc
 [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
 [ ] Persuasion         : +0    0 prof + 0 Cha + 0 misc
 [ ] Religion           : -1    0 prof - 1 Int + 0 misc
 [ ] Sleight of Hand    : +1    0 prof + 1 Dex + 0 misc
 [ ] Stealth            : +1    0 prof + 1 Dex + 0 misc (Disadv with armor)
 [ ] Survival           : +1    0 prof + 1 Wis + 0 misc

 Languages : Common, Dwarvish

  Feats 

Crusher:
- STR +1
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage,
you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature
 are made with advantage until the start of your next turn.
  Race & Class Features 

Darkvision - 60ft
Stone Cunning - Whenever you make an Intelligence for origin of stonework you have prof and add double prof bonus
Tool Proficency - Smithing, Mason, Brewer,cobbler, leatherworker, navigators, cartographer,Vehicles Land
Dwarven resilence - advantage ons aving throws against poison and resistance to poison damage



  Money and Equipment 

 Armor     :Chain Mail, Shield

 Weapon    :Warhammer, Maul
 Weapon    :Hand axes (2), Light Hammers (4)

 Other Equipment :explorers pack (pg 151 PH), ball bearings bag
- 300 ft rope (hempen)
- Pitons (20)
- Block and tackle

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

 Money :2 gp

  Magic 

0 Spell Slots     +0 Spell Attack Modifier     0 Spell Save DC

Cantrips
    Known:
 Level 1
    Known:

 Level 2
    Known:

 Level 3
    Known:


* Means prepared
Background:

Soldier - Military Rank: Officer



Dice Roller
GM, 83 posts
Thu 19 Aug 2021
at 22:10
  • msg #58

characters

  B I O G R A P H Y

Name:Eckhard Reichenbach
Apparent Age: 32
Gender: Male
Height: 6'0"
Career: Pit Fighter
Hair: Black / 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



P e r s o n a l i t y
I have always had something of a wild streak and this only grew stronger as i aged, for a while this was sated by duelling

H i s t o r y

I have always had something of a wild streak. It was tolerated to an extent when i was young
but i never grew out of it as i grew older, despite my families best efforts. I never felt comfortable in parties or in politics and the only pursuit befitting my station i nejoyed was dueling and combat practice. Though the Rechenbach's are not particularly military focused we still train and drill with the levys in case the empire requires us to defend our lands. I threw myself into the drills but preferred to be with auxillary foot soldiers than the mounted knights. My families hopes were dashed once more when i showed no aptitude or interest in leading and though they could tolerate a less competent officer they would not accept an good footsoldier for a son.
This message was last edited by the GM at 21:27, Sun 17 Oct 2021.
Dice Roller
GM, 84 posts
Fri 27 Aug 2021
at 21:58
  • msg #59

characters

Name:Haru
Concept:Farmer and miltia leader


------------------------------Intimacies------------------------------
Intensity, Type, Details
- Family (Major) (Tie): I love my wife and child and first took up arms to protect them.
- Community (Defining Principle): We suceed only by working together, i have proven that even lowly peasant can be formidable, courageous and achieve great things when some unity is formed.
- Leadership (Major Principal): People need leadership and if no one else will step forward then i will. I will not shirk from the responsibilities and will make the hard choices if required. If our ruler will not listen or help us then they must be made to hear us or else i shall lead in their stead.
Hatred of the eastern barbarians (minor tie): we have tried to neogtiate but they will not listen to reason or even try to be civilized. I have lost many friends adn seen more die to starvation after raids. I see only depraved beasts in the form of men, my pity has long since turned to hate and were i not bound otherwise i would happily hunt them down.

------------------------------Attributes------------------------------
Strength  ooo--        Charisma      oooo-        Perception    oo---
Dexterity oo---        Manipulation  o----        Intelligence  oo---
Stamina   oooo-        Appearance    oo---        Wits          oo---

-------------------------------Abilities------------------------------
Archery     -----      Integrity    oooo-         Bureaucracy    o----
Athletics   oo---      Larceny      -----         Investigation  -----
Awareness   ooo--      Lore         -----         Linguistics    -----
Brawl       o----      Medicine     o----         Occult         -----
Dodge       oo---      Performance  -----         Craft          o----
Melee       ooo--      Presence     oooo-         Martial Arts   -----
Resistance  ooo--      Sail         -----
Ride        o----      Socialize    o----
Thrown      o----      Stealth      ooo--
War         oooo-      Survival     ooo--

Specialties:
Presence(o) (Peasantry)
Melee(o) (Farming Tools)
War(o) (Ambush Tactics)
Presence(o) (Inspiring troops)
--------------------------------Essence-------------------------------
Essence      ooo--           Personal  00/00          Peripheral 00/00
Indefinite Committed Motes: 0

-------------------------------Willpower------------------------------
Willpower | 3

---------------------------------Combat-------------------------------
Join Battle             Hardness         Health   [-0]
Nat. Soak               Armor Soak                [-1] [-1]
Parry                   Evasion                   [-2] [-2]
Resolve                 Guile                     [-4] [Incap]

Weapon                 W. Acc     W. Dmg   Dec. Acc   Over  Def    Tags
Unarmed

Merits
Merit,Rank, Details
- Boundless Endurance(oo): The character reduces the difficulty of all rolls to resist fatigue or remain awake by 2.
- Direction sense(o): In addition to always knowing her facing and acting as a living compass, she lowers the difficulty on attempts to navigate toward a fixed, known location or to retrace her steps by 2.
- Followers(oo): One dot grants up to a dozen followers, two grants up to
50 (farmer militia).
-Iron Stomach(o):The character can digest almost anything edible, from live insects and brackish water to raw meat or spoiled rations.
She enjoys a -2 difficulty on Survival rolls to forage for herself, as well as Resistance rolls to recover from food poisoning.
Familiar(oo): an omen dog named Yuki.
This message was last edited by the GM at 23:19, Fri 27 Aug 2021.
Dice Roller
GM, 89 posts
Mon 6 Sep 2021
at 12:35
  • msg #60

characters

  Basic Information 

 Character Name  :Scar                      Height :7ft
 Character Race  :Lizardfolk                Weight :200lbs
 Background      :Outlander                 Age    :40
 Alignment       :N                        Eyes   :Purple
 Deity           :Semuanya                 Ridge  :Blue
 Total Level     :5                         Size   :M
 Speed           :40

  Character Class Information 

Barbarian
- Unarmoured defense
- Rage
- Reckless attack
- Danger Sense
- Primal path - path of the beast
- Form of the beast
- Ability score improvement - Str +1 Dex+1
- Extra Attack
- Fast movement

 Background : Outlander - Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.



  Ability Scores 

 Strength     : 16 (+3)     15 S A + 0 racial + 1 level + 1 misc
 Dexterity    : 14 (+2)     13 S A + 0 racial + 1 level + 0 misc
 Constitution : 16 (+3)     14 S A + 2 racial + 0 level + 0 misc
 Intelligence : 11 (+0)     11 S A + 0 racial + 0 level + 0 misc
 Wisdom       : 13 (+1)     12 S A + 1 racial + 0 level + 0 misc
 Charisma     : 10 (+0)     10 S A + 0 racial + 0 level + 0 misc

 Carry Capacity   : 240 lbs.    Str x 15
 Lift, Drag, Push : 480 lbs.    Str x 30

  Inspiration 


 Personality Traits :I once ran twenty-five miles without stopping to warn my clan of an
                     approaching orc horde. I'd do it again if I had to.
 Ideals :Glory. I must earn glory in battle, for myself and my clan.
 Bonds  :I am the last of my tribe, and it is up to me to ensure their names enter legend.
 Flaws  :Don't expect me to save those who can't save themselves. It is nature's way that
         the strong thrive and the weak perish.

  Combat Statistics 

 Hit Points    : 75         Current HP : 75
 Proficiency   : +3         Temp HP    : 0
 Initiative    : +2         Total HD   : 5d12

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

 Base Melee    : +6     3 Prof + 3 Str + 0 misc
 Base Ranged   : +5     3 Prof + 2 Dex + 0 misc
Base Spell    : +0     0 Prof + 0 Cha + 0 misc

 Armor Class   : 17     15 Natural armor + 2 shield + 0 Dex + 0 misc


  Senses 

 Passive Perception     : 14    10 + 3 prof + 01 Wis + 0 misc
 Passive Investigation  : 10    10 + 0 prof + 00 Int + 0 misc
 Passive Insight        : 11    10 + 0 prof + 01 Wis + 0 misc

Other SENSES:
  Saving Throws 

 Strength     : +6    3 prof + 3 Str + 0 misc
 Dexterity    : +2    0 prof + 2 Dex + 0 misc
 Constitution : +6    3 prof + 3 Con + 0 misc
 Intelligence : +0    0 prof + 0 Int + 0 misc
 Wisdom       : +1    0 prof + 1 Wis + 0 misc
 Charisma     : -1    0 prof - 1 Cha + 0 misc

  Class Abilities and Features 

 Armor   :None
 Weapons :Maul, Battleaxe, Shield, javeliins, dagger, blowfun, longbow
 Tools   :Horn

 Saving Throws :STR, CON
 Skill Prof.   :Animal Handling, Athletics, Nature,Perception, Stealth, Survival

  Skills and Languages 

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

 [ ] Acrobatics         : +1    0 prof + 1 Dex + 0 misc
 [B] Animal Handling    : +1    0 prof + 1 Wis + 0 misc
 [ ] Arcana             : -1    0 prof - 1 Int + 0 misc
 [C] Athletics          : +6    2 prof + 4 Str + 0 misc
 [ ] Deception          : +0    0 prof + 0 Cha + 0 misc
 [ ] History            : -1    0 prof - 1 Int + 0 misc
 [ ] Insight            : +3    2 prof + 1 Wis + 0 misc
 [ ] Intimidation       : +2    2 prof + 0 Cha + 0 misc
 [ ] Investigation      : -1    0 prof - 1 Int + 0 misc
 [ ] Medicine           : +1    0 prof + 1 Wis + 0 misc
 [C] Nature             : -1    0 prof - 1 Int + 0 misc
 [R] Perception         : +3    2 prof + 1 Wis + 0 misc
 [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
 [ ] Persuasion         : +0    0 prof + 0 Cha + 0 misc
 [ ] Religion           : -1    0 prof - 1 Int + 0 misc
 [ ] Sleight of Hand    : +1    0 prof + 1 Dex + 0 misc
 [R] Stealth            : +1    0 prof + 1 Dex + 0 misc
 [B] Survival           : +1    0 prof + 1 Wis + 0 misc

 Languages : Common, Draconic, Primordial

  Feats 


  Race & Class Features 

Bite -1d3+3 piercing
Cunning Artisan - As part of a short rest, you can create a shield, club, javelin, darts, or blowgun needles from materials from slain creatures.
Hold Breath - can hold breath for 15 minutes at a time.
Hunters Lore - Perception + Stealth prof
Natural Armour -  When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. A shield’s benefits apply as normal.
Hungry Jaws - once per short rest can regain 3 HP after successful bite attack


  Money and Equipment 

 Armor     :Shield

 Weapon    :Maul, battleaxe
 Weapon    :Dagger, Javellins (4) Longbow, Blowgun

 Other Equipment :explorers pack (pg 151 PH),
- 300 ft rope (hempen)
- Quiver
- arrows (20)
- blowgun needles (50)
- Explorers pack
- Shield

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

 Money :611 gp
159 lbs carried
  Magic 

0 Spell Slots     +0 Spell Attack Modifier     0 Spell Save DC

Cantrips
    Known:
 Level 1
    Known:

 Level 2
    Known:

 Level 3
    Known:


* Means prepared
Background:





This message was last edited by the GM at 01:09, Sun 03 Oct 2021.
Dice Roller
GM, 91 posts
Sun 3 Oct 2021
at 11:55
  • msg #61

characters

  Basic Information 

 Character Name  :                          Height :5'10ft
 Character Race  :Dhampir                   Weight :100lbs
 Background      :Bounty Hunter             Age    :40
 Alignment       :NE                        Eyes   :Purple
 Deity           :Mask                      Ridge  :Blue
 Total Level     :7                         Size   :M
 Speed           :35

  Character Class Information 

Fighter
- Fighting Style
- Second Wind
- Action Surge
- Extra Attack
- MA: Renegade
- Scoundrels Wit
- Gunfighter Form: Sniper
- Weapon of choice: Double Barrell, Barrage
- Cunning Shot

Background : Urban Bounty Hunter - Ear to the ground: You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.



  Ability Scores 

 Strength     : 16 (+3)     15 S A + 0 racial + 1 level + 1 misc
 Dexterity    : 14 (+2)     13 S A + 0 racial + 1 level + 0 misc
 Constitution : 16 (+3)     14 S A + 2 racial + 0 level + 0 misc
 Intelligence : 11 (+0)     11 S A + 0 racial + 0 level + 0 misc
 Wisdom       : 13 (+1)     12 S A + 1 racial + 0 level + 0 misc
 Charisma     : 10 (+0)     10 S A + 0 racial + 0 level + 0 misc

 Carry Capacity   : 240 lbs.    Str x 15
 Lift, Drag, Push : 480 lbs.    Str x 30

  Inspiration 


 Personality Traits :I once ran twenty-five miles without stopping to warn my clan of an
                     approaching orc horde. I'd do it again if I had to.
 Ideals :Glory. I must earn glory in battle, for myself and my clan.
 Bonds  :I am the last of my tribe, and it is up to me to ensure their names enter legend.
 Flaws  :Don't expect me to save those who can't save themselves. It is nature's way that
         the strong thrive and the weak perish.

  Combat Statistics 

 Hit Points    : 75         Current HP : 75
 Proficiency   : +3         Temp HP    : 0
 Initiative    : +2         Total HD   : 5d12

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

 Base Melee    : +6     3 Prof + 3 Str + 0 misc
 Base Ranged   : +5     3 Prof + 2 Dex + 0 misc
Base Spell    : +0     0 Prof + 0 Cha + 0 misc

 Armor Class   : 17     15 Natural armor + 2 shield + 0 Dex + 0 misc


  Senses 

 Passive Perception     : 14    10 + 3 prof + 01 Wis + 0 misc
 Passive Investigation  : 10    10 + 0 prof + 00 Int + 0 misc
 Passive Insight        : 11    10 + 0 prof + 01 Wis + 0 misc

Other SENSES:
  Saving Throws 

 Strength     : +6    3 prof + 3 Str + 0 misc
 Dexterity    : +2    0 prof + 2 Dex + 0 misc
 Constitution : +6    3 prof + 3 Con + 0 misc
 Intelligence : +0    0 prof + 0 Int + 0 misc
 Wisdom       : +1    0 prof + 1 Wis + 0 misc
 Charisma     : -1    0 prof - 1 Cha + 0 misc

  Class Abilities and Features 

 Armor   :None
 Weapons :Maul, Battleaxe, Shield, javeliins, dagger, blowfun, longbow
 Tools   :Horn

 Saving Throws :STR, CON
 Skill Prof.   :Animal Handling, Athletics, Nature,Perception, Stealth, Survival

  Skills and Languages 

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

 [ ] Acrobatics         : +1    0 prof + 1 Dex + 0 misc
 [ ] Animal Handling    : +1    0 prof + 1 Wis + 0 misc
 [ ] Arcana             : -1    0 prof - 1 Int + 0 misc
 [ ] Athletics          : +6    2 prof + 4 Str + 0 misc
 [ ] Deception          : +0    0 prof + 0 Cha + 0 misc
 [ ] History            : -1    0 prof - 1 Int + 0 misc
 [B] Insight            : +3    2 prof + 1 Wis + 0 misc
 [ ] Intimidation       : +2    2 prof + 0 Cha + 0 misc
 [ ] Investigation      : -1    0 prof - 1 Int + 0 misc
 [ ] Medicine           : +1    0 prof + 1 Wis + 0 misc
 [ ] Nature             : -1    0 prof - 1 Int + 0 misc
 [C] Perception         : +3    2 prof + 1 Wis + 0 misc
 [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
 [ ] Persuasion         : +0    0 prof + 0 Cha + 0 misc
 [ ] Religion           : -1    0 prof - 1 Int + 0 misc
 [ ] Sleight of Hand    : +1    0 prof + 1 Dex + 0 misc
 [B] Stealth            : +1    0 prof + 1 Dex + 0 misc
 [C] Survival           : +1    0 prof + 1 Wis + 0 misc

 Languages : Common

  Feats 


  Race & Class Features 

-Bite -1d3+3 piercing
-Darkvision:  You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.
-Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Vampiric Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you use your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
regain hit points equal to the damage dealt by the bite
gain a bonus to the next ability check or attack roll you make; the bonus equals the damage dealt by the bite
You can empower yourself with your bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
-




  Money and Equipment 

 Armor     :Shield

 Weapon    :Maul, battleaxe
 Weapon    :Dagger, Javellins (4) Longbow, Blowgun

 Other Equipment :explorers pack (pg 151 PH),
- 300 ft rope (hempen)
- Quiver
- arrows (20)
- blowgun needles (50)
- Explorers pack
- Shield

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

 Money :611 gp
159 lbs carried
  Magic 

0 Spell Slots     +0 Spell Attack Modifier     0 Spell Save DC

Cantrips
    Known:
 Level 1
    Known:

 Level 2
    Known:

 Level 3
    Known:


* Means prepared
Background:





This message was last edited by the GM at 11:56, Sun 03 Oct 2021.
Dice Roller
GM, 92 posts
Sun 17 Oct 2021
at 22:17
  • msg #62

characters

  B I O G R A P H Y

Name: Strainseir or Jack
Apparent Age: Impossible to guess
Gender: Male
Height: 7"
Class: Ranger
Hair: None




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



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

H i s t o r y

Jack cannot remember his original appearance, race, home or even his name. His earliest memory is seeing a great host of ethereal riders in the night that he found himself compelled to follow. His journey was blur of locations, sounds and smells and he eventually awoke in the feywild. After wandering the wylds he found himself unwittingly became becoming a favoured servant of a powerful fey of the summer court. Eventually he was even chosen to be one of her many'spouses'and had his soul bound to her through magical means unknown.

Over time his mortal form withered and was reshaped by his spouse according to her whims as they travelled between the realms. On occasion they would argue and fightas all partners do Jack would be cast into one of the myriad mortal realms soulbound to a pumpkin lantern that would attach itself to a headless corpse until he could find his way back to the feywild. This cycle had repeated no less than 4 times in the past but each time he always found his way home and was forgiven. This last time was little different however the location that the headless body he was drawn to take over was in a much grimmer locale before. To the locals he provided the name Jack, it was easy to remember with a face like his after all and he preferred not to provide his fey name where possible as he knew from experience that names held power over the owners in the feywild.

Upon arriving in the world he was uncremoniously collected by a group of rabid children from the body he was bonding too and used as an object of fun, the game being to kick his head as hard as possible and make Jack use even more profane language at increasing volume. Fortunately he was delivered from the fate of being a bodilles magical pumpkin head by and elderly elf named Auberee, who admonished the children in such a manner as to make the most miserly grandmother impressed. Aubree returned Jack to the body so he could complete his assimilation into the mortal world. Jack lodged with Aubree and consider himself indebted to her and so she alone he would assist without cost, for as far as Jack was concerned it had already been paid in full.

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

Near 3 decades passed before Jack had completed his side of the bargain but Alex had grown ever more prideful and arrogant and had Jack cast out from his lands rather than paying the price agreed. Jack cursed the Cahir family in every tongue he could utter yet lacked the strength to enact his vengeance personally. Before he could even begin to prepare he was taken by the mists. HIs chance at revenge appears to have been delayed, but bitter anger at the Cahir family still remains.
This message was last updated by the GM at 22:38, Wed 20 July 2022.
Dice Roller
GM, 93 posts
Mon 18 Oct 2021
at 17:27
  • msg #63

characters

  Basic Information 

 Character Name  :Jack                      Height :7ft
 Character Race  :Reborn                    Weight :100lbs
 Background      :Feylost                   Age    :unknown
 Alignment       :CN                        Eyes   :Orange
 Deity           :N/a                       Hair   :None
 Total Level     :1                         Size   :M
 Speed           :30

  Character Class Information 

Ranger
- Favoured Foe
- Deft Explorer


Background : Feylost - Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.



  Ability Scores 

 Strength     : 14 (+2)     14 S A + 0 racial + 0 level + 0 misc
 Dexterity    : 19 (+4)     17 S A + 2 racial + 0 level + 0 misc
 Constitution : 15 (+2)     15 S A + 0 racial + 0 level + 0 misc
 Intelligence : 11 (+0)     11 S A + 0 racial + 0 level + 0 misc
 Wisdom       : 18 (+4)     17 S A + 1 racial + 0 level + 0 misc
 Charisma     : 12 (+1)     12 S A + 0 racial + 0 level + 0 misc

 Carry Capacity   : 210 lbs.    Str x 15
 Lift, Drag, Push : 420 lbs.    Str x 30

  Inspiration 


 Personality Traits :I live by my own set of weird and wonderful rules.
 Ideals :Change is good, which is why I live by an ever-changing set of rules.
 Bonds  :I'm drawn to the Feywild and long to return there, if only for a short while.
 Flaws  :I never give away anything for free and always expect something in return.

  Combat Statistics 

 Hit Points    : 12         Current HP : 12
 Proficiency   : +2         Temp HP    : 0
 Initiative    : +4         Total HD   : 1D10

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

 Base Melee    : +4     2 Prof + 2 Str + 0 misc
 Base Ranged   : +7     2 Prof + 4 Dex + 1 misc
Base Spell : +0     0 Prof + 0 Cha + 0 misc

 Armor Class   : 16     Studded Leather Armour + 4 Dex + 0 misc


  Senses 

 Passive Perception     : 16    10 + 2 prof + 04 Wis + 0 misc
 Passive Investigation  : 10    10 + 0 prof + 00 Int + 0 misc
 Passive Insight        : 16    10 + 2 prof + 04 Wis + 0 misc

Other SENSES:
  Saving Throws 

 Strength     : +4    2 prof + 2 Str + 0 misc
 Dexterity    : +6    2 prof + 4 Dex + 0 misc
 Constitution : +2    0 prof + 2 Con + 0 misc
 Intelligence : +0    0 prof + 0 Int + 0 misc
 Wisdom       : +4    0 prof + 4 Wis + 0 misc
 Charisma     : +1    0 prof + 1 Cha + 0 misc

  Class Abilities and Features 

 Armor   :None
 Weapons :Maul, Battleaxe, Shield, javeliins, dagger, blowfun, longbow
 Tools   :Horn

 Saving Throws :STR, Dex
 Skill Prof.   :Deception, Insight, Perception, Stealth, Survival

  Skills and Languages 

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

 [ ] Acrobatics         : +4    0 prof + 4 Dex + 0 misc
 [ ] Animal Handling    : +4    0 prof + 4 Wis + 0 misc
 [ ] Arcana             : +0    0 prof + 0 Int + 0 misc
 [ ] Athletics          : +4    0 prof + 4 Str + 0 misc
 [B] Deception          : +3    2 prof + 1 Cha + 0 misc
 [ ] History            : +0    0 prof + 0 Int + 0 misc
 [C] Insight            : +6    2 prof + 4 Wis + 0 misc
 [ ] Intimidation       : +1    0 prof + 1 Cha + 0 misc
 [ ] Investigation      : +0    0 prof + 0 Int + 0 misc
 [ ] Medicine           : +4    0 prof + 4 Wis + 0 misc
 [ ] Nature             : +0    0 prof + 0 Int + 0 misc
 [C] Perception         : +6    2 prof + 4 Wis + 0 misc
 [ ] Performance        : +1    0 prof + 1 Cha + 0 misc
 [ ] Persuasion         : +1    0 prof + 1 Cha + 0 misc
 [ ] Religion           : +0    0 prof + 0 Int + 0 misc
 [ ] Sleight of Hand    : +4    0 prof + 4 Dex + 0 misc
 [C] Stealth            : +6    2 prof + 4 Dex + 0 misc
 [B] Survival           : +8    2 prof + 4 Wis + 0 misc

 Languages : Common, Sylvan, Elvish, Undercommon

  Feats 

Crossbow Expert
  Race & Class Features 

Darkvision:  You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.
Deathless Nature
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- You have advantage on death saving throws.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a past life: You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Favoured Foe:
- When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
- The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
- You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Deft explorer:
- Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for Stealth.

You can also speak, read, and write 2 additional languages of your choice (Elvish, undercommon).


  Money and Equipment 

 Armour     :Studded Leather
 Armour     :Shield

 Weapon    :Heavy Crossbow +1
 Weapon    :Short Sword x2, Longbow
 Weapon    :Battleaxe

 Other Equipment :Explorers pack (pg 151 PH),
- 300 ft rope (hempen)
- Quiver x3
- arrows (20)
- Shield
- Heavy crossbow
- Crossbow bolt (150)

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

 Money :200 gp
 lbs carried
  Magic 

0 Spell Slots     +0 Spell Attack Modifier     0 Spell Save DC

Cantrips
    Known:
 Level 1
    Known:

 Level 2
    Known:

 Level 3
    Known:


* Means prepared
Background:





This message was last edited by the GM at 18:16, Mon 18 Oct 2021.
Dice Roller
GM, 94 posts
Thu 21 Oct 2021
at 22:56
  • msg #64

characters

Name:Warren Varg

Age:Trapped in present curve for 1298 years

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

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

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

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

Face Claim (no anime or drawings):Mads Mikkelsen

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


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

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

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

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

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

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

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

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

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



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

Hobbies:

Sexual Orientation:

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

characters

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



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

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

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

characters

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

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

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

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

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


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

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

characters

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

Name:Thorne

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

Trouble:Dhampir weaknesses, bred to serve, wanted dhampir

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

Backstory:

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

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

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


Name:Castus

High Concept:knowledge sobsessed mage

Trouble:dangerous curiosity, mocked by peers, seeks recognition

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

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

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

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

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

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

characters

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

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


BIOGRAPHY & DESCRIPTION:

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

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

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

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

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

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

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

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

characters

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

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

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

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

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

characters

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


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

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


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

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

characters

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

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

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

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

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

characters

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



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

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



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

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

characters

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

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

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

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

characters

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

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

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

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

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

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

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

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

characters

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

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

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

characters

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

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

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

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

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

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

characters


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

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


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

Indefinite Committed Motes:

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

WeaponW. AccW. DmgDec. AccOverDefTags
Unarmed     Natural, Grappling
       
       
       

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



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


Charms

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



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


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

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

characters

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


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

characters

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

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

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

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

characters

Name:Hebi Tenrai, Crimson Snake of the Hidden Mist


Age (20-30):27


Gender:Male


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

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

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

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


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

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


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

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

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


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

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

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


Land of Water


Affinity: Water
            Wind
            Yin



Jutsus:
1 A Rank:
Shuriken Shadow Clone Technique

2 B-Rank:
Vacuum Sphere
Shadow Clone Technique

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

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

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


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

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

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

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

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

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

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

Attendance and Engagement Agreement

NARUTO: THE PROPHECY

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

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

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

Player’s Agreement:

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

In signing this agreement, I agree to:

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


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

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

characters

Three-Thorns

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

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

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

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

Fate points: 3

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

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

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

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

characters

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

characters

Cyberpunk

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

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

ABILITIES SECTION
Stats:
Cyberware:
Equipment:

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

characters

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

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





T H E   F I N E R   D E T A I L S

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

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

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

Strengths

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

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

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

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

Weaknesses

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

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

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

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



H i s t o r y

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

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

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

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

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

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

[Rest of the history is a WIP]
The Fall

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

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

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

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

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

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

characters

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

<center>

Description

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

characters

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



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

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

Dislikes:
- Bullys
- Deserts
- Desserts
- Weak alcohol

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

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

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

Skills/abilities/magic

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

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

Weapons:

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

Might or magic:

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

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

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

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

characters

~ Ulsa Pol ~

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

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

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

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


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

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


[B]Custom Hollow Techniques:


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

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

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

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

~Scour, Tormenta Palido ~


Resurreccíon Powers:

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

High speed regeneration is greatly increased

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


Resurreccíon Techniques:

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

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

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

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

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

characters

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

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

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

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

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

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

Biography

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

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

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

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

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

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

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