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Name: Prudence Whitfoot Background: Lure of the Road Class: Treasure Hunter Level: 2 XP: 750 AC: 15 HP: 17 Speed: 25 Passive Perception: 15 Inspiration: 0 Proficiency Bonus: +2 Ability Value Bonus Save STR 13 +1 +1 DEX 19 +4 +6 CON 15 +2 +2 INT 15 +2 +4 WIS 16 +3 +3 CHA 16 +3 +3 Shadow Temp Perm Corrupt 0 0 +3 (Adv) Prof. Skill Name Bonus Prof. Skill Name Bonus X Acrobatics (DEX) +6 O Nature (INT) +2 X Animal Handling (WIS) +5 X Perception (WIS) +5 O Athletics (STR) +1 O Performance (CHA) +3 O Deception (CHA) +3 O Persuasion (CHA) +3 O History (INT) +2 X Riddle (INT) +4 O Insight (WIS) +3 O Shadow-Lore (INT) +3 O Intimidation (CHA) +3 X Sleight of Hand (DEX) +6 O Investigation (INT) +2 X Stealth (DEX) +8 O Lore (INT) +2 X Survival (WIS) +5 O Medicine (WIS) +3 O Traditions (INT) +2 Race Features - Hobbit Nimbleness: can move through the space of any creature at least one size bigger - Hobbit Elusiveness: Proficiency in Stealth - Resilient: advantage on corruption saves - Harfoot: Unobtrusive - can hide even when obscured only by a creature at least one size bigger Background Feature - Weather Lore Class Features - Expertise (Stealth, Thieves’ Tools) x 2 proficiency - Night Vision 60 feet - Sneak Attack +1d6 - Cunning Action Proficiencies Short Bow, Cook's Utensils, Pipe, s/r/w Westron, Light Armor, broad sword, short sword, Theives' tolos Equipment (Prosperous) Leather jerkin, Fur-lined traveling cloak, traveling gear, bedroll, backpack, comfortable boots, enough handkerchiefs to see her through, plate and cutlery fit for picnics, Thieves' Tools (25s), Short bow, Quiver with 20 Arrows, Two Daggers, Short sword. 38 silver on hand Distinctive Quality Reckless: You enjoy the road so much that sometimes your wanderlust carries you into dangerous situations unprepared. Specialty Fire-making: you can make camp anywhere Hope Absence makes the heart grow fonder; only by leaving the familiar can we better appreciate it. Despair I can never forge strong bonds; I'm always on the move
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Léofwyn of the Westfold Class & Level: Warrior 3 (Knight) Culture: Riders of Rohan Background: Emissary of your people Gender: Female Age: 26 Height: 5'4” Weight: 130 lbs Proficiency Bonus: +2 INIT: +2 AC: 17 (18 w/ Mount and Shield) HD: 3D10 HP: 29 Speed: 30 ft Passive Perception: 11 Proficient Saves: STR +3, Con +4 Inspiration: 0 Shadow: 4 Miserable: 0 Attributes and Skills STR: 12 (+1) DEX: 14 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 11 (+0) Save +3 Save +2 Save +4 Save +0 Save +1 Save +0 +3 Athletics +2 Acrobatics +2 Sleight of Hand +2 Stealth +0 History +0 Investigation +0 Lore +0 Nature +0 Riddle +0 Shadow-Lore +2 Tradition +3 Animal Handling +1 Insight +1 Medicine +2 Perception +1 Survival +0 Deception +0 Intimidation +0 Performance +2 Persuasion Attacks Broad Sword +4, 1D8+2 Piercing, Finesse Short Bow +4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed Dagger +4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Spear +3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) Experience Experience Total: 1217 Helped Hobbits on Road + 7 Defeated Brigands + 90 Helping around the Haywards' farm +40 Locating and negotiating with the thief, Eraniel +40 Defeated Bog Soldiers +50 Defeated Barrow Wight + 140 Convinced Robin Hayward to spare Eraniel +25 Information-gathering in The Pony +50 Goat encounter +25 Defeat the Old Troll +750 Features and Abilities Languages: Rohirric, Westron, Sindarin Cultural Features: Horse Lords, Ability Score Increase Cultural Virtue: King’s Guard – Shield-raising: When you are using a shield while mounted, your shield increases your Armor Class by +3. Background Features: Sigil of your master: As an emissary you are entitled to a certain consideration amongst foreign peoples. While you cannot speak with the authority of your lord and master, you do receive some official respect. You can expect to pass through the lands of other Free Peoples unmolested, be able to call upon other kings and chieftains for lodging and be received into the halls of power. Skill Proficiencies: Animal Handling Athletics Perception Persuasion Traditions Class Features Fighting Style - Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again. Warrior Archetype: Knight Sworn Defender: Upon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries). Marks of Honor: Also at 3rd level, your faithful service is recognised with a mark of honour. You gain another mark at 7th, 10th, 15th and 18th levels. 3rd Level Mark of Honor: Inspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest. Aelfric Riding Horse “Aelfric” Palfrey, Large Beast STR 14 (+2) DEX 15 (+2) CON 12 (+1) INT 2 (-4) WIS 10 (+0) CHA 5 (-3) AC: 12 HP: 29 (3d10+2) Speed: 60ft Passive Perception: 10 Trained Mount Hooves +4, 2D4+2 Charge Equipment Fine saddle of Rohan: Using it to ride a horse grants the rider +1 to all Strength and Dexterity ability checks while riding on a horse, as well as an additional +1 to checks to avoid being knocked off. Green Traveling Cloak Riding Boots Saddlebags Dagger Broad Sword Short Bow Quiver of 20 Arrows Shield (AC+2) Corslet of mail (AC 13+DEX) Bronze Armband Travelling Gear for Spring Spear 9 Silver Pennies Description and Background Background: Emissary of your people Distinctive Quality: Merry Specialty: Enemy-lore Hope: I will not betray my liege's faith and trust in me Despair: I did not receive my position for being a talented diplomat Description Leofwyn is average height with an athletic build. She keeps her golden hair long with the sides shaved for wearing a helm. Her garb is plain, it consists of a green riding cloak, tall riding boots, simple tunic, a set of dark trousers, a modest sword belt with a brass hilted broadsword and a sheathed dagger. On her right arm she wears a bronze torc depicting two entwined horses. Her mail is kept clean and in good condition. She also bears a round shield made of ash. It's field is painted red with two white galloping horses encircling it. Occasionally she carries an oak shafted throwing spear while riding. Her palfrey horse Aelfric stands at 12 hands and is a dark russet color with a black mane and tail, both of which are braided. A slender saddle is fitted, and pair of leather saddlebags sit neatly on a taupe woven horse blanket. 10 min Backgound Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! 1: She is the youngest child and only daughter of Elfbrand a minor noble in the Westfold and lord fo Fowlemere. Her mother Hilda is unknowingly a descendant of Eorl the Young through the line of Aldor the Old. Her three elder brothers, Aethelwold, Elfthain, Cynewulf are all competent warriors. Aetholwold was killed in battle with Dunland. 2: At an early age she began to take an interest in martial combat. Her brothers taught her the basics of sword play, while her father ensured that she was able to ride as swift as any man. Her eldest brother Aethelwold became her closest mentor, teaching her the value of the shield and spear on horseback. 3: She took a keen interest in studying the enemies of Rohan. Believing that it would grant her an edge in battle. Despite this she has never seen an enemy in person, let alone drawn blood in combat. 4: At the age of sixteen she was granted a position within the contingent of the Westfold Guard. It was merely a ceremonial role orchestrated by her father, yet she beamed with pride the first time she rode with King Fengel during a royal visit to Grimslade. 5: Several years later she was appointed to accompany a caravan of traders, merchants, and emissaries into the western regions of the Enedwaith and Eriador in hopes of opening new trade routes. She now finds herself in the village of Bree... Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. 1: She wishes to prove herself in battle, live up to the expectations of her position, and represent Rohan honorably. 2: I would like to see her develop into a warrior of Rohan, one not only worthy of riding into battle beside her king but also one capable of inspiring others to fight. Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! 1: She secretly knows that the merchant Hergund's dyes are fake. 2: Unbeknownst to her, she is indeed a descendant of Eorl the Young on her mother’s side. Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. Aethelwold – her eldest brother and mentor. He was killed several years ago by a Forgoil raiding party near the River Isen. The only thing returned to the family was his horse Aelfric, which Leofwyn now rides. Torvaldr Blackscar (enemy) – A Dunland chief who claims to have killed several Rohirrim while raiding along the Isen. Infamous among the villagers in the Westfold. Knut Lambfed – A native of Bree. When Leofwyn arrived in Bree she found the stables available lacking. Seeking a lodging more suitable for a horse bred in Rohan she met a young hobbit who had a small stable on the outskirts of Bree-hill which she rents for a modest fee. She has since spent much time conversing with Knut about local customs. Hergund – One of the Rohirrim traders that came with her caravan to Bree. He came with a wagon containing dyes from far eastern lands. He hopes to sell them in Bree and return to Rohan a wealthy man. Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1: She is stubborn, a natural athlete, and loyal. Her quiet nature often leads many to underestimate her and believe she is naive. 2: She wears an armband and almost never takes it off. It was a gift from her mother who claims that it is a family heirloom. The torc is made of bronze and depicts two intertwined horse figures, said to be the first of the Maeras. 3: She is unaccustomed to interacting with other cultures and finds the situation in Bree uncomfortable. Original Attribute rolls: First Set of rolls used, attribute bonuses applied: STR: 11 +1 = 12 DEX: 14 CON: 15 INT: 11 WIS: 12 +1 = 13 CHA: 10 +1 = 11
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Amdiran son of Amdirgir Dunédain Warden (sheet) Gender: Male Culture: Dunédain Class: Warden (Counsellor) 3 Background: Hunted By the ShadowTroubling to the Wise You or your family's deeds are well known amongst the notables of Middle-earth, and you have come to know many nobles, Elves, and even Wizards. Some of these you can count as friends and others are merely names you can mention to be accorded food and shelter for the night. Even your friends know that trouble follows you and they will do everything they can to help you on your way while keeping you as safe as possible. This means you often have knowledge of the lesser-known hiding places and catacombs in the castles and cities you visit. Skill Proficiencies Stealth, Perception (subbed for Survival) Passive Perception: 15 Passive Investigation: 13 Passive Insight: 15 HP: 22 Hit Dice: 3d8 AC: 15/17 Initiative: +4 Size: Medium Speed: 30 feet Abilities & Skills Proficiency Bonus: +2 STR 6 (-2) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 16 (+3) CHA 16 (+3) -2 Saves +5 Saves +2 Saves +2 Saves +3 Saves +5 Saves -1 Athletics +4 Acrobatics +4 Sleight of Hand +5 Stealth +4 History +3 Investigation +3 Lore +3 Nature +3 Riddle +3 Shadow-Lore +4 Tradition +4 Animal Handling +5 Insight +4 Medicine +7 Perception +5 Survival +4 Deception +4 Intimidation +5 Performance +7 Persuasion Proficiencies Languages Class Features Culture & Virtues Light Armor, Shields, Simple Weapons, broadswords, long swords, short swords Westron Sindarin Warden's GiftYou can inspire others through stirring words, through music, or by your presence alone. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Warden's Gift die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Gift die, but must decide before the DM says whether the roll succeeds or fails. Once the Gift die is rolled, it is lost. A creature can have only one Gift die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Warden's Gift die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Ever WatchfulWardens make a point of keeping up with the latest news, both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely wander about an area talking with locals and passing travelers for a few hours, you can make a DC 12 Intelligence (Investigation) check with advantage. Success indicates that you hear all the latest useful rumors, including news of trouble. Failure means you hear all the latest rumors and news, but cannot discern the true from the false. On a success, you can also glean the names, whereabouts, and general appearances of all local influential individuals, households, and factions, as well as well as what livery, colors, and heraldry they typically bear, if any. Jack of All TradesWardens tend to know a little bit about everything. Starting at second level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. Campfire TalesBeginning at second level, you can help revitalize your wounded allies during a short rest. If you tell tales during short rest, then you and any nearby friendly creatures gain an additional 1d6 hit points per Hit Die spent. The number of extra hit points gained increases as you gain Warden levels: to 1d8 at 9th level, to 1d10 at 13th level and to 1d12 at 17th level ExpertiseChoose two of your skill proficiencies. Your proficiency bonus for these skills is doubled. Perception, Persuasion Bonus ProficiencyWhen you choose this expression at third level, you gain proficiency in a single Wisdom or Charisma Skill of your choice. Performance. DiscourseAlso starting at third level, through carefully chosen words and the force of your personality, you have an uncanny ability to lower the guard of potential enemies and sway them toward parley instead of violence. Choose one creature within earshot and make a charisma check with advantage. Your opponent may make a Wisdom saving through. If you succeed, that creature is considered friendly toward you. The skill you use for the Charisma check depends on the type of discourse you wish to engage in: if you are trying to trick your opponent, you use Deception; if you are using strength of arms to make your opponent stand down, you use Intimidation; if you are trying to convince a neutral party to join you, you use Persuasion; and if you simply wish to occupy your opponent's attention for a while, you use Performance. In short, any Charisma-based skill can be used as long as there is a reasonable basis. A friendly creature tries to help you so long as it or its allies aren't threatened; any attack against a friendly creature or its allies obviously ends the discourse! If you ask a friendly creature to commit a Misdeed, do something that would force it to defy its orders, or otherwise upset someone above it, then at the Loremaster's discretion it is allowed to make another Wisdom saving throw. It takes a lot out of you to quickly find the best words to lower an opponent's guard. Once this feature is used, it cannot be used again until you take a short rest. Ability Score Increase+1 Str, +1 Dex, +1 Con, +1 Wis Lore of NumenorYou have proficiency in the History skill. Raised in the WildYou have proficiency in the Survival skill. Foresight of Their KindredRaise your Wisdom Score by 1. Additionally, once every Adventuring phase, you may invoke your power of foresight by spending inspiration. When this happens, the Loremaster should give you a relevant piece of information regarding important events likely to occur in your current adventure. You can seldom see exactly what is to befall, but you may gain clear images of where you should go, places to be wary of, a wanderer you can trust and so forth. If no such information is available, or the Loremaster prefers not to divulge it, once, before the current adventuring phase is over, you may choose to automatically succeed at an attack roll, a saving throw, or an ability check. Attacks Weapon To Hit Damage Type/(Range) Broadsword Dagger Short Bow +5 +5 +5 1d8+3 1d4+3 1d6+3 Slashing Piercing Piercing (80/320) Money Silver Pennies: 7 Equipment Readied Armor/Clothing Weapons Readied Items Leather Corselet Shield Dark Hooded Cloak Jeweled Brooch Broadsword Dagger Short Bow (20 Arrows) Pouch - Money (see above) - Pipe and pipeweed Equipment Stored Stored Items: In Backpack Strapped To Backpack Travelling Gear Tapestry of Pelargir Traits Distinctive Trait Elusive The game is not over simply because you've been spotted. You have an uncanny knack for getting out of sticky situations. Speciality Fire-making You are adept at making do with what you have when you settle in for the night, wherever that may be to keep the eyes of the Shadow off you. Hope I give comfort to my allies--it is possible to strike a blow against the Shadow. Despair No place is safe. The Shadow has eyes everywhere. Character Overview Background Elements Amdiran's ancestors served as stewards and advisors to the kings of Arthedain. Their line can be traced back to the Númenorian refugees who fled the destruction of the island realm with Isildur. Amdiran is the only child of his parents, Amdirgir and Ioreth. They were childless for a very long time, and chose his name, which means "Long Hope" to acknowledge this. Amdiran's name has a double meaning: the long hope Amdirgir and Ioreth had for a child, and the long hope that the line of Isildur will be restored to the throne of Arnor and Gondor. As a child, Amdiran caught a wasting fever. He would have died had Amdirgir not prevailed on Arathorn II to visit and heal his son. To this day Amdiran bears the marks of this illness. It stunted his growth and sapped his strength. There was a time when no one expected Amdiran to embark on the traditional errantry of the Rangers of the North. However, he was determined to prove that he was worthy of the blood of Númenor. Although Amdiran is not as strong as his fellow Rangers, his inner fire gives him endurance beyond that of many other Rangers. Amdirgir was slain by orcs alongside Arathorn II, his friend and chieftain, in TA 2933. Amdiran joined Elrohir and Elladan, Elron's sons, in tracking the orc war band. He slew their chieftain by shooting an arrow through its right eye, killing it in the same way the orcs had killed Arathorn II. Since this time, Amdiran has drawn the special enmity of the Shadow in the East. Because of his father's friendship with Arathorn II, Amdiran has spent significant time in Rivendell. He is known to Elrond, and has accompanied Elrohir and Elladan on several occasions. Amdiran is interested in history. Some of this interest has served a practical purpose in training him to one day be an advisor to the child Aragorn II, the child chieftain of the Rangers of the North and heir of Isildur. However, Amdirgir's real historical passion are the tales of the Silmarils and the First Age. Amdirgir especially loves the tale of Beren and Luthien. Amdiran principally patrols the area around Bree and its surrounding villages, although his errantry has taken him throughout all of Eriador. He is known in Bree as "Fletcher," since he always carries his bow. Amdiran is skilled enough with the broadsword. However, he prefers to fight from a distance with his short bow, where his lack of strength is less of an issue than in melee. Amdiran is blessed with the foresight of Númenor of old. All the bloodline of the West has weakened, so have the powers of the Dunédain's foresight. Amdiran receives brief and infrequent flashes of inspiration or half-remembered fragments of dreams. Usually, these concern knowing when to strike or duck in combat. Three years ago, he had a dream warning him to guard Bree. he is not sure why he needs to guard the area, but he has learned to trust these insights. The Shadow will threaten Bree somehow, and Amdiran is called to thwart it. Goals Armdiran wants to prove his worth as a warrior. He is noted for his knowledge of history and for his wise counsel, but he sees these as roles for an older man whose errantry is past. He doesn't want to be old before his time, especially since the new chieftain is so young. He's looking for another chance to prove himself. I'm interested in playing a physically weak member of a warrior culture. Armdiran's low strength is less of an issue in a 5E-based system than in some others, but I'm really curious to see how it will play out in game. I've never played such a weak character, and I want the experience of really RPing the flaw. Plus, the Rangers of the North are awesome and enigmatic. Who wouldn't want to play one? Secrets Amdiran keeps his gift of foresight as a closely guarded secret. His parents were aware of it, as was Arathorn as Chieftain. However, he fears that should his gift become known, he will become even more a target for the growing Shadow in the East. Just as Amdiran declared vengeance on the Orcs who slew Arathorn and his father, Shaga, the son of the Orc Chieftain Amdiran slew, has pledged to kill Amdiran in vengeance. Shaga has played a long waiting game, sometimes skirmishing against Amdiran. However, Amdiran is not specifically aware of Shaga or his vendetta. Connections Ioreth, daughter of Aliel Ioreth, Amdiran's mother, lives in one of the Dunédain villages in the Angle. She is both proud of her son for his achievements despite his weakness and fearful for him. She would prefer that he left errantry to the more able-bodied. Elatan Elatan is an elf of Rivendell, whom Amdiran has accompanied on several scouting and hunting missions. They have journeyed throughout the Trollshaws together, hunting trolls and orcs. Of all the elves of Rivendell, Amdiran is closest to Elatan, whom he considers a friend. Courtland Bowyer Courtland is a bowyer living in Bree. Although most Bree-folk are distrustful of Rangers, Courtland and Amdiran have struck up a professional friendship. They bonded over a shared love of archery. Courtland helps to keep Amdiran abreast of news in Bree and the surrounding villages. Memories, Mannerisms, & Quirks One of Amdiran's fondest memories of childhood is his father Amdirgir teaching him to shoot a bow when he was six. To this day, Amdiran feels his father's presence with him whenever he holds a bow. Since his childhood illness, Amdiran has had nightmares of fire. They take different forms, but two recurring ones are being trapped in a burning building or in a forest fire. He wakes from these nightmares in a cold sweat, feeling like he has not rested at all. They occur with especial frequency whenever he is worried or stressed. Amdiran has an unusual superstition about his arrows. He feels that arrows with black or dark fletching never fly true. All of his arrows have light-colored fletching.
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I hate this site... you can't even copy stuff from another post in the same thread 😞
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⌬ ████ ██████ "ABBADON" ⌬ Base Refresh: 3 Adjusted Refresh: 1 High Concept: Juggernaut With A Heart Trouble: Loves Others, Hates Themselves Free Aspect: Implacable Guardian Free Aspect: Mochi Baker ⌬SKILLS⌬ Great (+4) | Physique Good (+3) | Athletics, Will Fair (+2) | Fight, Rapport, Notice Average (+1) | Empathy, Shoot, Investigate, Medical ⌬STRESS⌬ Physical Stress: OOOOOO Mental Stress: OOOOOO ⌬STUNTS⌬ Basic Super Strength. You gain +2 to Physique in all situations that require pure strength. Master Super Strength: There’s strong, and then there’s you. Gain an additional +2 bonus to Physique in situations requiring pure strength. Basic Super Toughness: You gain Armor:2 against any purely physical damage. Implacable: The best defense it not even noticing that someone is attacking you. You gain Armor:4 against physical damage. Basic Energy Absorption: You may use Physique, with a +2 bonus, to defend against any energy-based attack and to overcome energy-based obstacles, simply by absorbing the energy into your body. Energy-based threats include electricity—such as stun guns and tasers—radiation, fire, and most super-powered blasts; in short, things that can hurt you but aren’t solid objects. ⌬BIO⌬ Abbadon (birth name forbidden for security) was one of the first visibly Gifted. Which meant Abbadon ended up on a lot of watchlists. Abbadon was quietly removed from culinary school for training and "special treatment" at a "special treatment facility". Isolated, with little contact with the public, Abbadon has become dependent on the rigid structure of the military. But Abbadon still remembers being a kid. They miss being a kid. Abbadon is currently drafted by REAPERS as a combat search and rescue specialist. Ironically, Abbadon never held a gun or even got in a fight before basic training. Similarly, Abbadon's ability to close or sense the Abyss has been dulled due to "treatments" to enhance their toughness. Instead, Abbadon acts as a living shield to squadmates and civilians (which might have something to do with the squad's survival so far). Should Abbadon successfully close to a Abyssian, Abbadon's most comfortable move is to pin them until a "real" soldier arrives. Because Abbadon isn't a "real" soldier. Or so Abbadon says. ⌬ON PERSON GEAR⌬ High-Caliber SMG Helmet with Mask Fullbody Armor With Pockets NVGs Combat Radio Rangefinder Handheld Military GPS First Aid Kit Cable Ties Wire Cutters Homemade Mochi
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The Rihannsu novels by Diane Duane had a strong influence on the background and personality of this character. I know it is considered semi apocryphal these days, but her influence on the Romulan characterization in the early versions of the Star Trek RPGs is evident and I believe I also see it in the way Vonda McIntyre adapted the script to novel in Wrath of Khan. Cultural differences can be chalked up to being raised on a colony world. Current Image Still Deciding, but probably good enough. History in Brief Born of a Romulan father and a Vulcan mother on the planet of Trianguli V in the year 2313. In 2320 her home world was stricken by the deadly Phyrox Plague, which has a mortality rate of 99.99%. An outcaste by birth, she was abandoned along with many others that the ruling council thought unimportant and left behind in the evacuation. A Federation research party rescued the survivors and brought the children to Vulcan. A’kora was raised in Vulcan traditions but the birthright of Logic is not hers. The conflict between her Romulan Passion and Vulcan Logic drove her to leave Vulcan and join Star Fleet. Slightly Expanded... Born in slavery, A'kora does not know the year of her birth. She never met her mother, who had been driven to suicide by the process which is required to induce Pon Farr in a Vulcan female. Her Romluan father barely acknowledged her existence and A'kora became a menial laborer as soon as she could hold a cleaning implement. When the plague came, the Romulans abandoned slaves and did not expect any of them to survive or they would likely have murdered her before leaving. Raised by a typical Vulcan family, A'kora was actually rather happy. Vulcans might consider her barely more housebroken than a sehlat, but it was far better treatment and conditions than her previous seven years as a slave. Her adopted family was supportive and they mitigated much of the prejudice which Vulcan society might have inflicted upon her. A'kora was still aware of their disapproval and struggled hard to fit in and be the proper Vulcan child. Only her older sister, T'jhal, considered that trying to suppress all emotions might be damaging to A'kora in the long run. On Vulcan, A'kora was encouraged to (some might say, driven to) a medical career. The theory being it would temper her Romulan 'blood thirst' and other negative qualities. She developed an interest in forensic medicine and as an assistant to one of the few Vulcan medical examiners, A'kora visited Starbase 22 to investigate a rare murder of a Vulcan citizen. Direct exposure to Star Fleet personnel convinced A'kora to abandon medical practice and Vulcan entirely. After a few years on her own with trading vessels and small scale merchants, A'kora was approached by Star Fleet Intell to infiltrate a Romulan shipyard and acquire blueprints to the newest Romulan military designs. In return for her services, Star Fleet Intell backed A'kora's application to the Academy. She proved to be an excellent student and learned as much from her human students as she did from the Academy Instructors. Though perhaps the lessons she learned were not always the ones which the Academy might have wished. A'kora has adapted quite readily to the human concept of 'one hand washes the other' and has learned to cultivate favors and the art of the back room deal. She has taken to this ideal with a Romulan ferocity, tempered perhaps by six months of having worked undercover with a Star Fleet Intelligence Operative. A'kora Final.pdf
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Born: April 11, 2351, Federation Embassy, ShiKahr, Vulcan (legally considered to have been born on Earth) Personality: Karin is, despite her upbringing on Vulcan, a warm and empathetic young woman, always eager to learn the interests and hobbies of others. She believes that even as a Starfleet officer, her first obligation is to uphold the values of the Federation, most prominently those of peaceful cooperation and a sense of discovery and adventure. The galaxy may be full of dangers, but a danger is often a friend you haven't gotten to know yet. She firmly believes that diplomacy, trust, and understanding can be more powerful than an armada of battlecruisers, and intends to live up to those ideals during her time in service. First Posting: Karin is due for assignment aboard the U.S.S. Stagg, a Nova-class science vessel intended to conduct survey missions and reinforce diplomatic ties along the Neutral Zone. Karin_Sorenstam-sta-character.pdf
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Vaaro-Hesk Ensign, Medical Department AnaesthesiologistWhen the Anaesthesiologist is providing assistance during a Medicine Task, they do not count against any limit on the number of characters that may assist. Appearance Hesk's appearance is altogether typical of a Grazerite male: he's heavily-built but not unusually so, has a pronounced, deeply furrowed brow and a bovine snout, and layer of fine, downy hazel-coloured fur covering his hide-thick skin that matches his eyes. In contrast to most of his people however Hesk prefers to keep the slightly curved horns that would normally crown his skull filled very low; so low in fact that at a distance or with only a cursory glance it would seem he didn't have them at all. He styles his hair into something of a mohawk that fans out closer to the back of his head. Hesk generally prefers semi-casual clothing when not in uniform. Height: 5'10" Weight: 143 lbs Personality Vaaro-Hesk exhibits many of the traits the wider galaxy has come to expect of Grazerites. He is placidly confident and possesses high self-esteem, having grown up emotionally secure and certain of the benign nature of the universe. Being thoughtful and contemplative by nature, Hesk rarely if ever makes snap decisions. He is hard to anger and seldom shows said anger openly even if he is furious. Extremely patient and highly resistant to boredom, Hesk excels at tasks requiring a long attention span and close attention to detail. Hesk is a straightforward, uncomplicated person with a moderate temperament and highly defined sense of morality. He was brought up by his Upsol to live honestly and openly, and to be good to others - he has lived by these simple truths ever since. This invariably consists of him helping others and doing good without the expectation of reward. Being comfortable with open plans and plain talking, Hesk disapproves of underhanded tactics, lying, and subterfuge. He’s not necessarily naive or foolish - just solid and reliable, and as good as his world. This is not to say Hesk is a dogmatist or otherwise insistent that others live as he does, but he does carefully evaluate his actions to make sure they align with his beliefs. This public-spiritedness, as well as an acute feeling for the pain of those around him, has driven Hesk to alleviate suffering - whatever the cause - wherever it can be found. From something as small as a graze on a child’s knee to the starvation of a drought-ridden planet, he dedicates himself to helping as many people as he can, however he can, and easing the discomfort of others. Charitable and compassionate to a fault, Hesk’s own happiness is secondary to that of others; so complete is his altruism that he gives freely of his time, belongings and whatever else it takes to raise others spirits. While he would never do anything that might bring harm to others (unless doing so would protect others or it could not be avoided), Hesk can become obsessed with his cause to the point of endangering himself. This tendency to place the needs and safety of others above his own has cause Hesk no small amount of trouble in the past. Even still, Hesk tries to stay cheerful and stop worrying as much for his sake as that of others. He has a seemingly bottomless reserve of cheer and refuses to believe in the worst-case scenario, sometimes to the point of antagonizing more pragmatic acquaintances. There’s a glimmer of hope in even the darkest of nights he reasons, and while he’ll encounter difficulties from time to time there’s no sense in worrying himself to death in advance. However as Grazerites are such a communal species, there can be instances within an Upsol of individuals who prefer to defer personal decision-making to a wider social unit. Hesk is one of these individuals (though not to the degree of herd mentality or deindividuation), finding security in the decisions of others and taking another’s lead in most situations. Taking charge is just not in Hesk’s nature, and while he works incredibly well with others when trying to reach a common goal he finds it both difficult and distasteful to go against the flow and rebel. History - Vaaro-Hesk was born on March 11th, 2350 on the Federation colony of Casmus III. Located in the Beta Quadrant along the Federation-Gorn border, Casmus III is a rugged frontier world of montane savannas and expansive steppes well suited for rangeland; after the Dilithium mines ran dry in the 2290's ranching and agriculture became mainstays of the planetary economy, and the planet has, to a large extent, managed to avoid large-scale urbanization (even with a population of a little over 20 million). "A simple and peaceful life can often be the most rewarding" is a common mantra among Casmus III's hardy and determined citizens, informing much of their day to day lives even should they leave their home and venture out into the stars. - Hesk grew up amongst homesteaders, his Upsol (a conglomeration of Grazerites who work, relax, eat, and ruminate together and are often related by blood) of about 300 owning and operating a holistic farm in a strath a few miles north of Casmus III's equator. While predominantly focused on agrarian production to meet the Upsol's needs, the Vaaro Homestead did maintain several score heads of livestock; Hesk and his immediate family tended to these animals, working as wranglers and drovers. The work was hard but certainly rewarding, and Hesk has carried a deep love of animals ever since childhood because of it. Yet even as a child Hesk yearned to see and experience all that the universe had, roaming the sea of stars as part of the Federation Merchant Marine or on an independent freighter. - Starfleet entered the equation on the advice of a few close friends, who felt that Hesk had what it took to make it in the service. Finding such a notion to his liking and wanting to make his friends happy, Hesk turned his focus towards enrolling at the Academy. Ruminating on his options therein became a simple process of elimination for the young Grazerite; he abhorred violence on principle and had never been particularly technically inclined so Operations was out, and taking charge just wasn't in his nature so Command was a no-go. The life sciences had always been one of Hesk's interests in school, but he needed something more practical and applicable than the Science Division on its own could give him. That left him Starfleet Medical, a decision that agreed with both his strengths as well as his personal convictions. Hesk applied shortly after this decision, and after some additional testing was enrolled at the Starfleet Medical Academy for 2367. - Hesk's first assignment after graduating from Starfleet Medical is aboard the U.S.S Nightingale(NCC-60805), a Nebula-Class hospital ship under the command of Captain Nandi Jadeja. The Nightingale is a Crisis & Emergency Response vessel, serving as first responders and providing medical aid and crisis management wherever they are needed. Hesk's duties as an Anaesthesiologist are chiefly supportive in nature; beyond ensuring that patients do not suffer during the course of their treatments, he would also be responsible for monitoring patients vital signs and making adjustments to medications during the proceedings. This allows the surgeons and physicians to focus on the task at hand. Vaaro-Hesk.pdf
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T'Kres Personality: T’kres is a woman both grounded in the here and now and one who strives to always be and find more than she was yesterday. She does not find the states contradictory: it is perfectly healthy and natural to know and accept oneself even as one seeks improvement of that self. She has learned to wrap logic and serenity about her like a cloak –inappropriate expression of emotion never helps anyone- but underneath lurks a gentle delight in life and discovery. She finds fulfillment in building and making things work, and in helping those she works with to be the best form of themselves that they can be. There is a newer note of steely resolve in her personality, as should probably be expected of someone who has been tempered on the anvil of significant hardships to emerge still alive on the other side. Appearance: T’kres has a typical Vulcan cast to her features: black hair, pale skin with a hint of greenish undertone, pointed ears and upswept eyebrows. There is perhaps a bit more grace and delicacy to her features, descended from artists and scientists instead of farm or guard stock. T’kres still prefers the soft, light fabrics and loose, flowing styles of her homeworld in her off-duty hours. Background: T’kres was born on Vulcan. Her mother, a noted artist, raised her alone after her father died from a previously unknown heart defect. Though some outside the culture assume Vulcans unfeeling, she learned from her mother to appreciate aesthetics of all stripes and that mediums such as art and culture were perfectly acceptable mediums to express some of the emotion that logic ultimately held sway over in other aspects of daily life. She failed to train herself to an adequate standard in any visual medium, but picked up both the Vulcan lute and (in her Academy years) the Human violin. T’kres took her mother’s lessons to heart ,but preferred designing to purpose rather than for expression. She liked building things, and set her focus on joining the Starfleet Corps of Engineers as soon as she was taught of its existence. T’kres received encouragement from an unexpected source: her future husband. She was properly betrothed in childhood to the son of a friend of the family and got along with the bright-eyed and curious Sorlik well enough. He was not so adventurous as she, but thought she hung the moon and stars all by herself, and did everything he could to support her dreams. When she joined Starfleet, he was right there beside her. Sorlik went straight into the medical track, while T’kres pursued training in the Engineering department. As her education progressed, however, her interests took her back and forth a bit on the Operations paths and she spent a little longer than most as before concluding that her first love was the truest one. She thus graduated a few years behind her betrothed and was not there when the vessel of his first posting went missing in action, their betrothal link thinning too much to tell if distance or death was the cause. In the aftermath of this event, she attracted the attention of Lieutenant Commander Niklaren Hadstrom, a sympathetic senior engineer who took it up to guide a promising young cadet through what was clearly a tough time. It was the first time she’d really had a father figure in her life, and she treasured his advice greatly. Hadstrom was from Umoth III, a world on the Cardassian border, and as she grew closer to graduation the situation in the area deteriorated fast. Her mentor’s upset over the events back home eventually persuaded her that he was correct- the Federation should not have abandoned those worlds to the Cardassians. The need of the many for peace might logically trump the needs of the few for safety and freedom, but was it truly peace to let bullies terrorize good people? Was that what ethical beings should allow to happen? No. Logic dictated that did not truly serve the many- a false peace was no peace at all. So when her mentor stole equipment and supplies in preparation for defecting to the Maquis, she arranged the engineering accident that covered up his crimes and flight. The injury received in the resulting explosion set her graduation back six months as she recovered from the trauma. Thereafter she experienced large gaps or fuzziness in treasured childhood memories, and complete aphasia regarding her native Vulcanur language. It only made the decision to follow her mentor easier. Her first post-graduation assignment was to assist a civilian engineering project on Aldebaran III, but she planned to jump ship along the way. T'kres-sta-character.pdf
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And... Yes, I know, I'm cheating! I know, I know! I'm cheating, it's She-Hulk. But what other cool images of green women am I gonna find, right 😁 Kotho Kotho was born and raised on an Orion Syndicate Starship. Her mother, a high-ranking Syndicate member, treated her daughter like dirt. Worse even! Why? Kotho certainly didn't know. At least not back then. All she knew was, her mother hated her. She could see it in her eyes. Feel it in their every interaction. So much so that Kotho often wondered why she'd even given birth to her. She was even foolhardy enough once to ask. "Slave labor!" Had been the cold answer. Kotho quickly learned to keep her head down after that and endure the harsh life. She didn't have the opportunity to learn much in the way of knowledge. But she did grow up to be strong and sturdy. And when the life got too hard to endure, she tried to run away. But her mother found her and dragged her back, kicking and screaming. She wasn't about to let go of that free slave labor. If that's all it was! The second time, Kotho was more careful with her attempt. But her mother found her just the same. And with each new attempt to run away her mother's punishments became increasingly inventive in their severity. And her mother's hatred of Kotho grew. Kotho was forced to wise up and bide her time. Plan for the long haul. So when she decided to run next time, her mother wouldn't be able to find her. And so the years went by and Kotho grew into a full fledged adult. No longer the weak, defenseless little child, she was more confident in giving escaping another attempt. Of course, she was far from strong. Her mother kept her on the cusp of health and nourishment. After all, a weak slave was a useless slave. But a slave in flourishing health was a potential threat. Especially with Kotho's proclivities for running away. Both mother and daughter had learned their lessons over the years. And outwitting each other had become a sort of game between the two. At thirty-two, Kotho enacted her grand-escape plan. This one, significantly more elaborate and well put. So much so that it took her mother a significant amount of time to find her. And yet, time enough for her last attempt to attract the attention of someone unexpected. Her paternal grandfather. A retired Starfleet Captain searching for his son, who'd disappeared while on an intelligence gathering mission. His target, the Orion Syndicate. Apparently he'd been investigating his son's disappearance all this time and had somehow learned that his son had sired a child with an Orion woman. And the Starfleet Captain had come to suspect Kotho was this child. Or maybe he was simply desperate enough and was grasping at straws. All the same, he'd managed to rally enough of a support to attempt a diplomatic extraction of Kotho from the clutches of the Syndicate. Until finally, her mother had ended up essentially selling her to the Starfleet Captain for an obscene amount of money. And after two years of constant briefing and debriefing. Security checks and rechecks, Kotho was declared a non-security risk for the Federation. And after it was proven through a genetic test that she was indeed the granddaughter of the Starfleet Captain, she was given a Federation citizenship. Captain (ret.) Owen Paris arranged living quarters for Kotho on Earth and when the question of work and earning her keep came up, he suggested she try out for Starfleet Academy. Naturally, with someone without a sliver of formal education, it would be an uphill battle. But her grandfather was there every step of the way. So much so, that the genuine affection he showered her with, after a lifetime of motherly hatred, sometimes overwhelmed her. But in the end, it turned out to be the fuel she needed to make it in and make it through. After all, could anyone ask for a better mentor than a decorated Starfleet Captain? Kotho certainly couldn't. And there couldn't be a prouder man when Kotho received her first commission a board the USS Enkidu as a Conn Officer. Kotho-sta-character.pdf
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T'Mirras T'Mirras is the child of two Starfleet officers. She was born on the USS Vureen, an Excelsior-class ship tasked with 2 years into a 10 years deep space exploration at the edge of Federation space. Though her parents did their best to teach her about Vulcan culture, she grew up surrounded by a diverse crew and integrated an equally diverse number of values and ideals. When the Vureen finally returned to Federation space, T'Mirras' parents sent her to Vulcan to give her a proper education. It did not go well. T'Mirras was judged to be too alien by her peers and teachers. She was miserable. Eventually, her mother took her out of school and brought her along to her new assignment. As soon as she was old enough, T'Mirras applied to Starfleet Academy. The day she was accepted was the happiest most rewarding day of her life. She followed the Command path, like her mother before her, with a minor in Security. During her last year at the Academy, she was with a group of fellow cadets on a training mission when their shuttle was caught in a subspace eddy. It crashed on a nearby, uninhabited P-class moon. The group's instructed was killed in the crash and the cadets had to survive on their own. One died to a local predator's attack, and the rest of the group was stalked and hunted by the creature. T'Mirras devised a way to lead it into an ambush. The confrontation was brutal and the cadets emerged victorious, but T'Mirras was grievously injured. Had they not been rescued shortly thereafter, she would have died on that frozen moon. T'Mirras' right arm was beyond repair and had to be amputated and replaced with a prosthetic. Her recovery, physical therapy, and trauma took time, and she was forced to delay her graduation. Struggling, she turned her attention to understanding what she was going through and studied psychology. Approaching her trauma from an academic perspective helped her make sense of it and regain control of her emotions. Once she finally graduated, she was assigned to the USS Bonchune as a Security Officer. Personality Though trained to control her emotions, T'Mirras grew up around other species and is a bit more expressive then other Vulcans. To people unfamiliar with Vulcans, this might not be noticeable, but to those who know people of her species, and especially to other Vulcans, it sticks out like a sore thumb. T'Mirras loves has great respect for Starfleet. She is deeply loyal to the organisation and willing to put everything on the line for it. T'Mirras is ambitious. She wants to rise through the ranks and dreams of one day commanding her own ship. She will aggressively pursue opportunities for advancement. Appearance T'Mirras is a 29 year oldRoughly equivalent to 20 year old for a Human. Vulcan woman. She has olive skin, black eyes, and black hair which she keeps short, but not in the traditional Vulcan haircut (see pic). She is 1.7 meters tall (5' 6") and weighs 61 kg (134 lbs), with a muscular frame. Her right arm is artificial, covered in a smooth, white casing that makes it easily noticeable. She makes no effort to either conceal or highlight it beyond the choice of material. When not in uniform, she favors functional, athletic clothing that don't restrict her range of motion. T'Mirras-sta-character.pdf