APPEARANCE: *Artists are very much welcome and encouraged to post their art. Can also be a written description. Feel free to beautify your CS to your heart's content.
NAME:
TITLE (optional): *Are you a Gentleman Spy? A Shield Maiden? Or the Witch of the Waste? This title says it all! It can be a profession, alias, a name given by the people long ago because of a deed your character did. This title also isn't set in stone, feel free to change it as the story progresses, such as from being a Rogue to becoming an Assassin.
CHARACTER LEVEL: *Everyone starts at level 1. Feel free to change the word "character" to your character's title. Maximum level = 6.
BEEF:
What did Lucien and his crew do to you that make you go far out of your comfort zone, risking perils, and doing things you don't normally do? Who is this all worth for? Did he take something from you? Your character gains 1 Roleplay Point every time you get closer to settling your beef with him.
1 Roleplay Point can be used to: automatically succeed in a roll, or declare a story detail that works to give your character a leg up in a scene. Examples of story details are: saying the chandelier above your assassination target is loose and a well-aimed shot can send it crashing down their head, a convenient coincidence, showing up at a dramatically appropriate moment, or saying that you have mutual friends with a figure of influence.
Characters can have a maximum of 3 Roleplay Points at a time.
ATTRIBUTES: *Distribute 10 points to the three attributes below. Maximum attribute for starting characters = 4. Maximum attribute = 6.
Patient Defense
Replaces the minor action "Take Cover". You have +2 Evasion against ranged and area attacks. And enemies have disadvantage to their rolls against you until your next turn.
Glory Kill
Critical +1. At a critical melee hit, after writing a blow by blow account of how your character dealt the blow like an action movie star, you heal either 1 Hp OR 2 Mp.
Overwhelming
After defeating an opponent, you gain 1 extra attack on your next turn. (Cost: 1 Mp)
Combat Medic
You can use non-offensive spells or items as a minor action.
PERSONA (optional): *Please write a day in the life of your character, where he or she is the star. This will help us get to know your character and understand what they're about. Please put this under a spoiler code or anything that hides it if it becomes more than a paragraph long.
NOTES (optional):
Relationships: *Loved ones, enemies, a hometown, a faction you belong to, etc.
Trivia: *Additional information on your character's race, personality, background, your pet, a memento, where your character lives, etc. Feel free to world build.
- GEAR - "Please include this in a spoiler code under each post in the main thread when it's relevant.
Also, feel free to code this however you like and add any additional info."
Health = Strength + other modifiers from items or spells.
This is your character's physical and mental well being. When Hp = 0, your character is Incapacitated. They are unconscious and need to make a DC10 Death Save using Strength at the start of every battle round starting on the next round. Failing 3 Death saves kills your character. Receiving a hit while incapacitated is one automatic failed death save.
Trauma Kit
Allies with a Trauma kit can use a major action in battle to Heal 1 Hp, or make a DC10 Intelligence roll to stabilize an incapacitated character, restoring 1 Hp and bringing you back to consciousness. You immediately get up and get a minor action if you had not used a minor action this round. Out of battle, allies can add +1 to the Trauma Kit roll for every 1 hour they spent operating on your character.
Short Rest & Condition Points:
During a short rest of 1 hour, you can spend condition points to heal 1 Hp per 1 condition point.
Long Rest:
Health is restored back to full after 6 hours of sleep.
Failed Death Saves:
Upon succeeding a Death Save roll without using a truma kit, your character stabilizes. Their hitpoints remain 0, and they are still unconscious, but no longer need to make death save rolls.
Failed death saves do not disappear after your character recovers from incapacitation. They are removed by spending 6 Condition points per 1 Failed Death Save.
Evasion = Dexterity + Survival Proficiency if you have it + Armor + other modifiers from items and spells.
This is the number opponents attempt to overcome with their attack roll to damage your character. When they roll equal or higher than your Evasion, you take damage.
Spell Power
Spell Power = Intelligence + Knowledge proficiency if you have it +Armor + other modifiers from items and spells.
This is the number opponents need to overcome to get rid of the effects of your spell or avoid it.
Manna (Mp)
Manna = Intelligence x2 + other modifiers from items and spells.
Fuels your spells and the enchantments on your items.
Short Rest & Condition Points:
During a short rest of 1 hour, you regain 1 Mp. You can spend condition points to heal additional 1 Mp per 1 condition point. If you eat 1 ration or recently cooked meal during this short rest, it recovers another +1 Mp.
Long Rest:
Manna is restored back to full after a 6 hour sleep.
Condition
1 Condition point allows you to do one of the following: Restore 1 Manna or 1 Health after a short rest. You can spend as many points as you like. You gain condition points when you do the following during a long rest:
+1 Condition Point:
Hot meal cooked with a roll of 8 or higher.
Slept in a tent or comfy shelter outdoors for 6 hours.
Gear maintenance and training.
+2 Condition Points:
Hearty meal cooked with a roll of 10 or higher.
Slept in a Comfortable room for 6 hours.
Rest and relaxation.
+3 Condition Points:
Exquisite meal cooked with a roll of 12 or higher.
Slept in a Luxurious room for 6 hours.
Feasts & Festivals.
x2 Condition Points:
Doing any of the things above together with one or more player characters.
Other things like public baths, hot springs, or using a bathroom kit, give condition bonuses.
Roleplay Points
1 Roleplay Point can be used to: automatically succeed in a roll, or declare a story detail that works to give your character a leg up in a scene. Examples of story details are: saying the chandelier above your assassination target is loose and a well-aimed shot can send it crashing down their head, a convenient coincidence, showing up at a dramatically appropriate moment, or saying that you have mutual friends with a figure of influence.
Characters can have a maximum of 3 Roleplay Points at a time.
Inventory
Items have a weight from 0 to 5. You have a carrying capacity = Strength x 2. Backpacks allow you to carry x3. You can carry more than what your character can handle, but this makes your character "Encumbered". When encumbered you can only walk slowly. And in battle have only one action, either Minor or Major, but not both.
Please add your character's weight capacity after the colons.
Silver
Currency of the world.
Numbers 1 to 3
Represent the items you have on you and can increase or decrease as much as you need. This doesn't represent carrying capacity.
- STARTING ITEMS -
You have 1 weapon, 1 armor of your choice, 1d100 Silvers, 1 backpack, and 4 random items from the list below at the start of your story. Please head over to the OOC thread to roll 1d20 four times to decide your starting random items. If you pick the same item, feel free to roll again or keep it. You can also go to the Shop thread to buy any items you wish before your story begins.
Arigami
You have a magical weapon that you can summon, dispel, or teleport back into your hand, this makes the weapon immune to being disarmed and has a weight of 0 when it is dispelled.
Arigamis are rare parasitc dimension-warping monsters bonded to one person's shadow that takes the shape and properties of the weapon or shield it eats. You can change weapons by letting it eat it, but it cannot revert to a previous weapon unless it eats the same kind again. The weight of the weapon it eats becomes 0 when it is dispelled, and goes back to normal when it is summoned again. Arigami's are harmless parasites that feed on the magic of the one they are bonded to. When it's eating a weapon, an eye appears somewhere, then the blade warps, grows metal teeth and a mouth and chomps away. An Arigami weapon automatically pops out of the shadow of its dead owner if it's not out already and maintains its weapon form. When it's picked up, it makes its identity known to seek out a new bond. Nobody knows the real form of an Arigami.
Memento
A precious keepsake.
Eye Bone
Attracts a pumpkin-dog-chest monster that allows you to store items inside it. Has a carrying capacity of 20, yet when you pick it up, its weight is 2 no matter how much items are inside it. It follows the smell of the eyebone absentmindedly, not its owner. If it dies, all the items inside it disappears.
Banana
Chocobo
Your faithful mount. Has a 3 Hex speed on the world map. Can carry 2 people with an extra carrying capacity of 40 when saddled.
Thilvertongue Broach
You talk with a lisp. Accessory.
Guardian Spirit
A small pet that allows you to observe through its senses and speak through it within a football field area. It can see in the dark, has 1 Hp, Evasion 10, +4 to stealth and perception rolls, -10 to strength and combat rolls. It has a DC14 to detect it is a magical creature or banish it forcefully to its home realm. While observing through its senses, you become unaware of your own surroundings. Your guardian spirit doesn't die. It poofs back into its home realm when it's incapacitated. Requires 100 silver worth of incense to summon back. Can spend 100 silver components to shapeshift it into another type of small animal. Can teleport back to you.
Bag of Folding
Any clothes you put inside will come out clean, freshly ironed, pressed, and folded. Carrying capacity = Strength x3
Toolbox
Weight 1. +2 to Crafting, lock-picking, and disable machine rolls. During hunting and foraging, you gather more resources = Dexterity.
Romance Novels
Weight 1. Make up a book title. +1 to Condition after a one hour read. A collection of amusing, lovey-dovey, tragically romantic, or relaxing pieces of literature.
Crockpot
Weight 1. +2 to Cooking and alchemy rolls. Comes with a mess kit, skinning knife, and a collection of containers for monster parts, unknown liquids, and acid.
x3 Fireworks
Makes a pretty boom.
Artist's Case
Weight 1. +2 to Art, forgery, and cosmetics. Comes with a spyglass and a long water-proof scroll case made of carved wood with an interior of lead.
Smoked Bacon
x3 Letters of Introduction
Each letter allows you to do one of the following: enter one forbidden establishment, arrange a meeting with an influencial individual, be part of one secret gathering, or gain safe passage.
Skull Helm
+1 Intimidation. Accessory. Weight 1.
Translator's Notes
+2 to interpreting ancient runes.
x2 Trauma Kit
+2 to Healing rolls. Heals 1 Hp. DC 10 intelligence roll stabilizes dying character. Every extra 1 hour performing the medical operation gives +1 to Trauma Kit rolls.
Salazar is perturbed that Lucien made him into an example. He desires to become a character worthy of his face. A villain? An edgy hero? Whatever it is, he already has the steely arrogant eyes, and deep smoky voice to start.
ATTRIBUTES:
Strength = 3
Dexterity = 4
Intelligence = 3
PROFICIENCY:
Charm
+2 to Persuade, bluff, seduce, trade, sing, instrumental performance, dance, or charming someone by flexing your shiny muscles.
Larceny
+2 to Stealth, silent takedown, steal, disable trap or machine, lock-picking, thieves cant.
Dual-Wield Weapons
You can use a minor action to make an extra attack. Two-handed. Salazar favors the crescent blades.
Weapon: Crescent Blades
Weight 1. You can use a minor action to make an extra attack. Two-handed.
Damage: 1
Hit: +1
Shield: Armor: Dark Mage Robes
Weight 1. Made of fine black silk, gilded in gold, and enchanted to make the cloth tougher.
Evasion: +1 | Spell power: +2 | Health: +1
BEEF:
Katarina's master, who is also a father figure to her, was killed by group of unknown people during his stroll around the town they are in that time. Knowing her master was known for dealing with everyday bad guys at places they are currently in, she could only think that someone had placed a bounty on his head or wants some payback. Katarina, currently searching for his master's killer, only has one lead. A name called "Lucien."
ATTRIBUTES:
Strength = 4
Dexterity = 4(1)
Intelligence = 2
PROFICIENCY:
Combat
+2 to Neutralizing a target, which can be non-lethal, or lethal.
Charm
Persuade, bluff, seduce, trade, sing, instrumental performance, dance, or charming someone by flexing your shiny muscles.
Light Weapon
At the start of your turn, before taking any actions, you can declare to add the hit bonus of your weapon to your Evasion instead of your attack roll until the start of your next turn.
Katarina has her Gold Gauntlets that houses her Arcus. Her main weapon, really, is her fists and secret martial arts style that is passed down to her from her master named "Jiken".
PERSONA (optional):
When Katarina was young, she was a die hard foodie who can eat lots and lots of food. She always gets hungry easily, judging to her extreme nature and martial arts training. She had decided that she wants to try every food and try every cuisine there is the world can offer. One day, she was eating in her favorite restaurant when a certain giant fat thug came in and screaming false claims. He demanded to try the best food the restaurant has to offer. With all the ruckus the lone chef tried to stop the thug but he got knocked off and got hurt by a mere shove from the giant thug. With the reputation of the restaurant in jeopardy, Katarina decided to serve the thug the best food the restaurant has.
Re-creating the dish by merely remembering the taste intricately, Katarina served the dish as best as it can be. The thug was obviously astonished on how good the food is, but still claimed that it was the worst this he actually had. The thug started to make another ruckus, wasting the food, and start scaring the people around. Katarina grabbed the thug's arm and she knocked him out of the restaurant with just a single punch. Katarina was enraged that her food as wasted after getting belittled. The thug felt the bloodlust Katarina is showing off that he runs away from her. Katarina gave chase. No one knows exactly what happened after that. Only that her master arrived at the restaurant looking for her and was suddenly afraid that Katarina might've made another mess.
NOTES (optional):
Relationships:
Her parents died in a fire accident when she was 4 in a very poor village. She wandered the slums looking for scraps of food. One day, a man gave her a stale bread as she was laying around from starvation. With his surprise, Katarina looks like as if she was fed tenfold, full of vigor. The man bid farewell after that, yet, Katarina followed him wherever he went. The man decided to let Katarina follow him around as she pleases. Much had happened as the time passes. The man took Katarina under his wing as a student. This also made them close like father and daughter.
Weapon:
Light || Regalia Gauntlets ||
Weight 1. At the start of your turn, before taking any actions, you can declare to add the hit bonus of your weapon to your Evasion instead of your attack roll until the start of your next turn.
Damage: 1
Hit: +2
Armor:
Light || Travelling Outfit ||
Weight 1. Made of furs, bone, padded cloth, leather, and a few pieces of metal.
Evasion: +2 | Spell Power +2 | Health: +1
Accessory:
N/A
Tools: Chocobo
Your faithful mount. Has a 3 Hex speed on the world map. Can carry 2 people with an extra carrying capacity of 40 when saddled. Crockpot
Weight 1. +2 to Cooking and alchemy rolls. Comes with a mess kit, skinning knife, and a collection of containers for monster parts, unknown liquids, and acid. Skull Helm
+1 Intimidation. Accessory. Weight 1. Arigami
You have a magical weapon that you can summon, dispel, or teleport back into your hand, this makes the weapon immune to being disarmed and has a weight of 0 when it is dispelled.
BEEF: "Honestly, he pisses me off. He went to a small town created havoc there, then left ME to pick up the mess he made. I left Brindtsong to get away from the problems there, and you just had to do that." Lianna going about her business being a doctor and all when she stumbled upon a wounded Lucien. Like any bleeding heart doctors out there to save the wounded, she treated him, it took a week for him to recover. But alas, no good deeds go unpunished. A week later they parted ways, she heard that the very said guy she healed, wreak havoc to a small town leaving chaos, death of innocents, and a taunting message towards her as thanks for her idiotic goodie two shoe choice.
Right there and then, she vowed to return the favor and send him to gehenna herself. Sure, doctors vowed to not hurt anyone, but nobody said that a doctor can't play bounty hunter when she wants to. When that day of retribution comes, she doesn't mind disappearing for good.
ATTRIBUTES:
Strength = 3
Dexterity = 3(1)
Intelligence = 4
"Don't joke around, if magic is all healing then we wouldn't have jobs as doctors or nurses. Put THAT in your silly head."
PROFICIENCY:
Knowledge
+2 Medicine, alchemy, cook, herbalism, forensics, arcane, enchantment, history, perception, animal handling, navigation, looking for food and shelter in the wilds.
Light Weapon
At the start of your turn, before taking any actions, you can declare to add the hit bonus of your weapon to your Evasion instead of your attack roll until the start of your next turn. Lianna used to have dual blades that has a sharpness of a scalpel. Due to her prosthetic hand, she never really held those blades barehanded. Using her blades haphazardly makes the blade dull after one battle. Besides that, she can handle fisticuffs as well.
Age: 30 years old.
Height: 5'2"
weight: 42kg
Weapon description and proficiency:
Lianna uses two scalpels like daggers to make clean cuts. Her arcus is placed on her right prosthetic hand. (yes a hand, not the whole arm)
Due to her past Military background Lianna can fight well and dirty if needed be, be it by guns or melee, she just prefers to be up and personal on subjects like this.
She does well with stitching and cutting things up.
Weapon: Light Weapon ||•Dual blade daggers•||
At the start of your turn, before taking any actions, you can declare to add the hit bonus of your weapon to your Evasion instead of your attack roll until the start of your next turn.
Damage: 1
Hit: +1
Shield: Armor: Suit and a battle doctor coat.|| Fitted for those doctors who used to be in the military or from the shadier side of society. but from the looks of it, It has Brindtsong army colors.
Weight 1.
Evasion: +1 | Spell Power +2 | Health: +1
Accessory I:
Disguise
Pick a specific type of crowd. +2 to deception and blending into that kind of crowd to escape notice. Accessory II:
Silver = 86 sils
Lianna's Starting items:
1.Trauma Kit (2x)
+2 to Healing rolls. Heals 1 Hp. DC 10 intelligence roll stabilizes dying character. Every extra 1 hour performing the medical operation gives +1 to Trauma Kit rolls.
2. Eye Bone
Attracts a pumpkin-dog-chest monster that allows you to store items inside it. Has a carrying capacity of 20, yet when you pick it up, its weight is 2 no matter how much items are inside it. It follows the smell of the eyebone absentmindedly, not its owner. If it dies, all the items inside it disappears
Mount:
Chocobo
Your faithful mount. Has a 3 Hex speed on the world map. Can carry 2 people with an extra carrying capacity of 40 when saddled.
Initially hired by Lucien, and forcefully implanted with a special eye, he was part of a secret band of scouts and rogues sent out to survey the uninhabited marshes and swamps, but they weren't prepared for what the wildlife there had in store when his enchanted eye was damaged, and nor did they expect Lucien to leave them for dead. Surviving thanks to a shred of hunting, constant vigilance, and luck, He's back to civilization, and he's ready to pay Lucien back.
WEAPONS: Light
Weight 1. Can be dual-wielded by equipping a second light weapon in your off-hand. When dual-wielded you can use a minor action to make an extra attack. One-handed.
Damage: 1
Hit: +1
NOTES (optional): Due to roughly 2 years of fending for himself in the swamps and jungles of unmapped areas, he tends to cling and suggest to work in groups or pairs. As a former merc under Lucien he will be aware of long-time low-level dealings, though his familiarity has faded from old subordinates and his now wilder appearance and attitude do him favors.
Weapon: Light: Bonepick Dagger x2
Weight 1. Can be dual-wielded by equipping a second light weapon in your off-hand. When dual-wielded you can use a minor action to make an extra attack. One-handed.
Damage: 1
Hit: +1
Shield:
Armor: Light: Ragged Leather Armor
Weight 1. Made of furs, bone, padded cloth, leather, and a few pieces of metal.
Evasion: +2 | Spell Power +2 | Health: +1
Accessory I: Accessory II:
Roleplay Points: 1
INVENTORY: Silver = 27g
Backpack - STR x 3
1.Disguise
2.Map
3.Field Medic Guide
4.Traps x3
5.Fishing Rod
Lowe's life as a member of the protection racketeering syndicate "Jackdaws" ended after Lucien played with their one of their operations like a damn fiddle.
With their gang decimated in the ambush; his criminal ridden hometown now in (deeper) chaos; his home burnt to ashes and his semblance of a family now missing or otherwise; Lowe gathers 8 years of criminal expertise for one last job.
This time, it's personal.
WEAPONS: Ranged. | Composite Recurve Bow
Attack Range: Football field. "Aim," use a minor action to stay still, reducing your evasion stat by 1, but gaining +2 to your next ranged attack. You have -2 to attack rolls when melee attackers are engaged with you. Two handed. Damage: 1. Hit: 0. Lowell trained marksmanship since childhood, originally with a slingshot while hunting rabbits. Since the Jackdaws, he took quickly to mastering the composite recurve bow, known informally as a raider fletcher- short limbs with lots of power, easy to carry and usable even in tight spaces.
PERSONA (optional):
Lowe's life of crime as a member of the Jackdaws: Havensborough's ruling crime syndicate and (ironically) de facto police, brought plenty of benefits for both him and his fellow orphans residing in the practically unused town library. Protection racketeering had always been their play, but they'd never say no to a little smuggle here and a smidge of a heist there all to retain the top spot and keep the other gangs in line. He looked for one last big job with the mob, and joining a smuggler's heist tipped off by a guy named Lucien seemed to be his ticket out. But as the saying goes, "there is no honor amongst thieves."
The Jackdaws were soon fighting for their lives under the ambush of the rival gangs, assembled by Lucien. Lowe barely escaped by the skin of his teeth, but the same couldn't be said for all the other members of the syndicate, along with their own boss.
When he limped back to the library, all that met him were ashes and burnt brick. The rampant criminal groups started fighting for rule and their neighborhood was set on fire, the library burnt down to the ground; the young ones missing without a trace. Lowe had assumed the worst, coming down to drinking the last bottle of bootlegged whisky he had with him while a mourning, sobbing mess..
A month later, news of the Jackdaw's return rocked the city's underground. A one man army hunting down the local gangs with the same question in mind. "Where. Is. Lucien?!"
NOTES(optional):
Age(current): 19
-Lowe knew no parents, he was left at the steps of the local orphanage as an infant; not really a surprise on the criminal paradise that is Havensborough. The orphanage was shut down when Lowe was just 11 due to another gang taking over the territory, with no plans on what to do with the remaining children. Not wanting to get separated from those he considered family, he took the six remaining younglings, aged 5 and below at the time, with him and took to squatting in the streets; providing for them by foraging, trapping and thieving- to which he seemed to develop a talent. Soon they managed to find solace in the dilapidated town library after a deal with the caretaker. "Not like anyone in town visits anyway," says the old librarian.
-Lowe had six "siblings"- Sarah, Peter, Becky, Lottie, Marion and Wyl. These kids referred to him as "Dad," despite all his objections(and his age). He wanted to lead these kids away from a life of crime, and planned to leave Runia by charting a ship to the Orient after years of service to the syndicate.
-A fateful day had him attempt to snatch from a seemingly wealthy gentleman who turned out to be none other than Rovine Wildwood, current don of the Jackdaws. Impressed by the kid's talents and audacity, he offered the kid life as a member of his syndicate or the release of death. The brat chose life, and has served the Jackdaws as a made man for 8 years.
-The Jackdaws were originally established as a way to protect locals from the Ripjaws(the ruling gang at the time) and quickly rose into power by directly messing with the operations of other gangs. As the police force is heavily understaffed and the local government held strong ties to the Ripjaws, the Jackdaws essentially acted as enforcers policing the other gangs when they acted too far. In a way, their modus operandi of protection racketeering, smuggling goods, heist and hunt contracts provided a semblance of a non-existent adventurer's guild in the area. The gang's creed believes that while violence and crime is not the way, it is necessary to quell conflicts by fighting fire with fire.
-Lastly, Lowe is an Alven: a human with a rare genetic condition that causes them to grow tufts of hair into vestigial "ears" akin to animals, as well as have relatively small ears. Beneath his flat cap lies fox ears with white tips that sometimes twitch in accordance with his reactions.
Weapon: Ranged - Composite Recurve Bow
Weight 2. "Aim," use a minor action to stay still, reducing your evasion stat by 1, but gaining +2 to your next ranged attack. Two handed.
Range: Football field. You have -2 to attack rolls when melee attackers are engaged with you.
Damage: 1
Hit: +0
Shield:
Armor: Light| Leather Cuirass
Weight 1. Made of furs, bone, padded cloth, leather, and a few pieces of metal.
Evasion: +1 | Spell Power +2 | Health: +1 Attachment: Maneuver Gear
Weight 1. You can pull yourself to a heavier target, or pull a lighter target towards you. You have +2 to climbing rolls and have +1 travel speed in regions that where your maneuver gear can anchor into structures. Runs on 1 manna crystal a week. (Requires Dexterity 4).
- Accessory I: Accessory II:
Backpack = Strx3 Weight Capacity
1. Smoked Bacon - Premium smoked pork. Its delicious.
2. x3 Fireworks - Makes a pretty boom.
3.Toolbox - Weight 1. +2 to Crafting, lock-picking, and disable machine rolls. During hunting and foraging, you gather more resources = Dexterity.
4. Flint & Steel - Make fire. Comes with a box of tinder.
5. Manna Crystal- Small refined manna ore that powers small magical devices and relics.