The Age of Worms: A D&D inspired Fantasy-Horror RP (Closed to New Submissions)

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hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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"Listen to me, you children of the light, and hear the doom that builds before your blind eyes. You in your house of gold and you in your hovel of mud and even you in your mail of metal, none of you are safe from the doom, from the Age of Worms. Oh yes, it is coming. Have you not heard the dead dragons roar? Have you not smelled the rot festering under your very nose? Have you not dreamt of the worm that walks, bringing decay to all he touches? Fools, you are all fools! The end is upon us! The end is in sight and none of you shall be spared. Decay is the future and the future is here!" -The ravings of a madman

[hr]

Background: The "Age of Worms", is an old D&D 3.5 Campaign. I have modified it for a purely RP game. The story centers around a group of would-be-"heroes" who seek to uncover the mystery behind an ancient prophesy about the end of the world.


This game will take place in the world of Ravenloft. For those of you unfamiliar with the world, Ravenloft is a fantasy world known for two things: It's dark tone and it's lethality. Full details on Ravenloft can be found here [http://www.fraternityofshadows.com/wiki/Main_Page]

Barovia [http://www.fraternityofshadows.com/wiki/Barovia] is a relatively large realm within the mists centered around a city of the same name. Barovia is one of the few pockets that doesn't suffer much under it's Darklord. Barovia's Darklord - an ancient vampire lord known as Strahd von Zarovich - was sealed away in the dungeon of his castle centuries ago. While still alive - or as "alive" as a vampire can get - the stake driven through his heart prevents him from awakening. This has allowed the town of Barovia to grow into one of the largest cities in Ravenloft

Of course, in the absence of Strahd, other evils have taken root. Such is the way of Ravenloft. While the city of Ravenloft is largely free from the worst dangers, vast packs of werewolves hunt in the woods to the south, Strahd's kin make play at being lords themselves, and the spirits of the dead are unquiet at best. Of course there's also no shortage of mortal evils; greed, corruption, and far far worse are the name of the game within the so called "Free City"


Nowhere are the mortal evils of Barovia more obvious than the outlying town of Diamond Lake. Located to the north of the much larger Lake Krezk, Diamond Lake is a small mining community. The land itself is a vast volcanic plain formed long before human memory. Despite being exceptionally fertile land, the land itself has little value due to it's proximity to the mists and distance to the Free City. Only the diamonds buried deep in the earth are of enough value to warrant permanent occupation.

Aside from a handful of farmsteads in the outlying areas, the only other signs of civilization in the outlying areas are a hundreds of ancient tombs from a long forgotten empire, picked clean by grave-robbers over the last few hundred years.

Most of the thousand+ inhabitants are miners, though not by choice. Most of the miners owed a sum of money to someone in the Free City of Barovia and were unable to pay their debts. They were forced to choose to either live out their lives in a debtor's prison within the city or be shipped up to Diamond Lake to pay off their debt. The smart people chose the prison. With most of their income being sent to pay their debts, what little they keep is spent to stay alive. In practice, it amounts to little better than slavery. Worse, some debts prove so large as to pass on through generations. These descendants make up the remaining miners.

Those few people in the town who aren't miners are either merchants, guards, priest(ess)s, or mine owners and operators. The merchants are almost universally failed merchants or entertainers forced to set up shop here where they can eek out a living on what limited coins the miners can part with. The town guards are the dregs of Barovia's forces who either weren't up to the task of protecting the city, failed spectacularly at their duties, or pissed off the wrong people. The priest(ess)s are usually the "problematic" members of their respective churches who preached borderline-heresy and were removed from their flocks to keep said worshipers "pure". The final group are the owners and operators. While the operators tend to be miner's who managed to succeed just enough to be promoted, the owners have lived on the land for generations, growing fat and cruel on the work of the miners.

One final inhabitant is a mage named "Allustan" who set up shop in the town several years ago partly to study the ruins but mostly to escape the annoyances of the city. He has been known to take on gifted apprentices from the town however rarely.

Diamond Lake (small town): Population 1,023; Limited Assets; Isolated (96% Human, 2% Hobbit, 1% Dwarf, 1% other races).

Important: This game will start in a small rundown tavern called "The Diamond in the Rough"

In addition to the normal rules of RPs (i.e. no god-modding, no trenchcoating, don't be a jerk, etc), there are several other rules unique to this game. They are as follows:

All characters in this game must meet the following requirements:
1) Your character must be a resident of Diamond Lake
2) You must want to leave Diamond Lake
3) You must have something that prevents you from leaving the town (such as a debt)
4) You must be willing/able to work with other players (i.e. lone wolf / party killing not okay)

There will be some "mechanics" in this RP. Mostly, this is just lists of powers, abilities, skills, etc. They are as follows:
Traits: Traits are "racial" abilities. They can be unique features of your character from your heritage, oddities, curses, or other such ideas. They should be inherent to your character; not learned. They must all have both a positive aspect and a negative aspect. Each character has 2 such traits, though you may gain more as the game goes on.
Example:Night Vision: You have good sight in the dark, but bright lights are disorientating

Powers: Each character has 1 major power and 3 minor powers. These are unique abilities due to your personal training and experience. Major powers are abilities that have significant power or utility such as spellcasting. Minor powers tend to be situational, though also useful in such situations. This would include training in a specific weapon or weapons or unique skills. You may also add a flaw for an additional minor power.

Abilities: Abilities are measures of your character's raw potential. This game will use the six abilities common to RPGs: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each character starts with 10 points in each ability (10 represents an average person) and has 18 points to divide among other stats as you see fit up to a maximum value of 20. You may also lower ability scores below 10 if you like for an equal number of points in return, but you must reflect that in your character (i.e. lower Constitution means you're sickly and/or ugly, etc). I will check against these abilities in the event of a challenge in the game (i.e. if you try to lift a boulder, and your strength isn't high enough, you may fail). In such cases I will usually tell you the required ability score to do something. They may also be used in the even of a PvP.

Skills: Skills represent the mundane knowledge and abilities you have. Does your character know how to fish? It's a skill. Can you read Ancient Barovian? That's a skill. etc.

Depravity: Evil in Ravenloft is a corrupting, corrosive force. The more you're exposed to, the more it clings to you and influences you. To represent this, Each character has a "Depravity" score. At the beginning of the game, you will have no depravity. As you explore the more dangerous places of the world and as you attempt to prevent the Age of Worms, you will be exposed to the inherent, miasmic evil of Ravenloft and your score will increase. Increases will affect how your character looks, behaves, and thinks. Eventually, if you allow the evil to fester, it will overcome you and turn you into a cruel mockery of yourself. Some creatures - such as vampires and werewolves - function on depravity and slowly transform you through it's increase.

Fortunately, as you perform good deeds, you can cleanse yourself of this depravity. Further, inherently good objects (such as the symbols of gods) can protect you for a time (though even these corrode over time).

Death: Ravenloft is a deadly world. Your characters are not immune to this. In the even you perform an action that puts your life at risk, you will have the opportunity to protect yourself from this risk. However, should you continue unabated, your character will die (and perhaps rise again as an undead monstrosity turned against your former allies). In such an event, you will be allowed to make a new character.

More likely, if you aren't active over a period of time, your character will be presumed dead.
Name: What your character is called.
Age & Gender: Quite clear I hope.
Appearance: Should be simple too
Species Humans, Elves, Dwarves, Halflings, and Orc's are the most common species of the world. There are others; but they're limited in number and usually aren't found in civilized society. If you'd like to play something non-standard, ask.
Traits: You get two "traits" to define what you get from your species. Each should have both an advantage and a disadvantages. Character's of the same species don't have to have the same traits as different people have different advantages.
Trait 1:
Trait 2:
Abilities: Strength: XX, Dexterity XX, Constitution, XX, Intelligence XX, Wisdom XX, Charisma XX.
History: What your character has done until now? What kind of life he has lived until now? This is good place to explain a few facts of the topic below this one.
Reason to be here/things to do: Please include why your character is stuck in Diamond Lake and why he/she want's to leave.
Personality: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)
Major Power: A major ability your character has such as spells or unique combat abilities
Minor Power 1: A minor support power; includes mastery of certain skills
Minor Power 2: A minor support power; includes mastery of certain skills
Minor Power 3: A minor support power; includes mastery of certain skills
Flaw: Optional; some weakness your character has.
Minor Power 4: Optional; must have flaw
Notable skills: These govern the more mundane abilities you have (such as fishing, farming, survival abilities, cartography, diplomacy, etc.)
Equipment: Note anything worth mentioning on your character. Food, shelter, hunting/fishing equipment, survival in general, location devices, medicine, other equipment you might need on a extremely long and dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.
Depravity Score: 0
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=2]Character List:[/HEADING]

Name: Thalith Ram-Gutter

Age & Gender: 27 Male

Appearance: At 7'5" Thalith is a medium height while weighting 368 he is heavier than a normal goliath, his body large and having extra bulk on his arms legs and body in general. The moss like substance most have as hair has been scraped away and two scars, one that stars behind his left ear and over that ear to over under his eye stopping just before his nose. The other stars in the middle of his forehead and goes down through the left eye past his chin a few inches into his neck. Similar scars dot his body as well as some crushed like spiderweb scars on his chest from where hard blows with warhammers and fists in brawls that got to intense were landed. His right hand is missing the pinky and a small chunk of the hand below that missing digit from an axe that had slid down the haft of his weapon and gotten him before he was able to fully move. His armor looks like it was looted from a battle field at first glance, but when you look closer you can see he has taken the original armor and made an interesting chainlink mail that looked rough but would keep well even in harsh fights.

A leather holder sits across his back holding the enlarged head and half of a giants Greataxe that had been taken from its original owner after he had been taken down in a skirmish between Gath's clan and another clan of Giants who had just moved into the area. The head of the Greataxe has had the horns of a ram meticulously carved into the faces on either side in honor of Thalith's god. The same mark is chiseled into his back with the edges of the horns touching his shoulder blades.

Below the armor is a leather and scale fighting skirt cut into many tines to give him ease of movement, though several of the drop down sections of leather are either burned or cut from past battles.

Species: Goliath

Traits:
Trait 1: Large hands; His large hands let him use large class weapons but mean trying to use anything normal size is much harder.
Trait 2: Tremorsense; able to "see" through the earth out to 60 feet for anything touching it, a large or rough enough shaking will confuse him and he can not see anything not touching the earth.

Abilities: Strength: 20, Dexterity 12, Constitution, 16, Intelligence 10, Wisdom 10, Charisma 10.

History: Born in the Kavakian Clan of Goliaths from Kauon Ram-gutter and Galuth Ram-gutter. Kauon was another barbarian who was known to fly into a rage at the drop of an axe and cut his way through another war party just for the fun of it. As Thalith grew up and saw his father coming back from battle covered in his enemy's blood and sometimes with wounds he soon became obsessed with joining him on the battle field and at least equaling his accomplishments.

Growing up quickly he soon hit the same height as other warriors who would go out, and so he was thrown into his first battle at 15. All his previous years he had been doing anything he could to make himself stronger and better, including climbing cliffs with rocks tied to his back and wresting everyone who would take him up on the offer. At 15 when he joined his first battle he was using a sword that had been given to him as a first weapon, being told that if he wanted something better or different he should either kill an enemy who had what he wanted or bring back something the smith would want in trade to make what he wanted. Following a few of the other warriors into that battle he saw the ferociousness of the barbarians, and the blood soaked fields and rocks they left behind. Raging for his first time and finding the feeling almost addictive he jumped right into a fight he was not ready for, a giant fighter who was intent of separating his head from his shoulders. The great axe the giant was using hit Thalith on the head giving him the scar over his ear he still sports today. As he was screaming out in pain and started fighting like a actual barbarian his father came up behind the giant and split his skull like a melon using his war hammer.

As his father left him in the snow to take care of himself and look for another fight Thalith stared at the giant for a while before taking the great axe that had been dropped and leaving his own sword behind. This weapon felt better in his hand, and as everyone knew a weapon that has bled you will keep you from bleeding if you use it. Joining the fray again Thalith didn't get his own kill in that fight, only wounding a few and staying alive himself. As the slightly smaller band of warriors walked back to their clan his father told him that because he survived he would have to do better in the next fight and either save another warrior or kill a hand full of enemy's to make up for the fact he needed saving.

Between being saved by his father and the next fight he joined Thalith discovered the God Kovaki, his own fathers patron god and the reason his ancient ancestor had taken the name Ram-Gutter. Believing that it was that gods will he become a great fighter he had the mark of Kovaki carved into his back and followed his fathers practice of leaving breath and ram skulls on the sides of roads when he either wanted to thank the god for something or ask.

Once back at the clan and after they had moved to another spot Thalith started using his greataxe more often, either practicing with it or looking for fights. It was only the next year when they had to fight with the same giant group as last time, since they were trying to take their land. This time Thalith was in the front line of charging screaming barbarians and sunk his axe into one of the giants belly, leaving him to scream out his death song as he continued on. Moving from place to place in the fight he indeed did save another warrior and was about to finish of another when a yell to his left made him hesitate and turn. As he saw his father die with a broadsword through his chest the giant he had been fighting cut his face from forehead to neck giving him the second of two scars he sports on his head.

Losing himself in the rage because of his fathers death Thalith killed the giant he was fighting and was about to throw himself at the other who had killed his supposedly invincible father when horns sounded and the giants pulled back. When he had finally limped over to the body if his father and looked down at it Thalith was enraged at the fact the giant had taken the time to cut his head off and take it with him as a trophy. Angry beyond belief he would have went after them if not for the fact that half a dozen of the other fighters held him back and physically carried him back home.

After he had been dragged home he was not allowed to leave for almost a moth, because they knew with the rage fresh he would go looking for the giants and kill himself in the trying. After the month was over Thalith left for weeks, none of the clan knew either where he was or what he did. They assumed he went looking for the giant, when in fact he did no such thing. Climbing a cliff the top and killing half a dozen rams he created a wooden alter for them. Leaving the clean skulls on the alters facing out open air on the cliffs he left hand prints of blood on them all. Leaving them there till the last rays of the sun were falling below the horizon he lit the wood and allowed the skulls and breath to burn, giving a prayer to Kovaki that his father would be allowed to fight forever somewhere in the gods honor.

The all encompassing rage he felt at the death of his father turned into a burning hatred of giants, believing that they all are as vile as the one who had killed his father. Over the next 5 years there was dozens of skirmishes between the two groups, but even though he raged through each one gather an impressive kill count he was never able to find the one who had killed his father. After those 5 years were over the giants moved away and he was not able to find them in his travels so far, but he had heard that the one who had killed his father had been the son of the old, now dead, chief and he was making war noises farther to the east.

Unable to live in the same place he had for so long with his father without going insane, and without the prospect of killing the one he hated above all, Thalith left the Kovakian clan and started his journey. He stopped for a few years in a small city just outside the mountains and made himself learn the finer points of the armor craft he had taken up to help make his fathers armor before. Because of the many years he had been not using these skills he was very rusty and the smith re-teaching him many times broke a haft over his back to make him do better. His 25th birthday came and went without notice and it was almost till his 26th that the smith told him he was good enough to do it without supervision. Staying another two weeks Thalith made his own armor from the extra chain mail sitting around and as he did this the cantankerous smith carved the symbol of Thalith's god into the faces of the Great axe.

Leaving the small city and heading out into the wilderness he searched for the giant and giant clan who had killed his father. After a year of killing giants and searching for those who had done it he found himself drinking in a tavern in a city hundreds of miles from where he started. Gathering up a debt that he could not pay back if he worked for years he was sent to Diamond lake to pay it back till death.

Reason to be here/things to do: Thalith is stuck in diamond lake because of a massive debt he can not pay. He wants to leave to continue searching for his fathers killer.

Personality: Overbearing and sure of himself Gath will charge head first into any situation where he thinks he can come out of it, which is any that has to do with fighting or beating others.

While he could care less about what people weaker than himself do he understands that some of them have their uses and will even listen to some who are wise in his eyes. He finds it hard to respect anyone who does not fight with their hands or throws themselves into battle.

He relishes the feeling of allowing himself drop into the rage and when a fight starts he is prone to doing so, rushing through the fight and even trying to make those who may have surrendered or fallen to continue the fight.

He hates giants of all kinds and will go out of his way to spite them if not just outright fight and try to kill any he sees.

Powers:
Major Power: Goliath barbarian, when raging he has increased strength and toughness.
Minor Power 1: Master Smith- Thalith is a master smith expert in both the making and repairing of weapons and armor.
Minor Power 2: Journeyman rockworker- he is used to working with rocks to make things such as houses and walls, while not a master the years he spent in the mountains with his clan made him well able to understand how to work with rock.
Minor Power 3: Tracking ability-After searching for the giant who killed his father he learned how to track things through the wilderness. While not as good as someone who does it for a living he is good enough to follow a party or a single sloppy person.

Notable skills: rough cooking, bartering[shitty when drunk].

Equipment: Masterwork Large great axe with Ram horns carved into the faces. Chain mail armor, leather kilt cut into strips. Backpack with small jar of blood several days of rations, skinning knife and a rams skull. A small pouch of silver coins sits inside.

Depravity Score: 0

Name: James Holt.

Age & Gender: Young, 20 at most. Male.

Appearance: James is 5'10" and 145 lbs. He has blonde hair with streaks of almost white hair, similar to those of age, and light-blue eyes. Not one for caring about his appearance, he usually has some stubbles -all he can grow in a couple of weeks- and his hair is always a mess, though usually cut short enough for it not to be much of an issue. His expression tends to be guarded, almost judgemental, and he noticeably keeps his distance from other people, widening the distance when others try to close it. His distaste for other people is obvious, and his tone is bold and to the point, but he carries himself in a way that makes it obvious that he's not actually picking a fight.

Most of the time at least.

James wears two coats, a dark blue one with a lot of pockets that seems to be a bit too large for him, and a sleek black one that outlines his slim body-shape. He wears boots and gloves, both black, and rarely takes off more than the blue coat. Even so, he keeps a certain level of hygiene, if only because people wouldn't stop bothering him about it.



Species Human, personality possibly created through experiments.

Traits:

Mydriasis: James' eyes have permanently dilated pupils. They are capable of increasing until the entire iris is overtaken, but cannot go past a certain size on the smaller scale. The result of this is that while he can see better than most in the dark, his eyes are very sensitive to light, to the point of giving him headaches and blurry vision in sunlight.

Adaptable Body, Unstable Mind: James body has gone through changes due to experiments and drugs. On one hand, this means that his body is more adept at handling poisons and drugs, often changing and adapting to them rather than getting hurt by them. This makes him more resistant to negative effects, while having a chance at making good effects better. On the other hand, his unstable and young mind is one that is easily influenced by the dark, which makes him twice as easy to corrupt into depravity than other people.


Abilities: Strength: 12, Dexterity 13, Constitution 13, Intelligence 20, Wisdom 14, Charisma 6.

History: James wasn't really James until very recently. As a matter of fact, he hasn't existed that long. As James, at least. Before James, there was Jonathan. Just Jonathan, Jonathan Holt, a famous professor who taught at a university. The poor man got obsessed with ways of staying young, to stave off death another day, even if he was just slightly into his forties. Well, younger and more intelligent, a more ideal self for a man who had always spent his time making the safe choice.

Until he decided to use his own body for the experiments. For a long time, nothing happened, and the once friendly professor became withdrawn from the world, hiding out in his house. Then something happened, a small voice in his head suddenly became something so much more, its own person. Wearing his skin and colours -but younger by at least twenty years- a curious mind arose, question what could be questioned. A side effect, but at least a result of some manner. For a short while, he gave it free rein.

What a mistake that turned out to be. This new presence, while highly intelligent and perceptive, had the mind of a child but the body of a young man, along with the urges of a man in his forties, the repressed urges. Unable to handle or understand, the so far unnamed other personality did as he wanted, a mean streak running through his core. People got hurt, damage was done, and when the child had had it's fun, the father had to deal with it. They both grew to resent each other, despite never having actually spoken to the other. A power-struggle arose, and neither was willing to give in, altogether this odd and unavoidable partnership lasted a month.

Then Jonathan disappeared. He left, willingly, though the other could still not figure out what had happened. All he remembered was the final words, useless final words that only made it more clear what a coward Jonathan had been. James, as he called himself now, was both angered about being left alone just like that, and terrified of the world outside. He had been left in a cabin, and all that remained of money would quickly be spent. Even so, he made his way to Diamond Lake, spending what money he had while trying to figure out just a little more about this world.

Reason to be here/things to do: James only needed two weeks to spend the money left behind. Then he started working small jobs, giving people aid or simply giving people warnings on behalf of those who they owe debts, a debt collector of sorts. Of course, two things are apparent. One, he hates the place, and two, it hates him. He wants to get out, but there is no feasible way for him to leave. Money issues put aside, he's not the best fighter and the world is far too dangerous for him to take that kind of chance.

Personality: James is spiteful and cruel, highly intelligent, curious, and antisocial. He's not completely without remorse, it's not as much him not caring about others than it is him simply not understanding them. He sees through quite a lot, but never really managed to understand humans. It is a skill of a lifetime, and he is nothing but a toddler in that regard. Even so, he recognizes signs of hostility and dislike, and will avoid people like that, not only because it's inconvenient to try to make them like him, but because it outright frightens him. He's a coward that likes taking everything into account, rushing into something unsafe is something he only does when his hot temper gets ahold of him, which often happens. Of course, he likes taking chances when he's not risking himself. His fear and anger are also tied together, fear leads to anger, and anger leads to fear in a lot of cases, which makes him somewhat unpredictable.

In regards to how he views himself, his self image is at best wobbly. He is aware of that he is more intelligent than others, but don't see himself as a full person, and has insecurities stemming from the loss of Jonathan, who he feels was the more complete person of the two. It doesn't help that people tend to loathe him. He has little trust in other people, and doesn't expect them to trust him, though there are attempts at trying to understand others and how they think, however misguided or odd these might be. He's a night person, and doesn't like dealing with consequences.

Powers:

Major Power: Poisons and Medicine: James is best put to use in front of whatever he's brewing up next. Be it medicine or some sort of dangerous and unpredictable drug, he normally cooks up something useful eventually. This power makes it possible for him to make potions that gives him or someone else extra effect during a combat situation, or to make poisons and drugs that'll deal with his enemies. It also gives him the ability to treat poison in him and other people, and to replicate a poison or drug once he has gotten access to it.

Minor Power 1: Destructive Anger: James is normally a cold, calculating kind of person. However, when he loses his cool, he pays little attention to anything in favour of dealing with whatever is threatening him. While he's not stupid enough to fight someone who is on his side, any enemy that happens to be in his way when he's angry is going to have a tough time dealing with his aggressive tactics.

Minor Power 2: Reading the Situation: Being as perceptive and intelligent as he is, James is good at picking out clues and putting together the puzzle. Be it a weak arm or a particularly deep part of a river, he is good at using weaknesses and environment against someone in order to take them down easier. This is, perhaps obviously, less likely to work when he's angry. Outside combat, this makes up for some of his lack of people-skills, though obviously doesn't make him a particularly charming person.

Minor Power 3: Handy Throwing Knives: There is one thing that James has spent time teaching himself, and that is how to throw small knives and needles at people, usually covered in or even containing self-made potions. His aim is pretty accurate, and the knives are large enough to be used for close combat in a pinch, though he's not well enough built to do well in one of those. That said, he is known to close the distance if his rage gets to him. He keeps a pair of daggers in his belt as well, if he is calm enough to consider them before acting.

Flaw: Easily Scared: James doesn't get startled as much as he starts worrying and becoming afraid. He's less likely to act if it has a chance of hurting him, which means that he's not always dependable in a combat situation, and his inactivity is more often than not harmful to himself.

Minor Power 4: Fine, Light Steps: With his mind and body working in high-gear, James' reflexes and senses are heightened. However, this only really takes effect when he is scared, and there's about a fifty fifty chance of his fear freezing him instead of helping him dodge.

Notable skills: While James himself has not had the time to develop any real skills on his own, there were some that were passed on from Jonathan. He has a neat handwriting with perfect grammar, can read for hours -including Ancient Barovian-, and he knows a lot about the human body and about chemistry. While he can't name stuff of the two latter, he has innate knowledge regarding how it works, which makes him handy in a pinch, whether it's for a broken bone or some sort of odd acid.

He's also an impressively good dancer, though let me know when that comes in handy.

Equipment: James has an impressive amount of nothing, apart from his needles, small knives, and daggers, as well as vials and some tools to make drugs and potions with. Very little food, and a flask filled water is all he has for survival tools. Apart from that, he carries around a small ring with the signet for the Holt family, a deer, is inscribed, which he seems to hold to some sort of indescribable value despite it being made out of an impure silver.

Depravity Score: 0

Name: Clodagh Dubusal
Age & Gender: 15 year old Female

Appearance: Stands at 5"6" Clodagh grows fast for her age due to a past of good nutrition (unlike many in her age group). Has black curly hair that goes down to her neck, and blue eyes. Has a few shallow cuts and bruises along her arms and legs, with palms that have become coarse and rough. Her skin is white, but areas exposed to the sun (face and arms) have tanned into a faint bronze colour. When avoiding work, she wears a modest navy-coloured outfit from her old life. The various tears and growth in size has meant that only the torso and segments of sleeves remain, with the rest being replaces by stitched on leather and other fabrics.
Clodagh also wears a thin necklace with her family's emblem on it.
Species: Human.

Trait 1: Social perception: Is able to distinguish between various class backgrounds and is trained how to act accordingly. However personal experience means that she assumes the worst of poorer people.
Trait 2: Young Girl: Appears friendly and non-threatening due to her youth, but can be easily overpowered if caught off-guard.

Abilities: Strength: 9, Dexterity 12, Constitution, 8, Intelligence 15, Wisdom 16, Charisma 18.

History: Clodagh was born into the Dubusal family as the youngest of 4 children. The family was, in a word, rich. Land and serfs were under her father's name, as well as valuable linen and wool. Her father was kind and loving, but busy. Clodagh didn't know who her mother was. She was told good things about her from the others, but never found out who exactly she was or why she didn't live with the family.
The family's holdings in Barovia were under almost constant threat, be it from monsters, or rival factions. Nonetheless, Clodagh grew up being fed the best foods and taught in writing, numbers and riding.
The eldest sibling was Arin. At 29, he is nearly twice her age, and increasingly began taking on more and more responsibilities within the family.

As she grew up, Clodagh discovered she possessed a rare kind of magic, one that would allow her to send sparks flying when threatened or emotionally charged. She was advised by her family to keep it secret, and her brother held a similar power.

There must have been many pieces of intrigue and adventures that occurred back when her family still held onto power, but Clodagh would have been too young to remember most of it. At the age of 14, Clodagh's father died. Mercifully of natural causes, but this left the house splintering under a lack of a father figure. Arin hadn't found a wife yet, and the two middle siblings, (twins aged 20 Sara and Colin) had taken off to the east. They claimed they were doing so to "find themselves" but Clodagh always had suspicions it was for some other reason.
Not a month had past from them leaving before danger struck. Arin wasn't ready to navigate whatever delicate financial situation he had inherited, and at that the house's enemies quickly seized the opportunity to siphon everything of value from her. Shortly after, they were called upon to answer countless crimes against the state. Clodagh didn't care much for the details as there were too many charges put forth, and there wouldn't be anything she could do to stop them.

Six months had past since then, and she and her brother were imprisoned shortly before being sent to work at the Diamond Lake. This was not a life Clodagh wanted to live, and while she sympathizes with Arin, leaving this hole alone would allow her to escape more easily, but also relinquish herself of any alleged responsibility. Clodagh wants to know who destroyed her family's status, and also where her other siblings are now.


Reason to be here/things to do: Clodagh is stuck in Diamond Lake because of a massive debt her brother accrued. She wants to leave to find the rest of her family, and avenge them.

Personality: Usually calm and collected, but will flare up if it is something she feels strongly about. Years spent as the youngest, (watching others and not engaging) has contributed to her understanding of when to remain quiet. However, the cutthroat attitude of her family's lives has led to a general lack of empathy towards others, and a drive to make her get what she wants.

Powers:
Major Power: Lightning. Can energize her surroundings, cause static and can even shoot lightning bolts at people.
Minor Power 1: Wordsmith. Has a way with words and letters.
Minor Power 2: Lucky "genes". Is blessed with a lack of facial scars or blemishes. Couple this with being a teenage girl, and a pretty face can be helpful to swaying opposition.
Minor Power 3: Two Faced: Can appear innocent and dumb at first glance, this facade was played up for years in her youth, and Clodagh once used it to her advantage.


Notable skills: Can read and write. In recent months has developed skills such as fishing and cooking. Can sing, but the usefulness of that is questionable. Also basic experience with swinging pickaxes and using shovels, but these are hardly honed skills.

Equipment: Very little except for the necklace of her family, the clothes on her back, and a small set of supplies such as food and clothes she smuggled out with her. Also carries a small dagger for cutting food.

Depravity Score: 0
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=2]Character List (Continued):[/HEADING]

Name: Millicent Cordelia Hildegarde Marshgrove (Millie)
A & G: 25, female
Species: Halfling

Appearance: A rather stocky build, a little over 4 foot in height. Oddly dressed - uninspired by the boiled leather jerkin and reinforced mining trousers commonly seen in these parts, Millie added a few touches of her own, including a pair of stripy dancer's stockings and an assortment of colourful scarves, including something in a fairly hideous purplish colour that she apparently knitted herself. Above the scarves is a shock of frizzy, somewhat unkempt, chestnut hair. Big eyes, rosy cheeks, and a smirk.

Trait 1: Swift fingers - halflings like Millie have a knack for finicky tasks like lockpicking, pickpocketing, and (in desperate situations) embroidery. Of course, with tiny hands, heavy lifting is out of the question.
Trait 2: Pint size - small people can't take many hits. Thankfully, they're harder to hit in the first place.

Abilities: Strength 13, Dexterity 17, Constitution 10, Intelligence 13, Wisdom 11, Charisma 15.

History: 10 years ago, the Marshgroves were an unremarkable family of tavern owners selling unremarkable ale in the unremarkable village of Lesser Burkington. Times were hard, what with the corrupt local government (and less corrupt but equally local werewolf pack), but the family did rather well for themselves. This turned out to be less to do with Duncan 'Duffer' Marshgrove's mediocre ale, and more to do with his side work as a fence to the Burkington thugs and burglars. This was eventually discovered (tax discrepancy) and Duffer was sentenced to hard labour in the Diamond Lake mines for the rest of his life. His wife, Marjorie, promptly died of shame (but also cholera), and so with no other relatives willing to take on the burden the kids went with him, including Millie, the oldest.

To nobody's great surprise, Duffer had little luck as a miner, and within the first few years died in a cave-in. As great a disappointment in death as he was in life, he left the children with practically nothing. By this time Millie had made some connections with the criminal underground (generally by cheating them at cards, and running away when they noticed) and made a desperate arrangement with one of the higher-ups - a standard 'gold now in exchange for more gold later' affair, with the understanding that Millie and her siblings would have to work for the perfectly legitimate organisation if she was unable to buy their way back out.

Unfortunately, no amount of petty theft and rigged dice games has been able to bring in the money that Millie needs. Mainly because nobody in Diamond Lake seems to have anything worth stealing. To be honest, some of her brothers are doing quite well for themselves as low-ranking gang members (the little bastards were basically thieves to start with), but her younger sisters have a less promising career lined up for them - there's little work around for a young, unskilled halfling girl aside from, well, the obvious. At this point, Millie's considering any job that has a chance of bringing in the loot.

Reason to be here: Millie needs coin to buy herself and her younger siblings out of service to a local crime lord. The sooner the better - the charms of Diamond Lake wore off a long time ago.

Personality: Circumstances notwithstanding, Millie is often chirpy and excitable, with a curiosity that verges on recklessness. For a lot of people, this cheeriness is more irritating than charming. Although greedy and impatient at times, she can also be assertive and a tough negotiator. You'd have to be, with that many siblings.

Powers
Major: Archery - Millie's a crack shot with a bow.
Minor 1: Persuasion/negotiation - good at talking her way out of trouble, and talking other people out of their money.
Minor 2: Lockpicking - mastery of the complex art of opening things which were intended to remain shut.
Minor 3: Gambler - don't play cards with Millie if you value your coin. It's possibly luck, but probably cheating.

Notable skills: Cooking, foraging, picking pockets, knitting - all valuable skills in a young halfling's repertoire.

Equipment: Composite bow (a family heirloom. That is to say, Duffer nicked it from somebody), arrow quiver, a short dagger. Bit of cooking equipment. Some cards, dice, skeins of wool (rather garish colours), a bit of money, a set of lockpicks.

Name: Andria Vulkren

Age & Gender: Female 24

Appearance: Andria has a sort of emerald and golden skin with patches where one colour dominates over the other but in most places their fairly evenly balanced her, her hair is raven black hanging in messy curls when her hood doesn?t hold it back. Her mask is plain white lacking in features; occasionally if her darkened glasses and the masks eye holes don?t align properly you?ll catch a glimpse of a bright orange eye. Her standard robes and hood are white adorned lightly with star pattern trim in different colours. She has an alternate version in black, the leather under it is the same shade of black with a metallic gleam in a few places if her knives aren?t perfectly hidden. On her belt is a pouch with various supplies, most noticeable the hard black orbs that shatter into puffs of smoke when prompted. On her back is her accordion, like a red dragon with bellows surgically inserted between its head and tail, the thing looks old and like it used to be worth a lot more.
She stands average height for her races so slightly taller than most humans with wiry build making her look even taller.

Species Elf-Orc

Trait 1: Cursed, Andria caught the ire of something strange. The motivation isn?t known but the effect are, something about how she looks has changed to the average person how she looks is disturbing, to the point it can make them uneasy or even outright hostile if they see her face, oddly though no one can remember what she looks like when they look away. Any attempts to record her appearance some other way have spontaneously combusted (Even ones from before the curse). She?s learn to use it to her advantage, if she can lock eyes with someone she can mesmerize them making it hard for them to move or notice their surrounding as well as putting them into a suggestible state. But seeing her do this to someone else can make people even more on edge than Andria usually does, even creatures that don?t understand fully can be turned hostile.

Trait 2: Mixed heritage, Andria has always felt delocalised, like she?s never really been comfortable sticking at the same thing or too long or with being tied down. Her inability to settle has given her the ability to move on more quickly, she never gets to deeply involved with a group or activity but can more quickly get into new ones giver her broader understanding in a wider range of skills and people.

Abilities:
8 Strength
17 Dex
8 Con
13 Int
14 Wis
18 Cha

History:
Born to a noble couple from out of town who had ties to the local mine Andria grew up as an only child, her mongrel nature made it harder to interact with other children, but there was money to alleviate the negative view many adults had of her existence somewhat. She did a lot of people watching in the early days eventually getting enough of an understanding that she learnt to preform and act out for attention, it wasn?t exactly friendship but it was enough for her to earn money and some fans. She wouldn?t deny she was vain and probably thought less of those around her, thanks in part to her parents. Like all personal flaws as and her desire to leave for anywhere that wasn?t here attracted the attention of some dark forces, both Andria and whoever she dealt with thought they were using the other. This caused thing to get ugly, curse ugly. It ruined her career and lead to her becoming more reclusive, going back to her parents wasn?t exactly an option either.

Reason to be here/things to do: Andria was born and raised her, fame was supposed to be her ticket out of the backwater town to somewhere new but recent events have stopped that plan in its tracks.

Personality: Andria can be social, at least at a surface level, with an audience to work off and at least some formality to keep a safe distance she knows how to work people but getting too close or just being alone with someone else can cause her to get uneasy. She used to be rather vain but her curse has made that hard, she can?t even remember if she managed to look good or not and at times it gets to her, questions like if she was ever really any good at her art or just eye candy prays on her mind from time to time, though she can usually put it past herself with the right distractions. She?s not fond of people asking her about the mask much rather preferring to ignore it entirely. Her relationship with her parents is strained, they were understanding about the curse incredibly so, but Andria had been wanting to move on to bigger part of the world for so long that her new found dependence on them and the constriction of her social circles has raised pressure between them. She?s not really able to contribute much, at least legally and is more of a drain on resources (luckily she could continue to drain them for a while before it became a problem) than she?d been for a while.

Powers:

Major Power: Focus, once per day Andria can choose a minor power of hers to enhance using her psychic powers lasting until she needs to rest again.

Minor Power 1: Actor
Andria knows how to read people from her experience with an audience, she?s able to predict their actions and has strong intuition especially when it comes to the motivations of others, it also makes it easier for her to convince people she?s friendly. When focused she can gain psychic connection to an ally sharing their senses and allowing her to communicate with them mentally over short distances.

Minor Power 2: Dancer
Andria wields a pair of daggers able to keep them concealed under most normal clothes, her attacks are quick and inconspicuous. She knows how to exploit an enemy?s weaknesses and the holes in their defenses able to find the chinks in any armour. With focus she has a telekinetic control over her daggers as revealing the other 4 hidden on her person, the daggers can float around her up to a meter away from her or be fired as projectiles over a longer distance.

Minor Power 3: Musician
Andria can play a range of common instruments well enough to help those around her with a range of tasks, from improving their combat prowess to helping them relax or sharpen their wits when necessary, the effects are strong the more people she?s preforming to. With focus her music can have a lasting effect allowing her to benefit from the effects and she gains the ability to negatively impact her enemy?s performances or influence how they act, when enemies are debuffed by her music she receives the bonuses they?re losing (Effects on enemies are weakened the more of them there are).

Flaw: Andria is physically weak and her abilities require her to be focused mentally, she?s more adversely effected by distractions like physical pain or mental magic than normal.

Minor Power 4: Magician
Andria has practice as an illusionist, using it as part of her former stage show to empathize the emotional effects of her work as well as distract people from what she doesn?t want them to see, especially with her skills at sleight of hand. Focusing gives her a choice either becoming nearly invisible, gaining a perception filter than causes most minds nearby to phase her into the background until she does something particularly noticeable or disguise herself as someone else, the most closely she?s studied that person she more convincing an illusion she create.

Notable skills: Andria is a natural performer
Equipment: Andria wears fancy looking short robes with tuxedo tails. A hood and mask keep her head and face covered. It her stage costume, with leather armour underneath full of pockets and pouches for hiding various stage supplies with confetti and smoke bombs as well as her blades, 6 in all. On her back is an old accordion with dragon accents. She's not had money for a while relying on her reputation or people's lack of awareness for food and other necessities.

Depravity Score: 0

Name: Wilmet Ningel

Age & Gender: Male 64 years old (middle age for gnomes is at around 100 years, adulthood at 40)

Appearance: Standing at about 3 feet 4 inches and slightly rounded about the middle Wilmet does not strike a terribly imposing figure. His bright green eyes and short red hair do make him rather noticeable in spite of his size though. He has maintains a well groomed mustache and goatee, and typically wears a faded blue robe adorned with far too many pouches and pockets. He keeps a small holy symbol of Aryana on a chain around his right wrist, a few rings of various design on his fingers, and can sometimes be seen sporting an overly large broad brimmed and unfortunately floppy hat, the sort that you might expect to see on a proper wizard (if the pointy bit stood up at all).

Species: Gnome

Traits:

Small Size: As a gnome Wilmet is rather small in size, with all the advantages and disadvantages that entails, such as being able to fit into smaller spaces, can more easily hide and is a smaller target, but cannot reach the top shelf. Additionally being a small individual in a world dominated by larger races

Tinkerer: Gnomes tend to be very inquisitive and inventive, talented with mechanics and inventing, but also somewhat easily distracted and even reckless in terms of applying or testing their creations.

Abilities: Strength: 7, Dexterity 11, Constitution 12, Intelligence 18, Wisdom 18, Charisma 14

History: From a young age Wilmet was fascinated by magic of all sorts, and once he was old enough attempted to seek out a teacher to learn the art. Unfortunately such teachers an be difficult to come by, and soon enough he found himself short on funds and having learned nothing new. This led to a rough period where he often found himself living on the streets, stealing or lying to get by. Eventually this led to him seeking shelter in a church of Aryana where he stayed for a time, eventually becoming an acolyte and learning the basics of divine magic from the head cleric. After a time he set out again in search of a wizard to teach him, and eventually succeeded.

Though it took several years of study he became a full fledged wizard, though his master had always shown derision towards the divine magic Wilmet already possessed this only made Wilmet more curious about the divisions between the two art. This question set him on his current path of study, with the ultimate goal being the understanding of magic in all its forms. Such a lofty goal proved a difficult pursuit, and Wilmet turned to adventuring largely in order to advance his studies and eventually found the church of Aryana calling on him once again. Still grateful for how the church has helped him he found himself being sent to assist the cult of Aryana in Diamond lake.

Reason to be here/things to do: Wilmet ventured into Diamond lake to see what he could do to aid the small cult of Aryana in the town. Increasingly though he is finding himself annoyed with being in such a small location, with little to teach him, and wants his task finished.

Personality: Wilmet is an extremely curious and driven individual, and to some extent is a perfectionist. He hates when he doesn't understand something, and takes extreme offense at his abilities (which he sometimes overestimates) being insulted. In general he is friendly and outgoing, and enjoys helping others, though he can be arrogant and reckless.

Powers:

Major Power: Mystic Theurge: Wilmet seeks to master magic in all aspects, divine and arcane, and as such has an immense variety of spells at his disposal. While not possessing the raw power of a more singleminded spellcaster he has access to all manner of spells, including basic healing and attack spells (mostly fire related for raw offense), enchantments and illusions to confuse or frighten enemies or strengthen allies, minor summons, and even divination's of questionable reliability.

Minor Power 1: Spellbreaker: Wilmet's broad array and knowledge of magics leaves him especially talented and countering and dispelling spells and curses.

Minor Power 2: Illusion focus: Wilmet is practiced at creating convincing illusions, including effects like causing fear and other emotions.

Minor Power 3: Silver tongue: Wilmet has always been skilled at flattery, lying, and the general use of artful language.

Notable skills: Wilmet is a capable juggler, decent at sneaking about, knows a number of foreign languages, and considers himself a talented poet.

Equipment: Wilmet carries a change of clothes, a number of coins scattered among various pockets, various mechanical bits formed into half finished contraptions, a dagger (though for him it is more like a short sword), a walking stick, several scrolls and ink to write on them, and most importantly his grimoire which contains his spells.

Depravity Score: 0
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=2]Character List (Continued):[/HEADING]

Name: Charles Walther

Age & Gender: 45 and Male.

Appearance: Charles is a man of average height and weight for his profession with a muscular build. He has brown greying hair that he keeps short, brown eyes flecked with green, and pale skin. His face tends to be stubbled. For clothing he wears something between clerical vestments and the clothes of a traveller with practicality placed over appearance, colours ranging between the dark and the dull. Around his neck he wears two amulets, both holy symbols of Ezra made of Iron.

When he believes he will need armour he wears a suit of Scale Mail marked with church iconography engraved into each scale.

Species: Human.

Trait 1: Tough Soul - Charles is resistant to gaining Depravity and other similar taints due to a quirk of his birth but due to this he also finds it harder to cleanse it from his soul once it settles in for the same reason.

Trait 2: One foot into the grave - Due to Charles age, experiences in life, and teachings he is resistant to the effects of accumulated Depravity and other taints on his mind, body, and soul however due to these same factors he is less resistant to disease.

Strength: 13
Dexterity: 11
Constitution: 12
Intelligence: 13
Wisdom: 18
Charisma: 11

History: Charles was born in a small village to a family that was once considered nobility in the lands they now lived on. His childhood was average for the most part or average as it was for one born in a land that horrors stalked. When Charles was about ten years old his life changed drastically as the horrors suddenly took an interest in his village and began to mass around it, attacking during the night. Within a month, most of the village was dead or worse and Charles was one of the few still amongst the living. He only remained alive due to the arrival of a group of hunters as they called themselves who claimed to serve Ezra. With his family gone in the aftermath he was taken as an apprentice by one of the hunters and he followed them on their path.

Charles took his place beside them as the years went on, swearing an oath to Ezra and taking up arms against the things that preyed upon man. Eventually on his path in life he took a wife and had a son and a daughter with her before losing all of them to the horrors in the dark one fateful night. Life began to weigh on Charles as he tried to to continue his work. People continued to die around him, the horrors continued to breed in the forests, and the people he were protecting were even preying upon eachother. As he looked for purpose after the loss of his family he found drink.

Charles drank himself to sleep for years before the voice that drove him to where he lives now started. It was something that came in his dreams, slowly repeating odd words softly, getting a little bit louder, a little bit faster, and a little bit more forceful every day. When he started paying attention to it, it changed. It gained form and he began to remember it in the morning, the message changed as well. he started to remember it a bit more in the morning, and the message changed a bit. A woman shrouded in thick unnatural mist in a rather vague way told him that he was needed at Diamond Lake to prevent something. The something eluded him, fading from his memory when he woke but over time came to believe that the identity of the woman was that of Ezra his goddess.

With something infront of Charles, the call of his goddess, he made his way to Diamond Lake only to find no clear and present danger other than the rather close mists and in his mind the corruption in the town. He considered his visions, which stopped the day he entered the town, and went to the chapel inside the town hoping for answers. The man he found running it was almost as he was, but without the call. The man could offer little explanation for the visions and after a month of waiting for something to happen, Charles left Diamond Lake.

Charles first night back on the road was filled with nightmares, horrible writhing things coming from the ground. He thought it just a bad night and continued. His second night was the same, horrible writhing things screaming out into the night. They didn't stop until he returned to Diamond Lake.

Charles decided that whatever he was to stop had yet to come and that he was to wait. He joined Ezra's clergy in the city and continued his work. A more limited range of activities due to him working out of the city but he needed to do something.

Charles has lived within the city for the past seven years now. Watching the city and the mists, waiting for a sign, hoping for an answer.

Reason to be here/things to do: Called by what he believes to be his deity to Diamond Lake. Stuck in Diamond Lake due to intense nightmares outside of it. Wants to leave due to Diamond Lake being well Diamond Lake.

Personality: Tired, Serious, Practical, has a tendency to drink. Carries a strong hatred of horrors and other ex-people, the corrupt, the cruel, the evil. Good natured and devoted to Ezra. I'm bad at writing these...

Major Power: Servant of Ezra - Charles possesses the ability to channel positive energy through spells granted to him by Ezra through prayer. This includes but is not limited to the ability to heal the sick and injured, bless objects and people, and harm the enemies of the faith.

Minor Power 1: Occultist - Knowledgeable in a broad number of occult matters, but is focused upon practical matters such as the arcane, the divine, and that which he hunts.
Minor Power 2: Soldier of the Faith - Practiced in the use of arms and armour, particularly those of his faith and profession.
Minor Power 3: Hunter of the Damned - Experienced at hunting, killing, and otherwise making war upon the unnatural creatures of the lands, the things that are unnatural in his eyes anyway.

Notable skills: Surviving in the wilderness or otherwise working in the wilderness as well as the utilization of the skills that would come with that. Information Gathering, Interrogation, the ability to read and write, etc.

Equipment: Of the things he himself owns and has access to: a Longsword (It was crafted with care, a small amount of silver was used in its forging, and in the right hands it's capable of acting as a holy symbol of Ezra due to its design), a steel kite shield (crafted with care and marked with symbols of Ezra), a well built crossbow, a bolt case (containing 15 steel bolts and 5 silvered bolts), a few daggers, a small mace-like club, two iron holy symbols of Ezra, scale mail armour (crafted with care and marked with symbols of Ezra), clothing, a cloth bag (containing a few coins of varying worth), torches, basic supplies (a bedroll, candles, flint and steel, two waterskins, an iron pot, etc.) Beyond that he owns a horse, which is currently stabled with the other horses belonging to members of Ezra's clergy within Diamond Lake.

Depravity Score: 0

Name: "Sir" Godric Byrch.

Age & Gender: 32 year old male.

Appearance: Picture a knight in shining armour, standing at about six feet tall and clad in cold steel with a mane of raven black hair, his green eyes sparkle like emeralds in the sun. A face of noble features that has the peasant girls swooning. It's just like something out of a storybook! Now drag that knight through a hedge or seventeen, replace his armour with dull chainmail that bears no heraldry, wrap a small piece of red cloth around the left wrist, and cover it all in a worn out cloak. Take the right hand side of his face and drag it on some rough ground until he's got scars at eye, cheek, and mouth level. Now you've got something approaching Godric Byrch.

Species: Human as they come.

"You know, I actually could be a Knight..." Godric can carry himself with nobility and dignity in social situations, this is more than just his speech. His stance and bearing come into it too, because he believes it himself. But he dislikes it when the knighthood he claims to have is called into question or mocked as being just another mercenary trick to stand out.

"I'm a mighty mighty man, I'm young and I'm in my prime..." Godric is very physically capable and adept and he plays to those strength, but he's not particularly adept at stealth or subtlety. He's big and strong, sneaking around just isn't his forte.

Abilities: Strength: 16, Dexterity 12, Constitution, 14, Intelligence 10, Wisdom 12, Charisma 14.

History: Sir Godric Byrch, noble knight fallen on hard times. He was born far away from Diamond Lake, and was raised as a squire in service of a Lord of modest holdings. Soon afterwards his family was taken by an illness that swept the land, and young Godric had no home but his Lord's house. He learned the ways of noble combat, and the ways of the court too. When he grew old enough he emerged a fully fledged Knight in service.

But it was not to last, for his Lord was slain and his holdings destroyed by a band of villains and thieves. Those that survived went their separate ways and settled into new lives. With naught but his horse, arms, and armour Godric soon found work as a mercenary, though he could never make more money than he always seemed to fritter away. Like most mercenaries he could always find taverns, brothels, and gambling houses willing to take his hard earned money in exchange for the pleasures of life. In time he sold his horse and his armour to keep himself fed, though he would never part with his sword until death.

In one of his more desperate moments, Godric signed a contract employing him as a mine guard in Diamond Lake. He would be given transportation, food, and pay to stand around making sure a bunch of miners weren't killed. Easy money for six months work. Of course, when Godric arrived he soon fell back into his wasteful ways, and now that his contract has come to an end Godric has no money to buy his way back out of Diamond Lake. He's stuck there for the foreseeable future.

Of course if there was an adventure to be had, that might mean treasure. Godric is looking to join up and head out with a group in the hopes that they will stumble upon something valuable. Perhaps they'll find their own mine of diamonds. Whatever might be out there, Godric wants to use it to buy his way out of Diamond Lake if he can.

Personality: Godric is kind, patient, and well spoken as a Knight is expected to be, so long as nobody calls the validity of his title into question. Though he is not the noble paragon many would expect. He is something of a hypocrite, holding himself up as a more honourable man than other mercenaries, yet just as willing to do almost any job for money then drink, whore, and gamble away whatever money he makes. He justifies this to himself through the rest of his behaviour, he still considers himself a good and kind person, he's just living the way he does because of his circumstances. However, Godric shows little mercy to enemies and has little interest in doing the morally right thing on a job. If the pay was right he'd do it, once again justifying it to himself by his normal behaviour.

Powers:

Major Power: Master of the Sword. Godric has met nobody capable of handling a blade with the skill and finesse that he does. He's spent years of his life fighting, and combines the training of a Knight with the experience and dirty tricks of a mercenary. He's fought monsters and personal combats beyond counting, and he's still standing after all of them when many people he faced are six feet under. This goes beyond being better than most in a fight, he's one of the best swordsmen you'll ever meet.

Minor Power 1: Persuasion and smooth talking. Godric is capable of talking over many a stubborn mind with his words. While he's capable with his sword, he will try and talk his way out of trouble if he can.

Minor Power 2: Heavy armour use. Godric is very used to moving and fighting in heavy armour, he's no peasant being dragged down by his chainmail, he stands tall and knows how to use it without hampering his combat style. Plus sometimes there's nothing quite like a mailed fist to tip the scales of a fight.

Minor Power 3: Strong of mind. Godric is strong willed and resistant to attempts at mind control. Whether by some unknown magic or sheer determination, Godric never gives up. This can be quite inspiring to others.

Flaw: "I AM a Knight!" Godric has a beserk button in the form of his Knighthood. He insists he is, and will introduce himself as Sir Godric Byrch. But he doesn't take kindly to mocking over it or probing questions about it. While most assume it's because Godric feels extended questioning about his Knighthood means someone doesn't believe him about it, it's actually because he isn't Sir Godric Byrch.

That was the name of a young Knight he killed when a band of brigands he was part of stormed a decrepit castle and murdered the old Lord who lived within. Godric (for he has taken the name of the man he killed) can't decide whether he is seeking atonement or simply seeking death.

Minor Power 4: Always alert. Godric doesn't switch off, even when the danger appears to have passed. He's a hard man to sneak up on, even if he's not particularly sneaky himself.

Notable skills: Fighting, horse riding, hunting, and gambling. He's also a surprisingly avid reader and writer.

Equipment: Rugged chainmail, travelling cloak, finely crafted bastard sword, empty journal (recently purchased), a quill and some ink. A handful of coins. That's about it, Godric really was quite destitute when he accepted the job at Diamond Lake, and he's hardly got any richer.

Depravity Score: 0
 

booksv2

New member
Aug 17, 2012
632
0
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Name: Thalith Ram-Gutter

Age & Gender: 27 Male

Appearance:
At 7'5" Thalith is a medium height while weighting 368 he is heavier than a normal goliath, his body large and having extra bulk on his arms legs and body in general. The moss like substance most have as hair has been scraped away and two scars, one that stars behind his left ear and over that ear to over under his eye stopping just before his nose. The other stars in the middle of his forehead and goes down through the left eye past his chin a few inches into his neck. Similar scars dot his body as well as some crushed like spiderweb scars on his chest from where hard blows with warhammers and fists in brawls that got to intense were landed. His right hand is missing the pinky and a small chunk of the hand below that missing digit from an axe that had slid down the haft of his weapon and gotten him before he was able to fully move. His armor looks like it was looted from a battle field at first glance, but when you look closer you can see he has taken the original armor and made an interesting chainlink mail that looked rough but would keep well even in harsh fights.

A leather holder sits across his back holding the enlarged head and half of a giants Greataxe that had been taken from its original owner after he had been taken down in a skirmish between Gath's clan and another clan of Giants who had just moved into the area. The head of the Greataxe has had the horns of a ram meticulously carved into the faces on either side in honor of Thalith's god. The same mark is chiseled into his back with the edges of the horns touching his shoulder blades.

Below the armor is a leather and scale fighting skirt cut into many tines to give him ease of movement, though several of the drop down sections of leather are either burned or cut from past battles.

Species: Goliath

Traits:
Trait 1: Large hands; His large hands let him use large class weapons but mean trying to use anything normal size is much harder.
Trait 2: Tremorsense; able to "see" through the earth out to 60 feet for anything touching it, a large or rough enough shaking will confuse him and he can not see anything not touching the earth.

Abilities: Strength: 20, Dexterity 12, Constitution, 16, Intelligence 10, Wisdom 10, Charisma 10.

History:
Born in the Kavakian Clan of Goliaths from Kauon Ram-gutter and Galuth Ram-gutter. Kauon was another barbarian who was known to fly into a rage at the drop of an axe and cut his way through another war party just for the fun of it. As Thalith grew up and saw his father coming back from battle covered in his enemy's blood and sometimes with wounds he soon became obsessed with joining him on the battle field and at least equaling his accomplishments.

Growing up quickly he soon hit the same height as other warriors who would go out, and so he was thrown into his first battle at 15. All his previous years he had been doing anything he could to make himself stronger and better, including climbing cliffs with rocks tied to his back and wresting everyone who would take him up on the offer. At 15 when he joined his first battle he was using a sword that had been given to him as a first weapon, being told that if he wanted something better or different he should either kill an enemy who had what he wanted or bring back something the smith would want in trade to make what he wanted. Following a few of the other warriors into that battle he saw the ferociousness of the barbarians, and the blood soaked fields and rocks they left behind. Raging for his first time and finding the feeling almost addictive he jumped right into a fight he was not ready for, a giant fighter who was intent of separating his head from his shoulders. The great axe the giant was using hit Thalith on the head giving him the scar over his ear he still sports today. As he was screaming out in pain and started fighting like a actual barbarian his father came up behind the giant and split his skull like a melon using his war hammer.

As his father left him in the snow to take care of himself and look for another fight Thalith stared at the giant for a while before taking the great axe that had been dropped and leaving his own sword behind. This weapon felt better in his hand, and as everyone knew a weapon that has bled you will keep you from bleeding if you use it. Joining the fray again Thalith didn't get his own kill in that fight, only wounding a few and staying alive himself. As the slightly smaller band of warriors walked back to their clan his father told him that because he survived he would have to do better in the next fight and either save another warrior or kill a hand full of enemy's to make up for the fact he needed saving.

Between being saved by his father and the next fight he joined Thalith discovered the God Kovaki, his own fathers patron god and the reason his ancient ancestor had taken the name Ram-Gutter. Believing that it was that gods will he become a great fighter he had the mark of Kovaki carved into his back and followed his fathers practice of leaving breath and ram skulls on the sides of roads when he either wanted to thank the god for something or ask.

Once back at the clan and after they had moved to another spot Thalith started using his greataxe more often, either practicing with it or looking for fights. It was only the next year when they had to fight with the same giant group as last time, since they were trying to take their land. This time Thalith was in the front line of charging screaming barbarians and sunk his axe into one of the giants belly, leaving him to scream out his death song as he continued on. Moving from place to place in the fight he indeed did save another warrior and was about to finish of another when a yell to his left made him hesitate and turn. As he saw his father die with a broadsword through his chest the giant he had been fighting cut his face from forehead to neck giving him the second of two scars he sports on his head.

Losing himself in the rage because of his fathers death Thalith killed the giant he was fighting and was about to throw himself at the other who had killed his supposedly invincible father when horns sounded and the giants pulled back. When he had finally limped over to the body if his father and looked down at it Thalith was enraged at the fact the giant had taken the time to cut his head off and take it with him as a trophy. Angry beyond belief he would have went after them if not for the fact that half a dozen of the other fighters held him back and physically carried him back home.

After he had been dragged home he was not allowed to leave for almost a moth, because they knew with the rage fresh he would go looking for the giants and kill himself in the trying. After the month was over Thalith left for weeks, none of the clan knew either where he was or what he did. They assumed he went looking for the giant, when in fact he did no such thing. Climbing a cliff the top and killing half a dozen rams he created a wooden alter for them. Leaving the clean skulls on the alters facing out open air on the cliffs he left hand prints of blood on them all. Leaving them there till the last rays of the sun were falling below the horizon he lit the wood and allowed the skulls and breath to burn, giving a prayer to Kovaki that his father would be allowed to fight forever somewhere in the gods honor.

The all encompassing rage he felt at the death of his father turned into a burning hatred of giants, believing that they all are as vile as the one who had killed his father. Over the next 5 years there was dozens of skirmishes between the two groups, but even though he raged through each one gather an impressive kill count he was never able to find the one who had killed his father. After those 5 years were over the giants moved away and he was not able to find them in his travels so far, but he had heard that the one who had killed his father had been the son of the old, now dead, chief and he was making war noises farther to the east.

Unable to live in the same place he had for so long with his father without going insane, and without the prospect of killing the one he hated above all, Thalith left the Kovakian clan and started his journey. He stopped for a few years in a small city just outside the mountains and made himself learn the finer points of the armor craft he had taken up to help make his fathers armor before. Because of the many years he had been not using these skills he was very rusty and the smith re-teaching him many times broke a haft over his back to make him do better. His 25th birthday came and went without notice and it was almost till his 26th that the smith told him he was good enough to do it without supervision. Staying another two weeks Thalith made his own armor from the extra chain mail sitting around and as he did this the cantankerous smith carved the symbol of Thalith's god into the faces of the Great axe.

Leaving the small city and heading out into the wilderness he searched for the giant and giant clan who had killed his father. After a year of killing giants and searching for those who had done it he found himself drinking in a tavern in a city hundreds of miles from where he started. Gathering up a debt that he could not pay back if he worked for years he was sent to Diamond lake to pay it back till death.

Reason to be here/things to do: Thalith is stuck in diamond lake because of a massive debt he can not pay. He wants to leave to continue searching for his fathers killer.

Personality: Overbearing and sure of himself Gath will charge head first into any situation where he thinks he can come out of it, which is any that has to do with fighting or beating others.

While he could care less about what people weaker than himself do he understands that some of them have their uses and will even listen to some who are wise in his eyes. He finds it hard to respect anyone who does not fight with their hands or throws themselves into battle.

He relishes the feeling of allowing himself drop into the rage and when a fight starts he is prone to doing so, rushing through the fight and even trying to make those who may have surrendered or fallen to continue the fight.

He hates giants of all kinds and will go out of his way to spite them if not just outright fight and try to kill any he sees.

Powers:
Major Power: Goliath barbarian, when raging he has increased strength and toughness.
Minor Power 1: Master Smith- Thalith is a master smith expert in both the making and repairing of weapons and armor.
Minor Power 2: Journeyman rockworker- he is used to working with rocks to make things such as houses and walls, while not a master the years he spent in the mountains with his clan made him well able to understand how to work with rock.
Minor Power 3: Tracking ability-After searching for the giant who killed his father he learned how to track things through the wilderness. While not as good as someone who does it for a living he is good enough to follow a party or a single sloppy person.

Notable skills: rough cooking, bartering[shitty when drunk].

Equipment: Masterwork Large great axe with Ram horns carved into the faces. Chain mail armor, leather kilt cut into strips. Backpack with small jar of blood several days of rations, skinning knife and a rams skull. A small pouch of silver coins sits inside.

Depravity Score: 0

Here you go, give me your thoughts.
EDIT fixed the things previously stated.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Here's my sheet, which is in no way inspired by a short story written in the late 19th century >_>

Name:

James Holt.

Age & Gender:

Young, 20 at most. Male.

Appearance:

James is 5'10" and 145 lbs. He has blonde hair with streaks of almost white hair, similar to those of age, and light-blue eyes. Not one for caring about his appearance, he usually has some stubbles -all he can grow in a couple of weeks- and his hair is always a mess, though usually cut short enough for it not to be much of an issue. His expression tends to be guarded, almost judgemental, and he noticeably keeps his distance from other people, widening the distance when others try to close it. His distaste for other people is obvious, and his tone is bold and to the point, but he carries himself in a way that makes it obvious that he's not actually picking a fight.

Most of the time at least.

James wears two coats, a dark blue one with a lot of pockets that seems to be a bit too large for him, and a sleek black one that outlines his slim body-shape. He wears boots and gloves, both black, and rarely takes off more than the blue coat. Even so, he keeps a certain level of hygiene, if only because people wouldn't stop bothering him about it.


Species

Human, personality possibly created through experiments.

Traits:

Mydriasis: James' eyes have permanently dilated pupils. They are capable of increasing until the entire iris is overtaken, but cannot go past a certain size on the smaller scale. The result of this is that while he can see better than most in the dark, his eyes are very sensitive to light, to the point of giving him headaches and blurry vision in sunlight.

Adaptable Body, Unstable Mind: James body has gone through changes due to experiments and drugs. On one hand, this means that his body is more adept at handling poisons and drugs, often changing and adapting to them rather than getting hurt by them. This makes him more resistant to negative effects, while having a chance at making good effects better. On the other hand, his unstable and young mind is one that is easily influenced by the dark, which makes him twice as easy to corrupt into depravity than other people.


Abilities:

Strength: 12, Dexterity 13, Constitution 13, Intelligence 20, Wisdom 14, Charisma 6.

History:

James wasn't really James until very recently. As a matter of fact, he hasn't existed that long. As James, at least. Before James, there was Jonathan. Just Jonathan, Jonathan Holt, a famous professor who taught at a university. The poor man got obsessed with ways of staying young, to stave off death another day, even if he was just slightly into his forties. Well, younger and more intelligent, a more ideal self for a man who had always spent his time making the safe choice.

Until he decided to use his own body for the experiments. For a long time, nothing happened, and the once friendly professor became withdrawn from the world, hiding out in his house. Then something happened, a small voice in his head suddenly became something so much more, its own person. Wearing his skin and colours -but younger by at least twenty years- a curious mind arose, question what could be questioned. A side effect, but at least a result of some manner. For a short while, he gave it free rein.

What a mistake that turned out to be. This new presence, while highly intelligent and perceptive, had the mind of a child but the body of a young man, along with the urges of a man in his forties, the repressed urges. Unable to handle or understand, the so far unnamed other personality did as he wanted, a mean streak running through his core. People got hurt, damage was done, and when the child had had it's fun, the father had to deal with it. They both grew to resent each other, despite never having actually spoken to the other. A power-struggle arose, and neither was willing to give in, altogether this odd and unavoidable partnership lasted a month.

Then Jonathan disappeared. He left, willingly, though the other could still not figure out what had happened. All he remembered was the final words, useless final words that only made it more clear what a coward Jonathan had been. James, as he called himself now, was both angered about being left alone just like that, and terrified of the world outside. He had been left in a cabin, and all that remained of money would quickly be spent. Even so, he made his way to Diamond Lake, spending what money he had while trying to figure out just a little more about this world.

Reason to be here/things to do:

James only needed two weeks to spend the money left behind. Then he started working small jobs, giving people aid or simply giving people warnings on behalf of those who they owe debts, a debt collector of sorts. Of course, two things are apparent. One, he hates the place, and two, it hates him. He wants to get out, but there is no feasible way for him to leave. Money issues put aside, he's not the best fighter and the world is far too dangerous for him to take that kind of chance.

Personality:

James is spiteful and cruel, highly intelligent, curious, and antisocial. He's not completely without remorse, it's not as much him not caring about others than it is him simply not understanding them. He sees through quite a lot, but never really managed to understand humans. It is a skill of a lifetime, and he is nothing but a toddler in that regard. Even so, he recognizes signs of hostility and dislike, and will avoid people like that, not only because it's inconvenient to try to make them like him, but because it outright frightens him. He's a coward that likes taking everything into account, rushing into something unsafe is something he only does when his hot temper gets ahold of him, which often happens. Of course, he likes taking chances when he's not risking himself. His fear and anger are also tied together, fear leads to anger, and anger leads to fear in a lot of cases, which makes him somewhat unpredictable.

In regards to how he views himself, his self image is at best wobbly. He is aware of that he is more intelligent than others, but don't see himself as a full person, and has insecurities stemming from the loss of Jonathan, who he feels was the more complete person of the two. It doesn't help that people tend to loathe him. He has little trust in other people, and doesn't expect them to trust him, though there are attempts at trying to understand others and how they think, however misguided or odd these might be. He's a night person, and doesn't like dealing with consequences.

Powers:

Major Power: Poisons and Medicine: James is best put to use in front of whatever he's brewing up next. Be it medicine or some sort of dangerous and unpredictable drug, he normally cooks up something useful eventually. This power makes it possible for him to make potions that gives him or someone else extra effect during a combat situation, or to make poisons and drugs that'll deal with his enemies. It also gives him the ability to treat poison in him and other people, and to replicate a poison or drug once he has gotten access to it.

Minor Power 1: Destructive Anger: James is normally a cold, calculating kind of person. However, when he loses his cool, he pays little attention to anything in favour of dealing with whatever is threatening him. While he's not stupid enough to fight someone who is on his side, any enemy that happens to be in his way when he's angry is going to have a tough time dealing with his aggressive tactics.

Minor Power 2: Reading the Situation: Being as perceptive and intelligent as he is, James is good at picking out clues and putting together the puzzle. Be it a weak arm or a particularly deep part of a river, he is good at using weaknesses and environment against someone in order to take them down easier. This is, perhaps obviously, less likely to work when he's angry. Outside combat, this makes up for some of his lack of people-skills, though obviously doesn't make him a particularly charming person.

Minor Power 3: Handy Throwing Knives: There is one thing that James has spent time teaching himself, and that is how to throw small knives and needles at people, usually covered in or even containing self-made potions. His aim is pretty accurate, and the knives are large enough to be used for close combat in a pinch, though he's not well enough built to do well in one of those. That said, he is known to close the distance if his rage gets to him. He keeps a pair of daggers in his belt as well, if he is calm enough to consider them before acting.

Flaw: Easily Scared: James doesn't get startled as much as he starts worrying and becoming afraid. He's less likely to act if it has a chance of hurting him, which means that he's not always dependable in a combat situation, and his inactivity is more often than not harmful to himself.

Minor Power 4: Fine, Light Steps: With his mind and body working in high-gear, James' reflexes and senses are heightened. However, this only really takes effect when he is scared, and there's about a fifty fifty chance of his fear freezing him instead of helping him dodge.

Notable skills:

While James himself has not had the time to develop any real skills on his own, there were some that were passed on from Jonathan. He has a neat handwriting with perfect grammar, can read for hours -including Ancient Barovian-, and he knows a lot about the human body and about chemistry. While he can't name stuff of the two latter, he has innate knowledge regarding how it works, which makes him handy in a pinch, whether it's for a broken bone or some sort of odd acid.

He's also an impressively good dancer, though let me know when that comes in handy.

Equipment:

James has an impressive amount of nothing, apart from his needles, small knives, and daggers, as well as vials and some tools to make drugs and potions with. Very little food, and a flask filled water is all he has for survival tools. Apart from that, he carries around a small ring with the signet for the Holt family, a deer, is inscribed, which he seems to hold to some sort of indescribable value despite it being made out of an impure silver.

Depravity Score: 0

Feedback is wanted :p

Edit: Added picture/sketch.
 

Asclepion

New member
Aug 16, 2011
1,425
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0
Name: Rin

Age & Gender: Female, Unknown but looks 15-16 years old

Appearance:
Rin is a teenager, not tall, with short dark hair. She is very lean and athletic and can easily be mistaken for a boy. Rin's clothing consists of a simple cloth wrapping and a loose monk's hakama, with a short blade tied to her lower back with a sash. Her eyes are large and expressive, though usually subdued by her cool composure. She possesses an intense gaze that few can withstand when used at its fullest.



Species: Human

Abilities:
Strength 10, Dexterity 20, Constitution 10, Intelligence 12, Wisdom 12, Charisma 14

History:
In her infancy, Rin was given to the Tidal Moon, a monastery named for it's followers seeking enlightenment by existing in balance with the movements of nature. The training was rigorous, but she was able to thrive in this environment and ascended the ranks of the order. As a monk, she helps those in need on all the roads she travels, aided by her lithe body and indomitable will.

Reason to be here/things to do:
Rin is brokering a deal with the mine operators for a shipment of goods to the monastery. In the meantime, she has been living in town among the peasants, protecting them from monsters and mishaps.

Personality:
Rin's daily routine is filled with prolonged training, physical conditioning, and mental exercises. While all of these tasks are time consuming, she is able to do most of these on the move - allowing her to travel from place to place without delay. Rin also meditates to clear and refocus her mind daily to ensure she is always at the pinnacle of her abilities. She lives an ascetic life, unburdened by wealth and material luxuries. She sleeps on the floor rather than a bed, owns no possessions, and dislikes intoxicants that cloud the mind.

Rin is emotionally reserved, and generally distant in her interactions with people. She is polite, but gaining her respect is hard. She does not enjoy fighting and avoids it where possible, viewing it only as a necessary requirement in the protection of others.

Powers:
Major Power: Refuge from the Storm
A life of meditation, of constant renewal, allows the monks to become as guarded against the world's ambient morality as a castle against an attacking force.
Minor Power: Swordmaster
Rin is a powerful fighter despite her lean frame. Utilizing a style of sword fighting that focuses on speed, balance, and precision, she is a formidable adversary and is able take on opponents much larger than herself.
Minor Power: Mobility
Rin is extremely swift on her feet and wears almost no equipment. Because of this, she is fast and agile, able to run straight up a vertical incline and jump across roofs with ease. She also learned to be quiet and stealthy as she moves, and is small enough to pass through tight openings - If Rin decides that she doesn't want to be found, she most likely won't be.

Equipment:
Only necessities, her clothes, and a short sword.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
booksv2 said:
snip
Looks good for the most part. Would you please define what your minor powers do? Also, you can remove the details on what powers are. It would help save space when I move him up to the character list.

DarkRawen said:
Here's my sheet, which is in no way inspired by a short story written in the late 19th century >_>

snip
Looks good to me.

Asclepion said:
snip
You're a minor power and 2 traits short. This isn't strictly speaking "wrong"; you're just less powerful than your fellow adventurers.

I'm not sure why your character would want to be involved in the adventure. It starts out "self motivated" to explore a tomb; not with a monster attack. That's the reason for the "Requirements" section
 

Asclepion

New member
Aug 16, 2011
1,425
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hiei82 said:
You're a minor power and 2 traits short. This isn't strictly speaking "wrong"; you're just less powerful than your fellow adventurers.
The traits I would list may overlap with things already outlined in the sheet.

hiei82 said:
I'm not sure why your character would want to be involved in the adventure. It starts out "self motivated" to explore a tomb; not with a monster attack. That's the reason for the "Requirements" section
Is it that difficult of a character hook?
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Asclepion said:
hiei82 said:
You're a minor power and 2 traits short. This isn't strictly speaking "wrong"; you're just less powerful than your fellow adventurers.
The traits I would list may overlap with things already outlined in the sheet.

hiei82 said:
I'm not sure why your character would want to be involved in the adventure. It starts out "self motivated" to explore a tomb; not with a monster attack. That's the reason for the "Requirements" section
Is it that difficult of a character hook?
The idea was to have an internal motivation for the adventure rather than forcing people externally. At the beginning, there's no plague befalling the town or monsters invading or anything like that. Just an opportunity to possibly get out of that hellhole.
 

Josh123914

They'll fix it by "Monday"
Nov 17, 2009
2,048
0
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Name: Clodagh Dubusal
Age & Gender: 15 year old Female

Appearance: Stands at 5"6" Clodagh grows fast for her age due to a past of good nutrition (unlike many in her age group). Has black curly hair that goes down to her neck, and blue eyes. Has a few shallow cuts and bruises along her arms and legs, with palms that have become coarse and rough. Her skin is white, but areas exposed to the sun (face and arms) have tanned into a faint bronze colour. When avoiding work, she wears a modest navy-coloured outfit from her old life. The various tears and growth in size has meant that only the torso and segments of sleeves remain, with the rest being replaces by stitched on leather and other fabrics.
Clodagh also wears a thin necklace with her family's emblem on it.
Species: Human.

Trait 1: Social perception: Is able to distinguish between various class backgrounds and is trained how to act accordingly. However personal experience means that she assumes the worst of poorer people.
Trait 2: Young Girl: Appears friendly and non-threatening due to her youth, but can be easily overpowered if caught off-guard.

Abilities: Strength: 9, Dexterity 12, Constitution, 8, Intelligence 15, Wisdom 16, Charisma 18.

History: Clodagh was born into the Dubusal family as the youngest of 4 children. The family was, in a word, rich. Land and serfs were under her father's name, as well as valuable linen and wool. Her father was kind and loving, but busy. Clodagh didn't know who her mother was. She was told good things about her from the others, but never found out who exactly she was or why she didn't live with the family.
The family's holdings in Barovia were under almost constant threat, be it from monsters, or rival factions. Nonetheless, Clodagh grew up being fed the best foods and taught in writing, numbers and riding.
The eldest sibling was Arin. At 29, he is nearly twice her age, and increasingly began taking on more and more responsibilities within the family.

As she grew up, Clodagh discovered she possessed a rare kind of magic, one that would allow her to send sparks flying when threatened or emotionally charged. She was advised by her family to keep it secret, and her brother held a similar power.

There must have been many pieces of intrigue and adventures that occurred back when her family still held onto power, but Clodagh would have been too young to remember most of it. At the age of 14, Clodagh's father died. Mercifully of natural causes, but this left the house splintering under a lack of a father figure. Arin hadn't found a wife yet, and the two middle siblings, (twins aged 20 Sara and Colin) had taken off to the east. They claimed they were doing so to "find themselves" but Clodagh always had suspicions it was for some other reason.
Not a month had past from them leaving before danger struck. Arin wasn't ready to navigate whatever delicate financial situation he had inherited, and at that the house's enemies quickly seized the opportunity to siphon everything of value from her. Shortly after, they were called upon to answer countless crimes against the state. Clodagh didn't care much for the details as there were too many charges put forth, and there wouldn't be anything she could do to stop them.

Six months had past since then, and she and her brother were imprisoned shortly before being sent to work at the Diamond Lake. This was not a life Clodagh wanted to live, and while she sympathizes with Arin, leaving this hole alone would allow her to escape more easily, but also relinquish herself of any alleged responsibility. Clodagh wants to know who destroyed her family's status, and also where her other siblings are now.


Reason to be here/things to do: Clodagh is stuck in Diamond Lake because of a massive debt her brother accrued. She wants to leave to find the rest of her family, and avenge them.

Personality: Usually calm and collected, but will flare up if it is something she feels strongly about. Years spent as the youngest, (watching others and not engaging) has contributed to her understanding of when to remain quiet. However, the cutthroat attitude of her family's lives has led to a general lack of empathy towards others, and a drive to make her get what she wants.

Powers:
Major Power: Lightning. Can energize her surroundings, cause static and can even shoot lightning bolts at people.
Minor Power 1: Wordsmith. Has a way with words and letters.
Minor Power 2: Lucky "genes". Is blessed with a lack of facial scars or blemishes. Couple this with being a teenage girl, and a pretty face can be helpful to swaying opposition.
Minor Power 3: Two Faced: Can appear innocent and dumb at first glance, this facade was played up for years in her youth, and Clodagh once used it to her advantage.


Notable skills: Can read and write. In recent months has developed skills such as fishing and cooking. Can sing, but the usefulness of that is questionable. Also basic experience with swinging pickaxes and using shovels, but these are hardly honed skills.

Equipment: Very little except for the necklace of her family, the clothes on her back, and a small set of supplies such as food and clothes she smuggled out with her. Also carries a small dagger for cutting food.

Depravity Score: 0

Here it is, the one that gets cut.
 

suspicious guard

New member
Nov 20, 2014
34
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Name: Millicent Cordelia Hildegarde Marshgrove (Millie)
A & G: 25, female
Species: Halfling

Appearance: A rather stocky build, a little over 4 foot in height. Oddly dressed - uninspired by the boiled leather jerkin and reinforced mining trousers commonly seen in these parts, Millie added a few touches of her own, including a pair of stripy dancer's stockings and an assortment of colourful scarves, including something in a fairly hideous purplish colour that she apparently knitted herself. Above the scarves is a shock of frizzy, somewhat unkempt, chestnut hair. Big eyes, rosy cheeks, and a smirk.

Trait 1: Swift fingers - halflings like Millie have a knack for finicky tasks like lockpicking, pickpocketing, and (in desperate situations) embroidery. Of course, with tiny hands, heavy lifting is out of the question.
Trait 2: Pint size - small people can't take many hits. Thankfully, they're harder to hit in the first place.

Abilities: Strength 13, Dexterity 17, Constitution 10, Intelligence 13, Wisdom 11, Charisma 15.

History: 10 years ago, the Marshgroves were an unremarkable family of tavern owners selling unremarkable ale in the unremarkable village of Lesser Burkington. Times were hard, what with the corrupt local government (and less corrupt but equally local werewolf pack), but the family did rather well for themselves. This turned out to be less to do with Duncan 'Duffer' Marshgrove's mediocre ale, and more to do with his side work as a fence to the Burkington thugs and burglars. This was eventually discovered (tax discrepancy) and Duffer was sentenced to hard labour in the Diamond Lake mines for the rest of his life. His wife, Marjorie, promptly died of shame (but also cholera), and so with no other relatives willing to take on the burden the kids went with him, including Millie, the oldest.

To nobody's great surprise, Duffer had little luck as a miner, and within the first few years died in a cave-in. As great a disappointment in death as he was in life, he left the children with practically nothing. By this time Millie had made some connections with the criminal underground (generally by cheating them at cards, and running away when they noticed) and made a desperate arrangement with one of the higher-ups - a standard 'gold now in exchange for more gold later' affair, with the understanding that Millie and her siblings would have to work for the perfectly legitimate organisation if she was unable to buy their way back out.

Unfortunately, no amount of petty theft and rigged dice games has been able to bring in the money that Millie needs. Mainly because nobody in Diamond Lake seems to have anything worth stealing. To be honest, some of her brothers are doing quite well for themselves as low-ranking gang members (the little bastards were basically thieves to start with), but her younger sisters have a less promising career lined up for them - there's little work around for a young, unskilled halfling girl aside from, well, the obvious. At this point, Millie's considering any job that has a chance of bringing in the loot.

Reason to be here: Millie needs coin to buy herself and her younger siblings out of service to a local crime lord. The sooner the better - the charms of Diamond Lake wore off a long time ago.

Personality: Circumstances notwithstanding, Millie is often chirpy and excitable, with a curiosity that verges on recklessness. For a lot of people, this cheeriness is more irritating than charming. Although greedy and impatient at times, she can also be assertive and a tough negotiator. You'd have to be, with that many siblings.

Powers
Major: Archery - Millie's a crack shot with a bow.
Minor 1: Persuasion/negotiation - good at talking her way out of trouble, and talking other people out of their money.
Minor 2: Lockpicking - mastery of the complex art of opening things which were intended to remain shut.
Minor 3: Gambler - don't play cards with Millie if you value your coin. It's possibly luck, but probably cheating.

Notable skills: Cooking, foraging, picking pockets, knitting - all valuable skills in a young halfling's repertoire.

Equipment: Composite bow (a family heirloom. That is to say, Duffer nicked it from somebody), arrow quiver, a short dagger. Bit of cooking equipment. Some cards, dice, skeins of wool (rather garish colours), a bit of money, a set of lockpicks.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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Josh123914 said:
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Here it is, the one that gets cut.
Looks good. I don't see any obvious problems



suspicious guard said:
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I don't see anything objectively wrong, but you seem to have lost a line of your first trait.
 

Redryhno

New member
Jul 25, 2011
3,077
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Name: Tejorn Wind-Break
Age & Gender: late teens/early twenties, male
Appearance: A broad-shouldered - though somewhat short and stocky - man with an excessive amount of body hair, including the rough-shaven/cut head and facial, all of which is a very dirty black. His skin is weathered more than it should be for than is typical for someone his age, with hands and feet both heavily calloused and scarred. His eyes are constantly bloodshot with bright green irises that shine in the darkness that he has taken to hiding beneath a linen wrap around his head. He dresses in hides that are treated, but not dyed, leaving them being a simple brown. Close to his heart is a blackened, yet somehow polished oval piece of skin, almost mirror-like, though the handful of times he's looked at it, he's sworn he sees something moving within it.


Species: Human, Assuredly Cursed

Traits:

Trait 1: Heightened Senses - Tejorn's taste, smell, sight, and hearing have all been boosted to a supernatural level, giving him both a better awareness of his surroundings and adding to his boyhood tracking skills, but making it nigh impossible for him to live around human communities of any livable size in Barovia without some kind of sensory overload.
Trait 2: Depraved Soul - Having been somewhat recently cursed, Tejorn's Depravity starts much higher than others, though allowing him to keep himself intact while reducing further Depravity gain, at least for the foreseeable future.

Abilities: Strength: 12, Dexterity 14, Constitution, 20, Intelligence 10, Wisdom 17, Charisma 5.

History: Tejorn was born slightly East of Diamond Lake, among a cult of people devoted to a spirit of the wilderness connected in some way to Barovia's Darklord. He was always told growing up among the few others that his eyes were incredible and very special, and was why he received some measure of favoritism among the few other children living together. As he aged, he was taught to live off the land, take what was needed, and to revere the spirit that allowed them to do so.

As an adolescent on the brink of adulthood, he was forcibly taken in his sleep and trapped in a cell created just for him. Hearing chants and seeing an altar prepared, he grew more terrified than he already was and began trying to escape from his confinement. eventually breaking one of the branches that contained him in the cave he was stuffed in, he ran into the night, his clothing having been taken from him before he arrived in Diamond Lake on the docks. Collapsing from exhaustion, he woke up to being rocked back and forth on the Lake Kuezk, aboard a less than reputable merchant ship.

Indebted to the man that owned it, he worked the ship for many years, eventually buying his freedom and almost immediately being press-ganged into a "merchant" "marine" crew. Once again proving himself capable, he moved up in the world of the ship and became somewhat important. Returning many years later to Diamond Lake just a handful of weeks ago, forgetting how he came to be on the docks in the first place, he went drinking with the rest of the crew.

And then he woke up to find his childhood nightmare become a reality once again. The chanting, the cell, the altar. All were back, and a panic set in. Unfortunately, the cell was much better crafted and he was bound with iron chains this time around. And something new. What could only be described as some kind of indescribably evil presence stood near the altar. Dragged and bound to the altar, the chanting grew and as his eyes darted around looking for any escape, he felt something begin to occupy the same space as himself. The pain made his vision grow dark, his voice scream to the heavens though he could not hear it, and the scent of the wilderness disappear only for all of them to come flooding back ten fold. The light of the fires burned, the roar of the wind blowing through the trees,all of his family each having their unique scents and tastes, and a distinct lack of the evil presence. And the burning sensation flooded back to him as he looked down his body and saw the distinctly curved dagger plunged into his chest to the hilt before it...dissolved...into him.

His body weakened, he was freed from his shackles and left on the altar, though a blanket and vigil was given over him to protect him against the night air. It was explained to him by his guardians that he had been chosen at birth to receive the spirit they so revered solely because of the unique color his eyes were, a hero of sorts to the Mountain Garou that had been forcibly separated from her body before her time. He would eventually succumb to the spirit's strength and it was a shame he had run when he was a child when the change would've happened much more quickly and the spirit would not have to fight as hard as she would have to now to reclaim a physical body.

Feeling the spirit begin to take over, he panicked and somehow found the strength of body to survive it, tearing his vigil to pieces and running off into the night once again. Hopefully this time never to return.

Reason to be here/things to do: Stuck because his ship left, wants to leave to lift this curse before he succumbed to it, Diamond Lake has nothing that can help him, and he has no way to leave as it is.

Personality: A life of nothing else but what can be explained as unfortunate and incredibly short bursts of luck has left Tejorn slightly untrusting on first impressions, though is undoubtedly loyal to death once someone shows some sort of compassion towards him. Though he still has trouble understanding many social cues.

Far from the brightest mind, he does however learn from mistakes and while superstitious, has yet to drop any once it's been proven to just be in his head.

In general however, Tejorn is stand-offish, though that's mostly the last few weeks of horrors and himself trying to come to terms with them.


Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)

Major Power: Bestial Fury - The spirit trapped inside Tejorn claws at him and begs to be let out constantly. And should the situation prove dire enough, he will, as he fears being hunted as a werewolf in Barovia before he can find a way to lift the curse. Claws grow from his hands, his face elongates slightly, and his teeth grow sharp and he is given the knowledge and experience needed to use them effectively.

Minor Power 1: Tracking - with his childhood lessons and his newly acquired senses, Tejorn has found himself able to find people and animals much easier than any should be able to.

Minor Power 2: RopemasterA decade of living on ships has given Tejorn numerous ideas and uses for rope, from simple knots and traps to bindings and special weaving in a short amount of time should he need it.

Minor Power 3: Sailing - Again, a decade of living on ships has given Tejorn the experience needed to prepare and steer a small ship through most situations that would arise on one of the many lakes and rivers in Barovia.

Flaw: Silver Weakness: pure silver coming into contact with his body causes a freezing wave to go through him, rendering him slightly stiff for a few heartbeats.

Notable skills: Foraging, fishing with limited supplies, ship repair, knowledge of port, merchant, and pirate lingo/codes/signs and most important individuals in those areas of life.

Equipment: leather and hide clothing, linen head wrap, weighted leather whip and dagger, all he has for trade is a handful of hides.
Depravity Score: 30(unsure of what the max is, so just staring around 30%)
 

Redryhno

New member
Jul 25, 2011
3,077
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avouleance2nd said:
Redryhno said:
Friendly reminder you only need a flaw if you've taken a forth minor power so you can remove it or give your character a buff.
I know, just wanted the flaw and couldn't really think of anything else that would fit thematically.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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avouleance2nd said:
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Looks good but you're missing both a completed Appearance and Personality section. Please fix

Redryhno said:
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Hm... Okay; first I'm going to say no on the second trait. I'd rather only use Depravity in game. Second, is your character a werewolf or... what? I'm just not certain what I've missed. If the character IS a werewolf, I'd much rather you wait on that for later in the game. I'd much rather start with characters and slowly infect and corrupt them toward evil per the standards of Gothic Horror. If you need help with the cult thing, I do actually have a cult prepared for this game already and can let you use them for your backstory.

Last item, you can delete the section defining what "Powers" are; just to save room for if/when I move the character up to the Character List. Thanks