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  1.   Name: Widow Trinity Clan: Followers of Set Sheet: Widow Trinity :: World of Darkness [New] :: Myth-Weavers Online Character Sheets Nature & Demeanor: Creep Show You strive to shock and disgust those around you with gratuitous acts and ostentatiously “evil” mannerisms. You realize, of course, that it’s all show and merely a way to intimidate and control others. Outsiders, on the other hand, think you are the Devil incarnate, and you revel in this image. Shock-rockers, rebellious teenagers, circus freaks, and the attention-starved exemplify the Creep Show Archetype. — Regain a point of Willpower whenever someone recoils from you in horror or otherwise reacts in fear.   Love came early for Trinity, at a mere 16 years old she met a handsome guy on day 1 of college. She was going to become a journalist and had dreams of scooping a top story and becoming famous, she also wanted to write a book or two. Horror and or fantasy with a little love thrown in, by the time she left college two years later she was heading for uni not too far from home (Birmingham). Mick was going there too so they could still see each other, Trinity found a job in a small local newspaper doing all the unwanted jobs and the obituaries. After a year she had a breakthrough, she was given a job to cover a theft from a shop where the culprit had removed an adjoining wall to access a small jeweller. It turned out that they had killed the neighbours to use the house and suddenly the small story got bigger, her cameraman spied some disposable safety equipment in a nearby bin and Trinity had a scoop that promoted her. At a mere 20 years of age, she was now an assistant editor, Mick proposed to her and she accepted. Oh how fate is cruel, Tempest needed a spy and a newspaper was as good a place to place one. With a newspaper's reach Tempest could watch for any bad "vibes", keeping Widow Trinity as a spy was like having a bookmark. Trinity became a vampire on her wedding night of all nights, her husband slept as she was turned into an undead, just like that. As Trinity awoke the raging hunger made her drain her husband, she then spent a few weeks as her body changed. The bits that were not needed like the bowls and intestines were ejected, and her body reformed to its new needs. Upon completion, Trinity had another hunger but this time her new mistress introduced herself and took Trinity to a park where the art of seducing a meal was shown to her. Sex was the easiest tool to get a meal, most men, especially the young ones, would want to slip into your bed. Women too could be lured easily enough, if you drained a person you had to deal with a body. Fire was good as were messy accidents, ones where the throat or arms could be mangled to cover up the bite marks. Trinity added Widow to her name as losing her husband made her one, her "mother" was called Tempest and so Tempest gave Widow Trinity some rules to follow. The golden rule was "DO NOT TURN ANYONE EVER", you only turn when you need some muscle or a pawn. Widow Trinity it seemed was just a pawn, a bedmate to keep madame err "warm" at night. Becoming a vampire robbed you of a good many basic needs, you could still drink, eat, smoke etc but sex was the biggest loss. You still had feelings but just not as good as the living did, Trinity did not miss a man though, not even her dead hubby. Widow Trinity began work on information gathering and brokering, dirty secrets made money. Tempest took Trinity to the temple where she was sworn in, the head of the clan wanted Trinity but this was not to be. Widow Trinity had no need for a man, a fat one to boot. This now sat stale and the more demands he sent the more Trinity said no, and then he overstepped the mark. She was captured and chained to his bed, her rage was legendary. After he was sated he lay on the bed to sleep, Trinity tore open his throat and drank some of his blood. Taking the key from him and unlocking the chain Trinity fled from the deed, she was utterly broken and stopped running when she got to America. "What now," she thought, New York was entertaining but did little for her. Widow Trinity headed south and arrived in the Savannah, this presented an opportunity. Having stolen the week's takings from a drug dealer Widow Trinity threw a party, no clothes were permitted and be prepared to experience love from any angle. During this party, Trinity was introduced to Lady Divine. She was a personal friend of Winthrop Thomas - Prince of Savannah, he had plans for Widow Trinity.
  2. Yeah Rob Marciano was my father. He was just my father you understand? And this is just an art gallery, ya wanna buy a painting? General Description: A neonate Ventrue from Newark Leona Marciano, or "Leo" to friends, made her money in the art world. Proving you can put an Art History major to good use if you can find the right kind of financial backing. She is the proud owner of a shiny new art gallery a few blocks away from the SCAD Museum of Art hosting both parts of her own collection and quickly filling up with works by local artists. Of course that is only part of the story. Leo’s other stock and trade is information. Her network in Newark was one of the best this side of a Nosferatu, something she hopes to reestablish. Personality: Coming with a clan with a reputation for arrogance, snobbery, and otherwise putting on airs Leona takes great pains project a more down to earth image. Friendly without being fawning, confident without being brash, like everyone's cool big sister. This is of course an intentional posture but also not entirely feigned. Leo really does prefer to be on good terms with people, but knows from experience you cannot really trust anyone. Likewise Leo's presentation as a patron and appreciator of the fine arts is both broad-based and genuine, if not all she is after. You would not be the first to comment she should have been a Toreador, but Leo makes a point of taking that as a compliment generally before proceeding to give an explanation in the finer points of impressionism or trends in modern sculpture. While she can get her hands dirty when she has to Leo prefers to be less direct. She prefers to collecting rumor, researching records, or passing a little cash around to get what she wants done. All of which is much easier when she can look someone in the eye, but better as the scalpel then the hammer. Appearance: Embraced in the prime of her life Leo appears to be a young woman of slightly above average height with a slim athletic build, golden hair and grey eyes. In dress she always dresses smartly in well tailored outfits, though unlike certain Ventrue she had more then suits and fancy dresses in her wardrobe and outside formal or purely in-clan affairs affects more casual styles. Next to her fellow Kindred Leona wears the Curse but lightly, with no deathly pallor or icy touch to be found and she is often seen snacking on regular food or sipping a glass of wine.   Character Sheet: Basics: Name: Leona Marciano | Nature: Judge | Demeanor: Capitalist Clan: Ventrue | Generation: 8th | Sire: Diego de Cortez Age: 50 (20) | Origin: Newark, NJ | Concept: The "Art Dealer"   Attributes: Strength: ●●○○○ | Charisma: ●●●○○ | Perception: ●●●○○ Dexterity: ●●●○○ | ManipulationSpecialty: Persuasive: ●●●●○ | Intelligence: ●●○○○ StaminaSpecialty: Tough as Nails: ●●●●○ | Appearance: ●●●○○ | Wits ●●○○○   Abilities: Talents:  Alertness ●○○○○ | Athletics ●●○○○| Awareness ○○○○○ Brawl ○○○○○ | Empathy ●●○○○ | Expression ●●○○○ Intimidation: ●●○○○ | LeadershipFriendly ●●●●○ | Streetwise ●●●○○ Subterfuge ●●○○○   Skills: Animal Ken ○○○○○ | Crafts ●○○○○ | Drive ●○○○○ Etiquette ●●○○○ | Firearms ●●●○○ | Larceny ○○○○○ Melee ○○○○○ | Performance ○○○○○ | Stealth ●○○○○ Survival ○○○○○   Knowledges: AcademicsSpecialty: Fine Art ●●●●○ | Computer ●○○○○ | Finance ●●○○○ Investigation ●●●○○ | Law ●○○○○ | Medicine ○○○○○ Occult ○○○○○ | Politics ●○○○○| Science ○○○○○ Technology ○○○○○   Virtues: Conscience ●●●○○ | Self-Control ●●●○○ | Courage ●●●●○ Humanity: ●●●●● ●○○○○| Willpower: ●●●●● ●●○○○ Blood Pool: X / 15 Clan Flaw: Rarefied TasteOnly feeds on Beautiful Women Backgrounds: Generation ●●●●● | InfluenceThe Fine Arts ● | Resources ●●●● | Retainer ●● | Status ● Disciplines: Celerity ●○○○○ | Dominate ●●○○○ | Fortitude ●●●○○ | Presence ○○○○○ Merits/Flaws: Merits: Blush of Health, Eat Food, Light Sleeper, Natural Leader, Prestigious Sire Flaws: Cursed"The Devil takes those who break their oaths" (2 Pt Flaw) An old Marciano family superstition, that misfortune follows those who break their promises, but with a strange way of coming true. Coincidence? Supernatural? Or perhaps some kind of self fulfilling prophecy?, Lunacy(2 pt Flaw) In the final conflict with the Gangrel that got her father killed Leo drank one of his childer dry. She was pulled off before she accidentally committed diablerie but ever since her Beast has been a bit more bestial, PhobiaStakes (2 pt Flaw) Most vampires are wary of stakes, Leo has actually been staked and left to rot for weeks wasting away helplessly. Now the sight alone is enough to make her tremble with unresolved trauma., TicTapping (1 pt Flaw) Leo is always unconsciously keeping time with a tapping foot or finger on the desk.   Bookkeeping Freebies: 8 Backgrounds: +8 Backgrounds 4 Abilities +1: Academics, Leadership 3 Willpower +3   XP: 50 Total 15 Fortitude 3 5 Dominate 2 4 Strength 2 4 Wits 2 6 Firearms 1 to 3 6 Investigation 1 to 3 10 Ability 2s x5  
  3. Name: Callum Withers Place of Birth: Seward Alaska, 1968 Age: 55 Place of Death: Vancouver, Canada Apparent Age: 25 Height: 6' 6" Weight: 265 lbs Clan: Tzimsce Appearance: Callum is a very large and imposing man. His form strong and lightly muscled in a eye pleasing way. Standing at six and a half feet tall. He holds himself with a quite dignity. A noble sort of bearing. His eyes a vibrant emerald green. Though just a hint of coldness and darkness seems to lurk beneath them. He is a well kept man, his hair and neatly trimmed beard kept immaculate and well groomed. His hair long and usually falling freely to the centre of his back. At least when he has not put it up into a pony tail or braid to keep it out of the way. His chosen fashion is typically high society fashion, such as suits and other clothing. Personality: Callum tends to set others at unease. His smiles never quite reaching his cold green eyes. No matter how polite or friendly he may seem to be. Found to be rather calm no matter the situation, whether through fire or through fury. As is typical of most fiends, he too shares his clan's predilections, being quite vain in nature. Preferring to always keep a well kept and groomed appearance, even when he is doing manual or physical labour. So too does he still adhere to his clan's rules of Hospitality.   But beneath the thin veneer of politeness lies a terrible monster. One who does not hesitate to shed blood or rip his foes apart should they slight him. Or those that cross him in some manner, especially when politeness can no longer be maintained. And when in the throes of combat, his beast can be easily seen as he seems to take delight in the cruelty inflicted upon his enemies. Background: Callum came from an affluent family that had lived in Seward for generations. His family owning a small fleet of sea vessels. Though unlike his family, rather then taking to the seas, his interests took him to the wilderness around his home. The natural beauty that the scenery inspired in his hand and his mind. As well as the creatures that stalked the fjords and valleys that he shared with them. His future goals leading him to studying art and various crafts.   His desire for art soon took him towards Vancouver, where he attended an art course at an university. Where his talent continued to grow and expand. Even to methods and mediums he wasn't able to use at home. His creativeness was also his downfall, as it soon drew the eye of a discerning young woman. One who was looking for those of a creative nature, and those that were also pleasing to her eye. Who soon took him under her wing. His time becoming a flurry of art shows and fanciful displays of art. But soon it devolved to much darker acts. Though whether it was his inherent nature or her prodding, it was hard to say, but he fell hard as he began to dabble in things that was likely to wind him in jail or worse. His appetite growing as he followed her instruction as the deviancy grew with every night. Soon he was ready and she embraced him. Making him hers for eternity. As he seemed perfect for her.   For several years he learned from her and his grandsire. His talents aiding them in the various goals, as well as being an agent they could readily dispatch should they need the extra aid. One they could not trust to a lowly ghoul. Being a model Sabbat vampire. Fighting both the Camarilla and the Anarchs as the fiends fought for land they thought was rightfully theirs. Shedding blood and vitae in equal measure at his sire's bidding. He soon came to an understanding about his clan and sect. Their ways were destructive and deadly. They would eventually lead to them falling, either by their own hand due to infighting or to the hands of mortals. Their might could only do so much when compared to the ever forward advance of technology. To him it was not a matter of if but when that the Sabbat would meet their end.   So he took a great risk, breaking from his pack and his sires as he fled from the Sabbat footholds. Fleeing out of a sense of self preservation. Though he knew he was unlikely to get far he had to try. So he began the several year trek across the country. Meeting folks, bargaining with kindred, and working his way towards Savannah. Where he has finally managed to earn his way to potential safe harbour within the Camarilla. Or at least a foot in the door. Though he was sure it would likely take a while to prove that he wasn't a spy and that he was sincere in his desire to quit the Sabbat.     Enemies: Neculai Cojocaru and the Sabbat. Neculai sees Callum's defection as a stain upon his bloodline's honour. Being unsightly to him and his goals. And as such his childe and grandchilde have been tasked with finding Callum and bringing him to his grandsire. So that he may be dealt with in a personal way. Neculai has even moved to those agents within the Sabbat to do so as well.   Lupines. Being under his grandsire's thumb for a few decades caused him to come into conflict with the lupines that lived near the Carpathians Mountains. And due to the numerous conflicts with them has become known to them as an enemy. If not on sight, but at least by name.   Debt Owed: Callum owes a great debt to a tribe of gangrel. When he defected and moved back to the USA they sheltered and protected him from his grandsire's agents. Hding him and prevent his trail from being followed. Doing so at great risk to themselves. This is a debt he has been unable to payback as of yet. Though he is waiting to see how they will collect it from him.
  4. Sheet Attributes Strength 2 Charisma 2 Intelligence 5 Dexterity 2 Manipulation 3 Wits 2 Stamina 2 Appearance 5 Perception 2 Abilities Alertness   Animal Ken   Academics 2 Athletics   Crafts   Computer 1 Awareness   Drive   Finance 1 Brawl 1 Etiquette 3 Investigation   Empathy 1 Firearms   Law   Expression 1 Larceny 2 Medicine 4 Intimidation   Melee   Occult 4 Leadership   Performance 2 Politics   Streetwise 1 Stealth 2 Science 3 Subterfuge 2 Survival   Technology 1 Disciplines Backgrounds Virtues Dominate 0 Generation 5 Humanity 7/10 Auspex 2 Resources 4 Conscience 4 Vicissitude 2 Domain 1 Self-Control 3 Thaumaturgy (Path of Blood) 3     Courage 3 Thaumaturgy (Path of Technomancy) 1                                 Merits Flaws Willpower Eat Food 1 Short 1 5/10 Additional Discipline (Vicissitude) 5 Disgrace to the Blood 3     Blush of Health 2 Soft Hearted 1         Speech Impediment 1         Bad Sight 1     Blood Pool Weakness Experience 15/15 2 / Turn It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiated) blood of the seven Tremere elders soon after their Embrace. 0 / 50 Ritual: Defense of the Sacred Haven Dr. Aurora Malkonvich, Tremere Aurora was born in 1968 having been conceived during the Summer of Love, She grew up with her parents in San Francisco, well technically Haight-Ashbury but who's counting. She was an exceptionally gifted student, often earning straight A's through out her life. She even earned a scholarship to University of California, taking up a medical course she worked hard until she had achieved her masters, being in the "A" honor roll consistently, and her hard work and dilligance to her studies, even taking some additional night courses, which lead to her being noticed by a Tremere Elder who had been teaching Night classes since the university opened its doors, though she only found that out later. He slowly convinced her to accept the embrace, believing she would continue her aggressive pursuit of knowledge. oh how wrong he was. The summer of '91, a relaxed moment, a quiet embrace, a careful plan... and by the fall all his hopes were dashed against the stone, as now freed from the mortal cycle, Aurora cut loose, finding as much time as she was allowed by her unhappy sire, to go out and enjoy all the things in life she had denied herself, the loud music at the clubs, the wild lifestyle of one who has no worries, despite her attitude, and seemingly lax methods she has amassed a small fortune in various ways, she even finished her doctorate, but her deliberately slow progress in learning Thaumaturgy and other things that her sire instructed has not only lead to great frustration, but even hatred for his hasty decision to embrace her, and now with an opportunity to send her away for good, he took it with no more then a second thought, sending her to Savanna to be far from him and his life. Aurora Presents herself as the ultimate party-girl, With Bright Pink hair and Red hued eyes, this 4'2" bombshell has carefully practiced the art of giving the impression of a girl just looking to have fun, though she needs glasses, she doesn't usually wear them unless she's studying or performing a medical procedure. Though her pronounced Valley Girl Speech and her general lackadaisical attitude towards the studious nature of her clan, often makes other kindred not sure which clan she's from, as she sure as heck doesn't seem like a Tremere at first glance. Despite all appearances she does have the brains to skillfully use her own powers and when she wishes, study a topic thoroughly. Though she may give off a devil may care attitude, She actually cares deeply for others not wishing them pain and doing her best to help them recover when they are, regardless of clan, sect, or status. She has developed poor relationships with both the Tzimisci and the Toreador, the latter due to her small slip of some minor use of Vicissitude when she was first exploring her innate gift with that discipline. And the latter by being just a bit too perfect, in all the right ways.
  5. Character Sheet Name: Declan Barrera Nature: CriticThe Critic observes the world around her with a jaundiced eye, seeking out flaws and deficiencies. She experiences a special satisfaction in exploiting these weaknesses publicly so that eventually the design will improve. Some critics feel it is their duty to push the world to be better. — Regain a point of Willpower whenever you find a flaw in a design or plan and then improve upon it. Clan: Toreador Player: Maester1216 Demeanour: TricksterThe Trickster finds the absurd in everything. No matter how grim life (or unlife) may become, the Trickster always uncovers a kernel of humor within it. Tricksters cannot abide sorrow or pain, and so they strive to lighten the spirits of those around them. Some Tricksters have even higher ideals, challenging static dogma by exposing its failures in humorous ways. Comedians, satirists, and social critics are examples of Trickster Archetypes. Kindred Tricksters may call attention to the flaws in a leader’s policy, they may be glib-tongued devil’s advocates who question the Traditions or ritae of their Sect, or they may simply have an acute sense of the ironies of a world that makes vampiric predator and mortal prey almost indistinguishable physically. — Regain a point of Willpower any time you manage to lift others spirits, especially if you are able to assuage your own pain in the process. Generation: 10th Chronicle: An Offer You Can't Refuse Concept: Comedian Sire: Theodosia NashToreador Elder from the Mid-Atlantic, Embraced shortly after George Washington's inauguration as President. Prominent Harpy in Greater Richmond and heads one of the region's oldest and most influential Toreador Guilds. Ambivalent to Declan; sometimes even forgets he exists.   Strength: ●● CharismaSpecialty - Audacious: ●●●● Perception: ●●● Dexterity: ●● ManipulationSpecialty - Guile: ●●●● Intelligence: ●● Stamina: ●● Appearance: ●● WitsSpecialty - Fox-witted: ●●●●   Alertness: ●●● Animal Ken: AcademicsSpecialty - Liberal Arts: ●● Athletics: Crafts: Computer: ●● Awareness: Drive: ●● Finance: Brawl: Etiquette: Investigation: ● EmpathySpecialty - Reading the Room: ●●●● Firearms: LawSpecialty - Bending the Rules: ●● ExpressionSpecialty - Stand-up Comedy: ●●●● Larceny: Medicine: Intimidation: ●● Melee: Occult: Leadership: PerformanceSpecialty - Acting: ●●●● Politics: ●● Streetwise: ●● Stealth: Science: Subterfuge: ●●● Survival: Technology:   Auspex: ●● Celerity: ●● Presence: ●●   Scalpel Tongue(Presence 1, Celerity 1)System: Roll Wits + Empathy against a difficulty of 7. If the user of this power does not know his target well, difficulty is increased by one, due to not knowing what buttons to push to achieve the greatest verbal impact. The barbed comment stings the target into silence for one turn per success, or double that if the target is not a member of Clan Toreador. Spending one Willpower negates this effect. This power has a subtle downside: if another Toreador detects that she had to use a Discipline to come up with such a stinging retort (such as the user of Scalpel Tongue botching her roll), it could have a negative impact on how others in the Clan perceive her. Why would she need to use powers if she didn’t have an inferior wit? In such a case, the user will have a +1 difficulty on Social rolls against other Toreadors for the rest of the night, including future uses of Scalpel Tongue.   Alternate IdentityYou have a fair reputation as your alternate persona and get name recognition in the area where you have infiltrated. Barry Torrio, Comedy Podcaster/Pundit/Host of the Over Easy at Night Podcast.: ●●● DomainThe Hostess Comedy Club, on the corner of Habersham Street and Brandywine Road.: ● ContactsMajor Contact - Gwendolyn Takeyama, Declan's old Publicist, currently working in Avon Park.: ● FameSelect Subculture - Local comedy club-goers.: ● Generation: ●●● InfluenceModerately Influential; a factor in city politics. Category - High Society.: ● ResourcesComfortable - Residuals/Royalties from previous gigs/contract work.: ●●● StatusKnown: ●   Conscience: ●●●● Self-Control: ●●● Courage: ●●●   Humanity: ●●●●●●● Willpower: ●●●●● Blood Pool: 1/13   Merits Flaws Impressive Restraint(2pt Merit)Lore of the Clans, P.200 When you haven’t eaten, it can be torturous to be near mortals. The pounding thrum of blood through their veins does not leave you nearly as tempted as it might other Kindred. When opportunity presents itself, the difficulty of all Self-Control rolls to resist hunger are made against a -2 difficulty. Characters on Paths of Enlightenment that require Instinct cannot take this Merit. Tortured Artist (1pt Flaw)Lore of the Clans, P.200 Nothing is ever good enough for your work. No matter how much praise is lavished upon you, you can only see the flaws and mistakes. This leads to long periods of ennui, which makes your artistic work irregular at best. Further, you throw yourself into business arrangements and social situations with intensity, which often leads to heartbreak, which leads to the pain and passion that fuels your next work. You are at +1 difficulty on Social rolls in which you are being praised, complimented, or treated with respect. Master of the Masquerade(2pt Merit)Lore of the Clans, P.200 There are many small tics, nervous habits, and autonomous bodily functions (like breathing) that Kindred simply forget to do. They can be unnervingly still or forget to breathe, particularly when they think they’re alone. You never let down your guard. The act of breathing remains unconscious habit to you, and you never lapse into that eerie statue-like stillness, even when transfixed or concentrating. Consequently, the difficulties of all Social rolls are lowered by one when interacting with mortals. This Merit does not allow you to eat food or benefit from the blush of health (V20, p. 480) — those Merits are still required to be a true master of the Masquerade. Private Life (3pt Flaw)Lore of the Clans, P.200 You have a completely separate life that no other Kindred know about. It may be your mortal family that you have turned into ghouls, or a YouTube channel that you use to talk in metaphor about your frustrations with Kindred society. If discovered, this could risk other vampires accusing you of breaching the Masquerade (if Camarilla), consorting with humanity instead of being a superior vampire (if Sabbat), or just overall paranoia and suspicion on why you’re keeping such deep secrets.   Lazy (3pt Flaw)Corebook, P.482 You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around. For any action that requires preparation, there’s a good chance you didn’t properly prepare. Difficulty rolls for spontaneous Physical actions (including combat, unless it’s part of a planned offensive) increase by one.                                            
  6. Bhagat Garibaldi   "Wrote up a little ditty for ya. You might call it a dirge, even."   Bhagat Garibaldi AC 19 CMB +7 BAB +3 MW Revolver +8 (x4) Tactical Machete +7 (1d6+2, 19-20/x2) MW Bolt-Action Rifle +8 (2d8, 19-20/x4) Hit Points: 38/38 Size: Medium Speed: 30 ft     Class: Firebrand Gunslinger 3            Archaeologist Bard 1   Height: 5'8" Weight: 160 lbs Eyes: White Skin: Fair Hair: Brown Race: Human Gender: Male Age:  36 yrs   Abilities Ability | Modifier STR: 14 | +2 DEX: 18 | +4 CON: 14 | +2 INT: 14 | +2 WIS: 12 | +1 CHA: 16 | +3 Initiative: +5 Fort Save: +6 Ref Save: +7 Will Save: +5 Snapshot: A restless and rebellious spirit who is far more capable than qualified. Torn from a life of online activism and occasional musicianship, Bhagat Garibaldi buried his old life and his government name when the world went haywire. He follows the call he feels in his head, getting by on his wits and what seem like almost supernatural instincts that have saved his hide a time or two. With a song in his heart and iron in his hand, Bhagat is en route to Tucson, Arizona for reasons that remain unclear even to him, plucking strings and plunking PURE agents along the way.
  7. photo from before his life changed, when he could smile in the sun My name is Rodolfo Otávio, and I have a story to tell. It's a story of tragedy, addiction, redemption, and the darkest depths of the supernatural. I was raised in a household filled with animals. My mother was a veterinarian, dedicated to healing creatures, great and small, and my father was a dog trainer, imparting his wisdom and love for animals to me. Growing up, our home was a sanctuary for all sorts of creatures, and I developed a deep bond with them. As I grew older, I pursued a career in cosmetic medical esthetics, following in my mother's footsteps of healing, albeit in a different capacity. Life seemed perfect—I had a beautiful wife and a lovely child. But fate can be a cruel mistress, and everything changes instantly. It was a dark, stormy night when tragedy struck. We were driving home from visiting my in-laws when a drunk driver slammed into our car. The impact instantly killed my wife and child, while I miraculously survived, albeit with serious injuries. The pain I felt, both physically and emotionally, was unbearable. I used pain pills to cope, seeking solace in their numbing effects. Days turned into weeks, weeks into months, and I found myself trapped in the clutches of addiction. The pain pills became my only solace, the only way to escape the haunting memories and the overwhelming grief. I lost my job, my friends, and my sense of self. I hit rock bottom. But something inside me refused to surrender to the darkness. I mustered every ounce of willpower and decided to reclaim my life. I joined Narcotics Anonymous meetings, seeking support from others who had battled similar demons. I exercised, channeling my pain and frustration into physical exertion. As I slowly regained control over my life, I longed for companionship. This presence could offer unwavering loyalty and love. Then, I stumbled upon an English Mastiff female dog, abandoned and alone. She became my saving grace, my constant companion. I named her Luna, and together we embarked on a journey of healing and transformation. One evening, I walked through the park after attending an NA meeting. Little did I know that this seemingly ordinary night would lead me anew into the heart of darkness. As I wandered deeper into the garden, I stumbled upon a chilling scene—an underground Vampire Sabbat Shovel party. The Sabbat vampires were mercilessly burying homeless individuals, knocking them unconscious and transforming them into vampires. Before I could react, I was ambushed by what I found out later was the Sabbat. First, they violently drained me of my blood, their cold, insatiable hunger as my pulse echoed slowly in my ears. Then, desperate to survive, I instinctively drank hungrily when their leader forced their tainted blood into my veins, initiating my transformation into a vampire. Finally, they discarded my weakened body into a hastily dug grave already half-filled with dirt from burying many others beneath me, leaving me to fight back from the brink of death with a frenzied hoard buried not that much further beneath me as I came back into myself.  Summoning every ounce of strength, I dug myself out of the grave, emerging as a creature of the night. But the struggle had just begun. I teetered on the edge of a blood frenzy, overwhelmed by a thirst I could barely control. My primal instincts fought against my human sensibilities, threatening to consume me entirely. Clawed hands were boiling out of the ground behind me with eyes lost of all intelligence, only raw animal fury. The will that I had found in overcoming my addictions I now harnessed to stay my madness. I ran and ran as I calmed down; I decided to go to my workplace, where I was a  medical esthetician physician, to tend to my wounds, and I was achingly hungry; Hangry was not an adequate word; I could eat that leftover Chinese I left in the fridge from earlier today. I was so hungry I was almost beyond sense; I decided to eat first before cleaning; I headed to the fridge and tried to eat not only mine but everyone else's food and drink. Soon I was running to the trash room and puking it all out. But I found a sinister solution: drinking the discarded blood from medical waste in the bin there. The smell had drawn me in as I hauled liposuction waste bags out and sucked, congealing blood off the settled fats. It was a gruesome necessity; my hunger had no end. The taste of blood was so delicious while my mind repulsed at how gross my new existence was and what a lifeline this waste was to keep me from completely losing myself. My hunger was almost satiated; I could think at least; my wounds were not to be found as I scrubbed off dirt and blood in the shower near the surgery; throwing out my clothes with the medical waste to be incinerated, I donned scrubs. However, I knew I couldn't rely solely on the macabre sustenance I found at work. So I returned home to think but found Luna, my beloved English Mastiff, unaware of the danger I posed to her. Overwhelmed by the scent of her warm blood, I nearly succumbed to the darkness within me, ready to drain her dry as it would not fill my thirst. But in a moment of clarity, I realized the horror of what I was about to do. Tears streaming down my face, I recoiled in horror, fighting against my monstrous desires. I couldn't bear the thought of harming the one being who had shown me unwavering love and loyalty. With a newfound determination, I made a desperate decision. I sliced my flesh and allowed my blood to drip into Luna's mouth, hoping it would save her from the brink of death, just as it had saved me. As Luna stirred, her panting breaths growing steady again, I wept. I had come to terms with my new existence as a vampire, understanding the horrors and sacrifices that came with it. Yet, at that moment, I also realized I still had the capacity for love, compassion, and protection. Now, Luna and I navigate this shadowy world together, fighting against our primal instincts and the darkness surrounding us. We are bound by blood, united by a love that transcends the boundaries of life and death. And though our journey is fraught with danger and uncertainty, we will face it together, with the flickering light of hope guiding our way. And as the flickering light of the sun rose, I felt a burning sensation as the first dawn twilight from the windows of my house fell on my skin. I realized something new and horrible about my new existence. Flailing, desperate to hide my unique condition and deciding I needed time to think, I called in sick before hiding in the bathroom with no windows, stuffing towels under the door, and falling asleep in its hard tub. When I awoke the next night, I felt half myself; I went to the clinic to drink the day's waste and was almost satiated. However, when I encountered an unconscious homeless lady on my way from the clinic, I was drawn to her neck and found myself biting. She gasped and froze in pleasure, and soon I discovered I could drain just a quart or two without killing.  Even after drinking to my fill, I still felt weak; I returned to the disturbed soil of my vampiric rebirth. I thought to contemplate my new existence, but it was as if drawn to it; I just wanted desperately to lay in that soil and fall asleep. I eventually pried myself from the area and returned home to sleep in my bathtub during the day. I woke barely hungry but feeling even more horrible, and something was pulling me again to the place of my rebirth; I passed the homeless lady I supped on before ignoring her as I had a new draw to stare longingly at the soil of my vampiric revival, just wanting to lay in it and fall asleep. Staring at it, fighting my instinctual urge to bury myself in it and sleep, I realize, I need that soil! I looked for something to transport dirt in and found a wheeled trash cart. Tipping it over to empty it of its trash, I go to the ground, digging the vampire hoard loosened soil with my hands and dumping it in the cart until it's filled. I then cart it all the way home, going in through the back sliding doors to the bathroom and filling the tub with dirt. I leave the trash cart in my living room, feed Luna, and return to bury myself in the cool loam soil in my tub, giving into blissful sleep early. Soon over the next few months, I realized I could seduce those I could find at night, going in as if to kiss their necks and instead sucking the blood of life as they froze in pleasure. So I stepped back from my medical practice and found a physician that could fill my role during the day, barely managing to keep a house under my feet; it helped that I no longer had an expensive restaurant habit eating up all my money, and the insurance money that I hadn't touched before. I soon ran into another vampire while hunting for the next to seduce; I could hear their lack of pulse and noticed their pale looks and predator's eyes. I watched them as they trolled the night, looking for a likely meal. I was slightly angered that they were on my usual hunting grounds. Still, I calmed myself, telling myself I didn't know the rules of this interaction. How do vampires organize? How I was brought about as a vampire seemed messy and disaster-prone, it seemed designed to cause havoc. But I had heard nothing of it in the news; there wasn't even police tape around the disturbed ground, just a fresh planting of flowers like the hole was made on purpose. So some organization must hide these events from everyday people. And if an organization exists, there are politics, agreements, and understandings. But my creation was messy... so a separate group must thumb its nose at the ones that hide the mess... The trick now is how to survive inferring all this; I decided to leave and think about it. So I sit at home and think, do I want to be aligned with the messy ones or the ones that clean things up? And the place where I live must be filled with the ones who clean up problems, and those who like chaos must be an invading party. So if I want to continue living here and keep my business, I should align myself with the ones that like to clean up problems and hide that the chaotic ones made me. So now to a story, I shall make... I will say in my story that I was a few months old when the one that created me failed to return on the night of my actual vampiric creation. This way, it could be inferred my creator died on the night of that invasion. They had not taught me much or shown their face or even their name; they told me how to hunt quietly and that it was important not to leave a mess on pain of my destruction, and there were a bunch of rules I must learn once I have proven I can do that. But that was where my education cut off. I will not mention the dirt, which is a weakness, and it is not good to present weakness; I should also secure access to it with backup locations and hidden supplies! It may be a common weakness, but I should find out without revealing mine, and I'd be well to protect myself so they can not deprive me of my soil... Backstory To be Continued, Camarilla and the politics thereof...  
  8. Father Peter Pasic   “thou shalt be for fuel to the fire; thy blood shall be in the midst of the land; thou shalt be no more remembered: for I the lord have spoken it. - Ezekiel 21:32”   Name: Peter Pasic Nature: Idealist   Generation: 8th Player: TheRealSife Demeanor: Curmudgeon      Concept: Pessimistic Priest Chronicle: An Offer You Can't Refuse Clan: Tremere Sire: Kresimir Pasic     PHYSICAL Strength ●○○○○ Dexterity ●○○○○ Stamina ●●●●○ SOCIAL Charisma ●●○○○ Manipulation ●●●●● Appearance ●○○○○ MENTAL Perception ●●●●● Intelligence ●●●●○ Wits ●●●○○       TALENTS Alertness ●○○○○ Athletics ○○○○○ Awareness ●●○○○ Brawl ○○○○○ Empathy ●●●○○ Expression ○○○○○ Intimidation ●●●○○ Leadership ●●●○○ Streetwise ○○○○○ Subterfuge ●●●○○ SKILLS Animal Ken ○○○○○ Crafts ○○○○○ Drive ○○○○○ Firearms ○○○○○ Etiquette ●●●○○ Melee ○○○○○ Performance ○○○○○ Larceny ○○○○○ Stealth ●●○○○ Survival ○○○○○ KNOWLEDGES Academics (Religion) ●●●○○ Computers ○○○○○ Finance ○○○○○ Investigation ●○○○○ Law (Cannon Law) ●○○○○ Medicine ○○○○○ Occult ●●●○○ Politics ●○○○○ Science ○○○○○ Technology ○○○○○     DISCIPLINES Thaumaturgy (Lure of Flames) ●●○○○ Thaumaturgy (Path of Corruption) ●○○○○ Dominate ●●●○○ Auspex ○○○○○ (OOC) Daimoinon ●○○○○ RITUALS Communicate with Kindred Sire Incantation of the Shepard BACKGROUNDS Resources ●●○○○ Generation ●●●●● Mentor ●●●○○ Contact ●○○○○ Herd ●○○○○ Status ●○○○○ Domain ●○○○○ Allies ●○○○○ Influence ●○○○○ VIRTUES Conscience/Conviction ●●●○○ Self-Control/Instinct ●●●○○ Courage ●●●●○         MERITS/FLAWS Natural Linguist ●●○○○ Language (Latin, Greek) ●○○○○ Code of Honor (Christianity) ●●○○○ - ○○○○○ Infamous Sire ●○○○○ Infertile Vitae ●●●●● Recruitment Target ●○○○○ Merit/Flaw ○○○○○ Merit/Flaw ○○○○○ Merit/Flaw ○○○○○ Merit/Flaw ○○○○○ Merit/Flaw ○○○○○ ROAD Humanity ●●●●● ●○○○○ Aura: Aura ( Pale )   WILLPOWER ●●●●● ●●●●● ■■■■■ ■■■■■   BLOOD POOL ■■■■■ ■■■■■ ■■■■■ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ Blood Per Turn: ■■■   HEALTH Bruised       □ Hurt -1       □ Injured -1    □ Wounded -2    □ Mauled -2     □ Crippled -5   □ Incapacitated □   WEAKNESS Blood Dependency: It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks. The elders of the Clan are well aware of this, and seek to impart loyalty to the Clan by forcing all neonate Warlocks to drink of the (transubstantiated) blood of the seven Tremere elders soon after their Embrace.   EXPERIENCE 50  
  9. [img2=450]https://i.imgur.com/YgaiJyf.jpeg[/img2]   Alyissa grew up in Hollywood, being surrounded by new age thinking, where she was drawn into the Masquerade. But Hollywood is a crowded place, so now she has moved to a new city under a new prince, hoping this time she will be understood and maybe even listened to. Her early life was normal-ish, being the child of a Lawyer and an Agent, but they were in love with their careers more than each other or her. Still she went to the best schools, had a good nanny, and was a good child, but she was always interested in the strange. As she became a teenager she would spend her nights walking the new age shops on the boardwalk of Santa Monitca, the graveyards of Hollywood, then old missions of San Jaun. While she had money brains and looks she rarely had friends, and when she watched Beetlejuice she felt a kindred spirit in Lydia. She looked further into the occult, into the new age, seeking out the dark corners and strange places, looking directly into the darkness until open day... it blinked back. She broke when her parents were murder. It was gruesome and the mortal police were stumped. With her support gone so suddenly and so violently, she threw herself into the occult even more, escaping reality within it. Her parents were seeped in the world of darkness without her knowing, but she never learned which side they aided, or which side killed them. Did they work for the Hunters revealing things? Was it a vengeful werewolf strike? Were they ghouls for some Toreador artist? Armed with only their wealth and her budding psychic abilities she eventually came to the attention of Madame Eva, a Malkvian working as a telephone psychic. Alylissa was drawn in easily, having someone believe her for the first time was addicting to the troubled teen, gladly performing whatever ritual or task put before her, guided along the path by her mentor, opening her thrid eye wider until one fateful day seeing her final sunrise... Being a fledgling is hard anywhere, but is Los Angels even more so due to he mix of political powers. Being mostly Anarchs but some lower Camarilla as well as some of the more wilder Sabbat, werewolves in the mountains, and all sort of other influences made for learning more how to hide low profile and move carefully than being able to revel in what power has been gained. While she never joined in Madame Eva's phone work, Alyissa did some street performance to perform her hunts, and mostly being the lowest aka newest Malkvian in the city. With her embrace her insights became more sharp, but also harder to tell the truth from the voices in her head. She had always had some issues with what she could actually see and what she only wanted to see. Her desire to be useful, to be powerful, to be worthy of praise, notice, maybe even love manifests in a derangement to see or hear things that not always there. Sometimes it is as benign as thinking she has $20 bills in her pocket when it is only $5, or a voice telling her is okay and safe. Sometimes it can be as troublesome as assuring her she is someone's friend when they do not like her at all, or that she should say something to calm a situation when it would only make things worst. It gets much worst the more she is doubted or dismissed, even more when her clans weakness is blamed. Her first trouble began with she said something she should not have, embarrassing an Elder Toreador, Lady Melody, by not commenting on their fashion as "The Emperor's new clothes." Everyone else had learned or been told to never speak negative of their clothing, but it was not told to her. Everyone at Elysium held their breathes, so to speak, until Lady Melody turned to face Alyissa and said "Ah, from the mouths of Childe do insights tumble..." then turned away and everything resumed. While it was not directly taken as an insult, Lady Melody would make it a point to see that Alyissa was never at the same function she was, often having the young childe away on errands to avoid her presence. The distancing did not seem to ease her anger, only making it simmer as her remarks about Alyissa became more threatening and less veiled. Then she had a run in with the Sabbat, getting caught up in one of their plots to release a plaguebringer into the city to weaken the kine. While she was part of a small team working together, it was her ability to see the patterns that allowed the Sheriff to remove the issue. Somehow the others in the investigation team have disappeared or met their final deaths leaving her alone and while nothing directly points to it, Alyissa knows she is most likely next.
  10. Shirlene Mitchell           Nature:   Rogue  Clan: Gangrel       Demeanour: Bravo Generation:  13th       Concept: trailer park trash, Fitness club owner Sire: Nathaniel Cooperran an illegal fight club in Atlanta where Shirlene fought and was embraced.       Attributes Strengthvicious   ●●●●○ Presence   ●●○○○   Perceptionalert   ●●●●○   Dexteritylightning reflexes ●●●●○  Manipulation  ●●●○○  Intelligence   ●●○○○   Stamina ●●○○○ Appearance   ●●●○○   Wits   ●●○○○       Abilities Alertness ●○○○○ Animal Ken ●●○○○   Academics   ○○○○○ Athletics  ●●○○○ Crafts ●○○○○   Computer ●○○○○ Awareness   ○○○○○ Drive ●○○○○   Finance ○○○○○ BrawlClaws ●●●●○ Etiquette ●○○○○ Investigation ●○○○○ Empathy ●○○○○ Firearms  ○○○○○ Law ○○○○○ Expression ○○○○○ Larceny ●●●○○ Medicine ●○○○○ Intimidation ●●●○○ Melee   ○○○○○ Occult ●○○○○ Leadership ●○○○○ Peformance ○○○○○ Politics ●○○○○ Streetwise  ●●●○○ Stealth ●●●○○ Science ○○○○○ Subterfuge ●○○○○ Survival ●○○○○ Technology ○○○○○ Advantages Virtues   Backgrounds   Disciplines   Conscience ●●●●○ Status (Camarilla) ●○○○○ Protean ●●●○○ Self-Control ●●●●● Retainer (Lucia)Luica Brown is a small but agile black woman. Although she is quite fit, she is completely opposed to violence. She owns a revolver but loathes the thing. Lucia is a yoga coach and takes care of the books at the FemPower Gym. Shirlene has known Lucy since their early childhood in an Atlanta trailer park. She offered her ghouldom shortly after her embrace when she learned that the young mother was dying from a disease called SLE. Lucy appepted and together they got Lucy's son Benjamin into medschool. Benjamin is in his 30s now and has become a doctor in Seattle. Sirlene and Lucy never talk about him because they do not want to endaner him. For the same reason, Lucy only visits him rarely and never flies directly to Seattle. ●●○○○ Animalism ●●○○○ Courage ●●●●○ Retainer (Trish)Trish is Shirlene's other ghoul. Trish also works at the FemPower Gym. She has never been the brightest pea, but she is tall and strong. She obsesses with her body. Most people assume that she took too many steroids. Ghouldom is for her just one more way to improve her body. ●○○○○ Celerity ●○○○○     ResourcesMost of Shirlene's resources, which were never many to begin with, are bound in her gym. She doesn't have much money, but neither she nor her ghouls need much anyway. ●○○○○     Humanity ●●●●● ●○○○○ Domain (FemPower Gym)When moving to Savannah, Shirlene invested all her money in a small women-only gym, which she runs with her two ghouls. There is a tiny office, a few machines and bikes, plus Lucia's yoga classes and Shirlene's self-defense class in the small gym room. There's also a living room cum kitchen, plus one room with a king-sized bed for sleeping: Shirlene sometimes uses the bed during the day (when she doesn't go to the park to sleep outside), and her ghouls mostly at night. The gym attracts three kinds of customers: The young women want to look fit and attractive and take self-defense classes, the mothers try to get their pld bodies and some me-time, and the old women, who are the largest group, fight a losing battle against age and enjoy the social contact. ●○○○○     Willpower (maximum: 9) ■■■■■ ■■■■ Ally (Joshua Willis)Director Joshua Willis runs the Park and Tree Department of the city of Savannah: They are respnsible for the city greenscapes. Joshua Willis believes Shirlene to have a special connection to animals. She has helped him get rid of a rat plague, and he knows she is interested in the parks of the city. He also likes sharing city hall gossip with her. The two regularly meet on Tuesday evenings to play pool. ●○○○○     Bloodpoints (Maximum: 10) ■■■■■ ■■■□□ HerdThree of the women coming to the gym have booked the special exsanguination treatment that strengthens the body by stimulating the production of new blood. They have no clue what the blood is used for. ●○○○○     Weakness, Virtues and Flaws Clan Weakness: Every time a Gangrel frenzies, she acquires a temporary animal characteristic (which may replace an existing temporary one). A patch of fur, a brief torpor after feeding, or skittishness around crowds — all of these may mar an Outlander after frenzy. Characteristics acquired in Gangrel frenzies need not only be physical – they can be behavioral as well. Players should work with the Storyteller to determine what new animal trait is acquired (whether the frenzy involved the fight-or-flight impulse may be relevant). Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature. A good guideline is to require each frenzy-gained trait to have some effect grounded in system terms (such as the temporary reduction of Social Attribute dots or a permanent loss of Humanity), though some Storytellers may allow narrative-only traits that can shape the story. Acute Hearing (+1): Shirlene used to lie awake at night in the trailer, listening carefully for her stepfather's heavy steps. The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline of Auspex to produce superhuman sensory acuity. Bruiser (+1): In the trailer park, you are hunter or you are prey. Shirlene's body language tells you clearly which category she belongs to. Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace, to the point where people cross the street to avoid passing near you. All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty. Blush of Life (+2): Maybe it's because you still exercise every day and are very connected to your body. You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. Iron Will (+3): The Mitchells have always been stubborn as mules, and your family has always taken pride in this. When you are determined and your mind is set, nothing can thwart you from your goals. Characters using Dementation, Dominate, or any other mind-altering magic, spell, or Thaumaturgy path against your character are at +3 difficulty. Elder levels of powers like Dementation and Dominate may overwhelm even this resistance. Against Level Six powers, the expenditure of a Willpower point through Iron Will only raises the difficulty of the Discipline roll by two. Against Level Seven powers, the difficulty is increased by only one. Level Eight and higher powers cannot be resisted with Iron Will. This Merit does not affect Presence or other powers dealing with the emotions. Characters will Willpower scores below 8 cannot take this Merit. Infertile Vitae (-5): During your Embrace, something went horribly wrong, causing your blood to mutate under the stress of dying and rising again. All those you try to Embrace die. No matter what you do, you may not create any childer. However, your blood can still be used in blood rituals like Thaumaturgy and the Vaulderie, or for any other vampiric needs like making ghouls. Equipment and other stuff usually wears a comfy jeans jacket, treavels lightly Personality Shirlene comes from the gutter of Atlanta and has no illusions about life. She has learned to watch out for herself and her body language is a barely veiled threat not to mess with her. She isn't as impulsive as she wants you to believe though. She values self-control because she has seen too many people who didn't have any. Shirlene is smart enough to scrape and smile when she has to and tries to avoid making more enemies than necessary. She is slow to trust anyone, but when she does, she is completely reliable. Background My dear Prince, you have asked me to provide you with information on the Atlanta Gangrel that calls herself Shirlene Mitchell. I have spent the last month observing her and making inquiries about her. All sources agree that she is tough and stubborn: Over the years, she has had several run-ins with the Sabbat that cost them dearly. There is nothing original about her fighting style: Stealth and violence – just like you’d expect from her clan. Her claws are deadly, but she’s a straight arrow – no mind tricks or conspiracies with her. There also seems to be some kind of ongoing conflict with the Ravnos – it seems she slew a Ravnos Elder in 2012. The reasons are mostly unclear, but she has been heard saying that she didn’t like his chauvinist macho attitude. There may to be more to it though, because unlike our poor Brujah brethren, she is said to have an amazing amount of self-control normally.    But I am getting ahead of myself: Shirlene was born in a holding cell in downtown Atlanta on March 1st 1973 and spent her childhood in the Bella Vista Trailer Park. Her late mother was a meth junkie and prostitute. Despite my best efforts, I was unable to unearth her genetical father’s identity. I suspect even the mother couldn’t tell you. That doesn’t mean that there was a shortage of father figures in young Shirlene’s life. Her mother was in a series of abusive relationships with pimps, druggies, bullies and winos. It probably explains why Shirlene prefers the company of women. She did have a younger half-brother though, a feeble-minded boy called Thomas that she loved and protected from her parents and neighbors in any way she could. My sources say that she can do her three Rs, which I find rather surprising. I found some of her old school records – calling her attendance spotty would be quite the understatement. Looks like she spent most of her youth with the Crimson Tygers, an Atlanta gang of young thugs and thieves. Made a reputation for herself as someone who you didn’t **** with. I am really surprised she doesn’t have a police file. Her first job was in an illegal fight club in Atlanta where she worked as a bouncer and occasional fighter. The club was owned by a certain Nathaniel Cooper who sends his devoted greetings to you. He must have seen something in her, probably some savage Animal spirit or whatever these savages dig. Anyway, he embraced her, probably in June 1996, which means she was 23 at the time. Shortly after she got her first ghoul, a woman named Lucia Brown, who comes from the same trailer park as Shirlene. Our Gangrel is rumoured have offered her ghouldom as the treatment for some lethal disease. Shirlene’s biggest secret is that her ghoul has a son who practices medicine in Seattle. Looks like they are quite fond of him. You can probably use that information to make sure she doesn’t do anything funny. She kept working for Cooper for another two years. Then, she tried to embrace her little brother to get him off drugs, as she tells it. She hadn’t asked anyone’s permission and the poor sod died so painfully that the Prince saw no need to punish her any further. Looks like that low-gen trash can’t even sire a childe. The Prince had found himself another weapon to send against his enemies. Shirlene has worked for the Prince for the last 25 years, as a deputy of the local sheriff. It seems she has been completely loyal. All in all, I believe her to be a useful tool: Strong, reliable and easy to control. Your loyal servant, Shrek the Beautiful XP Log Freebies spending: +2 merits/flaws +6 virtues (+1 conscience/+2 self-control) +5 willpower+5 +2 brawl +1   50xp pre game spending: 10 xp to buy Celerity 1 10xp to buy Animalism 1 14 xp to buy Abilities (Animal Ken 2, Etiquette 1, Leadership 1, Subterfuge 1) 16 xp to buy a 3rd dot in manipulation and Appearance each    
  11. Decided I had another idea that kind of fit better anyway. Johnny Match feels more '70's then '90's. Might need to work out mechanics but there shouldn't be any deep shenanigans. Mostly I just don't remember how to make sheets exactly.     Details Real Name "Lisa" [This is Probably a Lie] Internet Handle Warl0ck Nature Scientist / Demeanor Architect Clan Nosferatu / Generation 12 Sire Unknown Date of Birth: February 10th, 1972 Date of Embrace: Unknown [January 11th, 1994] Place of Birth: Donestsk, Ukraine Place of Death: Unknown beyond Eastern Europe   Personality As a survival mechanism she's almost always smiling. The question is it because she's happy or because it's a mask to hide that she's figuring out where to stick the knife. Sometimes you can tell by looking in her eyes, sometimes you can't. In her defense, it's not a malicious thing. It's more a survival mechanism. And "Lisa" is very good at finding ways to seek the knife. A finder of weak points and secrets, "Lisa" plays nice in person but secretly is always testing and probing - sometimes not so secretly. Plays a bit dumb and ditzy but it's pretty obviously just an act. In fact she's extremely intelligent, seeing herself as an intellectual peer of any Prince in the Camirilla at least. Not as powerful, sure - but some of that can be changed and plans can be made. Enjoys the Smell of Coffee if obviously not the taste, too the point that when working she occasionally brews some anyway. Has experimented with mixing coffee into blood and drinking it. Not great results. Also likes to collect old technology and trying to keep it working as a hobby, like old iPods and Zunes. Frequently uses gender-neutral or male aliases or handles, a holdover habit from her early days on the internet.   Appearance A Nosferatu with the curse that it implies, you can tell that she was on the more attractive side when she was alive if not dramatically so. Since becoming one of the undead though her clan curse has definitely taken hold. She is still roughly symmetrical but she looks like the slightest false move could make her split open and spill out insects. Has been described as she looks like a mummy that was unwrapped then filled with Spiders, their webbing holding her together. Her hair you can tell was blonde once but now it looks like it's been replaced strand by strand by cobwebs. Her eyes look like they shouldn't work anymore and overall she looks like she has only a small fraction of the moisture in her body as there should be. Prefers to wear A-Frame t-shirts and PJ pants with slippers, if forced to dress up may put a blazer over the t-shirt and switch out the house slippers for sneakers. Prefers basic greys and light browns for colors.   Motivations & Goals • Viewing herself as an intellectual peer of any other Prince, even their superior in some ways, and as such she seeks power for herself as a "Prince of Cyberspace". "Vampires. Always looking Down in their Graves or Back to their Pasts. The Future belongs to those who can look Up and Forward."   History The daughter of a soldier, it wasn't much of a secret that her father wanted a son. By the time she was 5 though her father was smart enough to realize that in the wars of the future the information surronding the War would be just important as what happened on the battlefield itself. He tried to understand his daughter and he never quite pulled it off, but as long as he could see some application to Warfare he tried. The surprise was that it turned out to be Computers where she shined. By the time she was 15 she was already pushing boundaries with programming. When the Internet was made available to the public, she took it by storm and became some of the first big hackers under the aliases "Captain Crunch", "Overkill", and "Warlock". Few figured out that all three were the same person, but clearly someone did. She was embraced in '94, by a Nosferatu. The experience was obviously unpleasent but her sire had the decency to admit his clan was after her skills, and to show her the ropes of undeath from a distance. Even arranged for some blood delivories to get things going. Granted, once she figured out some of the rules she quickly figured out more and more on her own. She's flirted with the rules of the Masquerade a little, won a few international contests and attended some computer tech conventions if remotely. Mostly she was part of a team of more tech-savvy vampires trying to set up their own global network. Glad to know not everyone whose on this side of immortaility is a complete idiot. Warlock put a lot of work into the ShrekNets and considered ShreckNet 2.0 to be a work of absolute art, and in some ways thought of it like her own child. When they ordered it dismantled she was of course livid, but knew she wasn't powerful enough to actually stop it's dismantling so she instead saved what she could to begin work on ShreckNet 3.0 which she figured was inevitable. Still does. Always convinced that a "Prince of Cyberspace" was also inevitable, she thought that with CoVID and how that effected the world of business and politics the rest of the Camirilla would see that it was time for a ShreckNet 3.0. So far they haven't gone for it, at least not yet. It might take time to set up, but she has all the time in the world. That's the point of Immortality. Woes Warl0ck hasn't exactly made it secret that she thinks the Camirilla should commision an official ShreckNet 3.0, even believes that it's eventual existance is inevitable. It's not at a blood fued level yet but it is definitely causing friction. A controversial opinion held by Warl0ck is that the Sabbat's beliefs are ultimately irrelevent even if they are accurate, at least in the scope of Universal Entropy. Those obessessed with the Past are doomed to be left behind in it.  
  12. Details Real Name Cassandra "Cassie" Hoekstra Stage Name The Countess Nature DeviantThe Deviant is a freak, ostracized from society by unique tastes or beliefs that place her outside the mainstream. — Regain a point of Willpower any time you are able to flout social mores without retribution. / Demeanor Creep ShowYou strive to shock and disgust those around you with gratuitous acts and ostentatiously “evil” mannerisms. You realize, of course, that it’s all show and merely a way to intimidate and control others. Outsiders, on the other hand, think you are the Devil incarnate, and you revel in this image. — Regain a point of Willpower whenever someone recoils from you in horror or otherwise reacts in fear. Clan Brujah / Generation 9th Sire Unknown (Jeremy L'Gue) Date of Birth: April 10th, 1974 Date of Embrace: November 2nd, 1997 Place of Birth: South Bend, Indiana Place of Death: Chicago, Illinois   Personality Perpetually stuck as a young 20-something, Cassie is full of herself. She is passionate in her ways, having no half-measures. Her tastes in music--black and thrash metal--come with a misanthropic mindset; the old world must be torn down to make way for the new. Cassie fully believes that the current way society operates is poisoned and doomed to fail. Being embraced did little to change her mind, instead adding fuel to the fire. She rebels against a machine which ultimately supports her, all in search of a better way that may not exist--or does, and will cost the world dearly to achieve. When someone calls Cassie pretty, she goes out of her way to make a scene over it--gurgling loudly or shoving food in her face or screaming at the top of her lungs manically. She loathes the idea of fitting in. At her worst, she embodies the destructive aspects of the stereotypical angst-riddled metalhead, going on sprees of chaos to deface public property--or burn down buildings. In her youth, Cassie believed in a God. She never gave it much thought--still doesn't--but the embrace did change her perspective on things. There are nights she wonders if there's still a God that could love her, and whether all those songs praising Satan are actually counting for something.   Appearance Cassie is usually seen only wearing black, from boots to jeans to band t-shirts and leather jacket or band hoodies. Certain occasions call for her "battle coat"; a sleeveless jean jacket, covered in band logos. Her jewelry tends to be blasphemous and demonic, often with inverted crosses and pentagrams. On stage as The Countess, she wears spiked gauntlets, a bullet belt, and spiked heels. While not on stage, Cassie wears heavy eye makeup; on stage she wears "corpse paint" and will often use real blood in her performances, drooling it down her neck. She always wears her hair straight and parted, though it is several feet long. She has several body piercings and tattoos.   Motivations & Goals • Find more band members for Angel Blood and seek out venues to play shows at "Can't play live shows by myself. I gotta teach more people my songs...again." • Learn more about the Bahari and push myself physically "My eyes have been opened to a whole new world. I need to know more! What lies must I break through?" • Settle things with the Anarchs amicably and try to join their ranks "I have to right the wrongs of my past. The Sabbat don't know what they're doing and the Camarilla are stuck on proper etiquette. The Anarchs are where I belong." • Improve my self-defense techniques "I'm no good to anyone if I can't take care of myself. I feel like there's so much room for improvement." • Destroy a piece of infrastructure important to capital ventures "This world is still sick. Time to purge this rot of greed." • Take down "the man" "Corporate lifestyles are ruining this once great land. Maybe the Gangrel have the right of it..." • Find a proper place to start my garden "I serve two mothers; Lilith and Nature. By nurturing one I honor the other." • Take every opportunity to teach through pain--yours or otherwise "Many would think pain is without meaning. I will show you it is but a means to an end. Learn and grow."   History Blackened Beginnings Cassie was born to parents that just wanted to do right by their child. Both of them came from broken homes; one from physical abuse, the other emotional. It led to a volatile home life that made the young girl retreat into herself. Her mother forbade any form of violence, despite displaying on an almost nightly basis. Her father was a hollow, emotionless "yes man" that had no spine until it was inconvenient. The young girl discovered music and art at a young age and dove headfirst into it. She demanded to learn an instrument--getting a clarinet when she wanted a guitar. She shirked it as quickly as possibly by raising money one summer to get a guitar of her own. It took a world of convincing, but she was spoiled as an only-child, and got it when she was twelve. Puberty made the girl awkward and boys started treating her weird. She hated it, seeing what relationships were like by example, and instead focused on her art. By fifteen she had her own band--Starbright--which played covers of popular songs. They even won an award at a talent show. But by the next year, Cassie's misanthropy hit new levels. She found the underground scene of tape trading in the 80s and with it came the disturbing fascination with metal. Suddenly, the world made a lot more sense to the girl. Slayer, Metallica, Mayhem, Venom, Slaughter, Celtic Frost, Bathory, and Mercyful Fate became her touchstones. Cassie moved out when she hit her eighteenth birthday, much to the chagrin of overprotective parents, though they couldn't stop her. She took everything she had and poured it into a huge van. The road led her west to Chicago where she found newfound life. A few rugged months went by but she managed to use her good looks and rarity as a metal-girl to sleep at various homes--sometimes with a partner. She fumbled her way through several bands before creating her own in '94 called Angel Blood. She played local venues, parks, and party-houses. Anywhere that would let her crank her craft up, she went for. Unfortunately those years also brought drug and alcohol abuse. The Downward Spiral After one particularly good show, Cassie was partying with some of the other bands. Sometime around four a.m. when most everyone was asleep, she was approached by a man that'd been staring at her all night. The two got to talking, and eventually alone. It was a surreptitious move to get her vulnerable for the man would be her sire. A cold November night with a soft snow brought the curse of Caine to Cassie. By the time she awoke, he was gone, and the amount of blood everywhere wasn't questioned on account of how "metal" it was--and the group's distaste for authority in general. Undeath was never explained to Cassie and those first few nights were some of the worst for her. She was nearly burned alive by the sun, taking refuge in the closest house she could find. The hunger was overwhelming and she left a path of bodies that police were intensely interested in. Once there were at least three victims found, the press ran with the story of a new serial killer--the Lakeside Hunter. When that happened, Cassie was introduced to the local Anarchs by force. They taught her about the curse of undeath and what the new rules were, but also made sure she realized her new debt to them. A month of laying low, and the intervention of the Prince of Chicago, brought an end to the manhunt for the Lakeside Hunter. The Camarilla used it as an excuse to also force a debt onto Cassie, but one that came with a stricter leash. She'd be allowed to do as she pleased so long as she acted like a good dog and obeyed when called. For the first decade, Cassie felt the need to uphold the Prince's laws and commands. She'd spend time continuing to write music and fostering a sense of mysticality in her band and stage performances. It even drew the eye of Chitown's own Toreador Sheriff--Cosmina Gusev--who found the whole thing to be new and exciting, at least for a time. The Turmoil of Choice In 2011, Cassie was approached by a priest after one of her shows. He poured his heart out to her and made a big show of trying to "save" her and get her to turn away from the "teachings of Satan" which only made the girl laugh. It wasn't until she was feeding on him in the alley out back that she had a strange revelation. Or perhaps it had been a vision. Whatever the case, Cassie swore she met a God in those scant few moments. It scared her and made her truly begin to think about her place in reality. The next few years Cassie became torn between her obligations to the Prince and the Anarchs. A scheme had been uncovered which put the Prince in a bad light--one he'd tried to hide. One side wished to use her as a meat-shield under the employ of the Sheriff; the other wanted to stage war against the Ivory Tower. Cassie did the only thing possible--work both sides until she could get out. She joined the Anarch assault, but mid-fight she turned on them. It wasn't exactly her choice; Cassie had been forced by blood bond with the Sheriff--the same Toreador which had taken an interest in Angel Blood. The "revolution" was routed and Cassie had no choice but to heel to the Camarilla like the dog she was. Taking her anger out during a show, Cassie took her antics further than ever before. She cast a homemade "spell" during an instrumental song and used a ritual dagger to slice herself up on stage. Some people fled, but most were enthralled by her crazed, manic art. She then wore a ram's skull she'd bought off the internet and finished out the set to a standing ovation of several dozen people. After what seemed an eternity, the crowd dispersed and an envelope was left behind with Cassie's name on it. Inside was a simple message: "Caine is a fraud. Seek Lilith for the truth." A Plague on your House 2020 brought the coronavirus and a new wave of protocols in the city. Cassie saw less and less of her "beloved" Sheriff which allowed the blood bond to weaken. At the height of the pandemic the following year, the Sabbat struck the city under the guise of rioting. Like a moth to a flame, Cassie joined the cause. That was the first time she entered frenzy. It was both calming and terrifying because it felt like the ultimate rebellion. Luckily her murder-spree had gone under the radar due to the Sabbat, which the Sheriff was busy trying to cull. Unfortunately, not everyone was oblivious to Cassie's mass murder event. Fifteen lay dead at her hands before she finally ended her rampage. She only survived thanks to a Nosferatu called No-Face who not only saw it all happen, but cleaned up after her. He figured it was a chance for an easy payday. Using a network of ghouls he had all the bodies collected and drug into the sewers along with Cassie. He tried to explain the situation when she awoke, but his appearance was too much for her. She attacked him and then ran. No-Face would continue to hold a grudge until it was made right. And what better opportunity to take revenge than in a brand new city like Savannah...? Freedom isn't Free Cassie was again called to service to do the Prince's dirty work--more like wet work--only this time she witnessed the death of Cosmina at the hands of the Tremere. She overheard something about a price being paid in full. It brought a sickening revelation, putting the Ivory Tower in quite a tainted light as the now-broken blood bond drove her to deep sadness. The Sabbat didn't have the answer, but then neither did the Camarilla. Going into hiding at various abandoned homes or groupies' campers, Cassie took time to research more about the Bahari. The more she learned the stronger she felt, but she quickly recognized the need to push herself to the edge more than ever. For the first time in her life it felt like she was breathing above water. By 2023 the Prince of Chicago had survived the pandemic, using his manipulation of ghouled Mayor Lightfoot to bring the mortals to heel. It served his purpose, but she finally was not re-elected for office. The Prince also realized that Cassie had seen too much and needed disposed of but the act would require pulling favors since he was still without a Sheriff. He ambushed her easily using his vast resources and offered Cosmina's job to Cassie--just out of curiosity--to which she literally spat at. It would prove to be the last time she saw Chitown, as an unseen vampire melted out of the shadows and forced a stake into her heart. In her fleeting thoughts she heard the word "Savannah" echoing into the void...   Faction Woes The Anarchs Cassie pissed off the people that should've been her allies. She didn't have a choice due to being blood bound, but the damage was done all the same. She killed Anarchs and enjoyed it, if she's honest with herself. Not for what they represented, but because they put up a good fight. It'll take a lot more explaining--and probably bodies--before they can come to understand her. That, and likely the word of the Prince of Chitown. Deep down Cassie wonders if she's got what it takes to make peace with them. Clan Nosferatu When Cassie frenzied for the first time, she killed a lot of innocent people. That mess was cleaned up by No-Face, a Nosferatu with plenty of connections and too much time on his hands. Not only had she not been in the right mindset for owing someone for her mistake, but No-Face's ghastly appearance took her well off-guard. She ended up punching him so hard his jaw broke. He hasn't forgotten that disgrace and now plots for the perfect way to bring her low so he can rub it in her face--even if that means traveling all the way to Savannah and pulling all the strings and calling in all his clan favors he's got.  
  13. Basics Name: Nick Underwood Age: 23 Gender: Male Class 1: Gunslinger (Bolt Ace) Class 2: Druid (Desert Druid)     Appearance Undersized Arm, Missing Ear, Uncontrollable Twitch Personality Content Background 1.) Who was your character before The Turning?  Grew up in Lordsburg.  Medical Student at WNMU. 2.) What was their experience of the event like?  Ie... What were they doing?  What did they see?  On Summer break.  Community bar-b-que.  Hundred folks dropped dead.  Found all ~3000 people in town dead.  Then the twitching began.  Then the pain in his arm as it contorted and withered.  He didn't realise the ear was gone until he saw himself in a mirror in Tuscon. 3.) What is one experience your character has had in the past two years, since the fall of Civilization?                 A Description of Your Character's Appearance:   A Description of Your Character's Personality and Demeanor:  A Background Summary that Describes the Following:  
  14. Artanis Brightblade, Human Knight of Solamnia, Paragon Warlord or Cavalier Fighter Name: Artanis Brightblade Character Concept: A peasant horse farmer's son who grew up in awe of the Knights of Solamnia, dreaming of joining the order and becoming a knight in shining armour defending the weak. Now that he has finally set out on his own as a squire, how will his untested idealism  stand up against the grit of everyday life? Long past are Solamnia's days of majesty - do any truly follow the Oath post-cataclysm, or is the glorious Knight of Honour Artanis always dreamed of just that? Race, Background, Subclass Class: (Variant) Human Knight of Solamnia Paragon Warlord  (https://www.gmbinder.com/share/-LW4agTNJcbwe6kSv4H2) Description: Artanis is tall and well-muscled, a reflection on both his hard work training horses when young, and his dedicated training to become a Squire of Solamnia. Dusty brown hair hangs behind a tanned face with square jaw, but gentle eyes. Callused hands carefully run an oiled rag along the plain-looking steel longsword across his lap. He is dressed in well worn but carefully maintained chainmail, and smells of leather, sweat, dust and horses. It is clear from his appearance he does not come from noble or wealthy stock, and his easy-going and quiet manner only confirms this - he move to let others pass as needed, and peaceably waits his turn to be served. A closer look reveals the majority of his equipment to be similar in state - well-worn, perhaps second-hand, but cared for with an honesty and    meticulousness that would fit items of much greater worth. Around his neck he wears a plain wooden symbol of Kiri-Jolith to proclaim his faith. Striking up a conversation he is forthright and blunt, not as an excuse for rudeness but rather because his education (or lack thereof) has not lent him a silver tongue, and honesty needs none besides. He believes the truth speaks for itself. He is clearly friendly and not shy to offer aid to those who request it, in no way viewing simple manual work beneath him - he is as happy to help you move a stuck cart for kindness sake alone, as to undertake a grand quest. A merchant or more cynical character would quickly assess that it comes as no surprise he lacks for gold. Beyond the tavern, he carefully tends to his mount before turning in, taking the time to brush it down, check it over for sores, and inspect the stable himself before tipping the stableboy generously despite doing most of the work himself. It's clear to anyone watching from the love in his eye and gentle touch of his hand, as well has the horse itself, that he cares greatly for the animal. Indeed he would find it hard to tolerate abuse of such creatures as much as that of his fellow man. Your Character’s Plothook: 5 - Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill. Past is Prologue:    Truths, Rumors, and Lies: Include at least two of the following in your application:   Music. Lament for the Rohirrim "https://www.youtube.com/watch?v=2YTBgFmK_bs". He Who Would Valiant Be "https://youtu.be/dBSPvatOtvo". I won't Back Down - Johnny Cash "https://youtu.be/xggRxWXdTng" Holding Out for a Hero "https://youtu.be/bWcASV2sey0"   Images. Connections. Should be apparent from background & loyalty information above , but will make more explicit on request 
  15. Coltan Bluetemper Name: Coltan Bluetemper Character Concept: Raised by parents who traveled throughout Ansalom working as itinerant smiths. Race, Background, Subclass: Hill Dwarf, Folk Hero, Forge Cleric Description: This broad-shouldered dwarf of average height wears a holy amulet of Reorx.  His shoulder length dirty blonde hair and full beard are relatively unkempt compared to most dwarves you might meet. He has a nasty scar down the right side of his face and eyes that sparkle gold.  Chain mail peeks out from the layers of his well-mended but stained leather and wool traveling gear. His weapons' belt hangs a bluish steel warhammer, a handaxe, and a dagger. He shoulders a backpack and shield. Upon more careful observation, you find his hands are large and calloused.  Burn scars randomly cover his hands and arms showing his career near a forge.  His well-maintained kit indicates decades of travel and fastidious maintenance. Coltan's facial expressions are intense.  His resting face reflects his serious demeanor, maybe even angry if you don't know him well.  However, he is quick to laugh and smile, especially after a few beer.  Your Character's Plothook: 2. Coltan and Ispin defended a community from a notorious band of goblin raiders. Past is Prologue: Coltan was born in 300 AC at the home of his maternal grandparents in Hillhome, a Neidar village located west of Thorbardin on the Passroad.  After a year, Scoria née Fireforge rejoined her husband Norite Bluetemper on the road with their new son.  Norite and Scoria traveled Ansalon as itinerant blacksmiths visiting villages which do not have resident smiths.  For almost 50 years, Coltan has traveled the continent with his parents who seem to be friends with everyone.  Actually, not everyone likes them, but they have more friends and acquaintances than rivals.  Now, Coltan is as famous as his parents among the small villages and manors who don't have a resident blacksmith and the trails connecting them. Sixteen years ago, he met Ispin when they defended a village from a notorious band of goblin raiders.  He got the scar on his face during this melee.  They then traveled together for months and have kept in touch over the years. Last year, Coltan celebrated his Fullbeard Day in Hillhome with his parents and mother's family.  His parents gifted him a set of chain mail and warhammer of their own make and his own set of traveling smiths' tools.  However, inspired by his cousin Flint, Coltan decided to start traveling on his own. While his father was disappointed to separate from his only son, he grudgingly accepted it and gifted his personal holy symbol of Reorx to guide his son. Truths, Rumors, and Lies: [Truth] Coltan is a capable smith [Lie] Coltan has a girl in every village [Truth] He received the scar on his face from battling a goblin Include at least two of the following: Is Might Right?  Coltan has seen the best of people governed within small communities and villages.  He would be skeptical of the corruption of larger governments which maintain armies. Diety.  Coltan inherited his divine beliefs from his parents that Reorx created the world, dwarves, and the ability of crafting.  While Reorx doesn't answer his prayers, his faith is no less strong. Music. He grew up next to a forge, so the sounds of striking hammers, breathing bellows, and hissing quenches comfort him, so the modern songs of AC/DC and Led Zeppelin would resonate with him.  In addition, he's a dwarf who likes to drink and party, so Irish drinking songs would be how he parties. Impressions. Katlina Grovegust, Kender Monk - Coltan, Ispin, and Katlina became friends during the same goblin raid sixteen years ago.  They traveled together his Coltan's parents for months before Ispin and Katlina went separate ways.  Coltan and Katlina have run into each other over the years and traveled together.  She attended Coltan's Fullbeard Day in Hillhome last year and have been traveling together since then.  Katlina is an even-tempered, free-spirit traveling like a beautiful leaf on the wind.  She keeps the air light and makes Coltan smile, because he's usually too serious.  Hunni Collic, Gully Dwarf - Coltan would constantly step back from her to restore his personal space.  He would marvel at her intelligence but not her hygiene.   Her persistent friendliness would buoy Coltan's usual seriousness demeanor. Meryelle Keryndon, Half-Elf - Coltan would find her too academic and chalk it up to being elven.  Coltan crafts with his hands and his heart, so her intellectual perspective would be alien to him. Wybil D'kazitwirx, Tinker Gnome - Coltan would believe that Wybil has been blessed by Reorx.  Although he would not understand him often, he would deeply respect his genius struggling to comprehend him. Connections. Father: Norite "Nori" Bluetemper, father and smith Mother: Scoria Bluetemper (nee Fireforge), mother and smith Fireforge clan: maternal family Rival: Beryl Frostbeard - Five years ago, Coltan crossed paths with Beryl, a older cranky Neidar dwarf.  At a tavern in front of a village, Beryl insulted Coltan's parents, especially his mother.  Being young and a little drunk, Coltan over-reacted and humiliated Beryl.  Beryl would attack Coltan if he saw him again.  
  16. Decimus  10th & Last Name: Decimus  Character Concept: A member of the Order of the White Robes dual-wielding Bladesinger who is inertia incarnate.  A lover of poetry, soft lighting, and expensive wines, he moves through life at his own pace, extolling peace and love where he can, and doling out justice if he must.   Lineage, Background, Planned Subclass: Decimus is a Human, with a Mage of High Sorcery background, who will one day become a dual-wielding Bladesinger Wizard.    Description: When he can be caught standing tall (typically when in a formal setting where he has no choice), Decimus is is slightly above average height, around six feet on the nose, though he typically prefers to lean or stand in a leisurely pose.  With a sharp jawline, commonly roughed up with a purposefully lazy five o'clock shadow, he draws a rugged silhouette beneath his large sakkat.  His long hair is most often tied back in a neat ponytail which descends between his shoulder blades to the middle of his back, though he leaves a singular curl hanging on the front, which he can often be seen sweeping out of the way in a practiced motion if he needs to punctuate a point.  For a wizard, especially one as lazy as he is, he displays a considerable amount of athleticism, and though he can be considered a bit of a layabout, he does a considerable amount of travelling, and his training requires him to maintain a certain level of physicality in order to sustain his place in the Order of the White Robes given his particular choice of magicks.  Though he is not built like a martial artist, his use of weapons and agility in combat require him to have a physique that is something he is secretly proud of.  Most shockingly, under his Sakkat he wears a black eyepatch, a daily reminder that sometimes, evil wins, and that he must do everything in his power to prevent it.    His clothing, much like his flowery personality, is breezy and comfortable.  His white robe is covered by a kimono that is dyed pink, and decorated with various sigils and runes, all of which are hidden in the flowers also on the material, though it is visible beneath.  The robe is open over a black haori, over which he sports a bright soft blue and white ombre obi that is tied neatly in a bow, with the two ends hanging down close to his feet.  His choice of footwear, if he must wear any at all, is a simple pair of bamboo sandals without socks.  Decimus usually carries with him a small pack with some emergency wine, cheese, and some nice homemade bread.  The wizard is not an expressive man, usually going through life with an easy smile and a quirked eyebrow, but it is because he often takes time to process what is going on before reacting, though the speed at which he moves through this process can frustrate people around him who are more reactionary.  When forced to act by a problem that has no self-solving solution, he can begin to get serious, but only as a last resort.  Quite often, he would much rather be baking, reading, or sleeping.  Portents and omens and augeries are a subject Decimus can talk at length about, as he has been mired in the subject since birth.  Not one to see doom in every broken piece of crockery, he does believe that the gods have a hand in the fates of men, and that though there may be a predetermined path, that path is malleable, and oft changes of the whims of the gods.  This belief has revealed itself in him as rather remarkable laziness, knowing that no matter what happens, he will be where he needs to be when he is needed, as the gods intend.  It's not the only reason that he believes in making sure religious shrines are kept in good condition, and goes out of his way to make sure they are done so, but it is a factor.  After all, if his fate is controlled by the gods, there is no harm in staying on their good side.    Plothook: Once upon a time, Ispin happened across a body on the side of the road in a forest, and for a moment, he was unsure if the figure was alive or dead.  After poking him with his foot, he discovered Decimus had simply decided to take a nap on his way to the next village.  Finding this hilarious, the adventurer took the wizard up on a brief parlay of cheese and bread while the two swapped stories and poems.  Decimus discovered a kindred spirit in Ispin, and the two regularly exchanged messages over the years, critiquing poems and essays and generally musing about the world and their places in it.   Past is Prologue: The rain did not stop for weeks after Decimus' birth.  This fact was referenced throughout his childhood by his mother, and often used as her reasoning for being abusive.  According to her, he was a child of the devil, and his father had tricked her, leaving her with a horrible monster.  One of his eyes was taken from him to prevent him from spying on her and reporting back to his master.  It is safe to say that the young lad left his home as soon as he thought he would be able to sustain himself.  Jumping into the back of a local traders caravan at age eleven, he never looked back.  He never was able to shake his mother's habit of seeing universal 'truths' in daily occurrences, even long after he left her home.  Without a real path in life, he drifted, spending most of his time fishing and reading, teaching himself a wide range of things from books he would trade some of his better catches for.  On a whim, after picking up an introductory guide to magic, he decided if he was ever going to have to do anything, being able to do it with magic would make it easier, and with an irritatingly firm belief in the occult already, it just seemed like the right thing to do.  It did not take long for him to learn a few spells, which he would use to entertain in town squares, using various forms of presdigitation to busk for money.  This work of his did not last long, as he was soon picked up for being a nuisance by the Order of Mages, and without anything better to do, eventually attempted to join up. While his lacksidasical attitude was frowned upon by many of the wizards in the college, no one could deny his innate talent for magic.  Voraciously he consumed tomes of information, reciting them on command when challenged.  One motivation that he had during this studious time of his life, was a beautiful fellow mage, a one he became very close with, who he could impress with his poetry and wit.  For a while, he chased her, but thanks to his own love of freedom, never caught her.  When another man swept her away, all he had left was unwanted poems and a broken heart.  Decimus never blamed her, he accepted his faults, and wished her the best.  While only an Initiate of High Sorcery, he became a ronin, travelling the world, spreading peace and love where he could, using the harsh lessons of his life to teach others to turn towards the light, preparing himself to take the Test of High Sorcery.   Truth, Rumours & Lies:  Include two of the following:  Loyalties To the Mages of High Sorcery, as a member of the Order of the White Robes, he strives to protect people from evil, and to spread the word of peace  Is Might Right?  Never.  Might is a means to an end, having only might may win in the short term, but it can never sustain.   Music Pure Imagination When a stranger comes to town Diety  Solinari has the heart of Decimus, though whenever an opportunity to praise Branchala or Habbakuk comes up, he will often leave an offering to them, as they reign over domains he is quite fond of, Branchala in particular, as without them, poetry and music is meaningless, and those are two things he could never go without.    
  17. Hunni Collic - Gully Dwarf (reskinned Kobold) Mage of High Sorcery Hexblade Warlock Name:  Hunni Collic Character Concept:  Brilliant (for a gully dwarf) young Aghar hero with an unusual connection to magic and the ambition to grow beyond her race. Lineage, Background, Planned Subclass:  Hunni is an Aghar, or gully dwarf, Mage of High Sorcery Hexblade Warlock who intends to take the Pact of the Blade at 3rd level. Description:  Small in size, big in personality, Hunni wants to be everyone's friend although not everyone wants her to stand quite so close to them.  She is just under four feet tall, weighs a little less than a hundred pounds, has long brown hair that grows on her head and cheeks.  Although cleaner than most of her kin, Hunni still breaks out in scabs and sores occasionally, and doesn't smell the best, mainly because she doesn't see the point of washing.  She has little concept of 'personal space,' so although she isn't tall enough to get in most peoples' faces, she is usually standing or sitting just a bit too close.  Friendly to a fault, Hunni takes most peoples' reticence to get close to her as an invitation to just try harder, and she never wants anyone to feel left out. Your Character's Plothook:  Ispin visited my homeland, bringing with him goods and stories from far-off lands.  He taught me much about the world. Past is Prologue:  Hunni came from That Place, an abandoned human village in the Hinterlund, mostly destroyed a long time before yesterday.  Hunni didn't know, and still doesn't, what the place was called, or what happened to destroy it.  She knew her clan, the Collic clan, and they all knew danger and fear and hunger, although they could usually find enough rats to stick in the stew pots, salvage in the village and hiding-spots when predators came.  Back then, they called it This Place, and her uncle was HighCollic Blurp.  Her mother was their shaman, and taught her that there are numbers bigger than two.  Eventually, That Place was overrun by dire hyenas, so they had to find a new This Place.  So it goes. It was during this trip that she met Ispin Greenshield.  While the clan was migrating, they came across his camp, and shared some stew with him.  Although he didn't eat any of it, he was still willing to trade some goods and a lot of stories with the clan, and Hunni developed a bit of a crush on him.  She also developed a desire to travel the world, to see the magical towers and fight sea monsters and everything else that Ispin spoke of, even though everyone else thought she was a crazy dwarf who should get her head out of the clouds. Anyway, travel she did.  When they found the new This Place, there was a destroyed tower in the middle of it.  In the tower, there were broken statues and bits, traps that had been sprung, tomes that were burned, and rooms full of shattered glass.  In the tower, she found a locked door that couldn't be opened, although someone had clearly tried.  There were scorch marks in the hallway, and gashes in the stones around the door, but the door was completely undamaged. Although the door was still pristine, however, the walls around it were not; what force could not do, time had done, and she found a large crack from some earthquake or other had formed, leaving a crawlspace a young gully dwarf could squeeze through.  Deciding that she needed adventure, and one was right here, she squeezed in...  And met a talking sword that only she could see and that needed her to help it get out of the room. Now, the sword is inside her.  Now, she can throw eldritch daggers, and put the spirit of the sword into her club.  Now, she has magic. It was enough that when her travels led her to encounter the Mages of High Sorcery, they allowed her to become an initiate, despite her bloodline.  They taught her how better to control her magics, and her mentor, Julius Wyren of the Black Robes, seemed to think of her as an experimental subject in to what the lesser races could be taught.  It was enough that she learned to write, and kept up a sort of haphazard correspondence with Ispin as she studied. Truths, Rumors, and Lies. [True Rumor]  Hunni fled her clan to avoid a marriage. [False Rumor]  Hunni left her apprenticeship with Julius Wyren due to a spoiled romance. [False Rumor]  She is currently being pursued by the Mages of High Sorcery as a renegade. Include at Least Two: Loyalties:  She is a recent initiate of the Mages of High Sorcery.  She joined because they had a lot to offer her, when it came to knowledge of the world, and how it worked.  It was an awakening, honestly, compared to the worldview of her fellow Aghar.  They accepted her mainly out of curiosity, and only because Julius Wyren agreed to take responsibility for her training.  She doesn't realize that he did it as an experiment, expecting her to implode quickly.  Deity:  This one is strange.  She believes, as most Aghar, that Reorx of the Forge abandoned her people.  Also like her fellows, she refuses to worship the gods of the other races which regard the Aghar with disdain.  Hunni is not at all an atheist, in that she knows the gods are real, but she refuses to worship any of them.  Instead, she practices a lazy sort of animism, revering ancestors, who she hopes can help her from time to time.  And her Warlock Patron, of course, although she isn't sure what that is, really. Music:  Up to three, hm.  Well, I think of her as being her, her patron, and the combination, in a way.  She's wild and bright, a bit manic, a bit untrustworthy.  The voice in her head is sultry and seductive, and the combination is more of a steady inevitability.  I am not sure what the music for those would be, but I am imagining something like these. Black Betty Her, on her own. Sweet Jezebel Her Patron, in the back of her head. Seven Nation Army The Combination, battle sound.
  18. Name: Merituuli Kaiutin Character Concept: A young, hot-blooded shoal elf wannabe hero inspired by Ispin's grand tales of adventure, who has currently found himself in wholly unfamiliar lands. Race, Background, Subclass, Class: Sea Elf Far Traveler Beast Master Ranger Description: Like many of his Dimernesti kin, Merituuli has light-blue skin, lighter near his core and growing darker towards the extremities.  His fingers and toes are notably webbed, allowing for swift swimming.  Just visible under his pointed elven ears are small slitted gills, allowing him to breathe in water as easily as in air.  His silver-white hair is braided and tied up into a bun that sits tightly atop his head, and his eyes are a similar silver-grey, like a storm cloud gathering atop the ocean currents.  He stands at just under 6 1/2 feet, and is a bit more bulky than his land-bound cousins.  A number of scars are clearly visible across his body, including a small shark bite near his hip.  His clothing is rather limited, normally - pants made from woven kelp, simple woven bracers, and a spiky shell pauldron on his left shoulder.  Draped along his neck is one of his most prized possessions - a necklace adorned with shark teeth, small shells and pearls.  During combat, he wears a sharktooth coat (equivalent to scale mail).  Perhaps the oddest item among his possessions is a massive, ridged, straight seashell as long as a staff that he tends to keep strapped to his back. His bearing is immediately identifiable as cocky and energetic - he holds his head high, a broad smile across his face, sharp eyes roving constantly looking for the next challenge.  He often invades personal space a bit too freely when speaking to others, taking time to study them closely.  This confidence, however, can be broken at times, as "Meri" is very much a stranger in a strange land - a literal "fish out of water", if you will.  Though he's spent many years traveling the coastlines of southern Ansalom, he's never been this far north.  It's comforting to him, at the very least, that Vogler is situated at the riverside, but he is wholly unfamiliar with some of the customs of the "land-dwellers", especially their foods. Character Plothook: Ispin was an honored guest in Dimernost (the underwater kingdom of the Dimernesti elves, also known as the Sunken Land by surface dwellers) after he and his companions helped defeat a sea serpent that had been ravaging the area, sinking ships and attacking elves alike.  A youngling at the time, Merituuli was completely enamored by Ispin's tales of bravery and adventure, so much so that he decided he would be a wandering hero just like Ispin. Past is Prologue: Merituuli was born to a well-off family within the great underwater city of Dimernost - the only remaining Dimernesti city after the horrors of the Cataclysm ripped many of their shore-side cities apart.  As the youngest of 4 older siblings, he had a habit of getting in trouble as a child, constantly sneaking out of home to roam the city and its outskirts, swimming through the jellyfish schools and kelp farms and "borrowing" stabled seahorses for joyrides.  It was evident that he had an adventurous spirit, even at that young age... but it was only further solidified when the great Ispin Greenshield was presented as a hero and honored guest. Still early in his adventuring career, Ispin and his companions Becklin and Cudgel had assisted the people of Dimernost in slaying a dreaded sea serpent terrorizing the area - a beast that Merituuli had a close run-in with himself, barely hiding in time to avoid its ire.  Using a sailing ship and a massive harpoon, Ispin struck the final blow on the beast as it breached the water, pushed upwards by the assault of the sea elves, firing the harpoon right through one eye and out the other.  Ispin was brought before the Speaker of the Sea, the ruler of the Dimernesti, and a great celebration was held.  Afterwards, Ispin spent some time within the air domes throughout the city, spreading tall tales of his adventures.  Merituuli snuck out as often as he could to see Ispin and quickly became enamored by the heroic figure and his stories.  Ispin, in turn, was rather amused by the young sea elf, and told Merituuli, "Lad, anyone can be a hero, from the smallest gnome to the tallest elf.  That means you too!" Before he finally took his leave, Ispin granted Merituuli a trinket to remember him by - an indecipherable treasure map - saying, "From one adventurer to another, young friend." Many years passed, and though Merituuli grew older and wiser, the spirit of adventure still held him in a firm grip.  Though he could have easily held a respectable station within Dimernost using his family's connections, he instead decided to journey along the southern shores of Ansalon, fighting sea beasts and meeting the diverse peoples of the world.  During an especially harrowing deep-sea dive, he came across an object he is absolutely convinced is magical - a long, straight, ridged seashell as long as a staff.  Though long empty, it seems to carry the noise of the waves and sea breeze within it when listened to closely. Now, though, Merituuli is on his greatest journey yet.  Having heard of his childhood hero's passing, he has journeyed farther north than ever before, ending up in the small village of Vogler.  Though the new sights and sounds are a bit overwhelming, Merituuli holds his head up high, ready to prove that even a sea elf can be a land-dweller's hero. Truths, Rumors, and Lies: Truth: Merituuli once saved the crew of a wrecked ship by convincing a pod of dolphins to help the men swim back to shore. Lie: Merituuli once hit a shark on the nose so hard that it became vegetarian, only eating seaweed and kelp for the rest of its life. Rumor: Merituuli's last name isn't actually Kaiutin - it's Windspeaker.  Yes, Merituuli is actually the youngest son of Nuqala Windspeaker, Speaker of the Sea and ruler of the Dimernesti elves!  Except he has no claim to the throne given his four older siblings and his general irresponsibility.   Is Might Right?: Power is a useful tool, but authority is stifling.  All people deserve freedom, and those with power are better able to grasp it themselves and grant it to others. Deity: The sea elves worship the gods under different names than the land-dwellers use.  Merituuli is especially fond of Abbuk the Fisher, the sea elf version of the god Habbakuk, and holds the balance of nature and civilization in high regard.  In its most perfect form, civilization and nature should live in harmony, each benefiting from the other equally. Images: As a Beast Master Ranger, Merituuli will eventually have access to an Animal Companion. I plan to use the Primal Companion option as presented in Tasha's, and will primarily use the Beast of the Sky option while on dry land.  Merituuli's Beast of the Sky companion takes the form of an Osprey with Primordial runes along its wingtips.  Their name is Kalasääski. Alternatively, if we ever find ourselves underwater, Merituuli will call on the latent magics of his giant seashell to summon forth his Beast of the Sea - an ancient Baculite.  Haven't come up with a name for this one yet, will consider further!
  19. Name: Generally goes by Mery Character Concept: Nerdy girl face/support character constantly seeking new knowledge, wants to write a book that makes a difference, but is unsure what to write about.  This is also an introverted charismatic character who sometimes gets things wrong when she tries to function in a more extroverted role. Lineage, Background, Planned Subclass: Mery is a Half-Elf (Qualinesti/Human), with the Sage background and will take the College of Lore when she reaches the correct level. Description: Mery has long blonde hair that she generally wears up in a bun to keep it out of her face and piercing green eyes. She prefers clothes that are functional and have many pockets. She wouldn't be the first one to come and greet you in a room, as she has a somewhat reserved nature, but she can be incredibly charming and persuasive when she wants to be, and she can be quite warm once she's had a bit of time to warm up to you. She often has a somewhat distracted air, as though her attention is elsewhere, and indeed it is, as she is commonly mentally cataloguing anything that strikes her as worth being written down. During downtime, she can often be found madly scribbling in one of multiple notebooks she carries. When she is distracted, she frowns very slightly and the right side of her mouth quirks upward. Socially, Mery is fairly relaxed with people she knows, with the one exception being when people are standing too close physically to her or are trying to force her to do something she doesn't want to do. In those cases, she will ask them to either back off or let her go, and if they resist or continue to force her, she will walk away from the conversation if she has the option to do so. Plothook: Mery met Ispin Greenshield when he once traveled through Palanthas and brought stories and goods. He encouraged her in her desire to write, but suggested that she travel and experience the world before she decides what to write about. Relationships with other characters TBD. Past is Prologue (backstory): For as long as she could remember, Mery loved books. She loved the feel of them, she loved the smell of them, and most of all, she loved learning the wondrous things contained in their pages. It helped that her parents were parchment makers in Palanthas. They sold parchment to the Great Library, and Mery thought that was the most magical place in the world, a place she visited every time she had some free time. Her fondest dream was to write at least one book worthy of being included in the Great Library, but what could she write about? Did Krynn need a book about the plants of Ansalon? Did it need a book about a great hero or heroine? Did it need a book about blacksmithing techniques? When Mery was 15, she met two people who became very important to her. The first was a human boy about 2 years older than she was named Angus Whitequill. She met him in the Great Library and found she could talk to him about books and lore and knowledge for hours on end. The second was Ispin Greenshield. Ispin came into her family's shop one day looking to buy some parchment for letter-writing. What made Ispin different from other customers is that he took a genuine interest in people around him, so much so that her parents invited him to their house for a meal. During the meal, he asked her about her interests, and when she told him she wanted to write a book, he took that seriously and asked what she wanted to write about. When she confessed she wasn't sure, he laughed, but told her to keep learning, she'd eventually figure it out. After getting her parents' permission, he asked if he could write to her and she said yes. When Mery turned 20, she applied to become an Aesthetic at the Great Library, mostly because Angus was doing it and encouraged her to as well. To her delight, she and Angus were both accepted, but something didn't feel right. In Ispin's letters, he wrote about the importance of doing as the best way of knowing, and being an Aesthetic seemed to skip the doing part entirely. After a week of deliberation, she reluctantly refused the offer.  She fell in love with Angus around this time, but he didn't appear to see her as anything other than a kid sister. Ispin encouraged her to become an adventurer, as he felt this was one of the best ways to get to know more about the world, but for the next five years, Mery hesitated, continuing to help out her family's parchment-making business. In his final letter to her, Ispin said he thought he might be dying and asked her if she knew yet what she was going to write her book about. He asked if she thought she could gain the experience she needed to write a good book if she remained in Palanthas. He told her he believed in her and was sorry he likely wouldn't be around to read her book. Around the same time, Angus started becoming more and more distant from her, making excuses to avoid her company instead of going with her to their normal haunts. One day on her weekly trip to the Great Library to deliver parchment, she caught Angus kissing another girl. So that was why he was avoiding her! When she cornered him a few days later and asked him about the girl, he said it was none of her business. Mery was more shocked by this response than she could say. Weren't they friends? Didn't friends share this kind of news and support one another in it? When she asked him these questions, he replied by saying she was a stupid half-Elf and didn't know anything about anything. Now she was hurt and angry. But she did a lot of soul-searching and realized she'd been sticking around Palanthas because of a stupid hope that Angus might finally start to care for her as much as she did for him. It was now clear that not only would he never care for her in the same way, but he didn't even want her friendship anymore. And Ispin's advice was echoing in her thoughts - she should see the world. Before she could make any concrete plans, another letter arrived announcing Ispin's death and funeral in Vogler. That made her course clear – Vogler would be her first stop, and then she was going to travel around a bit. She told her parents she was leaving Palanthas for a while and wasn't sure when she'd be back. With that, she purchased passage to Kalaman on a local ship and set out, unsure of what the future might hold, but determined to learn as much as she could about the world outside of Palanthas.   Truths, Rumors and Lies:   Provide at least two to your application: Deity: Mery favors Branchala, whom she usually refers to as the Song of Life and when in need of inspiration, it is he to whom she prays.  However, her faith is not as yet particularly well-developed and with the right kind of pressures and stresses, it could very well deepen and grow. Connections:  Branokras and Riaxis Keryndon – Mery's mother and stepfather, both human, love her deeply and would be only too happy to receive guests if it means their oldest daughter is in town. They are not aware of Mery's falling out with Angus. Tiquirith “Tiqi” Keryndon – Mery's younger half-sister, about 3 years younger than she is. Mery and Tiqi have a close relationship, although it does sometimes spiral into bouts of sibling rivalry. Angus Whitequill – Mery's first love and a human Aesthetic who works at the Great Library.  Mery believes he does not reciprocate her feelings, but she nevertheless values him as a friend. Markenzi Shanlon (enemy) – Another human Aesthetic from Palanthas.  Markenzi, Angus, and Mery all applied to be Aesthetics at the same time and studied together before the test.  During this time, both Mery and Markenzi became attracted to Angus, but Angus didn't seem particularly interested in either except as study partners.  Mery accepted that while Markenzi kept trying to flirt with Angus, who found the behavior annoying.  Mery pulled Markenzi aside and tried to explain to her that Angus wasn't interested, but Markenzi took it as Mery trying to horn in with Angus.  Finally, Mery and Angus decided to just study on their own without Markenzi.  Mery came up with a way of organizing their notes and made a copy for Angus, but not Markenzi.  After the tests, both Mery and Angus were accepted, but Markenzi was not.  Markenzi blamed Mery for breaking up the threesome, not sharing the reorganized notes, and ruining her chances with Angus.  Mery went on to refuse the position, much to Angus' surprise and dismay.  Markenzi is jealous of Mery's accomplishments and hates the fact that she owes her position as an Aesthetic to Mery, so she constantly belittles her, causes problems for her in the Library, and suggests that Mery can never truly be accepted in Palanthas due to her Elven heritage.  While Markenzi would not necessarily physically harm Mery, she would sabotage her in any way she could. (Note that the Order of Aesthetics are Monks; although many Aesthetics spend their lives in the Great Library, some are given missions and allowed to travel the breadth of Krynn.) Impressions: -Hunni Collic (Gully Dwarf Warlock) - Mery finds herself a bit intrigued by Hunni, largely because she's curious why Ispin would befriend a Gully Dwarf.  But as someone who has only been accepted in Palanthas due to having an all-human family, Mery wonders whether she and Hunni may share a kinship as fellow outsiders. -Wybil D'Kazitwirx (Gnome Artificer) - Mery would definitely respect Wybil's intelligence and curiosity, even if her intellect runs in a completely different direction than his and she can't understand everything he says. -Coltan Bluetemper (Hill Dwarf Cleric) - Mery doesn't see a ton in common on the surface of things with Coltan, but her curiosity is such that she would do her best to try to learn something new from the young Dwarf. -Artanis Brightblade (Human Fighter) - Mery would find Artanis quite attractive, and would respect the practical skills he's learned in his humble upbringing.  Moreover (and more importantly in her mind), as a Palanthas native, she's had enough experience with knights to be inclined to trust him, at least until she knows him well enough to judge him by his own merits. -Modri (Hill Dwarf Barbarian) - Never having met a barbarian before, Dwarven or otherwise, Mery would spend a lot of time watching Modri to see what he was about before making any judgments.  She finds his appearance rather intimidating, but knows that sometimes good hearts lurk beneath stern or fierce exteriors and aren't always readily apparent. -Emil Rosenthal (Human Paladin) - Emil is not a knight Mery would instinctively trust like she would Artanis, but she loves a good mystery, and Emil's cryptic manner would definitely strike her as a mystery she would want to learn more about.  She would also want to challenge herself to see if her people skills (i.e. high charisma) could help draw him out a little.   -Merituuli Kaiutin (Dimernesti Ranger) - Without even having to meet him, Mery would be enchanted by Merituuli's sheer exoticness and would want to learn as much as she possibly could about every aspect of Dimernesti society and the practical aspects around how life is lived beneath the waves, to such an extent that she might actually annoy him a bit.  However, her strong people skills would help her to moderate her curiosity to something she hopes he would be able to tolerate. -Decimus (Human Wizard) - Although Mery has not interacted with this character much yet, I do want to say that as a player, I am really enjoying this player's writing style and some of his(?) textual descriptions.     Music: https://www.youtube.com/watch?v=fmxOUIddBm0 -  Still Haven't Found What I'm Looking For - Mery's song for Angus, or for her quest for a book topic, for that matter.  😄 https://www.youtube.com/watch?v=fRdMwjQaUI8 - Dancing in the Dark - Mery's song for getting motivated to leave home and see the world. https://www.youtube.com/watch?v=DCtouot15cA - Sound of Silence - closest I could find to how I imagine Mery would sound musically - something I call "almost acapella" - think of it as vocal harmony with minimal supporting instrumentals.
  20. Modri! - Hill Dwarf Outlander Wild Magic Barbarian Name: Modri Character Concept: Gregarious, fun, reckless Dwarf who goes by the beat of his own drum. Willing to throw himself against more powerful foes, and break tradition in order to do what he feels is right. Easy to laugh, love, sing, and be dared into foolishness. Race, Background, Subclass Class: Hill Dwarf Outlander Wild Magic Barbarian Description: With a wild glint in both his green and light brown eye, Modri at first appears like many a Hill Dwarf who lives off the beaten path. If one looks closer, they can see the scars of someone who's had more than one scuffle with beasts, and if they look even closer can see the strange, overlapping tattoos. A mixture of Dwarven words like 'resilience' and 'determination', subtle Elvish insults, interconnected with old Primordial that twists and flows like fate, one wonders what madness inspired his body art.  Shameless in being the life of the party, he's prone to drink, sing, dance, and cheer others on. One might think he doesn't take life seriously, but a closer look can see that he is very much in the moment, he makes the most of his time in the way he believes he can.   Few things both him, even monsters he rarely takes offense to as they're just doing what they do. Exceptions include the Mountain Dwarves whom he takes their isolation personally, and the leaders of the Dragon Armies. The foot soldiers he respects enough, but those who'd lead such a terrible war are beyond redemption.  Origin: Kalaman Northern Wastes Your Character’s Plothook: Ipsin saved Modri's life when the latter was trying to fight a dire boar by himself. Suffice to say, it was too much for Modri alone. The Dwarf's laughing and shouting along with the boar's sounds of anger called Ipsin over and he ended of driving the beast away. Modri traveled with Ipsin to a nearby town to help rest and patch up his several wounds. Before the two parted ways, they competed for the affections of the same barmaid, Ipsin due to a legitimate interest, Modri more because of the sake of the challenge, though ended up both too drunk and laughing too hard and forget about the very short, not-particularly-serious rivalry. Ipsin's parting words were telling Modri not to get himself killed unless he had a very good reason and an audience to tell his tale. Past is Prologue: Modri was born in the wilds to loving parents who believed in physical strength and might over the comforts of civilization. As such, though Modri grew up with affection and life lessons, he also grew up having to learn how to defend himself, that all hands were needed to survive both blistering summers and freezing winters. For Modri, this was fine, for he knew no other way to live. He eventually set out on his own once he was able to survive and though it certainly wasn't an easy living, he took each lesson to heart. He learned the hard way which berries and plants were poisonous. He discovered which animals were worth the energy to hunt, and which would leave him with bites, scrapes, quills in his backside, or feeling ill for a week. Same with his shelters, figuring out how to keep one standing for more than a single night. He moved a lot, occasionally wandering into Vogler, but would never stay for too long before heading out. Many a night alone made him appreciate the company of others, and he wasn't one to judge someone for living differently than he. After all, even if we prided himself on being hardy, he couldn't deny the wisdom of safety behind walls, and meals far more delicious than overcooked, tough, badland meat. A great pivot in his life came from a vision he'd had. Learning from another survivalist about the visions she'd received after tasting a flower from a particularly rare cactus, Modri set off to do the same. The experience left him dazed for several days as he saw strange visions that baffled the mind. It was then that he had the inspiration for his signature tattoos, starting simply enough with Dwarvish words of skills and traits he admired. Then it became stranger when he wanted Elvish tattoos of taunts and japes. Finally, he connected everything in Primordial in what could only seem like the ravings of a madman.  It's only been a couple months since the last tattoo was finished that he received the news of his old friend's passing, a sign of something ominous to come for the spirit Dwarf.  Truths, Rumors, and Lies: True Rumor: His tattoos mean something, aren't just for show, but he won't tell anyone. False Rumor: He doesn't feel pain. Although very tough and hardy, he very much feels pain. True or False Rumor: He is only attracted to women with scars, the gnarlier the better.  Include at least two of the following in your application: Is Might Right?  Yes and no. Yes, might is the one thing that can save someone in a tough world. This was instilled in Modri since birth. A giant spider cares not whether its prey is a bandit or poet, it matters on who can fend the monster away or at the very least sneak by unnoticed. It may not be just, but it's the rule of nature. No, having might doesn't mean someone should be cruel to others. There's enough bad in the world, there's little purpose to make more of it just to get some extra riches, to claim another town or stretch of land. Of course, everyone has their own opinion of right and wrong and what's worth fighting for. Modri's test is to look at the reactions of the common folk to make up his own mind. If the common people are in distress, then someone should use their own might to do something about it. Deity Habbakuk. Modri respects a deity who expects their people to make their own way, and is a natural fit for Modri's outlander lifestyle. He'll usually offer a quick, casual prayer in the morning, and a toast when drinking. Music He is loud and off-key and doesn't care. He used to own bagpipes but it "mysteriously disappeared". He'd get better with practice, but he may never get that chance. That being said, he at least knows to be quieter than the actual performer so he and others can listen. "Worst Bagpiper in the World" Connections Modri's parents, Murri and Alda, are still alive and well. They'd be hospitable in their own way, but expect guests to pitch in their fair share of the chores such as hunting, cooking, cleaning, etc. Modri loves them and respects them, but there's little clinginess on either side. Torgloda is a Dwarf mercenary that Modri had a short yet passionate tryst with. Modri thought it was a one night affair thinking the veteran warrior wouldn't be interested in him in any serious way, and left early in the morning, finding out too late his error. She's one of the few things he fears, knowing he's in the wrong, still has some confusing feelings for, and also as someone who can easily take him down in a fight.      In order: Murri, Alda, Torgloda
  21. Silas Foljet "Let's see what secrets lie within."   Class DC 17 Starknife +6 1d4 Main-gauche +6 1d4 P Level: 1 Class: Thaumaturge Implement 1: Mirror Background: Sponsored by Family Deity: Enlightened Scholar's Path Alignment: Chaotic Good Height: 5'8" Weight: 168 lbs Eyes: Yellow Skin: Furry Fur: Black Race: Hunting Catfolk Gender: Male Age:  20 yrs     Abilities Ability | Modifier STR: 10 | +0 DEX: 16 | +3 CON: 12 | +1 INT: 14 | +2 WIS: 8 | -1 CHA: 18 | +4 Hit Points: 17 HP/Level: 8 + CON Armor Class: 17 Size: Medium Speed: 25 ft Perception: +4 ◆◆ Fort Save: +6 ◆◆ Ref Save: +6 ◆ Will Save: +4 ◆◆
  22. LILLY MILLER and MOZ pathbuilder sheet "What do you do with forever?" Ancestry: FleshwarpRare, Aberration, Humanoid Hit Points 10 Size: Medium or Small Speed 25 feet Ability Boosts: Constitution, Free Languages Common, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region). Unusual Anatomy Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons. Low-Light Vision A creature with low-light vision can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light. LO: AG Heritage: Created FleshwarpYou were created through occult or alchemical processes, such as being grown in a vat or stitched together from the body parts of other creatures. Your manufactured body is durable; you don't need to eat and can't starve. You gain a +2 circumstance bonus to saving throws against diseases. LO: AG Class: Witch 1 Archetype: None Background: Reborn SoulYou were given a second opportunity at life by mysterious forces. You remember your life before your death and now live with an extra lifetime of knowledge. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You become trained in two Lore skills, which you and your GM choose from Lore skills associated with your past life. At 3rd level, 7th level, and 15th level, you receive skill increases, which you can apply only to these Lore skills. In certain situations analogous to your past life, fragments of memories resurface, potentially helping or distracting you. The GM can offer you a +1 circumstance bonus on skill checks with either of these Lore skills or on other skill checks that echo your past life. If you accept but fail the check, you’re stupefied 1 for 1 minute by the mental distraction of your past-life memories, or stupefied 2 for 1 minute on a critical failure. DA Deity: ---- Alignment: Neutral Good Gender: Female Age: 33 (5) yrs Height: 2' 4" Weight: 21 lbs Eyes: Amber w Red Flecks, Luminous Skin: Pale, White, Gray Freckled Hair: White / Gray Hit Points: 17 Armor Class: 16 Size: Small Speed: 25 ft Senses: Low-Light Vision Perception: +4 T DESCRIPTION Lilly is a small, slender fleshwarp. She mostly resembles a very young halfling lass except for her face. Her head is shorter that what normally would be expected, without having a lower jaw at all. Her amber, catlike, eyes are half again larger than typical for the size of her head, and reflect even the smallest bit of light. Her nose is extremely flat and much longer than most but joined along the bottom. It works much like the gills of a fish in that it has vertical flaps of skin that resemble slender vents. She has no mouth and her voice comes through the air vents of her "nose" instead. Her hair is medium-short and messy typically, with a "just out of bed" look to it and is white and gray. I reaches to just below her shoulders most of the time and she tends to simply hack it off with a knife. Her ears are similar to those of an elf, slightly longer perhaps, but tend to be covered beneath her hair unless she pulls it back into a ponytail. She favors black and gray colors for the most part. Sometimes she'll stray from the more "bland" colors to blues and purples but she tends to avoid other colors if given the option. Clothing with folds for Moz to hide in, particularly hooded looser vests and over-jackets are her first pick. PERSONALITY Lilly is a friendly woman with a curiosity undampened by the prejudice she's experienced in the broader world around her. An "independent soul" she is confident and with a brilliant mind that tends to dissect the world around her and her experiences she can be overly logical sometimes. Empathy and emotions can sometimes be difficult for her to understand but she tends towards politeness and consideration of others as a rule, if for no other reason that it fosters less conflict and more acceptance from others. She struggles with permanence in the world around her. Understanding that she is different than she was physically and that for her life is different than most drives her to try harder to blend in with others. Often this will push her to try harder to connect with others. Despite this she does understand the dangers of being different in the world at large and does have habits born of long exposure to them. For example, she tends to wear her hair loose and use it, along with a hood, often in combination with a mantle or even a facecloth to hide herself when traveling through new places. Her favorite smells are typically those of fresh fruits, which she had distant lingering memories of taste for, that are triggered by the scents. Perfumes, incense, flowers, and other objects and materials that have a pleasant fragrance are something she's fond of and will spend coin for (unlike colorful trinkets which she has little interest in). She tends to focus on scent more than others, a side effect of lacking a mouth, and even "unpleasant" smells are an experience she relishes in their own way. In the company of friends and others she can trust she loves to sing, actually taking advantage of her physical differences. However, she's not trained as such and its something she simply enjoys, like a gathering of friends casually singing around a campfire vs. being on a stage in an inn or tavern. BACKGROUND Tragic Beginnings She laughed as she ran, chasing her ball. It was a bright pink with images of flowers scattered across its surface, and it rolled ahead of her on the ground. Her whole world was that orb in front of her and she giggled uncontrollably as she stumbled after it, mud spattering her feet as she left the grass. She couldn't hear her father's uncontrollable sobbing as he clutched her small body, kneeling in the mud of the small dirt road. His tears fell on her lifeless body, unfelt, and his grip, far too tight, didn't elicit a cry of pain as she was no longer there. Lilly had been a happy child who lived a carefree life. Until that bright sunny day when it was abruptly brought to an abrupt halt. She'd run directly in front of a skittish work horse that day. The horse hadn't intentionally struck her of course, trying to step over and past her, but the one glancing blow from a hoof nearly as large as the young halfling's head crushed the entire lower portion of her face, leaving her dead and lifeless as the cart it pulled passed over her still body. Her father, a miller and family farm hand (the parents, siblings, and their children all worked and shared a number of farms), had been playing catch with her and the guilt he felt over the tragedy of his daughter's death drove him over the edge. She woke wondering what had happened, her only memory that of chasing a bright pink ball, laughing as she ran after it, and then; nothing. It was the one memory that was whole, unblemished, that remained with her. Everything else was a jumble of images, sounds, and sensation that swirled about in her head. A chill ran down her body as she became more aware of her surroundings and self, suddenly the cold of the stone table she lay on was something she could feel. The ooze that she was coated in added to the cold and discomfort. Another few moments and she realized that someone was wiping off her leg with a warm cloth. Her eyes, still unwilling to follow her direction, drifted to the side and remained only partially focused. Then, once again, the darkness claimed her once more as her eyes closed. Beautiful Madness Rudiger Miller's mind broke the day his daughter died. She was all that he had, at least he thought that, as his wife had died in childbirth. Despite having a handful of siblings, nephews, nieces, and parents and grandparents the loss of Lilly, his one and only child, fractured the halfling father. In the weeks following the accident he became more and more distant and withdrawn. Eventually the man became a recluse in his boarded up mill, alone but for the remains of his daughter. His family saw him infrequently, coming and going as he left town and returned or caught an occasional glimpse of him through an upper window. The only company he had was the preserved remains of Lilly, locked in time with an enchantment he'd purchased early in his travels. Over the next decade and a half Rudiger became more and more obsessed and less and less sane. His research and single-minded pursuit of returning his daughter Lilly blinded him to the dangers accompanying the process. His very obsession and research eventually destroyed his own "humanity" and even his own body as he himself died and his body began to rot. He carried on despite this, still driven to bring her back. His fractured mind and now undead body finally succeeded almost twenty years later. He'd become a master alchemist, a not insignificant necromancer, and sold his soul bit by bit over the years to finally reach his goal. She stirred, safe behind the thick glass of the container her body floated in. Grown from her original body it was closer to what she would have become as an adult, larger than her original body and different in many ways. But regardless of those differences it housed the soul of his daughter brought back to this world, forced into the body he'd spent his own life and soul to ultimately create. WiP On the Road Lilly practically fell into the wagon, barely able to reach the back edge, she hopped up, grabbed on by her fingertips and dragged herself up and into it awkwardly. She lay there quietly afraid that her awkward and clumsy actions had made far too much noise and that she would be discovered. WiP What was Left Behind Rudiger brought true evil into the small village. It wasn't a choice for him. He didn't simply decide to do it. Instead it was a side effect of his research and his ultimate goal to bring his daughter back to his side. The end result was an unsettling, dark, village comprised of a handful of scattered buildings and nearby clustered farms that was covered by twisted overgrowth as the forest reclaimed most of it. Inhabited by a number of supernatural creatures that had found the remains of some of the structures suitable places to hide the village was a dangerous and dark place. WiP   OTHERS Moz: Lilly's companion through thick and thin. Her familiar, this diminutive creature is a brightly colored gecko with unusual features. He likes snacks, despite not actually needing them, and his appearance on a daily basis can change depending on Lilly's choices for him. Rudiger Miller: Lilly's father, now one of the undead, is a disfigured hafling man whom has little of his sanity remaining. He lives alone in the ruins of his mill and a number of burrows beneath it near the rest of what remains of the village. The village is an assortment of abandoned homes, some burnt to the ground, with much of it reclaimed by the forest and wildlife mixed with a few other nasty surprises in some of the stone structures. Druetch Garalos Hester: Old witch living in a secluded marshland. Helped guide the young fleshwarp early in her new life. Meredith Jacobs Limner: Daughter of a merchant, human, now a middle aged woman, whom befriended Lilly, one of the few. Lilly travelled with their merchant company for nearly a decade and a half and Lilly considers Meredith to be her closest friend despite her now seeing her very infrequently (once or twice a year at the most). Corin Limner: Meredith's father, human, older man, owner of the Limner Trading Company, a merchant combine of over a dozen travelling groups containing at least a half dozen wagons each. Recommended the academy to Lilly. Knows some of the staff there and has a regular company route to the city its in. Talver Twins, Edwin and Edith: Her cousins hold her responsible for what happened to their parents, many of the villagers that fell prey to the evils her father brought to the town. They caught up with her once a half dozen years ago and attempted to kill her. She escaped, barely, and they've eased up on their pursuit, but not given up at this point. Lilly may be forced to kill them simply for her own safety and finds that to be at odds with the memories she has of playing with the twins before she died. Father Garrington Hodgekins: A priest from a small town Lilly passed through well over a decade ago, when she first began traveling, whom considers Lilly to be a blight upon this world, a special type of aberration that must be eliminated. Granted she isn't what one would call a natural being but to Hodgekins she's an evil creature to the core and he has nightmares that she's a baby eating, soul stealing, demon-spawn out to destroy all that's good in the world.   STR 10 (+0) Athletics T +3             DEX 14 (+2) Acrobatics T +5 Stealth T +5 Thievery T +5 Reflex T +5       CON 12 (+1) Fortitude T +4             INT 18 (+4) Arcana T +7 Crafting +4 Lore: Farming T +7 Lore: Herbalism T +7 Occultism +4 Society T +7   WIS 12 (+1) Medicine +1 Nature  +1 Religion +1 Survival T +4 Willpower E +6     CHA 12 (+1) Deception +1 Diplomacy  +1 Intimidation T +4 Performance +1         Proficiencies Features Feats Armor: Unarmored Defense T Weapons: Simple T, Unarmed T Languages: Common, ???, ???, ???, ???   Class ProficienciesPerception T Saves: - Fortitude T - Reflex T - Will E Skills: Trained in 1 Patron skill + 3 + Int mod skills Attacks: - Simple Weapons T - Unarmed Attack T Defenses: - Unarmored Defense T Spells - Spell Attack Rolls of Patron T - Spell DC's of your Patron's Tradition T Class DC - Witch T FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels. Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar. If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. APG Heritage: CreatedYou were created through occult or alchemical processes, such as being grown in a vat or stitched together from the body parts of other creatures. Your manufactured body is durable; you don't need to eat or drink, and can't starve. You gain a +2 circumstance bonus to saving throws against diseases. CRB HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost. Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here. You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons. APG Low-Light VisionYou can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. CRB Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power. A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full. At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here. Rune Your patron is one of sigils and symbols, tomes and texts, words and wisdom. Spell List arcane Patron Skill Arcana Hex Cantrip discern secrets Granted Spell magic weapon APG Unusual AnatomyYour unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons. LO: AG   Witch CastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. APG   Startling Appearance[Fleshwarp] You are trained in Intimidation (or another skill of your choice, if you were already trained in Intimidation) and gain the Intimidating Glare skill feat as a bonus feat. LO: AG Intimidating Glare[General] [Skill[/Feat Source Awarded Feat Level 1 Prerequisites trained in Intimidation You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. CRB   OFFENSES WEAPON Dagger T Throwing Knife T   ATTACK +5 +5   DAMAGE 1d4 P 1d4 P   RANGE 10 ft. 20 ft.   RELOAD 0 0   BULK 0.1 f   HANDS 1 1   GROUP Knife Knife   TRAITS Ranged, Unarmed Agile, Finesse, Thrown 20'       INVENTORY P 0 G 15 D 0 C 0 Item Name location Value Weight Item Name location Value Weight Backpack Worn, Back 1 sp Weight Rope Worn, On Pack 1 sp Weight Flint and Steel Stored, Pack 1 sp Weight Soap Stored, Pack 1 sp Weight Waterskin Worn, Shoulder 1 sp Weight Torches Stored, Pack 1 sp Weight Bedroll Worn, Below Pack 1 sp Weight ??? Worn, Back 1 sp Weight Chalk (x10) Stored, Pouch 1 sp Weight ??? Worn, Back 1 sp Weight Clothing, Explorer's Worn 1 sp Weight ??? Worn, Back 1 sp Weight Clothing, Winter Stored, Pack 1 sp Weight         Current Bulk: 5.7 Encumbered: 10.0 Maximum:  15.0  
  23.   Karrus of the Silent Depths     Level: 1 Class: Ranger Archetype: Planning Druid Background: Bounty Hunter Deity:  Alignment: Lawful Neutral Height: 6'6" Weight: 286 lbs Eyes: Green Skin: Black Scaled Race: Lizardfolk Woodstalker Gender: Male Age: 20 yrs   Abilities Ability | Modifier STR: 12 | +1 DEX: 18 | +4 CON: 12 | +1 INT: 10 | +0 WIS: 16 | +3 CHA: 10 | +0 Hit Points: 19 HP/Level: 10 Armor Class: 19 Size: Medium Speed: 25 ft Perception: +8 ◆◆ Fort Save: +6 ◆◆ Ref Save: +9 ◆◆ Will Save: +6 ◆     Abilities Ancestry LizardfolkHit Points 8 Size Medium Speed 25 Feet Ability Boosts Strength Wisdom, Free Ability Flaw Intelligence Languages Common, Lizardfolk. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, Amurrun and any other languages to which you have access (such as the languages prevalent in your region). Heritage WoodstalkerYou move easily through thick forest and jungle, using every branch or bush. You can always use the Take Cover action when in forest or jungle terrain to gain cover, even if you’re not next to an obstacle you would normally be able to Take Cover behind. You gain the Terrain Stalker feat, even if you’re not trained in Stealth, and you must choose underbrush as your chosen terrain. Background Bounty HunterBringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer. Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You're trained in the Survival skill and the Legal Lore skill. You gain the Experienced Tracker skill feat. Ancestry Features Unarmed Attack Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.  Aquatic AdaptationYour reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat. Class Features  Class ProficienciesPerception: Expert (◆◆) Saves: Fortitude: Expert (◆◆), Reflex: Expert (◆◆), Will: Trained (◆) Skills: Trained in Nature and Survival., Trained in four additional skills plus Intelligence modifier, Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Light, Medium: Trained (◆), Unarmed Defense: Trained (◆) Class DC (Dex): Trained (◆) | Hunt Prey [One Action)Concentrate Ranger You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. | Hunters EdgeYou have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge. Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.   Feats Skill Feats Class & Archetype Feats Ancestry & General Feats Experienced TrackerTracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. Terrain Stalker UnderbrushSelect one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard. Animal CompanionYou gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions on page 214 for more information. Ranger: When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.   Breath ControlYou have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead. Razor ClawsYou have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait. Skills  Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +4  Arcana: +0   Athletics: +4 ◆ Crafting: +0  Deception: +0 Diplomacy: +0 Intimidation: +3 ◆  Lore (Legal): +3 ◆ Medicine: +6 ◆ Nature: +6 ◆ Occultism: +3 ◆ Performance: +0 Religion: +3 Society: +0 Stealth: +7 ◆ Survival: +6 ◆ Thievery: +4   Attacks MELEE RANGE Razor Claws, Agile, Finesse, Versatile P ◆, +7 1d6+1 S Starknife, Agile, Deadly D6, Finesse, Thrown 20ft , Versatile S ◆, +7 1d4+1 S Starknife, Agile, Deadly D6, Finesse, Thrown 20ft , Versatile S ◆, +7 1d4 S Longbow, Deadly D10, Volley 30ft ◆, +7, 1d8 P     SPELLS  Spell Tradition: Nature | Arcane Save DC: NA | Arcane Spell Attack Modifier: NA Cantrips Level 1 Level 2 Level 3 Level 4 -   - -  - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - -   Inventory   Platinum Gold   Silver Copper 0 1   5 0 Weapons & Armor Leather Armor     Starknife x2 Longbow Adventuring Gear Worn Stowed Adventurers Pack backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.             Current Bulk: 4.0 Encumbered: 6.0 Maximum:  11.0                                                                   Tresh, Young Crocodile Animal Companion  Small Minion Animal Perception +4; low-light vision Skills Acrobatics +5, Athletics +6, Stealth +5 Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0 Items Unarmored AC 15; Fort +5, Ref +5, Will +4 HP 14 Speed 20 feet, swim 25 feet Melee Jaws +6 , Damage 1d8+3 P Melee Tail (finesse) +6 (Finesse), Damage 1d6+3 B Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a -10-foot circumstance penalty to its Speeds and can't Fly while the crocodile is latched on. Additional Specials The crocodile can hold its breath for about 2 hours.
  24. Alandri Malfore Intro: On the surface Alandri Malfore is a sarcastic prick. Deep down he does have a care for the people close to him and will lend a helping hand to someone who needs it. But living as a noble in Nantambe is not as cushy or easy as it seems. Alandri has had to mask his kindness from selfish, ambitious and cutthroat nobles who might take advantage of it with a sharp tongue and illusory magic. He wants to be loved, but he makes it hard to be many times.   He is playful sarcastic with his friends and that sarcasm can turn venomous to those he perceives as enemies thus a prick. He likes to throw jibes not in a hurtful way, but in jest. It is his imperfect way of establishing comradery while also testing some of the limits of those he is with. The thing is that some might find it hard to know the line of whether his sarcasm is in jest or shooting daggers. Some who know him well might even say he keeps that line ambiguous on purpose. Most of the time though he is playing around.   Alandri is a rebel at heart and is willing to shake things up and test the status quo and to see if the structures he is submitting himself to are authentic. He is a helpless romantic, fierce friend, avid learner, and playful. He constantly wants to grow himself to prove to those around him that he belongs.   Description: Alandri is always striving to dress to impress and his clothes certainly try to tell that story. He wears a black coat and pants with gold trim along the edges with red accents from his shirt to the handkerchief. A black leather satchel (which of course had to match his coat) straps across his chest full of pouches packed with various foods and writing instruments, and even a flute. At the bottom part of the satchel is draped on a string a book in red leather with a golden sigil on its cover that has been scratched out to be unrecognizable.   While his clothes are of good quality they have seen better days. Though his clothes are always pristinely clean, it is juxtaposed to the fact that they are fraying and wearing out at the edges. The small single shoulder cape that is clasped on his chest is tattered and scared with many holes. While Prestidigitation does help clean his clothes, it does not Mend them.   Background Alandri's background is a fairly straightforward one. The Malfore family is both affluent and influential within the city of Nantambe as traders of both fine cloth and magical scrolls.Growing up Alandri always looked up to his father with the utmost respect despite always being a disappointment to him. Alandri craved that approval, but as he got older that need for acceptance turned into sour resentment. When it was finally time to be shipped off to Kepmato boarding school like the rest of his siblings, he relished the chance to escape the tyranny of his father.   Kepmato was a private magical school that became a place where he was able to thrive, make friends, and find himself away from the pressures of his home life. He eventually graduated and like the rest of his family went through Kepmato. Also following the family tradition he is now going to Magaambya, but instead of following the normal path of joining the Uzunjati which his family has done since the school was founded, Alandri is hoping to join the Cascade Bearers.   Background nuggets Alandri's sister Senna disappeared one night and he has no idea why she left or where she went While most of his family are cold and self absorbed; his mother and sister were the only people in his life that showed him any sort of affection. He would do anything for them. His friend Kirby owns an alchemy shop. The two of them have been best friends since childhood.  Alandri's mother passed down to him a magic wand (his spell focus) that has been in her family's possession for centuries, possibly millenia. It is inlaid with gold filaments and is exceptionally warm to the touch. Alandri Malfore has an obligation to uphold the honor of his family's name and to always strive for excellence. He does so on the surface, but always finds ways to rebel against this. Alandri knows that his father was making deals with dark and powerful beings. He overheard them talking about shipments of slaves.(if you want you can change what he overheard) Simona De Accora- His highschool sweetheart that he met at the Kepmato wizard boarding school. They got up to all sorts of mischief together and could be found making out in private corners all over. They didn't leave on the best of terms and if Simona were to see him again Alandri would most likely end up with a hand shaped red mark on his face.   Fears/Dislikes:  Alandri is pretty immediately uncomfortable if he finds himself in darkness. You can hear it in the little trembling of his voice that he really does try to keep a cool head and either laugh it off or put on a mask of cool indifference. The longer he is exposed to darkness the more agitated he will become and more insistent on remedying his predicament. Most of the time he will make the argument that it is probably best to leave and its not really a good idea for xyz reasons. 
  25. Cloistered Cleric of Sarenrae the Dawnflower, Initiate of Magaambya, Student of the Cascade Bearers Thandeka Sun-Steel   "All I humbly ask is to serve our Blessed Lady Sarenrae by serving others. I exist to serve, protect and heal." Level: 1 Class: Cleric Archetype: TBD/Druid Background: Sponsored by a Village Deity: Sarenrae the Dawnflower Domain: Sun Alignment: Lawful Good Height: 5'11" Weight: 128 lbs. Eyes: Hazel Skin: Dark Brown Hair: Black; long, braided Race: Human Gender: Female Age: 18 yrs Abilities Ability | Modifier STR: 10 | +0 DEX: 12| +1 CON: 14 | +2 INT: 10 | +0 WIS: 18 | +4 CHA: 14 | +2 Hit Points: 18 HP/Level: 1d8 Armor Class: 14/16 Size: Medium Speed: 20 ft. Perception: +7 ◆ Fort Save: +5 ◆ Ref Save: +4 ◆ Will Save: +9 ◆◆     Abilities Ancestry  Human (Mwangi) Heritage Versatile Heritage Back-ground Sponsored by a Village Ancestry Features n/a   Class Features Class Proficiencies | Divine Spellcasting | Deity | Divine Font | Doctrines   Feats Skill Feats Class & Archetype Feats Ancestry & General Feats Forager   Deity Deadly Simplicity Divine Spellcasting Domain Initiate Armor Proficiency Natural Ambition Versatile Heritage   Skills  Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: -1 Arcana: +0  Athletics: -2 Crafting: +0 Deception: +2 Diplomacy: +5 ◆ Intimidation: +2  Lore (Local Terrain)😞 +3 ◆ Medicine: +7 ◆ Nature: +7 ◆ Occultism: +0 Performance: +2 Religion: +7 ◆ Society: +0 Stealth: -1 Survival: +7 ◆ Thievery: -1   Attacks MELEE RANGE Scimitar, Forceful, Sweep, ◆, +0 1d8 S Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +4 1d4 B Dagger, Agile, Finesse, Thrown 10 ft., Versatile S ◆, +0/+1, 1d4 P       SPELLS  Spell Tradition: Divine | Divine Save DC: 17 | Divine Spell Attack Modifier: +7   Cantrips Level 1    Level 2      Level 3      Level 4 Detect Magic;  Disrupt Undead; Guidance; Light; Produce Flame; Stabilize   Bless Burning Hands Dazzling Flash Heal TBD TBD TBD Level 5 Level 6 Level 7 Level 8 Level 9 TBD TBD TBD TBD TBD   Inventory   Platinum    Gold      Silver    Copper 0 1   6 0 Weapons & Armor Scale Mail Armor Wooden Shield   Dagger Scimitar Adventuring Gear Worn Stowed Backpack, Clothing Ordinary     Bedroll, Caltrops (x2), Chalk (x10),  Flint & Steel, Healer's Tools, Rope, Rations (x2) Torches (x5) Waterskin     Current Bulk: 5.0  Encumbered: 5.0  Maximum:  10.0
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