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Fantasy Rabbit House Character Library

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TrashRabbit

probably from space
Roleplay Availability
Roleplay Type(s)
Below is the character sheet. If you would like to format your profile or include extras please do so. for my characters I have also included a horoscope section for extras and a skills tab. Feel free to borrow my profile code if you would like to! unlike some I enjoy character sheets that are short, sweet and consice. I will be refrencing these a lot durring the game and I need to be able to find the information. These sheets should have a lot of thought but not miles of words!

Name:

Look: give us six key descriptors for your characters look. Example; Warm felt, bright colors, strong body, curly hair, trusting eyes, ornate tools

Disposition: Give us six key descriptors for their personality. Example: Loyal, mischievous, short tempered, melodramatic, morose

Flaws and burdens: what are their flaws, what hardships have they endured, what psychology weights do they carry with them.

Skills and virtues: What are their interests, skills, and knowledge bases? Are they trusting, kind, or brave? Even if these things would be considered a flaw list them here as virtues!

Where did you start: place name, describe your home there, who did you leave behind, who is waiting for you? Are you going back?

Where are you going: Place name. What is in this place for you? What hopes will come into reality there? What about you will change if you reach this place?

Why are you going: traditions, honor, glory, hope- what is the emotion that has carried you through your journey so far- or which you feel will be rewarded upon completion. Your reason for starting the initial journey that brought you to Rabbit house should tie into your underlying problem that prevents you from moving forward.

Why have you stopped: A brief summary of how your journey has stalled at Rabbit house. While narativly the reason your character has stalled is physical and mundane being delayed at rabit house is metaphore. The character has some emotional blockage they need time to sort out before carrying on their journey.

Goal: Your characters immediate goal for dice mechanical reference. This may change as the character advances through their plot arc. You may have multiple goals at a time. These goals may have objectives you will want to track. the goals should tie directly in to why you have stopped. If your character was recently shipwrecked they aught to be trying to send a mesage home, or secure passage to another ship. While these goals may be mundane they are the starting points for our interpersonal and internal journeys with these characters.

The underlying problem: This will not change. This is the emotional blockage with prevents the character from completing their current quest in the mental emotiona self state they currently have. Once this underlying problem is addressed your character will be able to continue their journey, change the goal of their journey, or return home fulfilled.



Code:
[border= 3px solid#color hex][border= 7px double#fcolor hex][bg=#color hex]

[CENTER][h]full name[/h][/CENTER]

[CENTER]
pic here[/CENTER]
[TABS]


[TAB=Basics]
Name:

Look:

Disposition:

Flaws and burdens:

Skills and virtues:

[/Tab]


[tab= Journey]

Where did you start:

Where are you going:

Why are you going:

Why have you stopped:
[code][/tab]
[tab= Goals and stats]
Goal: explain goal here
- step one
-  two
- three, add or remove as needed

The underlying problem:


Stats
Magics:
Heart:
Discovery:
Creation:
Renewal:
[/tab]
[Tab= Horoscope]

Star sign: Leo

Friendship:
Likes;
Dislikes;

distinguishing traits:  R

Possessions: o
[/tab]


[/tab]

[TAB= skills]

skill: explaination

power: explaination

Skill 2: explenation. add as needed.


[/TAB]
[/Tabs][/bg][/border][/border]

When posting in the IC please include your stats somewhere. Here is a template if you would like to use it

Code:
[side=right]
Location:
companions:
magics: x | heart: x| discovery: x creation:x | Renewal: X  |
@ companions here
[/side]
 
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Riley Donovan


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  • Name: Riley

    Look: long hair, sharp eyes, rugged leather, red hood, jingling accessories

    Disposition: protective, shy, hot tempered, efficient, solitary, mischievous

    Flaws and burdens: Riley isn't good with people, she often hurts others by accident and isn't sure how to connect, never mind show and receive affection. Her burden is that of being the daughter of a witch, her elderly father died never revealing who she was. She is also shouldered with a heavy curse; soon after her father died she wed a local girl, only for her to fall sick that very winter. While looking for herbs in the forest she found a set of standing stones where she made a deal with a spirit to exchange her memories of her wife for her recovery. She was so bereft after standing so stoic during the deal that the spirit, out of pity, gave her a gift. Since that day her eyes have been dark and full of stars and she often sees that which would rather remain hidden, she is bound to assist the spirits that ask for her help.

    Skills and virtues: Riley has the emotional strength to endure hardship in ways that others may find impressive and that she merely found was necessary. She is a loyal friend once tamed. She is also an untrained hedge witch, self taught in the bounty of the forest simply by being quiet and listening to the wood. She is quietly kind- often leaving food or coin for others she meets or shares campfires with along her travels.

 
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Dede


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  • Name: Dede

    Look: Wise, small, brightly patterned, white haired, wrinkled, smiling

    Disposition: Warm, cantankerous, will feed you, gives unwanted advice

    Flaws and burdens: Will hit you with her wooden spoon if you sass her or don't bring in the fire wood when she asks. She's old and complains about it.

    Skills and virtues: An excellent cook and a kind adviser. Knows just about everyone in the port town below rabbit house.

 
Millicent Meizhen MacFadden
MillyLooksLike.jpg

Looks: Long hair, worn and faded clothes, scavenged accessories, athletic, strong hands, a bag full of adventuring gear and ritual tools.

Disposition: Affable dirtbag, restless, opportunistic, protective, friendly, quick to act.

Flaws and burdens: Millicent comes from a rougher time, and she's about as ready to fight as she is to make friends, but she tends to be blunt and practical, and has a tendency to approach anything as a problem to be solved. Her time was more cosmopolitan, and she has trouble adjusting to a slower pace. She grew up in a crumbling city, raised by spirits in an antique store and never quite feeling like a part of human society. When she came of age, she invited Berries-Heavy-On-The-Branch-In-Late-Spring, the spirit of a saber that lived in the store, to come with her and headed out to make her way as a hero. She spent long winters sheltering in the communities she helped and the rest of the year fixing what she could, however she could do it, but she never found another home. Recently, Mayberry has stopped talking, and taking the advice of a local shaman, she journeyed through a portal under the impression she'd find the solution to her problem here. She's starting to get frustrated that no obvious solution has presented itself.

Skills and virtues: Millicent is brave and self-sufficient. She's used to living on her own on the road for weeks at a time, and established a reputation for herself as a hero - though, she prefers to think of herself as a problem solver. Being raised by the spirits of old objects led to her being good at repair, and Berries has taught her to be a competent swordswoman, though she was more prone to throwing hands than swordplay when things came to violence. She's a skilled ritualist, and until recently kept her moped running entirely by making the right offerings to Open-Sky-And-Lines-Of-Smoke, its spirit. She's not able to see spirits, but she can hear them, and has a decent knowledge of how to keep them happy.

Where did I start: The past, maybe, or maybe an alternate world. It was on the other side of an archway formed by a fallen tree covered in mushrooms, and fairy paths are never quite as clearly labeled as you'd want. Her time was full of long autumns, hard winters, short springs and harsh summers, in a time when technology had stopped working unless you could appease the spirits, and society had gradually crumbled into mostly-peaceful towns and more-common-than-you'd-think autumnal monsters and the kind of jerks who wanted to make things worse than they were.

Where am I going: It's less a where than a what. Millicent is looking to have Mayberry come back. She's not sure if the spirit died, or was locked away or if it's just upset with her, but she's not going to stop until she finds an answer for how she can fix this. Mayberry is her oldest friend, and maybe one of the only people she's ever known for long enough to say she's loved, and the hope that she can call her back has driven her forward.

Why have you stopped: Abandoned by another spirit. Open-Sky-And-Lines-Of-Smoke stopped responding to her rituals, leaving her stranded. She's not going to abandoned any of her companion spirits, so Rabbit House has become a de facto home base as she tries to figure out what went wrong.

Goal: Find someone who can give insight on the spirits.

The underlying problem: The quiet spirits.
 
Tarek

  • Name: Tarek

    Look: big hoods, long robes, henna-stained fingers, bright colors, bulky goggles

    Disposition: warm, quiet, compassionate, gregarious, thoughtful, direct

    Flaws and burdens: Tarek was born mute and injured his right leg in a accident when he was small that never set right, and so has had a limp most of his life. He does not let either of these things interfere with his life much--though quiet, he knows how to make himself heard when he wants to be. He's also incredibly stubborn and has no problems with moving mountains if he thinks it will help him achieve his goals.

    Skills and virtues: Tarek is a skilled navigator, capable of making his way by starlight alone, and knows how to predict weather patterns. He's also knowledgeable in desert survival. He's also deeply hospitable, and he's going to feed you tea at least once.

 
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Apollonius Etienne Telesphore Hermes Enguerrand Rossaluna, future Comte du Bonne-Soleil


pollo.jpg

  • Name: Apollonius Etienne Telesphore Hermes Enguerrand Rossaluna


    Look: Sparkling bubble trail, elaborate sea-foam cascade, mischief eyes, glass-cutting cheekbones, tailored robes, pocketful of parlor tricks.

    Disposition: Spoiled, melodramatic, gregarious, sporting, oblivious, Flirtatious.

    Flaws and burdens: Pol doesn't have any history of self-sufficiency. He expects everything considered uninteresting or beneath him to be taken care of by someone else.


    Pol has an impulse to compete with anyone he recognizes as a worthy rival. He tends to get caught up in his own games - which have a history of ending poorly, especially when magic is involved.


    Mirrors are an excellent distraction for the vain mage, as are flattering compliments to his features, fashions, countenance, or skills.


    In one way, more than all else, is Pol his father's son: he can't resist admiring a beautiful woman. While Signore Rossaluna has a type, Apollonius is in some ways less particular on the beauty that catches his eye. A man fair of face might also prove to be worth impressing, for example, in Apollo's mind.


    Unfortunately, the coastal magician failed to measure up to the expectations of the people he needs to start connecting with - other members of the nobility who practice or support magecraft.

    Skills and virtues: Apollo has, generally, a love of people and an acceptance of others uncommon for his station.


    Pol’s brain can be a valuable asset. He has been tutored for a few years in mathematics, alchemy and natural history and is fluent reading, writing and speaking in Royesian, Qin, and a few regional languages besides.


    He's a good luck charm at market - and not just because of his knack for artful conversation. Appraisal and haggling come second nature to him. He enjoys debunking frauds.


    For a mage, he's a very late bloomer, but he has mastered prestidigitation and can manage complex illusions that can endure up to one day cycle. Pol also is surprisingly keen at determining whether or not an item contains a “magical essence.”
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