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Fantasy The Blood Price Character Sheets

KaleYeah

The Blood Price GM
Character NameAge:
Sex:
Appearance:
Class:
Are you a knight, mage, hunter, assassin? These are basic classes but feel free to be creative
Stats: I'm going to use a basic stats system to gauge what basic strengths and weaknesses you may have. Use this as a guide to determine what sort of character you want to play as it will help guide your character's life choices and traits. Don't get too hung up on stats. Stats don't make the character.

Distribute these scores among the six stats: 10, 9, 7, 7, 6, 5
Strength: Physical power
Dexterity: Agility
Constitution: Endurance
Intelligence: Reasoning and Memory
Wisdom: Perception and Insight
Charisma: Force of Personality

Background and History: background talks about where you came from and your place in the world or how you became an adventurer. Were you an exile? A criminal? A Noble? So on and so forth.

Simplified Personality: Maybe you enjoy animals or prefer to spend time in nature. Keep it simple.

Flaw: Maybe you are reckless? Womanizer? Gambler? This is not a defining trait. Simply something to consider.

Skills: Consider some skills your character is good at that fits within realism. Are you a knight? It would make sense that you're athletic and strong. A mage? Knowledgeable. Can you hunt or sing? This should also tie in with your background.

Equipment: Do you wear armor? What weapons do you have? Anything special? Again, keep this simple and within reason. A mage would not wield a sword and armor. You would not be able to travel well with 3 large weapons.

You are adventurers so you would have basic adventurer gear. Travel packs with basic travel gear such as rope, candles, a bed roll, and so forth.

Spells or Abilities:You can start off with up to three abilities or spells. Feel free to be creative but not overpowered. Are you a mage that can heal an ally, send lightning from the sky, or cast illusions? A knight that can strike fear in your opponents? A thief that's presence can be erased? Be creative but know all powers have limits. If it seems too strong we will discuss possible drawbacks.

Other: Add other things of interest here.

Links
links
Interest Check: A Fantasy Adventure RP, Looking For One More
Character Sheets: The Blood Price Character Sheets
World Map and Lore: The Blood Price, An Adventurer's Guild World Map and Lore
Out of Character: The Blood Price, An Adventurer's Guild Out of Character Chat
In-Game: The Blood Price, An Adventurer's Guild
 
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SASAKI JIN

Age: 28
Gender: Male
Appearance: He stands at an average height of 5'7" for men who hail from the East of Avarice. Coming from a rather wealthy family, his hair, clothes and willingness to spend money to maintain both in the finest condition is very evident. He is often clothed in silk or light clothing, resembling traditional robes, and takes care to select clothing that will never obscure the movement of his limbs. Upon Jin's shoulders are a pair of tattoos, black in color, but in no shape or form, only a family symbol or pattern of sorts.
Class: Martial Artist

Stats
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 6
Wisdom: 5
Charisma: 7

Backstory and History: Jin was the fifth in line to become the head of the family. He and all his siblings had different ideas as to what direction the future of the family should take, though the family only truly heeded the words of the eldest, the one true heir. After a horrific raid from another family on their property, hurting families and businesses under their protection and provision, Jin confronted the eldest, who refused to take steps to prevent another possible attack or reimburse those who had lost property, family or sales.

In the end, Jin was asked to leave the house. Not exactly exiled, but his constant challenging and hindering of the eldest's attempts to hold court and discussions were grating on everyone’s nerves. He now travels to Luxa in hopes of earning his way back into his family’s good graces, or better yet, he hopes his feats and tales of glory will have his family begging to have him back.

Simplified Personality: Jin is someone who does his best to retain a professional demeanor and outlook, however once he feels that lines have been crossed, he is childishly bitter, inflexible, and purposefully resentful.

Flaws:He will never admit he made a mistake or apologize for it and is indulgent when it comes to clothing or presentation.

Skills: Physically Fit + Unlikely to be surprised twice + Fast Recovery

Equipment: Gauntlets + Bandages + Blankets + Money + Travel Pack [Candles, Rope, Needles, Empty Bottle]

Abilities:
> Counter (Allows opponents to come close enough to hit, circumstance determines how well he takes the hit.)
> Deep breath (a quick attempt at meditation, allows Jin to shrug off injuries that may hinder movement for a short window of time.)
> Empty Hand (Chi powered punch. Jin can unravel the gathered energy upon contact with his opposition, or directly send the chi to the front, and have it unravel in instability further away. Either way this should leave opponents rattled/unbalanced/staggering. This ability is seen in a golden aura.)

Change Log:Removed Japan from the realm. Kicks and Punches are a passive, substituted Empty Hand accordingly. GM Approved to change DEX and INT stats.
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Other: Sister's name is Natsuki
 
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Peri BarcarolleAge: 24
Sex: Female
Appearance: Peri is stands at a height of only about 5’3 with olive skin and shorter hair that is dark with lighter ends. Her eyes are a color. She wears a dark magenta leather tunic and leather riding boots. She has one scar that etches through the left edge of her mouth.
peri two.png

Class: Bard

Stats:
Strength: 5
Dexterity: 7
Constitution: 6
Intelligence: 7
Wisdom: 9
Charisma: 10

Background and History: Peri comes from a family line of bards, her father being famous among certain taverns for his stories before her. As a child, she traveled with him from town to town, watching him perform in town squares and on tavern stages. Much more quiet then, she would silently watch him spin his stories and songs in front of many, confused by the exaggerated stories of "valiant" adventurers she had remembered passing by and not nearly being as interesting. She was still interested in performing, but when she grew older she decided that her stories and songs would tell the truth, while still being entertaining of course. Many laughed at her quip-filled tales and happy diddies of dunder-headed adventurers tripping on their own boots, though some were not so happy to find that she was singing the "hard truth" about them. She stopped travelling with her father after a falling out between the two of them, and after that traveled with various other adventuring groups, dueling other bards in taverns. She came across a small metal companion in a dungeon one day who then became her partner in performing ever since. She is out adventuring and travelling to grow a name for herself and maybe find someone who'll actually give her something interesting to write about.

Simplified Personality: Sarcastic with a smirking grin, Peri often is a more pessimistic and cynical bard than the typical ones you see boisterously performing in taverns. Though her melodies often sound upbeat and cheerful, you could say that the content in her lyrics are usually unfitting with the tone. She’ll speak her mind and isn’t afraid to do so with a grin on her face, whether it be something positive or basically insulting you in front of your face. You can at least say she’s got some confidence...

Flaw: Peri’s songs and jokes don’t always entertain everyone, especially if they find that they’re the butt of her jokes. Because of this, she easily gets into trouble with others, usually being chased after by those she mocks. To say the least, it is hard for her to find a filter to what she says.

Skills: It is hard to deny that Peri is a talented bard. She is able to play most common instruments including lutes, flutes, drums, violins, pipes, horns, and lyres with ease and skill; though the flute and lute are her main choices. She is also a natural singer, dancer, and actor (usually using the third to get out of "tricky situations"). Though not the strongest fighter, she is quite agile and takes advantage of her quick feet and smaller stature.

Equipment: Peri does not have much for armor, only having her leather tunic. Her choice of weapons are a reed blowgun (with about 10 darts on her) and a dagger she keeps strapped to her leg. She has a short sword with her for travelling, though she is not proficient enough to really use it in real combat. She also carries two instruments with her, a metallic flute (not to be confused with the blowgun) and a mahogany lute. She also has with her standard travel items like a bedroll, torches, water flask and map.

Spells or Abilities:
  • Inspiration: Using music through instrument and/or song, Peri is inspire allies, giving them a boosted sense of courage, moral, and/or motivation. This inspiration continues while playing and ends shortly after her music stops. (Blue Aura)
    • Roll one d4. Result is added as bonus to rolls of all allies for two rounds and self for one. Bonus is reset after next inspiration roll. Two uses between periods of rest.
  • Cutting Words: She can also use her wits and songs against enemies to distract, confuse, and/or sap the confidence and competence of enemies. Deals minor amounts of damage through Peri singing and/or playing music. (Purple Aura)
    • One d20 standard attack roll
  • Illusion: Peri can also utilize magic and create minor illusions that can be used for disguising herself, another creature, or making pure illusions. The trick of the illusions can be seen through should individual have high enough perception or intelligence. (Quick and subtle Green Aura during casting)
  • Soothing Song: While resting, Peri is able to use her music to relax and help heal allies with lullabies and quiet melodies. Ability can not be during in combat. (Pink Aura.)
Other:
Peri has with her a companion of sorts, a sentient “puppet" by the name of Lionel, a small metal "robot" standing at just a little over one foot tall. Though he is not able to talk, he is still able to express himself through body language, and often performs alongside Peri, being a talented dancer in his own right. He can be found tied to Peri's belt or on her shoulder during travel. His main source of life comes from the small magical and glowing stone that is inside his chest. If it were to be destroyed or removed, Lionel will shut down and lose life completely. Most of the time, he has to act as Peri's "voice" of reason and tries to keep her from doing things she may regret later (succeeding only sometimes).
lionel3.png

(Just decided to go with more simple yet snarky/sassy bard character :P)
 
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Grace Eliria

Age: 18
Sex: Female
Class: Elementalist

Appearance:
68pHTat.jpg

Stats:
Strenght: 5
Dexterity: 7
Constitution: 6
Intelligence: 10
Wisdom: 9
Charisma: 7

Background and history:

Grace always knew she was different from the rest of the kids; she was smarter. While they wasted time playing she was doing homework, while they were busy dating she was learning the basic of magic and once she did the problems started. Throwing rocks with magic at the kids who made fun of her, burning plants and other objects on accident while practicing her fire spells, skipping class to go directly into the city’s library to steal grimoires she wanted to use for practice at home. She was a rebellious child to the very core but despite all this her parents were not affected by it. When she threw rocks at other people her father would calmly talk to her and pet her in the head, when she burned the garden her mother would ask her to pick a flower so they could plant them together, even when she stole the books both of them would take them back and buy them for her. They were a couple of successful doctors with an only child that they knew was ahead of the rest. It was them alongside her magic teacher at school the ones that taught Grace how to control herself, how to be kind and comprehensive towards the others. This didn’t change her problematic side but at least gave her something to balance it out.

Through all this she kept her mind in the books she loved so much. She read from pretty much all topics but anything related to magic was of extreme importance to her. Her teacher helped with the most basic lessons and she continued by herself, creating through practice and error multiple spells for her to use. In the city the word spread about the little prodigy mage that would spend her days in the library, almost as if she worked there.

Finally the day came for Grace to announce her decision to her parents. She had her own dreams, big dreams and all she read about the blood price made the path to follow very clear. She told them her plan of joining the guild and of course they had no objection, not once did they step on her way to the future, why would they do now? It was all going fine until her mother spoke right before the end. The girl knew that a guild’s mage shouldn’t be wasting time in things like thinking about her parents, she just wanted to forget about them and go out to live her own life, yet why did it hurt so much? The words her mother said were “Promise us you will come back one day.” Eight simple words that weighted on her like a stack of bricks. She slowly walked towards the door with her parents at her back, all of them in silence. She kept repeating in her head what it meant to join the blood price over and over until she was about to leave but she finally lost. With a kind smile on her face she turned around and answered “I will.”


Simplified personality:
Grace is a egocentrical adventurer that thinks herself a prodigy compared to almost everyone else. She is mean and mocking to those way bellow her but educated and respectful to those way above her. Every now and then she has outburst of kindness due to her uprising.

Flaw:
Her ego and rudeness can easily get her in trouble. She also has trouble knowing how to behave with those on her same level.

Skills:
Grace is adaptable in combat and possesses great intellect to back it up. Able to quickly recognize an enemy fighting style and develop a strategy against it.

Equipment:
Wields a steel staff covered in leather which she uses to channel most of her spells or as a melee weapon to some degree. Aside from that she carries a few magic runes to use in combat and a small traveling bag containing clothes, food and saved up runes.
Runes:
"First shock": Push enemies and Grace back, usefull to create distance. (Grey glow)
"Second mend": Water emerges and floats towards a wound, healing it over time. (Blue glow)

Spells:

Fireball: Throws a medium sized ball of fire towards her opponent. Can be altered in different ways.(Orange aura)
"Rain": The orb splits into multiple small flares with an increased speed.
"Shot": A much stronger and slower fireball, also requires more time to be casted.

Summon “Earth golem”: Creates a golem at her service from the ground. Can only be used in ground or wood floors else the creature won’t be able to emerge. The golem is a familiar with bellow average speed and above average strenght. Grace can only control one familiar at the time. "Earth golem" has a very limited duration. (Golden aura)

Photon: After a short delay, the spells creates an orb of light that detonates on contact. If not careful opponents can be blinded by it. The explosion does barely noticeable damage and pushes backs a short distance. (White aura)

Other: Wants to become the greatest mage ever know yet she isn't even a mage.


 
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Ava'ramira Ren
Age: 25
Sex: Female
Appearance: See below.
Class: Trickster Rogue

Stats:
Strength: 5
Dexterity: 10
Constitution: 6
Intelligence: 7
Wisdom: 9
Charisma: 7

Background and History: Ah, Torn, a land sporting the name of the hearts of its people. Daughter of a fisher, part time militia man, and a mother she never knew, Ren grew up with a rough and tumble childhood in that southern town and knew little else other than the stories her older cousin and idol, Jaymi would bring her from the roads between there and Luxa. Scrawny as a child from an accident that left her with raging fever, by the time Ren was well again, it was clear she would not grow up to be another muscular defender of Torn. When her father realized this, that his legacy was a stick-like young woman of no apparent magical attributes, too few curves to earn a decent husband, he payed significantly less attention to Ren and Jaymi took over as her guiding family figure. Instead of being strong and hardening her body physically, Ren took it upon herself- much to Jaymi's surprise and glee- to harden her wit and aim for cleverness over brute strength. Her father later died in a skirmish against the creatures of the darklands. By now a teenager living with the strange, often-traveling Jaymi, she made a new friend, one who would teach her much more than anyone before.

Yuri Raven, an exotic woman with a history of university-hopping until all of Ondora turned her down for her free-bird lifestyle, an "acquirer of things that might be missed", came to know Ren when she was caught red-handed trying to lift the young woman's coin purse. Yuri admired the perceptive soul and took Ren under her wing to learn the ways of the darker side of work, including use of blades and some minor magical manipulation. The basics down a year later and eager to learn more, Ren wished her cousin farewell and journeyed with Yuri to Luxa, she said, to learn how to really do things and be closer to more mentors. Yuri housed her, another fixed her footwork and trained her in agility, another taught her with daggers and light swords. Ren earned her keep among this rag-tag crew and from the bell tower of the abandoned church where they all lived, she watched the northernmost building of the Blood Price, wondering how deep into this lifestyle she could go before a district of guards would stop her before she reached those bright red doors.

Simplified Personality: Ren is energetic, always doing something. She thinks as she goes along, full speed ahead, and is quick to assess a situation, taking facts of the matter over opinions. Hierarchy and authority are brushed to the side or even entirely ignored when Ren has something in mind, though she toes the line at murder. All men must die, that is the one rule that binds humanity, but not by her hand lest they seek the same upon others. With this skewed sense of morality, Ren is the too-curious criminal with a knack for being clever.

Flaw: Reckless with actions and words- especially where following orders is involved.

Skills: Acrobatics, blade fighting, and a delicate touch. (She also makes an amazing cup of tea).

Equipment:
Armor: Simple leather armor, flexible and only over her forearms and chest, Ren likes to keep full range of motion without being incredibly squishy. The only metal armor on her person is her right gauntlet.
Weapons: A pair of dueling daggers and three smaller, weighted for throwing.
Other: Money pouch, clothes, a necklace chain with three clay beads, each small and different colored (black, white, and green), lock-picking tools, a tin of tea.
Travel gear: A simple small backpack containing the following: flint and steel, a small blanket, bandages, three candles, a change of clothes, spare scarf, food, canteen, needle and a spool of black thread, a small cast-iron kettle (could hold about a mug of water), and a whetstone.

Spells:
Spectral Hand: The usual mage hand, once cast it can travel up to thirty feet from the caster and interact with objects 10 lbs or less. Ava's is a ghostly green.
Invisibility
: Requires concentration. Invisible but not undetectable, Ren can conceal her form and clothes, though does still make sound as she normally would. The longer she keeps herself invisible, the more tiring it becomes. If she loses consciousness, she becomes visible again.
Abilities:
Lithe: From years of training in acrobatics and giving guards the slip, Ren can usually manage to stick the landing and move quickly weaving around structures and people.

Other: She absolutely adores cats, likes tea over coffee, and would never be caught dead in a dress. One ear is pierced and a raven tail feather dangles from a simple gold loop.

Appearance:
She stands a stumpy 5'3" and I know what the picture shows but for the sake of setting, that's her small bit of plate arm guard.
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Liam Carlin Ravus

Age: 37
Gender: Male
Race: Human
Class: Warrior

Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 5
Wisdom: 6
Charisma: 7

Physical Description

carlnes_portrait_by_aenaluck-dar559i.jpg

Personality/Attitude
Steady and calm are the two key words around which Liam’s personality seems to revolve. His sense of humor, kindness, gentility and pride all take place in the far regions of his mind and, while definitely present, are never on the upper hand to good old fashioned down to earthiness. He rarely, if ever, loses his calm, keeping a level head even in the most violent onslaught and coming out on top because of that trait.

Flaws
He can be excessively stubborn.

Skills/Talents

- A skilled carpenter
- Self-reliant when it comes to maintaining and repairing his gear
- Highly skilled in the martial realm of both armed and unarmed combat

Abilities
- Commanding presence: Liam is a tall individual with a strong voice and the confidence to match. He may be intimidating, but whatever the effect, he is rarely ignored
- Quick study: Liam has learnt so many different things in his life that he has little trouble picking up on new information. He is a quick practice, a quick study and an adaptable student.

Gear
- Twin hand-and-a-half swords
- Light steel armor

Background
Liam was feisty from a young age and his uncle, who took charge of the young lad, took it upon himself to break and train him as he would a wild horse. Time was taken to painstakingly break apart the youth's temper and to rein in his energy, focusing him instead. Then he was rebuilt, slowly, learning essential skills that his uncle thought were important, which mostly boiled down to saving money by repairing everything and anything with one's own hands. He learnt a little about everything, though he really took a shine to woodwork, carving fineries from discarded bits of wood and selling them on market days.

As he grew older, the world had come to know him as a restrained, controlled young man, which resulted in him being beaten on repeatedly and even robbed on occasion as he made his way back from the market. After yet another beating, Liam's uncle took him aside once more and asked him whether or not he would be capable of dealing with more punishment than ever in an attempt to grow stronger. Liam agreed and training began. He was given his swords and was forced to practice for hours practically every day, while on other days he was trained in unarmed combat.

It took years, but Liam's uncle finally concluded that he could no longer teach the young man who was now in his early twenties. Liam stayed on for a time after this moment, helping where he could, until he finally got the courage to ask about his own family, stories of which had been kept from him safe for whispers he had picked up on.

His aunt then took the time to explain that his parents had been adventurers who had not returned for their son and that they did not know what had become of them. Their names, Aidan and Ayna, were now known to him and Liam decided that he would find them, even if only to satisfy his curiosity and, in taking up their life, he would learn how they lived. He set off from his home after a few parting words with his family and friends.
 
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