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Dice Doctor Who: The Clockwise Prolixity - Characters

Character Sheet:

Name:
Age:
Species:
Time Period/Year/Era:
Tech Level:
Personal Goal:

Attributes:
Awareness
Coordination
Ingenuity
Presence
Resolve
Strength

Skills:
Athletics
Convince
Craft
Fighting
Knowledge
Marksman
Medicine
Science
Subterfuge
Survival
Technology
Transport

Good Traits:

Bad Traits:

Stuff:

Description:

History:
 
SAB
Specimen Acquisition Bot, serial number #25759

Name: Specimen Acquisition Bot “Sab”, #25759
Age: Unknown
Species: Robot, male personality programming.
Home Time Period/Year/Era: 49th Century
Tech Level: 7 (Example: Advanced Interstellar Empire – 31st-49th century Earth, no time travel)
Personal Goal: Looking for someone. Or something. Not sure what, anymore, as Sab has had its memory wiped.

Story points: 12
Attributes
0/24+2+3 (5 remaining)
Awareness 3
Coordination 3
Ingenuity 6
Presence 3
Resolve 3
Strength 2 (4-2 from size)

Skills
0/18+2
Athletics
Convince
Craft 4
Fighting
Knowledge 4
Marksman 0
Medicine 1
Science 4 (Area of expertise: Mathematics, Biology, Chemistry)
Subterfuge 2
Survival
Technology 4
Transport

Good Traits
(12)
  • Robot (2) (Ingenuity + Technology to heal; can be ‘killed’ and then repaired)
  • Boffin (2) (allows Jiggery-Pokery?)
  • Scan* (1), +3 for specific (biological matter) and +1 for anything else
  • Transmit (1)
  • Flight (1) can hover up to 100m, speed = 1
  • Resourceful pockets (1) (Spend a Story Point or roll 2d6 (doubles = success) to ‘happen to have’ a small incidental item handy to the current situation)
  • Teleport (2) (Range: 400km)
  • Weld (1)
  • Biochemical Genius (2) (Can use ‘chemical jiggery-pokery’ using Science instead of Technology for relevant rolls)
Bad Traits
(max 6 points)
  • Amnesia (2)
  • Impaired senses* [taste, smell, touch] (1[1*3=3] or 2)
  • Size: Tiny (1) p170 (-2 to Strength, -1 to Speed, -2 to be hit and -4 to be seen)
Stuff
  • Can recharge through:
    • A battery swap
    • Being plugged in and recharging.
    • Nestling in a tree and hijacking it's photosynthesis ability to slowly recharge. A standard size tree would take a full day.
Description
QqMTQ2p.jpg
Grey-with-faded-blue-stripes Weebo from Flubber.

History
Unknown, SAB has a mild curiosity of what he has forgotten but it takes second place to finding whatever he's looking for.

Summary
Sab is a grey-with-blue-stripes floating bot with male programming roughly the size of a car tyre. He is from the 49th Century (Tech Level 7) shortly before humanity invents time travel for themselves. He was constructed to look for someone, but he has forgotten who.

Relevant skills
Craft 4
Knowledge 4
Medicine 1
Science 4 (Area of expertise: Mathematics, Biology, Chemistry)
Subterfuge 2
Technology 4
  • Ingenuity + Technology to heal.
  • As a robot, he can be ‘killed’ and then repaired.
  • Can ‘MacGyver’ useful objects from ‘happens to have’ objects around the place.
  • Can do the chemical equivalent of the above.
  • Low level scanner, usually used for scanning biological matter.
  • Transmitter/WiFi
  • Hovers about the place, can fly up to 100m.
  • Story point OR 2d6=double can be used to ‘happen to have’ a small incidental item handy to the current situation.
  • Can teleport up to 400km.
  • Welder.
  • Cannot taste, smell or touch.
  • -2 to be hit.
  • -4 to be seen.
  • +2 to Mathematics (Science).
  • +2 to Biology (Science).
  • +2 to Chemistry (Science).
  • Speed = max of 1 when 3m+ from the ‘floor’, (house rule) within 3m of ‘floor’ speed = 3
 
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WIP: apart from the number of points (see ooc), a few other things might change as well. I'll likely add more background over the next few days - feel free to ask any kind of questions you have in mind while reading this, and I'll see how much I can add :)

Character Sheet
:

Name: Kal'Thocalas (or Thoc for short)
Age: Thoc has witnessed eight war cycles, and fought in seven of them. In Earth years, that'd mean he's approximately 34.
Species: Zil'Thanei
Time Period/Year/Era: about 2300.
Tech Level: 6 - high technology, mostly focused on advanced warfare and survival.
Personal Goal: To protect the Zil'Thanei. To return home to continue the fight. To learn how the last fight ended, since he cannot remember the outcome.

Attributes: (27)
Awareness 4
Coordination 7-1=6
Ingenuity 2
Presence 3
Resolve 5
Strength 6

Skills: (21)
Athletics 4
Convince -
Craft -
Fighting 4 - expertise unarmed.
Knowledge -
Marksman 4 - expertise pistols
Medicine 2
Science -
Subterfuge -
Survival 3
Technology 2
Transport -

Good Traits: (10)
alien (0)
brave (1)
tough (1)
alien senses (infra-red) (1)
major alien armor (2, -1 coordination)
natural weapons - claws (1)
indomitable (2)
major fast healing (2)

Bad Traits: (8 - 2 over max)
by the book (1)
major code of conduct (2)
minor impaired senses - colorblind (1)
major alien appearance (4)

Stuff:
body armor
energy pistol
mask of the warrior caste

Description:
To describe the Zil'Thanei is a tough task for anyone - members of different castes might appear vastly different. Members of the warrior caste share the same black-blueish scales of those they seek to protect, as well as the reptilian features. The amber-colored eyes on both sides of the mighty skull seem to follow the slightest movements, and both arms end in long, sharp claws, ready to cut through almost any material. Just like all Zil'Thanei, the warriors are prepared to fulfill their role perfectly - in this case, that means that they combine an almost unnatural resilience with deadly strength and speed. A bit larger than the average human, heavily muscled and yet with inhuman swiftness - each little detail seems to tell that the Zil'Thanei are predators, and that there aren't many creatures out there that couldn't be considered as their prey.

If you happen to have played Oblivion and Mass Effect: Imagine a crossbreed between an argonian and a krogan, and you might be quite close to what I have in mind.

There's actually a picture of an argonian that kind of inspired my character idea, so I'll certainly post that one here:


Of course, that's not futuristic, but it's kind of the idea I had in mind for the head. However, the body is rather slender - for my intentions of a warrior, I'd prefer a bulkier appearance, that's why I referred to the krogans. I'll see if I can find a proper picture tomorrow, just so you can imagine how Thoc is supposed to look.


As you can see, the have a very bulky appearance - it doesn't take too much imagination to know that they're both strong and resilient. I want a bit of that for the Zil'Thanei, but with some parts of the Argonian agility mixed in there as well. See, the Argonians are, in some sense, streamlined, where the krogans are just one big pile of muscles. Imagine you take a krogan, replace the head by the one of the Argonians, take away most of the fat reserves of the Krogan around the neck (the head should still point forward, not be on top, see the middle one) and thin down the whole apperance to find a middle ground between the slender appearance of Argonians and this one - then you pretty much got what I have in mind. Unforuntately, I'm not a good drawer, or I'd try to give you a better impression. Then imagine the whole body to be covered by thick scales (big ones - maybe hand-sized, and of course smaller around the joints) that are mostly black, but turn dark blue on the edges - so that it looks a bit as if there was a net of blue lines on top of the black scales, denser around the joints.

Thoc, as an experienced fighter, could show off a number of impressive scars underneath his clothing by now - however, just like any member of his caste, you'll rarely see him without his armor, always prepared to protect those around him. The mask he wears seems to be of crucial importance - at least, it's chained to his armor as if it'd be the most valuable thing he possesses. It reminds of a bird-like creature, with insect-like eyes that make sure that the irises' color can not be seen.

History:
The Zil'Thanei are an alien species, familiar with highly advanced technology. Unfortunately, most of their inventions are either more advanced weaponry, or other means to survive in the seemingly eternal war. A long time ago, they tried to negociate peace - but by now, the pointlessness of those attempts has become obvious.

Thus, the warrior caste has been the most numberous caste for several generations. While not in charge - the Zil'Thanei won't make that mistake ever again - they are the backbone of the current society. Led by the commanders, and guided by wise historians, brilliant scientists and inventive technicians, they fight without a second thought, holding the line in anticipation of a promised, brighter future.

Despite their situation - or maybe because of it - the Zil'thanei follow a strict code of conduct. While its main ingrediences might be to kill any real threat for the civilisation and not force out any fights otherwise, there are many small details - some of them quite general, others very specific to deal with unnamed horror they're facing almost every day.

Edit: The concept of a real threat might be of importance to understand the kind of character I have in mind: There are some beings out there that will forever disturb any attempt to make peace - be it because they seek war for whatever reason, or just are too blinded to ever see another way other than to fight till the end of time. The berserkers of their local enemies are a good example: Warriors in charge of the entire civilisation, causing them to fight for centuries by now. Those kind of enemies will be stopped whenever possible, and at any cost - all others can usually make the choice to not interfere and simply move on; since the Zil'Thanei, better than most species out there, know what war and ignorance can lead to.

As far as one can tell, Kal'Thocalas is a prime example of their bravery and honor - while all warriors are equal, his name certainly has been mentioned more often than others during the last few war cicles. As one of the selected few who were supposed to retake their former capital in the latest offense, it is even more unfortunate that he never saw the outcome - instead, he now faces the threat of the unknown, and only time will tell if the laws of the Zil'Thanei are applicable enough to let him survive the tasks and dangers ahead.
 
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Character Sheet (FINAL DRAFT):

Name: Chauncey Winston Roundbottom
Age: 28 (born May 18th, 1889)
Species: Human
Time Period/Year/Era: World War One/circa 1917/Industrial
Tech Level: 4 (but see Pips's note on his taking the Major Time Travel Trait)
Personal Goal: To explore the universe and himself, to put more in than he takes, to make a lifelong career out of aiding others in distress, to not be involved in (another) war at all costs.
Minor Goals: To help everyone communicate and reasonably get along, to find out where/when/why they are in this room, to find and finally enjoy (and preferably share) a good cuppa!
Story Points: 09/12 (2 spent on his Gadget, the Singularity Wand)
Basic Concept: Chauncey is a young and caring English gentleman, shell-shocked soldier, trauma doctor, and budding boffin from the early 1900's who, with the help of his past and future lives, tries to put more into the universe than he takes.

Attributes (18 + 2 bonus points):
Awareness 3 (gets oddly distracted by things or he would be more aware of his surroundings)
Coordination 2 (a little clumsy when it comes to athletic endeavors)
Ingenuity 5 (the making of a great mind even if his humble nature refuses to admit it)
Presence 4 (a wallflower sometimes, a lion in others)
Resolve 4 (stands up for what is right but still flinches at the sound of gunfire, despite the war)
Strength 2 (too much time studying and not enough time spent outdoors!)

Skills (18 + 1 bonus points):
Athletics 1 (taught as a soldier, so lots of PT!)
Convince 1 (tries to be charming and likable but is still learning social skills)
Craft
Fighting 1 (taught as a soldier, didn't like it)
Knowledge 2 (enjoys learning for the sake of it)
Marksman 1 (taught as a soldier, really didn't like this)
Medicine 4 (Wounds Expertise, taught in university, graduated in the hospital and army. Enjoys it!)
Science 2 (mostly focused on astronomy. Was taught by his father, has been starry-eyed ever since)
Subterfuge
Survival
Technology 5 (his lifelong hobby, sees himself as nothing special, doesn't know many others who are into technology so he does not realize his true abilities or potential)
Transport 1 (learned as a youth and in the army driving hospital vehicles, with only wounded men if he was lucky...)

Good Traits (6 + 4 bonus points):
1. Animal Friendship (minor only, perhaps from his mother's side, he and animals often get along)
2. Boffin (major only, has had it all his life but does not realize its true potential; thinks it's a quirk)
3. Empathic (minor only, yes Chauncey is the warm-hearted huggy type! Are you really surprised?)
4. Lucky (minor only, this little trait has saved him more than once, I'm sure)
5. Run For Your Life! (minor only, because if you absolutely have to flee, do it well!)
6. Technically Adept (minor only, same as Boffin; he just thinks he gets lucky when making things that work)
7. Time Traveller (major only, he has only travelled half a dozen times, each time an adventure)
8. Tough (minor only, a benefit from being a soldier)

Bad Traits (+4 trait points, these pay for the Special Traits):
1. Code of Conduct
(minor, Chauncey would follow this the way it is written even without the bonus point... It is just the way he is)
2. Eccentric (minor, he talks to himself because he's really talking to his past and present lives)
3. Impaired Senses (minor, is nearsighted, needs glasses, wants to build sturdy gadget-glasses that he won't misplace so often, then give them to others who also suffer nearsighted vision)
4. Phobia (minor, loud explosions instantly send him back to the horrors of WWI; Chauncey has never gotten over his shellshock)

Traits (Special) -4 trait points (purchased with Bad Trait points):
1.
Feel the Turn of the Universe (largely a result of his experience with his past and present lives)
2. The Once and Future Chauncey (custom 3 point Special trait)
Mechanics per Pips:
(Epiphany) Rolling Presence + Resolve (yes, two attributes) allows him to effectively gain Areas of Expertise for his Skills, reflecting whatever expertise the memory set has. A Success gives you one Area, a Good Result gives you three and a Fantastic! result gives you at least five (or more if they seem relevant to the situation that prompted you to retrieve those memories). As Areas of Expertise give you +2 to dice rolls using that skill, the ability to effectively 'swap' in and out Areas of Expertise is (I think) pretty potent.

As long as the Areas of Expertise are in effect, I imagine he'll be influenced by the person in question he's channeling. The higher his result, the stronger the influence.

(Dannigan) The idea I had behind this is this - Chauncey is not only a believer in reincarnation but a man who lives with it every day. His past lives and his future lives all live inside of his head, knowing every detail, every part of their lives, yet full in the knowledge that all these people are the same being. The same soul.

And so they talk. All the time. They have all his life to the point he was diagnosed for schizophrenia at age 4. His English father and French mother, being eccentric themselves, just chalked it all up to Chauncey being an unusual member of their already-unusual family.

Chauncey's mind is often filled with some notion from another life. Most often, he hears "background music" from other times and places. He has stopped trying to make sense of them. He knows his past and future lives are all music lovers as he is (though he can't play a single instrument nor read music).

Sure, Chauncey can dismiss them all and have some blessed privacy, but he can also summon them forward for their own perspectives. He can just ask them for their opinions internally, or he can allow them to take his mind and body over for a short time where they act accordingly (usually for the sake of his or someone else's survival).

Past and future lives include (decade and location indicates rough age and place of death):
1st. "Doctor Vamu" - 900s old African witch doctor. Blind, cheery, wise. Incredibly spiritual and positive-minded, his name means "Heals with Laughter" and he was well known for doing just that.
2nd. "Nina" - 1490s very young (7 years old) Amazon River jungle native, swimmer, fisher. Full of life and wonder, kind, cheerful, a natural explorer.
3rd. "Tokurai" ("To discharge lightning") - 1580s old Japanese male Zen Buddhist priest, revered religious leader. Compassionate, deep, gentle, funny, warm, happy (mech like today's Dalai Lama).
4th. "Marie" - 1880s middle-aged French female archaeologist's assistant (her husband) and nun in Egypt. Fact-oriented, no-nonsense, classy, adventurous, silly. Hates sports.
5th. Chauncey Winston Roundbottom (current life). Soft-hearted, compassionate, team-oriented, adventurous, creative, curious, eager, shy with pretty ladies, growing. Dislikes violence, hates war.
6th. "Tommy, The Brute in the Suit" - 1950s young Italian male (20s) mafia thug/bodyguard in Chicago. Tough, dark, honest, not smart, but very brave.
7th. "Lily" - 1970s young American female hippie guitarist and singer. Pacifistic, free-willed, adventurous, spiritual, sexual, very loving. Kind of like an Elfquest elf in human flesh. =)
8th. "DJ Heavenly, Queen of the Streets" - 1990s African-American female (30s). American street-raised DJ and breakdancer in New York City. Daring, empathic, tough, bold, straight up.
9th. "Habib" - 2050s Arabic male casanova and singer in Paris and Morocco. Suave, charming, well-spoken, smooth, proud (very proud).
10th. "John" - 2100s mature caucasian male, U.S. spacefaring astronaut and engineer. Confident dreamer and doer, loves to wonder then explore, intrepid, caring. Dies in space, ship malfunction.
11th. (Per Pips) 54th-century temporal engineer. (Per Dannigan) "Kix" - Space-born male, budding rock star jamming all over the universe to any audience who will have him. Creates music to engineer to, is great at both. Eccentric, lively, true, spontaneous, creative, a real giver.
*They all have one thing in common - they are all good-hearted music-lovers. There may be more of them in the future (or hey! In the past!). =)

More background:
Though of the same soul, they are people, and people get along or bicker or do anything in between. Chauncey's head is often unquiet as a result. In the end, while they differ, they do get along. They also don't go around telling Chauncey things he should not know (like how he dies, which he does not care to know), but from time to time, Chauncey runs into a piece of his past or future. He has held in his hands a book written by another him long ago, he has visited spots where he would be long in the future. This only adds to Chauncey's sense of wonder and grandeur as one very, very small speck in a great and grand universe.

So Chauncey is a believer, not only in his future, but in the future of others. Other people, other countries, other worlds. And so, when the opportunity allows, he likes to visit and do what good he can. At least until the day comes when he is no more.

Until then, Chauncey is ever ready to serve the needy wherever and whenever they may be.

Stuff (most of these things I would think are suitable for a young English gentleman of the time):
(Outfit) A nice, comfortable suit and shoes circa early 1900s (overcoat is currently being loaned to Ahassunu), top hat, and sturdy walking cane
Handkerchief (of course!)
Handful of pounds (3), shillings (10), and pence (24) in a small cloth purse in his pocket (for tips, etc.)
Two pair of round spectacles with protective carrying cases
Doctor's bag
A Waterbury jewelled timepiece (a small watch-on-a-chain, needs to be wound, keyless, once a day, it's American and therefore imported! Oooh!). (Note to self: Maybe make a timepiece gadget that knows the proper time no matter when he goes?)
Notebook with fountain pens (2, black ink)
Stylish pipe, 20 uses of "Longbottom Leaf," box of 30 matches
Singularity Wand (self-made gadget)
Singularity Wand (Major Gadget)

This item is not psychically-oriented in any way; it is a device created by and belong only to the realms of medicine, science, and technology.

Traits: Telekinesis (should it count as 2 traits?), Restriction (Helping Hand, Can only lift items as if it has Strength of 1 regardless of user's traits), Open/Close, Scan, Restriction (High-Tech Complex Controls, None of its features can be used unless the wielder possesses a Technology skill of 3 or higher).

Story Points: 2

(Dannigan) This item can telekinetically manipulate items under 5 lbs. in weight in a 30 ft. range. It can also pull unattended items of like weight to it (hence its name). It is about the size of a typical pen and has a pocket-holder like many pens so it does not easily become lost during adventures.

(Pips) I'd be inclined to have it be a more classically Doctor Whoish device that uses a combination of reactive chemicals, crystals and exposure to a unique form of radiation where it was built that resulted in the device effectively acting as a psychic amplifier that allows telekinetic control.

Singularity Wand.jpg
(Image credit: Pinterest)

Description: A friendly-looking portly fellow with kind eyes, a sharp moustache, and able hands. Chauncey Roundbottom is a 19th-century Englishman (his mother was French). Portly, dapper, often optimistic, and adventurous, with a touch of child-like naivety that puts his nose sometimes into children's books, Chauncey seeks knowledge and wisdom from wherever he can find it.

Height: 5 feet, 9 inches (1.75 meters)
Weight (Chauncey: "Must we get into that?" Dannigan: "Yes!"): 180 pounds (81.7 kg)
Ethnic Origin: Half English, half French.
Typical dress and items: He prefers a clean, respectable, gentlemanly look and fashion that fits into the timeline he is in. He carries a sturdy wooden walking cane and wears round-framed glasses.

Photo (courtesy of Benny Hill)
Just add a nice moustache and you have him. =)
s-l1000.jpg
(Image credit: eBay)

Things Chauncey detests: War.
Things Chauncey dislikes: Violence, malevolence, people who harm other people for gain, wrinkled suits, bland food.
Things Chauncey likes: Children, animals, veterinary medicine, astronomy, sweet treats, pretty girls, a good smoke, fresh tea.
Things Chauncey loves: Harmony between people, tinkering and creating useful things, medical science, being of assistance, civility, not knowing, exploring and discovering the unknown, music.

History:
Chauncey was born in the late 19th century to an English professor of astronomy and a French animal lover and daughter of a veterinarian. Both his father and mother were quite eccentric, comfortable with themselves and each other, and held a deep compassion for creatures of all kinds. This they passed onto their sons and daughters.

Chauncey studied at Oxford University and qualified in the nearby hospitals (on the first try! Hallelujah!). He paid his way through by working as an electrician in every industry who would take his ideas. These, in minor ways, wound up being the automotive, train, radio, camera, and telephone industries to small, but important, extents. Basically, Chauncey knew how to problem-solve and connect-the-dots.

Being a young unknown, his name was never found on the products he helped create, but he felt he was here to help humankind, not gain fame. Instead, he was raised to believe that the medical industry was the best way to help your fellow human being and so he stuck with that and worked hard to become a medical doctor specializing in trauma with a minor in veterinary care. At that time, it seemed people and animals were getting beat up or hurt all over England and France and he found ample time to practice in both places.

Then in 1914, when Chauncey was 25 and studying at Oxford university and the nearby hospital (qualified on his first try! Woo!), "the war to end all wars," World War One, began.

Despite being a qualified medic from an educated family, Chauncey was, by a unusual quirk of paperwork, confused for a common soldier and thrown onto the front lines where the bloody trench warfare was at its worst. He watched university friends get blown to bits and people on both sides get shot to pieces. The constant shelling was the worst. He hated all of it. War was truly hell!

During his third year of war, he experienced his first deadly encounter with supernatural evil against the diabolical Tank Golems better known as the "Tread-heads" (bad guys I made up) all summoned by an black-hearted German officer and sorceress who summoned them. Chauncey had to try and stop them. This put Chauncey on an incredible series of adventures where he had to visit all of his lives, past and future, to save the day back in 1917. He recently returned changed, greatly enlightened, and happier.

But he has had enough of war. Now Chauncey wants out! Chauncey's gang of past and present lives want to help him. Perhaps some new adventure will come his way and give him the opportunity? 8D

Props to Benny Hill, the master of a good laugh! =)


EDIT: Made a note in "Stuff" to remind me Ahassunu has Chauncey's overcoat.
 
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Name: Ahassunu
Age: 21
Species: Human
Time Period/Year/Era: Early 18th century BCE (the city of Babylon under the rule of King Hammurabi)
Tech Level: 2 (Bronze Age)
Personal Goal: Please Ishtar with her service. See Babylon great and flourishing. Live in luxury.

Story points: 12/12

Attributes:
Awareness 4
Coordination 3
Ingenuity 3
Presence 5
Resolve 6
Strength 2

Skills:
Athletics 1
Convince 5 (Seduction +2)
Craft 0
Fighting 1
Knowledge 4
Marksman 0
Medicine 2
Science 1
Subterfuge 2
Survival 1
Technology 0
Transport 0

Good Traits:
1 Attractive
2 Hypnosis (Major)
2 Photographic Memory
1 Psychic training
2 Fast Healing (Major)

2 Clairvoyance
1 Psychic
2 Telekinesis
1 Precognition
1 Telepathy

Bad Traits:
-1 Cowardly
-1 Distinctive
-1 Instiable Curiousity
-2 Slow Reflexes
-1 Unlucky

Languages and literacy:
She speaks Akkadian and Sumerian, and can read and write the cuneiform of both languages.

Stuff:

Description:
An astonishingly beautiful woman with perfect skin the colour of coffee mixed with a generous portion of cream. Her wavy black hair is long, but often constrained to in an elaborate arrangement, but when allowed its freedom, will reach down to the small of her back. Her eyes are pools of brown so dark they seem almost black.

She prefers to dress in strong colours, be they deep reds or bright greens. The fashion of her time is long, many-tiered dresses of wool, but when given the opportunity, she will happily try other styles. Jewellery is likewise a passion of hers and her collection is among the largest found outside of the palaces of the nobility.

History:
Ahassunu is a priestess of Ishtar and a sacred prostitute in the great temple in Babylon. As such, she is unmarried and unmarrigable, and considered harimatu; she carries no name but her own, having left behind her the house of her father and the deeds of her ancestors. Her father brought her to the temple when she was six, he had too many mouths to feed and it would be too long before anyone would pay a bride price for her. The high priestess recognized not only her burgeoning beauty, but also her psychic talent, a rare connection to the Goddess and have fostered both in her young charge.

Extra spending
1 Resolve 5->6
1 Presence 4->5
1 Precognition
1 Telepathy
2 Fast Healing (Major)
1 Awareness 3->4
1 Coordination 2->3
 
Name: Torrey Singer
Age: 32
Species: Human
Time Period/Year/Era: Alternate Earth
Tech Level: 4
Personal Goal: Find a purpose for his life

Attributes: 23 spent (1 allocated to Traits)
4 -- Awareness
5 -- Coordination
4 -- Ingenuity
2 -- Presence
3 -- Resolve
5 -- Strength

Skills: 20 spent (2 bonus spent)
2 -- Athletics
0 -- Convince
3 -- Craft
1 -- Expertise (woodworking)
1 -- Expertise (singing)

4 -- Fighting
1 -- Expertise (swords)
0 -- Knowledge
3 -- Marksman
0 -- Medicine
2 -- Science
0 -- Subterfuge
0 -- Survival
1 -- Technology
0 -- Transport

Good Traits: 6 spent (1 from leftover Attributes, 1 from Bad Traits, 4 from bonus)
Animal Friendship
Percussive Maintenance
Quick Reflexes
Sense of Direction
Technically Adept
Tough

Bad Traits:
Player-created, Epiphany-approved trait:
Reserve
"But you would still be reserved, which is worse."
-- Marianne Dashwood, Sense and Sensibility

Some see you as cold, distant, or shy, but you can't help what people think of you. You just don't like talking about yourself. Actually, you're not much of a talker in general. Someone's got to do the listening, after all. And it's not like it's their business anyway. If it was, you'd speak up... maybe.

Effects: This Minor Trait gives the character a +2 bonus to Resolve rolls when being persuaded or coerced to reveal personal details or talk about their past. This also applies even if the character wants to share -- their reserved habits mean they have a hard time forcing themselves to open up.
This is categorized as a Bad Trait because, despite the bonus, it represents a restriction on the character's actions and speech.

Total bonus points spent: 6/8

Stuff:
Clothes as in the picture, sturdy leather work gloves, clasp knife, three small blocks of wood and one partial carving, multitool (like a Swiss army knife, but slightly larger), protective goggles, two long-bladed combat knives (one sheathed on his right hip and one in his right boot), cutlass (sheathed on his left hip), two revolver pistols (loaded, but no extra ammunition; holstered on his hips behind the knife and cutlass), two ship's biscuits wrapped in a mostly-clean handkerchief, a packet of raisins, three hair-elastics (aside from what's in his hair in the picture)

Description:
Torrey's features are a jumble of races. His high cheekbones and golden skin point to Asian ancestors; reddish-brown hair and slender nose to Europeans; his warm brown eyes could go either way. He is of average height and rather stocky (but not at all fat), with surprisingly slender hands. His arms and shoulders are marked with several scars (mostly from knives or swords, but a couple from bullets), all in non-life-threatening locations, but his hands and face are so far unmarked. He also has an unusual scar wrapped around one ankle, like a rope burn but deeper.
He speaks English with an accent that is clearly British-English, but it's not so clear what part of England (though it's closer to Oxford than Cockney).
In general, he's even-tempered and reserved, especially about his past. He rarely yells in anger, instead growing colder and more formal. He is particularly meticulous when it comes to equipment and what might be called workplace safety.
The surname "Singer" is either unusually apt or an assumed name, for he frequently hums or sings to himself, particularly when working with his hands. He claims it helps him concentrate, and he does have a pleasant baritone singing voice.
Speaking of working with his hands: He likes to carve small figures of animals (extinct and currently-existent, as the mood strikes him) out of scraps of otherwise useless wood; some of them he keeps, some he sells, and some he'll give away to friends.
Take each of these songs out of their original context, please. Just the lyrics or the "feel" of the song apply, not necessarily the anime, game, or what-have-you that they're from.
Torrey's Playlist - YouTube

Torrey hails from an alternate timeline in which a war, nearly forgotten by Torrey's time, devastated practically all of Earth, leaving the air polluted with radiation and the ground filled with mutated plants and animals, many lethally dangerous. Humanity has moved onto sealed airships for survival, some of which are the size of cities, with a central government that rules over everyone in the "official" airships. On the fringes are those known as pirates, who reject the government's authority and live on their own airships.

Born David Torrence Shaper to a pair of scientists who expected him to follow in their footsteps, Torrey was something of a disappointment to his parents, having decided early on that he wanted to be a scavenger. (Employed by the government to scour the ruins of civilization for usable items and knowledge, scavengers are somewhat lower on the social scale than scientists and other "white-collar" classes.) A greater disappointment was when his sister, Diane, chose to join him. That led to something of a rift between parents and children, who finally realized they just didn't understand each other. Torrey and Diane made an excellent team, though, and were close friends as well, sharing a love of exploring and of seeing new things.

That partnership came to a screeching halt when Diane unexpectedly started showing signs of radiation poisoning and was whisked away to quarantine, where she later died. Unable to accept her death, Torrey started investigating and found out that his sister's sickness was caused by a faulty filter in her suit. That was bad enough, but then he learned that the government had known that that particular filter line had been faulty, and had done a remove-and-replace on those belonging to important people (i.e., not lowly scavengers). A recall order had been working its way down to Torrey and Diane's level, but not fast enough. Unfortunately, there didn't seem to be anything he could do about it. His sister was gone, and wouldn't be coming back no matter what he did. He tried complaining to the government, only to be met with false sympathy and dead-end walls.

Angry and despairing, he found himself spending more time in bars than in the field, eventually ending up on the fringes of "proper" society -- which is where he first met the pirates. He and Diane had been known among the scavengers and their associates as being pretty good at what they did, and Torrey assumes it's that reputation that caused the pirates to offer him a place as gunner on the Firecat, a small but fast ship on which he first became known simply as "Torrey Singer." Not knowing what else to do with his life, and refusing to stay on with the government that caused his sister's death (as he sees it), he accepted, hoping at least to find something useful to do with himself.

At the start of our roleplay, Torrey has learned to deal with the majority of his grief for his sister, but is still largely drifting through life, still searching for meaning or at least a purpose.
 
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Name: Dr. Ivy Llewis
Age: 35
Species: Human
Time Period/Year/Era: Atomic Age/1976/Humanist Era
Tech Level: 5
Personal Goal: Discover how to develop a full portrait of a civilization and the average person within it by analyzing a tiny fragment

Attributes:
Awareness 4
Coordination 3
Ingenuity 5
Presence 2
Resolve 3
Strength 3

Skills:
Athletics 1
Convince 1
Craft 2
Knowledge 5 (Archaeology +2, Near East History +2)
Science 3 (Geology +2)
Subterfuge 1
Technology 2

Good Traits: Keen Senses (2), Photographic Memory (2), Resourceful Pockets (1)

Bad Traits: Outsider (-1)

Stuff: Toothbrush, dental pick, measuring tape, small magnifying glass, emery board, disposable gloves, plastic baggies, penlight, pocketknife and three stubby pencils.

Description:
6f4582dbd9b9589e66f7170e3a02d212--national-forest-idaho.jpg


Ivy is a short, plump young woman with a cherubic smile; her acquaintances (she's a little too much of an introvert to have close friends...or so she believes) tease her about being a hobbit, and jokingly warn her to watch out for wizards. Ivy herself is quite certain, though, that there are no Unexpected Parties in her future...

History: Many people who dream about being archaeologists imagine a life of Indiana Jones-style adventure, and quickly become disenchanted when they discover the reality. Not Ivy Llewis. When a teacher at her school arranged for her to spend a day helping staff at the Semitic Museum sift through the contents of an ancient midden, picking out and separating tiny bits of stone and bone, she was happier than she'd ever been. The clincher came when some of the fragments turned out to be parts of an ancient clay statuette of Astarte, which she helped the conservators carefully reassemble. To her thirteen-year-old eyes, the little figure, though missing a hand on one side and a whole arm on the other, all grooved and pocked with dirt and dust of a civilization long disappeared, was better than any Barbie doll.

Ivy even loves the record-keeping that takes up much of her time. Sure, some people would call it boring, but a fragment of metal, a few lines on a scrap of paper, a single button, can spin an entire story about the people who made and owned them. Sometimes she wondered what her life would be like if she did more fieldwork like some of her colleagues, but she always decided she was content where she was. More than content, really. There's such an infinite number of wonders to be learned from all the tiny, often-overlooked little items that others bring back, that she'll have enough to keep her busy for the rest of her life. Why go abroad and get shot at?
 
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Name: Clair Timber
Age: 7 years
Species: Unknown
Time Period/Year/Era: All and none, but mostly the 21st century and up
Tech Level: Almost Genius, never can remember the names though
Personal Goal: Live, Love, see things, not look into her past in fear of disappearing, have fun

Attributes:
Awareness (7, depends though she can be a bit airheaded)
Coordination (8)
Ingenuity (7)
Presence (9)
Resolve (9)
Strength (10, depending on physical or mental)

Skills:
Athletics (10)
Convince (5)
Craft (3)
Fighting (4)
Knowledge (6)
Marksman (8)
Medicine (5)
Science (2, she hates it most of the time but most of it comes naturally)
Subterfuge (6)
Survival (8)
Technology (8)
Transport (10)

Good Traits:
Strangely intelligent without even trying sometimes, brave beyond belief, loyal until proven not to be, brave to no fault, selfless, extremely generous, empathic to the point it's almost mind reading

Bad Traits:
Dangerously temper-mental, egotistical and loves everything about herself, spontaneous and it winds her in trouble, impatient to the point she can't sit still for a minute, a huge talker or basically a motor mouth, pretty airheaded when lost in thought, doesn't listen to most rules, a bit of a thief since it's how she gets her clothes, rude

Stuff:
She's always carrying a note with two rules on it that she always follows.
Always wearing a necklace with a strange flame colored stone.
She can travel through time, space, and dimensions. She can't tear a hole into a dimension she can only go to one if there is already an open tear which she can mend but not close completely.

Description:
Shoulder length strawberry blonde hair that is nearly just red, freckles dot across her nose and shoulders with some sprinkled everywhere, her eyes are blue but on some instances look purple, athletically fit with no overly toned muscles, a full hour glass shaped body, huge feathered grey wings that she can use as weapons or shields, her styles is very grungy and consists of the colors red, blue, grey, purple, and black.

History:

Clair only remembers waking up in an abandoned factory in North America during the 21st century with a note in her pocket. It tells her not to find out about her past or to think about it. She doesn't know why, she just listens. She has a strange feeling that if she doesn't something bad will happen to her.
 
Angela_Diz Angela_Diz Hey there! I'm Dannigan. This game is no longer active. We stopped playing this game about 6 months ago. Sorry!

I see you are still learning. Perhaps you'd like to take a look at the Looking for Players or Roleplay section for an active game?

Perhaps you want to make a post in an Out of Character thread in one of those sections? Ask to see if an interesting roleplay is accepting new characters and that is a good way to start yourself in an enjoyable game.

Best of luck,
Dannigan =)
 

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