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Dice Eternity Beckons - Character Sheets

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Other
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Grey

Dialectical Hermeticist
COMPLETE RULES AND SETTING INFO HERE

All Attributes start at 1. You have 60 Attribute XP. Attributes are capped at 4; any bonuses from Vampirism are added onto that.
You can spend it according to the chart below.
Level Cost
1 0XP
2 3XP
3 6XP
4 9XP
5 12XP

All Skills start at 0. You have 60 SKill XP. Skills are capped at 6
You can spend it according to the below chart.
Level Cost
1 2XP
2 1XP
3 2XP
4 3XP
5 6XP
6 9XP
Note that Skills are general until level 3. From level 4 onward, choose a Focus - a particular area of the Skill where your character has put in extra practice. You can have multiple Foci, and the cost is the same every time you buy a new one.

Next, choose 3 Advantages. These are reflections of your background, education, and social role.
For your Familiarity, choose 3 Social Skills and a situation in which they are specially honed - for example, Courtly Manners or Criminal Gangs.
For your Knowledge, choose 3 Mental Skills and a field of study or academic practice where they are particularly focused - for example, Manatech or Crime Scene Investigation
For your Training, choose EITHER 3 Physical Skills and a particular style of engagement (or disengagement) where they're most practiced - for example, Sniping or Brawling
OR choose a Martial Art that you qualify for and select the appropriate Techniques.

Finally, apply static values like Health, Condition, or other and calculate derived stats like the combat block according to the below list.

Defence
Defence: Dexterity + Defence
Parry: Defence + Parry Focus, etc
Evade: Defence + Evade Focus, etc
Block: Defence + Shield Focus, etc

Offence
Melee: Dexterity + Melee
Ranged: Intuition + Ranged
Unarmed: Dexterity + Unarmed

Speed: Fitness + Athletics
Initiative: Speed + Composure
Combat Pool: Speed + Dexterity
Physical Soak: The lower of Fitness or Strength
Magic Resistance: = Willpower + any special traits
Blood: 10 Condition: 20
 
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After making a normal human, apply your Clan bonuses.

Hunter Clans

Loxite

+1 to Intellect, Bearing, Guile, Willpower and Fitness, then +1 to any Attribute.
+1 Combat Pool.

Loxite double Blood gains from mortals, but cannot feed on Beasts.

Ithim
+1 to Intellect, Dexterity, Intuition, Strength and Fitness, then +1 to any Attribute.
+1 Combat Pool.

Ithim determine Soak as do mortals, but their bones are lighter, allowing them a bonus die when leaping or climbing.

Yaundae
+1 to Guile, Dexterity, Composure, Strength and Fitness, then +1 to any Attribute.
+1 Combat Pool.

Yaundae do not suffer water damage as other Clans, but will always be vulnerable to sunlight.

Warrior Clans

Gorite

+1 to Strength, Willpower, Dexterity and any other Attribute. +2 to Fitness.
+1 Combat Pool.

Gorite take 1 less damage from fire per Rank of Pyromancy, but take +4 damage from brass weapons.

Uthar
+1 to Strength, Dexterity, Guile and any other Attribute. +2 to Fitness.
+1 Combat Pool.

Uthar may not be able to control all the ghosts they accumulate, leading to troublesome poltergeist activity.

Wahran
+1 to Strength, Bearing, Dexterity, and any other Attribute. +2 to Fitness.
+1 Combat Pool.

Wahran cannot be impaled by wooden weapons; they simply absorb them.

Aberrations
Vampires raised via Necromancy.
Gain +2 Strength, +1 Dexterity and Fitness, +1 Willpower., +1 to any Attribute.
+1 Combat Pool.
Aberrations start with 1 Rank in all four of their Sorceries.

In addition, each Fledgeling gains 1 Rank in Beastken Sorcery, 1 Rank in Shadowmeld (Hunter) or Warform (Warrior), and 1 Rank in ONE of their Clan Sorceries.
 
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Alaric Rolfe​

Aberration

Alaric.jpg
(Art by Muns11 on deviantArt.) Also, ignore that blind eye there.

Attributes​

Strength5Intelect1Bearing3
Dexterity5Intuition4Guile1
Fitness4Willpower3Composure2

Physical Skills​

Awareness (Escort)4Unarmed1
Athletics (Endurance)4Defense (Parry)4
Melee (Swords)4Stealth-
Ranged2Thievery-

Social Skills​

Persuasion (Intimidation)4Perform-
Subterfuge-Animal Handling2
Empathy2Languages (Tradestongue)1
Mingling-Languages spokenKelene (Eastern) and Tradestongue

Mental Skills​

Academics-Craft-
Administration-Lore-
Artisan-Survival3
Medicine-Investigation1



Advantages​


Familiarity
Village Life
Whether it was a small village, or a sizable town, you grew up knowing everyone's name, and everyone yours. This Familiarity provides a bonus die to the use of the following Social Skills when interacting with peasants and townsmen. Persuasion, Mingling, and Empathy.

Knowledge
Mercenary Knowledge
Other skills besides swinging a sword well come to you after spending some years in a mercenary company. This Knowledge provides a bonus die to the use of the following Mental Skills:
Administration - Strategy
Survival - Forest
Medicine - First Aid

Training
Mercenary Training
You have been taught everything you need to know to withstand combat and collect your coin at the end of the day. This Training provides a bonus die to the use of the following Physical Skills:
Melee - Sword
Ranged - Shortbow
Defense - Parry



Combat Stats​

Offence​

Melee9
Ranged6
Unarmed6

Defence​

Defence9
Parry4
Evade3
Block3

Other​

Speed8
Initiative10
CP14
Physical Soak4
Magic Resistance3



Sorceries​

Unholy Strength2
Unearthly Grace1
Unnatural Speed1
Aberration (Underworld) (WIP)1
Beastken Sorcery1
Warform1



Backstory​

Alaric was born a peasant in one of Kelen’s many villages. As a young boy to early adulthood, he helped manage his father’s inn alongside his older sister. Despite his best attempts, he never had his father’s charisma when dealing with customers, nor his sisters’ dissuading skills in the brink of a bar fight. His talent resided in starting fights, often with witty remarks he could never resist keeping to himself. Luckily, he was good at finishing them too.

Looking back, he would shake his head in embarrassment. But it was during that time he decided to take up this calling and seek out his fortune as a mercenary. He was taught basic swordsmanship and the bare minimum of other skills necessary for one to handle themselves well in combat. With his training completed, he made his way towards the frontier alongside his fellow aspirant mercenary Leofric and his newfound company, off to gamble their lives for the promise of good coin.

And coin they found indeed, under the service of whoever offered most of it. But it did not come without its promised risks - Life in the frontier was rough and full of dangers beyond armed men. Dangers whose nature befuddled Alaric. Yet either by sheer luck or skill, he managed to survive his initial years. He watched many die. Either by his sword or other’s, by disease or infection or by whatever monsters that lurked in the woods. As a result, he buried what he could retrieve of many of his own. And on a fateful day, he buried Leofric too.

His own time came not long after, on an expedition to ruins of a city whose name escaped him. At this point he could almost consider himself an experienced mercenary, but nothing in his experience so far could prepare him for the threats that awaited him.
Alaric's memories of that night’s events are fuzzy at best, non-existent at worst. Perhaps a trick of the mind to shield him from the psychological damage that whatever he faced would cause.

He had heard tales of the living dead from the frontiersfolk, and that was the rational explanation his mind latched onto upon waking up. That and the visions that plagued him ever since. Alaric now seeks to fully understand the nature of his condition and has been actively searching for others that share it. All while maintaining a mask of normalcy as the only survivor from the expedition.



 
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Rune Loptrson
Loxite Doctor/Scholar


Rune Loptrson.png

Attributes
Strength2Intellect5Bearing3
Dexterity2Intuition4Guile3
Fitness3Willpower4Composure3

Physcial Skills
Awareness2Unarmed1
Athletics2Defence1
Melee Stealth1
Ranged Thievery

Mental Skills
Academics (History)4Craft
Administration3Lore (Magocracy)4
Artisan Survival
Medicine (Caroforma)4Investigation3

Social Skills
Persuasion1Perform
Subterfuge Animal Handling2
Empathy1Language (Hrothgaard)3
Mingling1Languages SpokenHrothgaard, Old Imperial, Kelene, Tradestongue

Advantages​


Familiarity
Bedside Manner
Getting patients and their relatives to be cooperative has always been the greatest challenge to any doctor. To heal others comes with the job, but the issue comes when one's patient is not cooperative with them. A doctor must be able to get their patient to listen and cooperate with them to treat them correctly. More importantly at times, their family must be cooperative and not challenge the medical sciences with superstition or other damaging options because they feel they 'know better' than a trained healer.
Persuasion - Patients and family
Mingling - Patients and family
Empathy - Patients and family

Knowledge
Scholarly Studies
A broad education help but understanding the past is incredibly important considering the various relics and ruins left behind by the Magocracy. Being able to uncover and understand that which came before is just as likely to save one's life as any ability in combat. This Knowledge provides a bonus die to the use of the following Mental Skills:
Academics - History
Investigation - Archaeology
Lore - Magocracy


Training
Duck & Cover
You prefer to avoid combat and conflict if it can be helped. Others generally are there to handle violence as your skill set tends more to dealing with other matters. This Training provides a bonus die to the use of the following Physical Skills:
Athletics -
Defense - Evade
Stealth - Hiding


Defence
Defence3
Parry3
Evade4
Block3


Offence
Melee2
Ranged2
Unarmed3

Other
Speed5
Initiative8
Combat Pool8
Physical Soak2
Magic Resistance4

Blood: 10
Condition: 20

Loxite double Blood gains from mortals, but cannot feed on Beasts.

Sorceries
Beastken Sorcery1
Shadowmeld1
Caroforma1


Background
Rune was the son of Loptr Ivarson, a notorious mercenary and raider of ruins. Loptr supported his son's education as he felt knowledge was far more valuable when it came to knowing the world before rather than his own brute force methods that has cost him a number of friends in that line of work. Rune worked to expand his knowledge base but also started to focus on the study of medicine as he found the functions of the human body fascinating.

Kelen became his new home when Rune accepted contract to be a doctor to the household of a lesser noble. It was a boring job but it allowed Rune to travel and see Kelen. It was a bit stranger but then again his homeland and Kelen have continued to be on good terms. It was when he received the curious offer of a new contract from Count Alistair Kain that changed his life. Rune found his broad knowledge sought rather than dismissed. Oddly he seemed to be used more to tend to servants rather than the Count. Rune started to investigate discreetly only to find out the shocking truth and consequences of being too curious for his own good.

The price for his discovery was to be rewarded with being turned into a vampire. Rune is now trapped in the same situation as the Count, though he has elected to embrace his condition. He finds his strange new powers alluring, including his desire to experiment and improve on the human frame. Since turning, he has begun to develop an interest in gathering agents to himself to improve and do work for him. He does relish the fact the Count has an interest in the past and is wiling to pursue work with him in that area. His new penchant for minions is only being fed as he feels the need for loyal workers in such a dangerous field. Ruins are never that safe for what is within or for those seeking them.
 
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ignore the stats already in here im just making this a blank sheet than fixing it also math is hard I'll fix that too
Attributes
Strength1Intellect5Bearing6
Dexterity2Intuition2Guile5
Fitness4Willpower5Composure4

Physcial Skills
AwarenessUnarmed
AthleticsDefence
Melee Stealth
Ranged Thievery

Mental Skills
AcademicsCraft
AdministrationLore
Artisan Survival
MedicineInvestigation

Social Skills
PersuasionPerform
Subterfuge Animal Handling
EmpathyLanguage
MinglingLanguages Spoken


Defence
Defence
Parry3
Evade
Block


Offence
Melee
Ranged
Unarmed

Other
Speed
Initiative
Combat Pool
Physical Soak
Magic Resistance

Blood: 10
Condition: 20

Loxite double Blood gains from mortals, but cannot feed on Beasts.

Kelene Knightly Upbringing
You were raised among the nobility, regardless of your own status. That meant learning to survive the court.
This Familiarity provides a bonus die to the use of the following Social Skills when interacting with the Kelene nobility and other anointed knights:
Persuasion - Nobility
Mingling - Nobility
Empathy- Nobility

In the Shadow of Nobility
You're used to facilitating the Nobility, with a knowledge base equipped to servitude. This Knowledge provides a bonus die on the following Mental Skills when involving the skills of a noble servant: Academics - Heraldry, Administration - Household, Artisan - [Field].

The Forgotten Daughter
Hiding in the shadows of older brothers, you did your best to learn alongside them, wanting to be like them. This Training provides a bonus die to the following Skills: Awareness - Witnesses, Athletics - Escape, Stealth - Crowds

Sorceries
1
1
 
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Aithne Venette
Gorite Ex-Magus Inventor
[I will add an image here the moment I finish drawing her! ^^]

Attributes
Strength4Intellect4Bearing2
Dexterity6Intuition4Guile3
Fitness5Willpower5Composure2

Physical Skills
Awareness2Unarmed2
Athletics1Defense1
Melee- Stealth1
Ranged- Thievery-

Mental Skills
Academics3Craft4
Administration-Lore2
Artisan1 Survival1
Medicine-Investigation-

Social Skills
Persuasion-Perform-
Subterfuge- Animal Handling-
Empathy-Language (Tradestongue)2
Mingling3Languages SpokenFrontier Kelene, Tradestonge

Advantages​


Familiarity
Mage Born
You manifested a Pattern of Magic at a young age, marking you as outcast. Forced to hide its shame, you understand better than anyone else the plight of a magi. This Familiarity provides a bonus die to the use of the following Social Skills when interacting with other Magi, or lying to anyone about your status as a Magus: Persuasion - Magi, Subterfuge - Deception, Empathy = Threats.

Knowledge
Hedge Magic
Exploration of your gift has taught you much, and left you realizing that there is so much more to learn. This Knowledge provides a bonus die on the following Mental Skills when dealing with Magic: Academics, Craft, Lore.

Training
Cutpurse
You were trained by necessity, and you had to learn fast or die. This Training provides a bonus die to the following Skills: Awareness - Witnesses, Athletics - Escape, Stealth - Crowds


Defense
Defense6
Parry1
Evade1
Block1


Offense
Melee5
Ranged3
Unarmed8

Other
Speed4
Initiative5
Combat Pool9
Physical Soak3
Magic Resistance4

Sorceries

Beastken 1
Warform 1
Pyromancy 1

Blood: 10
Condition: 20


Gorite take 1 less damage from fire per Rank of Pyromancy, but take +4 damage from brass weapons.


Aithne was born in one of the many Kelenite settlements out in the Frontier. She was born a fiery young redhead with the same kind of spark settled deep in her soul, marking her as a Magus. While alive she spent most of her time trying to keep away from others to keep her secret just that. In that time she picked up a small hobby in inventions and repairs, something she was able to use to keep herself alive in the settlement because she could hide in her small workspace while still being of use to the rest of her peers. In a way, she knew this probably wouldn't last.

Aithne had heard enough tales of the Inquisition and their ultimatum for people like herself. So when they had come by during one of their tireless hunts for Graveth the White, she hid. But not well enough. Whether someone snitched on her or if it had just been obvious to them she'd never know, but she was well aware of being found when they pulled her from her hiding spot by her hair. They gave her her options and Aithne knew what she would choose even if she never wanted to make this decision. But she did and she chose death, not willing to live the rest of her life in captivity.

She expected it to be swift and bloody. But it never came. She couldn't say exactly what happened, she had long shut her eyes to block out what she believed would be her final sights in life (and looking back she supposed that that still held true). Instead a stranger had saved her, kneeling to meet her eyes and giving her a new option. "You can find safety in my domain, but the change will not be all kind." She had pondered it briefly, coming to some understanding staring at her savior that this was something deeper than just whisking her away from the Inquisition. But these kinds of things were not unheard of in the Frontier... plenty of superstition ran rampant, much of it with good cause. Aithne made her choice to go with through with the change, welcoming a new option outside of what had been laid out to her. She remembered very little of the process, truthfully, just waking up feeling so much colder than she ever had but being reassured that from now on she'd be able to protect herself. And that they would make a fine warrior of her.
 

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