Darkening Skies - Characters

Captain Hesperus

Harbinger of the End Times and Apostle of Ghan
Administrator
Supporter
  • Attributes


    BOLD = Major, UNDERLINE = Minor


    Strength 2 |Intellect 3 |Bearing 1


    Dexterity 4 |Intuition 4 |Guile 1


    Fitness 2+1 |Willpower 2 |Composure 2


    Skills


    Athletics 1 |Language 1


    Academics 2 |Lore 1


    Alchemy 2 |Mingling 1


    Awareness 2 |Piloting 2


    Craft (Arcanotech) 3 |Ranged 2


    Craft (Gunsmith) 2 |Repair (Arcanotech) 3


    Commerce 1 |Repair (Stormtech) 2


    Evasion 2 |Thrown 1


    Guns 3 |Unarmed 1


    Investigation 2


    Specialties


    RETREAT!!! (Evasion)


    Aiming (Guns)


    Precision Manoeuvres (Piloting)


    Makeshift Patching (Repair)


    Fine Detail (Craft Arcanotech)


    Arcanotech Augmentations:


    Powerstone Integration Socket x2 (Center of chest, base of skull)


    Superior Arm (Right) with integrated adapted Omni-tool (+2 to Craft rolls, carries two full reloads for Mechan's revolver)


    Workshop Rating: 2


    Known Languages:


    Tock (native), Tradetongue.



Text Color: Dark Slate Blue (COLOR=#483d8b)
 
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Mechan was born and raised, as many were in the City-Engine, to go on to train as a Guild Engineer and serve the city in some high function or other. Or at least, that was the plan. In actuality, Mechan was dogged by failure, often catastrophic and sometimes fatal or harmful to himself and others. His Guild mentors moved him from discipline to discipline, trying to find the correct location for this most troublesome cog and sometimes months would pass with no mishap or accident occurring. But, inevitably, Mechan would become the epicentre of a disaster that would kill or maim fellow apprentices, destroy the Guild's delicate equipment, on several occasions demolish a portion of the Guild's laboratories and set back the Guild's research by months or years.


While this constant and costly failure would have made it easy for the Guild to expel him, the fact that Mechan was one of the most talented thinkers known in the Guild history made the final decision regarding his fate harder. So it was, the Guild decided to 'send him out into the world'. This, they reasoned would allow him the opportunity to continue to research and develop his ideas, without causing more loss of life, limb and architecture.


Mechan took his exile in his stride, all but ignorant of the real reasons behind his expulsion from his home. All he cared about was the means to pursue his theories without people screaming and running around on fire all the time. So he gathered up his tools, his charred notebooks, his scorched overalls and his long-suffering assistants, Tyris and Hemtal, and left the City-Engine. The three found gainful employment working for various skyship outfits, whether they were legitimate traders or 'alternative entrepreneurs' plying the skyways. And always Mechan would be found in his off-duty periods, tinkering with his devices, refining his chemicals and writing his notes.


Over time, he also started to learn the art and science of piloting, since it benefited himself and his potential employers both and he became adept at running repairs with almost no appropriate equipment. Now with his current outfit, he feels he is on the brink of a breakthrough. If only his new blend of black powder would not spontaneously combust in sunlight....
 
Appearance: Mechan is of average height (5'8") and scrawny build. His strength and endurance comes not from physical muscle mass, but from the frenetic energy of the nearly insane. He has no hair, his scalp criss-crossed by a great number of scars and puckered by healed burns and his dark eyes are almost constantly hidden behind his polarised goggles. He is always clean shaven, though no-one has ever seen him actually shave. He wears serviceable working attire, usually canvas trousers, heavy linen shirts, elbow-length leather gauntlets, heavy steel-toes boots and his apron and toolbelt. His goggles, when not on his eyes, either hang around his neck or perch on his scarred forehead.


Mannerisms: Mechan can be typified by his lack of stillness. He seems physically incapable of remaining still. If he is seated, he jiggles a leg or taps his fingers on a table or chair arm. When standing, he rocks or taps his foot and when he walks, he moves at a startling rate, his feet a virtual blur beneath the heavy leather apron his habitually wears over his clothing.


Mutations: Mechan is afflicted with the Ill-Fated mutation, though he has no knowledge of this.


Armor:


Leather Jerkin - Condition 14


Leather Helm - Condition 5


Leather Bracers - Condition 6


Leather Gloves - Condition 2


Leather Apron (Greaves) - Condition 8


Condition: 20


Health: 10


Weapons:


'Custom Model Mark XVIII' 5-shot customized revolver (optimised for long ranged accuracy)


revolver.jpg



'Longreach Mark XVI' Eight-shot revolving rifle (optimized for accuracy at range)


imageUJJ.JPG
 
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L'ámnia was born the fifth daughter and youngest of ten to her father Lord Sylvan, second brother to the Stormlord Silvertrike the VIII of Sterling. He was always jealous of his younger brothers, seeing treachery where there was none. It only got worse as his brothers married and had children of their own. As king, he sent off his nieces and nephews into the world on missions he knew must prove suicidal. Desperate to protect their own heirs the Silverlight brothers sent off their remaining sons so that they might be preserved. Despite their attempts, few of their combined eighteen children survived long enough to have heirs of their own, and those who still lived remain hidden, far from their uncle's reach or knowledge.


l'ámnia was but 6 when her next eldest sibling was sent away and she had but her uncle's own son to play with. She and her cousin were inseparable and best of friends. Even so, her uncle saw trickery in the playtime of his niece and his only son but in his madness he thought that it was best to allow his son to remain friendly with his cousin so that he might keep an eye on the girl. She grew up quiet, reserved and with full understanding of her place in her uncle's kingdom. She was fifteen when she was allowed to leave her uncle's home to attend her father's funeral. She spent the next few years with her mother in her uncle's palace until her cousin's marriage to the only daughter of a loyal nobleman in her uncle's court.


It was about this time that she began to see the writing on the wall and began to make plans. With her mother's help she began to hoard money, hid jewellery and assorted items that she might need for a life on the run. She knew her uncle would send her off on some plan that was intended to get her killed and she was going to be ready for it. Her cousin eventually figured out what she was planning, and began to help her. She was like a sister to him and he had no intention of letting her come to harm. Far more sane than his father, he promised her that he'd recall his family once his father had died.


She was just shy of 19 when her uncle sent her off to be an ambassador to the town of Broswold that does not look kindly upon those who practice magic. Despite the guard her uncle sent with her, she managed to escape them and now she is on the run, trying to hide her identity. She now hides behind the name Moran Shadowdancer and tries to hide her femininity, although her face more often than not gives her away as being a woman.


View attachment 1821 <p><a href="<fileStore.core_Attachment>/monthly_2012_09/57a8bfbdb4f71_Lmnia.jpg.e85ceb50e4fff923a9c623756350cb22.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="23794" src="<fileStore.core_Attachment>/monthly_2012_09/57a8bfbdb4f71_Lmnia.jpg.e85ceb50e4fff923a9c623756350cb22.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

 

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Alright, I like her, but there is a small issue that is down to me mixing content.


Kelen IS the Stormcircle, and the anti-Magic Church of the .pdf doesn't exist in Darkening Skies. I mean, the church is still there as one among dozens, but it doesn't have any real power or the same prejudices. However, sending her as an Ambassador to a small town called Broswold which just happens to have access to a cache of antimagic weapons and a slight distaste for magic...
 
Kaiden's Spire is a great place to be if you're a powerful Stormlord. Logically, it proceeds that it's an ok place to be if you're of mediocre power, and somewhat crappy if you're a complete neophyte. This particular chain of flawless logic came to Heresh as she hung upside down from one of the gantries clinging to the tower, trying to wrestle the goddamned fucking conduction rod back into place, come on, the strike is coming, the-strike-is-coming,

CRACKLECRACKLECRACKLE



Heresh has grown up in halls of iron and steel, hearing the coming and going of ships from the top of the tower, the squeak of rubber boots on the decking, and above all, the crackle and rumble of her beloved stormclouds as they range across the sky. Her parents weren't the rulers of the Spire, but they had wealth and prestige...which Heresh was not allowed to indulge in. In time, she would be strong and wealthy, yes, but for the time, she was something much more important. Heresh was useful. Time not spent being lectured by her parents or reading up on obscure mechanisms was spent hanging off the tower by a rather thin rope, hitting things with hammers or twisting their nuts with spanners until they co-operated and snapped back into place. This earned parental approval.


However, this wasn't all that Heresh was. The time spent in the library allowed her to devour romantic tales of far lands and adventure, and truth be told, much of the time she logged as external Spire maintenance was spent sitting on the spars, staring out into the storm belt, planning. There's more to life than this tower.


Appearance


Heresh is short and skinny. Not really any other way of putting it, to be honest. She's pretty enough, though, under the goggles and greasy hair. She generally tramps around in baggy canvas pants festooned with pockets and toolkits, with light linen shirts to deal with Kelen's warmth.


Heresh_zpsafa1e6a6.jpg
eb7c1f78-2e3a-4466-a548-51936573861e_zps68efbfeb.jpg
 
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  • Dexterity 4


    Strength 2



    Fitness 4



    Intellect 2


    Intuition 3


    Willpower 4



    Bearing 2


    Guile 2



    Composure 2



    Logos 3 (Pattern of the Sapphire Storm)


    School: The Bow


    Athletics 3


    -----Acrobatics 4


    Stealth 2


    Defence 2


    Ranged 3


    -----Rifles 4


    Piloting 3


    -----Maglev Vessels 4


    Awareness 3


    Unarmed 2


    Craft 3


    -----Craft Manatech 4


    Artisan 1


    Magical Theory 3


    Academics 2


    Navigation 2


    Persuasion 2


    Empathy 2


    Mingling 1


    Languages:


    (Spirespeak [Native] 4,


    Tradestongue
    2,


    Urd 1)


    Speed: 8 [2]


    Combat Pool: 12


    Dakka Pool: 10


    Offence (Ranged): 6


    Offence (Rifle): 7


    Offence (Melee) : 4


    Offence (Unarmed) : 6


    Defence: 6


    Magic Resistance: 4


    Soak: 2


    Advantages


    Training: Spireborn Technician


    +1 die to Athletics, for high acrobatics.


    +1 die to Ranged, for Stormtech firearms.


    +1 die to Piloting, for magnetic levitation ships.


    Knowledge: Pattern of the Sapphire Storm


    +1 die to Magical Theory, for not getting manashocked.


    +1 die to Craft, for making and repairing Stormtech.


    +1 die to Navigation, for specifically dealing with bad weather.


    Familiarity: Techhead


    +1 die to Empathy, Mingling, and Persuasion only while dealing with fellow engineers and technicians.


    Condition: 20 Health: 10


 
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Slight alteration, regarding the Repair rules. Dropped the Politics 1 in favour of Repair (Skyship) 1


Captain Hesperus
 
Clad in heavy armor, complete with shield and greatsword, Lenore Olimak cuts an imposing figure. Everything about her speaks of practicality, from the simplicity of her garb, to the blunt manner of her demeanor. She is well aware of the reputation of her family, but unlike the explosive rage of her brethren, she tends towards a focused fury, precise and ruthless in its application.


Fiercely loyal, Lenore puts pride in her name, putting the interests of her family first without exception. She will deal with those who disrespect or demean the Olimak name, often with brutally efficient violence. Even those of the family who act in a way embarrassing will be seen to, though in a generally less lethal manner, if not necessarily less violent.


Currently, Lenore is captaining a ship, (or looking to captain one. Storytellers discretion), looking to prove herself a valuable commodity to the family through any means necessary.


Visually, she is a pale woman in her early thirties. Her long hair is dark, almost black, with small circular bells woven into the ends of the double pair of braids at her temples, her one concession towards vanity. The rest of her hair is bound into a tight braid, kept in a bun and away from any grasping hands.


That said, most people tend not to notice much about her appearance aside from two things. Her size alone would startling, near eight foot in height alone, but her proportions belies her size. Were she in the distance, one would assume she is normal height until the clarity of nearness reveals the truth. But her eyes. Twin spheres of molten brass lie scalding, steaming where her eyes should be. Their burning glare seems to burrow in, a weight that is not only seen, but felt.
 
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Olimak Lenore: Infernal Scion; House Olimak





  • Clad in heavy armor, complete with shield and greatsword, Lenore Olimak cuts an imposing figure. Everything about her speaks of practicality, from the simplicity of her garb, to the blunt manner of her demeanor. She is well aware of the reputation of her family, but unlike the explosive rage of her brethren, she tends towards a focused fury, precise and ruthless in its application.


    Visually, she is a pale woman in her early thirties. Her long hair is dark, almost black, with small circular bells woven into the ends of the double pair of braids at her temples, her one concession towards vanity. The rest of her hair is bound into a tight braid, kept in a bun and away from any grasping hands.


    That said, most people tend not to notice much about her appearance aside from two things. Her size alone would startling, near eight foot in height alone, but her proportions belies her size. Were she in the distance, one would assume she is normal height until the clarity of nearness reveals the truth. But her eyes. Twin spheres of molten brass lie scalding, steaming where her eyes should be. Their burning glare seems to burrow in, a weight that is not only seen, but felt.







  • Abilities: Major: bolded, Minor: Underlined

    Strength: 2

    (

    4, +1 Olimak Blood, +1 Demonic Musculature

    )



    Dexterity: 4



    Fitness: 3


    Intelligence: 1


    Intuition: 2



    Willpower: 3



    Bearing: 3


    Guile: 2



    Composure: 3





  • Superheavy plate (

    including shield

    ) with Inertial Field.



    A favourite of the Olimak Desolators, this highly protective, but equal parts heavy and cumbersome, set of armor channels the moving speed of its wearer into a concussive shield around them, bursting when they make impact with the shield. While few creatures can move quickly enough to take advantage of this with fleet of foot alone, especially considering the weight of the armor itself, it nevertheless is greatly useful when besieging airborn ships, as the falling weight of the bearer transforms them into a veritable cannonball, streaking through the sky. This particular set is a deep bronze color, adorned with some small filigree and emblazoned with the crest of House Olimak. It has been personally fitted and customised to Olimak Lenore, a needed expense when she began to work for the House some years ago.

    It has been recently reforged by the Guardian Blacksmith Ichabod Colby, and his work has greatly strengthened the breastplate.






    Burning Ruby.



    A necklace of thick bronze links, holding a large ruby, which contains a kind of magical fire. The artifact is claimed to have powers of protection against magic, as well as to bolster courage. In truth, Lenore wears it because the necklace reminds her of home, rather than any mechanical benefit.






    Galathas Tattoo, Back



    A large Hulbrad hellforged tattoo, being an artistic interpretation of Galathas' face, inscribed across the upper section of Lenore's back. This tattoo is a mark of her devotion to the Fire Which Lit the Stars, and by extension, her devotion to her own House Olimak. The tattoo also imparts protection against magic.






    Galathas Tattoo, Hands



    Large tattoos across Lenore's hands, up to her mid forearm, being interpretations of Galathas's hands. These tattoos are marks of her using the strength of Galathas as her own, and that her strength is Galathas' to use, as well as symbolising that she is a pair of hands to her House. These tattoos also impart massive protection and penetration ability to Lenore's hands with regards to magic.



 
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Take a +1 to your Academics, Repair (Arcanotech), Investigation, and Evasion.
 
When you make your character sheet, you may take a free +1 to Academics, Politics, Subterfuge, and Mingling
 
Attributes: 60XP (3,6,9,12 xp to increase)


Intellect: 4


Bearing: 3


Dexterity: 3



Intuition: 3


Guile: 1



Fitness: 2


Willpower: 3


Strength: 3


___________________________________________________________


All Skills 60XP + 11 in game XP (2,1,2,3 xp to increase)


Physical Skills


Awareness: 3


Athletics: 2


Melee Sword): 2


Ranged (Caster): 2


Unarmed: 2


Defense: 2


Stealth: 0


Piloting: 2


Social Skills


Persuasion (Leadership): 3


Subterfuge (Misdirection): 1


Empathy (Motive): 4


Mingling (Etiquette): 4


Perform (Dance): 3


Animal Handling (Disney Princess): 1


Language (Native, Trade): 1


Mental Skills


Academics (Commerce): 2


Administration (Politics): 2


Applied Magical Theory: 0


Artisan (Needlework): 2


Medicine (First Aid): 0


Craft (Weaving): 2


Lore: 0


Survival: 1


Investigation: 0


Navigation: 1


Familiarity: Royal Court


Knowledge: Nobility


Training: Art of Ruling


__________________________________________________


+ 1 Academics


+1 politics


+1 subterfuge


+1 mingling


_____________________________________________________


Offence:


Melee: 5


Ranged: 6


Unarmed: 2


Defense Rating: 4


Dodge Rating: 3


Soak: 1


Magic Resistance: 6


Speed: 4


Combat Pool: 7


Ranged Pool: 6


______________________________


Health: 10


Condition: 20


+4 specialities


Commerce: haggling


Performance: Singing


Thievery: palming


Governance: Arranging functions (party planning)


________________________________________________________


Magic: Stormcraft


Logos 2: The Coil of Evocation
 
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  • First Halberd Daughter of the Right Hand Macelord Lezekim Seral Leketh and Fourth Spearmaiden of the Unbridled Beam of Impervious Flame of Malenth Leketh and does she let people know it.


    Born and raised in the floating city, from birth Urral was used in the political spectrum of the House. Her birth even a political machination of her fathers to gain pull within her mothers family. Both parts of her family fiercely involved in political matters and both making their money by renting 'Heroic Figures' to any in need of a significant boost in battle.


    Such was her childhood and the teenage years of the young Infernals life. Classes on Military history, endless hours in the training halls and brief respites at the incredibly tense dinner tables. Her life until the point of her adulthood had been increasingly abusive. Every mistake she made was responded to with violence. Slaps across the inhumanly perfect face or days spent hanging from her arms.


    Urral was shaped and molded through the incredibly militaristic and brutal methods of the Old parties in her House. Neither side truly wanting her but neither wishing to seem weak in the eyes of the other. Caught in this harsh place, she has become a particularly terrifying opponent. Her Halberd singing in heavenly glory as men, women, and children alike fell beneath her blade, she can take an early dinner and fall fast asleep directly after. As both sides eventually came to agreement, the entire reason of her birth was nullified. Urral was birthed to bring power to Lezek and as a weapon to eliminate opponents in lawful single combat. When the Leketh-Urmbach alliance was formed, her purpose was lost and released by Leketh to do as she would.


    Considered by many to be the epitome of the dark side of House Lezek, The First Halberd Daughter, Master of the Shattering Wrist, Champion of the Durndon Wars, Urral Leketh of House Lezek has found herself void of prior obligations and for the first time in her life, Free to pursue her own goals.


    Currently working as a leader for hire, she can inspire men to victory without truly caring for the outcome of anyone other than herself.


 
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Very good, I see you got stuck right in there.


Take +1 Melee, Parry, Athletics, and Tactics.


I'm afraid you're limited to Excellence only, for Powers, until your Ascendance increases.
 
Oh, and before I forget, would you like to discuss the manufacture and enchantments on your gear, if any?
 
Be sure to once-over the section on Magic in the rulebook so you have a feel for the kind of enchantments you can have. I shouldn't be surprised if that halberd is Hellforged by an ancestor, though.
 

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