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13:56, 28th April 2024 (GMT+0)

characters.

Posted by Dice RollerFor group 0
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:PĂşca
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:
PĂşca'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 PĂşca may be regarded as a terrifying monster or gentle and kind creature. PĂşca'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: PĂşca'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: PĂşca's have the ability to manipulate 'fate' or 'luck' being able to cause fortune or miss fortune to befall others. in order for the PĂşca'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 PĂşca 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 PĂşca 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 PĂşca'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 PĂşca in question is under extreme emotional pressure. the PĂşca'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.
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