The Tower of Druaga (heroic fantasy- Started)

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Asclepion

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Aug 16, 2011
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[HEADING=1]THE TOWER OF DRUAGA[/HEADING][HEADING=2]Spire of the World[/HEADING]
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One of my favorite settings. Easy to get into, but massive in scope and potential.

The game takes place inside a giant tower called "Druaga". The Tower rises thousands of miles into the air, and each level is a different environment, with it's own civilizations, lifeforms, and challenges. People who traverse the different levels are called "climbers", competing against not only each other, but the deathtraps and guardians within the level itself. In addition, armies from each city-state within are periodically unleashed to fight their way upwards.

As a climber, you join a group of others like yourself to scale the tower. Whether seeking treasure, the rush of being inches from death, the desire to see new worlds and map them, your goal is the same: pass every level, reach the top. At it's apex, the climber is given the power to become a god, and undisputed master of the world.

Due to the sheer enormity of the structure and world, it is likes that virtually any culture concept you could think of exists -somewhere-. Worldsetting is high medieval. Magic exists, but to learn how to use it asks for nearly complete dedication on its studies, and mostly even then you specialize in certain aspect of it: some element, certain types of spell, and so on. Magic items are rare and difficult to create.

The location of the whole game. A tower so vast that it's upper levels are beyond human sight. The interior depends on what level you are on. Be it strange crystalline tunnels that are actually flaws in a gigantic diamond; A massive abyss filled with the rumbling thunder of a tidal sea far below; Humid Jungles brimming with life; A system of dungeons coated in a dull green carpet that comprises a sentient fungus that infests the whole zone, killing climbers with it's spores; A volcanic complex of lava and bridges; Mazes, grasslands, places with no gravity, places where you can walk on the walls and ceiling, and places that take you to the ends of the earth. And then there are levels no one has crossed yet. Unknown levels, and everyone who traversed them has died.

The game will begin on the fifteenth floor. You've been in the city of Minalca for six weeks. Other climbers have joined your group. You know and trust each other at this point, and don't need to meet.

Really, you are going to die. Your climber must embrace and be empowered by this. The point becomes not to reach the top, but to go as far as they can before succumbing to Druaga's dangers. To meet new races along the way, to help people, fight monsters, amass wealth, and see things no other man has seen in an epic tale of survival and adventure is the essence of this game, and the true motivation for anyone attempting to scale it.

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HOW THE GAME WORKS
Every player is both character and DM. Each person makes 1 climber and 1 floor. As the group passes a level, the next person DMs the floor above, and so on. I will be the first DM, to give you a feel for the game. It works because each floor is it's own "world", and the environment and what we encounter can be wildly different. No single person knows how the whole campaign will go, and it evolves with each player.

Floors you can make are highly varied. Here are some example floors:



Hurricos
Hurricos is constantly ravaged by rain and giant thunderstorms (which partially explains the name). The people of Hurricos don't mind this however, because the lightning bolts power their machines. Bizarre creatures called the electrolls build machines for the humans here, and cities on this level are technologically advanced compared to others. Unfortunately, inhabitants are frequently harassed by the Gear Grinders, large muscular brutes who feed from the energy of the machines. Some Gear Grinders have created automaton warriors to do their work.

The grass is a greenish blue tone and trees are scarce. Predators are much less concentrated here than in other parts of Druaga, and there are few places to hide and take cover. A few avian predators take advantage of that to swoop down and snatch climbers away.

A subzone of the floor is Teferis Forest, also named Flashbolt Forest. It is, despite its name, not actually a forest but instead several close growing patches of a strange plant. It is a truly alien environment, with bolts of lightning that can be seen arcing between the "trees", creating a constant screeching background noise, and the air itself appears thick with static electricity. The ground appears broken and ruptured due to the numerous roots that lay exposed near the surface. These roots are literally trip wires, and should something step on them an arc of lighting is sure to zap down upon the intruder. More dangerous are the stormseeker birds building their nests here, as well as the storm sprites who view the area as a playground.



The Infinite Hall
A maze of open, brightly-lit chambers. Most of the walls are covered by mirrors, giving the maddening illusion of an endless space. These mirrors are actually very dangerous: as long as you walk down a real hallway you are "safe", but if you ever mistake a reflection of a hallway for a real hallway and try to walk through it, you will enter the mirror! Once in the mirror, all physical and logical laws are irrelevant, creating a chaotic and dangerous environment. In some places you can walk on the walls and ceiling, and gravity can reverse itself seemingly at random.

Some mirrors are empty reflections. Others contain deadly traps. The unfortunate lost climbers trying to escape will most likely wander between mirrors, imprisoning themselves deeper and deeper in as they walk through reflections of reflections, and eventually starve to death or are killed by one of the many dangers within the mirrors. To counteract this, climbers tie ropes to themselves to find their way back.

Most creatures roaming these halls are strange, unpredictable, and voracious. They all possess instinctive illusion spells that greatly increase the chances that you will enter a mirror. Once inside, their power and size increases tenfold. Among the mirrors, even armies can be scattered and slain. The tychos prowls between reflections like a big cat, rays move flat among the walls and floor, and the mirror maw waits hidden- the climber walks straight to suddenly find teeth snapping shut on them, appearing from nowhere.

That anyone would build a city here seems unthinkable, but they did. Milkadis stands at the entrance to the floor. It is not a budding metropolis, it's very siege oriented, spending it's resources on city defense. As such, the community is tolerant of all religions, nations, and sentient species.



The Driller's Hives
This layer is a blasted wasteland punctuated by volcanic activity and sudden bursts of flame. The hellish red sun blazes above the landscape, baking everything underneath. Plumes of smoke forever rise into the sky from the depths of canyons. Within them are ruins that are reputed to hold great treasure.

The land is constantly being showered by the sparks and embers that shoot through the air at high velocity. These sparks rain down upon the earth, scorching any living things with painful burns. This is a prison floor, and the weak are chained to rocks and left at the mercy of the choking plumes of smoke, and showers of burning embers.

Dominating the layer are the gargantuan hives which serve as home to violently hostile insect-like beings that appear as twisted wingless wasps with stings that drip with venom; they are simply known as "the drillers". There are two factions of the creatures, both engaging in a genocidal war with the other. Drillers of either side look identical to one another, thus it is presumed they can tell enemy and ally apart by pheromone or other more subtle means.

The drillers are not fond of visitors, and neither is the layer itself. Providing you are not immediately hunted by the insect soldiers and "drilled" to death, they also take men as slaves, cannon fodder, or worse- food for their larval young.

The Last Floor?
Only one man has ever defeated the tower. Eighty years ago, King Gilgamesh reached the apex and was never seen again. It is speculated that, rather than attaining godhood, he somehow became a final guardian of the Tower itself. The last floor he described was this: It is the universe, the whole of it, laid before the climber's eyes. There is no way to describe the emotion that you feel when your eyes turn on it. Every human lifetime, all history combined together and experienced at once cannot equal the slightest fraction of the full expanse. All illusions are stripped away. The climber sees everything for what it is, knows everything about every facet of existence. All of the climber's ideas, desires, faults, and virtues were simultaneously nothing to this orgiastic infinite space, and infinitely large- whole universes of cells, atoms, and what was beneath. There were always more. Always.


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Character Creation
Name: What your character is called.
Age & Gender: Quite clear, too?
Height & Weight: More simple questions. Optional, though at least height would be good.
Appearance: What your character looks like.
History: What your character has done until now, wanting to climb the tower? 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: Why, against all odds, you want to test yourself against each level of Druaga? This could be simple, "I want to explore and become rich" or "I want to get the power to revive my dead father", or something more complicated, like "there is supposed to be this person who I want dead here in Tower. I seek to obtain his death."
Personality: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
Notable skills: Both in combat and outside of it. Do you swing a sword, cast spells or silently sneak around? Maybe you know how to apply healing herbs, how to cook, or how to climb rocks? Or maybe you have good knowledge in historical artifacts, or understand cartography?
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 & dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.
 

Asclepion

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[HEADING=2]Reserved for Characters[/HEADING][hr]

Name: Nathan Ramirez
Appearance: Ramirez is a light-skinned man with a shortly trimmed beard and goatee. He's lithe and muscular, a strong running build.
Age & Gender: 31 year old male (human)
Height & Weight: 5'10", 165 pounds
History: Was born to an aristocratic family, blessed with an extensive education and primed for life as a hedonistic nobleman, a man of pleasure. But something was always pulling on him. Seeing the suffering of others, he rejected the life, giving away the majority of his possessions and seeking to wander the world, encountering good and evil alike.

Reason to be here/things to do: His reasons for scaling the Tower are twofold:

- Moral Obligation. The monsters inside threaten the lives of scores of people. He possesses a strong sense of morality, risking his own life and safety in the service of others without expectation of reward. Even if he fails, future heroes will gain a greater understanding of the Tower from his death.
-To learn. To see what's inside it, and what's at the top. By understanding the Tower, it is possible that he can gain some fundamental understanding of reality. And to see things no human eye has witnessed.

Personality: Nathan Ramirez is a fundamentally good human being, and very much the sophisticated man for his time. He has a highly composed and calculating mind. He is unfailingly polite and humble and never scoffs at or disparages the people he encounters (as unpleasant as they seem to him) He is very appreciative of art and culture in the "modern world". He is a ladies man; His charm and wit were counterpointed, however, by his somber half, which prompted him to shun committed relationships.

Ramirez prefers to talk his way out of dangerous situations. Education has given knowledge of various chapters ? cartography, forms of life, law, philosophy, and human interaction, to name a few.

Equipment: Always carries a sword, but his primary weapon is something like a spear or a poleaxe. His armor is mostly leather with metal pieces on the arms and chest. Armor has a grey-and-white theme. The undersuit can be worn alone for casual use, as well as some simple cloth. Also carries parchment with esoteric runes, a whetstone, flint, 4 silver coins, and a waterskin.

Name: Veritas (last name unknown)
Age & Gender: 19, Male
Height & Weight: Around 5'9 (Unknown weight -presumably quite light?)
Appearance: Scrawny and thin. Waist length Muddy red hair. Gold eyes. Wearing white clothing and a white cloak.
History: A year ago, a boy awoke, in a rancid smelling hole. He had no recollection of who he was, or what he was even doing. Next to his body were four things. A name tag, with "Veritas" inscribed upon it, a book entitled "Fabled Arcane Augury", a staff, and a map to the Tower of Druaga. Puzzled, the boy decided to take the nametag for his own name, took the equipment, and followed the map to the tower.
Reason to be here/things to do: Veritas is here to recover his memories, and to determine who je really is.
Personality: Friendly, but fearful, Veritas is never keen to talk about himself, for fear of the unknown. He is shown to be cautious around all that approaches him, but equally treats them with respect. He is cowardly, and is more likely to run off from a fight rather than face it.
Notable skills: Is able to use a legendary magic known as "Truth" - This enables him to see through all trickery, magical or not, and remove it. However this works only for him. He also has an ability unique to him to be able to track/communicate with people by making physical contact with water. If there is water nearby, from the source he is in contact with, he may teleport to it. Such events though are spontaneous and uncontrolled (he has lost all recollection of how to use it)
Equipment: A staff, a cloak , a hunting knife and around 20 silver coins.

[b/]Name:[/b] Faunra Scarlet (adoptive name, real family name unknown)

[b/]Age & Gender:[/b] 126 & Female (Elf)

[b/]Height & Weight:[/b] 5'11" & 116 lbs

[b/]Appearance:[/b] Faunra is tall with long dark brown hair that borders on black. Her skin is pale. Her eyes are piercing from a combination of stress and their sparkling emerald green color. She wears a brown and white cloak over the torn rags of what used to be a dress. A leather belt hangs from her waist, slightly too large for her frame. From the belt hang two metal daggers - well cared for and of great workmanship. On her back she carries a long bow that is taller than she is and a quiver of arrows. A sack of various objects hangs over her shoulders. Her muscles are miniscule but tight and wiry, giving her more strength than she appears. She is relatively attractive, save a long scar that crosses the right side of her face and down to the back of her left hand. A small golden amulet with ruby trimming in the shape of a bird hangs from her neck.

[b/]History:[/b] Faunra has always been a quiet girl. Growing up on the streets where to draw attention can mean death, she learned to always stayed quiet. She and her older brother Biratlort lived on those streets for nearly 40 years. Her brother did what he needed to keep them alive and she did whatever she could to help him whether that was playing the distraction, fencing the newly acquired goods, or treating their injuries. Then one day, their luck changed. Biratlort stole from the wrong man, a thief named Jybel Scarlet. Jybel chased them through the city for hours, until they were cornered in an alleyway. Rather than killing them, Jybel began laughing at the situation. Impressed by their skills, he offered to take them under his wing in his growing "family" of thieves. They accepted. For 20 years, she Biratlort worked as street runner's and bandits. Then, on one fateful day, Jybel chose to steal from a traveling nobleman. While looting the carts, the nobleman's guards resisted and Jybel was slain. Their leader gone and their lines broken, the "family" fled - most never made it 30 feet. When the first of them reached Faunra and swung his sword, Biratlort interceded. Her brother was struck down, and the tip of the blade caught Faunra, leaving her with her scar. Faunra ran and never looked back. She escaped with only a strange ruby and gold amulet that had cost her family. For the last 60 years, she has wandered from city to city taking what she needs and skipping town when the city watch finally catches notice. Despite her life so far, Faunra does not enjoy stealing. More than anything, she wants to find a place where she can live and need not steal to survive. Since her brothers death, she has been Hemophobic - the fear of blood. She has seen enough blood in her life that the mere sight of it does not phase her, but when she gets blood on her, it reminds her of when her brother and father died and she closes to the outside world. Despite her age and experience, she is still barely an adult by elven standards - a fact that annoys her to no end.

[b/]Reason to be here/things to do:[/b] Faunra adventures into the tower mostly to escape civilization. She wants treasure to escape her lot in life. Given one wish, she would change what happened on the fateful day her family was slaughtered, the consequences be damned.

[b/]Personality:[/b] Faunra is emotionally closed to people, though she wishes to be anything but. In large crowds, her years of street life take control and she bolts for the shadows, but in small groups she is open enough to converse and one-on-one or in small groups of people she knows and trusts, she is an open happy person. Faunra has lived on the street her entire life so she vastly enjoys even the smallest of luxuries. Faunra is skilled at reading people and dislikes people she perceives as wasteful. She does not begrudge people with wealth or status, but those that abuse the privilege will find their coin purse missing more often than not. Aside from her emotional distance, she suffers from Hemophobia. Faunra has difficulty believing in any higher powers given her life thus far but hopes that her doubts are misplaced and that she will see her family again in the afterlife. She is sentimental and kept the stolen amulet to remind her to be cautious. In general, trusting people is a problem for her so she is generally expecting a knife in the back at any moment. She is also rather uncouth - she has a bad habit of missing social cues others wouldn't and saying perceived truths without thinking of the social consequences.

[b/]Notable skills:[/b] Faunra is skilled at many things. She knows how to pickpocket, open doors, disable traps, and sneak her way around. She knows how to lie through her teeth and can tell when others are doing the same; she is very perceptive. She knows how to treat minor wounds and what plants and herbs are good for healing. She is skilled enough with her pair of daggers and bow. In addition, she can usually find the pulse of a city with supernatural ease - she knows everything that's happening (legal or otherwise) the first day she arrives in a city. She knows how to forage for food and can hunt with relative skill in a pinch. In combat, she stays in the shadows and attacks unaware targets. While she can hold her own in a street fight, in a proper fight she would quickly become overwhelmed without support.

[b/]Equipment:[/b] Faunra caries the following: Two well crafted, matching, serrated daggers - one of which was her brothers, a recurved long-bow and 2 dozen or so arrows, A set of reinforced leather armor she wears beneath her normal clothing, thieves tools (crowbar, lock-picks, small file, hand saw, small vials of weak acid, etc) a medical kit (Bandages, medical salve, anti-venom/toxin, etc), survival gear (water-skin, bedroll, 50ft of rope, chalk, and flint/steel), the amulet she took, and a small pouch of currency she "acquired"



[b/]Note:[/b] I deliberately left several plot hooks in the character (Value of stolen amulet? Any crime family survived? Nobleman's name/reason for travel/etc) for GM's to play with if they need to get the party on track. Please feel free to use/abuse as you see fit.

Name:Damien Daresh
Age/Gender:36
Height/Weight:6'10", 230 lbs.

Appearance:Tall, broad, and skin with the consistency of rough-hewn stone, very short clipped golden hair, violet eyes with golden flecks from certain angles. wearing a suit of what looks like medieval armor, though it looks more along these lines:


But it still appears to be steel, though anyone besides him wearing swears it's much too light to be used as armor.

Except the predominant color of the armor is Violet, golden specks dotting it, much like his eyes. He carries a sword of pure black that seems to draw all the light from a room when it is unsheathed,it has a single piece of ornamentation, a ruby the size three inches in diameter, which glows more brightly as it destroyes, it is capable of cutting through almost anything with ease, to compliment the sword is a shield, a few minor scratches is all that mar it's surface, though nothing looks to have touched the emblem on it:



Except the sword is black, the golden part isn't there, and remove the skulls and replace them with a single violet eye.

History: Damien was born to the great and noble house of Dareshi, a prince, third in line for the throne. He was sent off to live with the warrior-monks of Dakesh when he was five,many leagues away, and under them he studied the rules and ways of warfare, philosophy and survival in the wilds. When he turned 18, they sent him on his way to live with his people, he traveled the world for four long years, but nowhere felt like home as the monastery did, so he returned and became one of the Grand Masters, as the Grand Master of close-combat, an honor few ever were able to live up to. He stayed in that position until his 32nd nameday, when he received word that his house,family, and people were under attack from an army brought together by his second brother, Mark, who had gained the power of the ancient dragons through blood rituals and had been presumed dead for ten years.

Damien gathered an army to crush his brother, but was too late when he arrived, the royal line had been extinguished, except for Mark, who sat upon his eldest brother's throne, and decreed Damien a traitor to the crown and a bounty was put on his head to bring him back alive, dead was not an option and was grounds for being slowly tortured to death.

The battle that ensued was one of complete chaos and beauty, as the Warriors of Dakesh, even the weakest of them worth ten men, clashed against the royal mercenary armies of Mark. Mark had the advantage of numbers however, and eventually whittled down the few hundred he had been able to gather down to the Grand Masters of Dakesh, Damien, The GM of archery Clarissa, the GM of knowledge, a wizened old man who had only ever communicated through messages, Fareth, and
the GM of Honor Garsuun, a giant of a man even among these people,a staggering 8 feet tall and built as only a mountain could be, one by one, they were cut down as Mark finally took the field, each inflicting only minor injuries until he came to Damien, who, filled with rage at all that Mark had done, from the murder of his families, both blood and Dakesh, he charged his brother and managed to wrestle him to the ground before knocking him senseless, but his sword could not pierce his brother's flesh, the magic of the dragons giving him invulnerability to the weapons of the Grand Masters and their words of power. He fled, and has never forgiven himself for his only retreat in life, and:

Reasons to be here:
The murder of his family, he hopes to both bring them back and to kill his brother, a thought that still pains him.

Personality: to keep it simple, think Paladin in ever sense of the word, honorable to a fault, tells the truth no matter the cost to himself or others, etc.

Notable Skills:Damien is a Grand Master of Dakesh and with it brings certain requirements and privileges. He is a master of the sword,shield, and fighting in close-combat in general(He comes from a Future Fantasy world/level of the tower or the world, I wasn't exactly sure where the characters came from from your post, but they emulate the medieval period in their look.)Being a Grand Master of Dakesh has it's own perks however, as words of power passed down through the centuries by the founder of his order still hold terrible power. He knows a handful, the Grand Master of Knowledge, however knew of every word of power there ever was, which was the reason for his vow of silence.

RAAS: This word allows him to "push" opponents back, knocking them down if they are weak enough.Translation:"Fall"

JOOS:This word warps weapons,doors,walls,etc. within a ten foot radius to where they can no longer be used for their original purposes.Translation:"Corruption"

DAKESH:This is one of the most terrible words Damien knows, as it turns a single man to ash and erases all that he had done within the past day. Damien attempted to use this word against his brother, but all that he could accomplish was a slight discomfort to his brother. He refuses to use this Word period, refuses to even speak of it, so terrible it is.Translation:"Guardian of Life"

TINE:This is the final word that Damien knows, a simple little Word, used mostly for utility anymore, it ignites a small area, no more than a square foot, and it will burn for eight hours with no fuel, other than that it's just makes a small fire that can be made larger just like any other fire, it automatically extinguishes after the eight hours, regardless of how small or large it has gotten.Translation: "Fire"

DARESHI:a word that empowers near-by allies, making them react slightly faster, hit a bit harder,etc. Translates to "Family of Guardians",

Equipment:His sword, Altimar, and his shield Lariss, the first two warriors to wield them both in his family, both are inscribed with their names. Altimar has been known to cut through almost any defense, and Lariss able to stop almost every attack her wielder blocks. He also carries a light pack filled with a week's worth of dehydrated rations, a bottle that constantly keeps it's contents at 50 degrees F, and the medallions of the fallen Grand Master of Dakesh, he hopes to rebuild the Monastery once he leaves, and gift each of these medallions to one he feels is worthy of the honor.

Name: Zavier Martres

Age/Gender: 25, Male

Height/Weight: 5'11, 145 lbs

Appearance: Rather slim, with short brown hair and gray eyes. He typically wears a black coat trimmed with silver.

History: There was always something a bit off about Zavier Martres. Most people know nothing about the man, save that one day he appeared outside the Darmesian Academy, the finest in the world, and requested permission to study there. While at the academy, he studied in all manner of fields of endeavor. He even devoted time to studying the arcane, many people found this odd for Zavier had no inherent magical aptitude. It quickly became apparent that the young man was quite intelligent, but there was always something about his personality that kept people away and suspicious. After three years of study Zavier left without a word, simply packing his few belongings and several books and heading off toward Druaga.

Before that, however, there was a man named Gavin Telasa. Gavin was a wizard, and an eminently powerful one at that. He spent much of his life studying the ancient secrets of the universe. Gavin scoured the ends of the earth searching out lost knowledge and discovering those forbidden places where the fabric of existence thins out into the void between worlds. During his many years and countless travels he uncovered great powers and secrets beyond mortal ken. However, the greatest secret of all consistently eluded him: what lay atop Druaga's Tower?

By the time Gavin felt his power great enough to take such a feat, many years had passed, and his body was beginning to fail him. Time claims all things, and even the great powers Gavin had garnered over the course of his expeditions could do nothing to reverse its terrible flow. As he wallowed in his despair, cursing the terrible march of time, an idea struck him. Perhaps he need not reverse the flow of time, perhaps, he could claim another body as his own. A younger body, more capable of the task Gavin had prepared his entire life for.

With that, he set off, wasting no time in finding a young orphan boy of 5, living in the slums of Altemas, destined to die alone and forgotten. Gavin made the young boy a deal, he would shelter and care for him, and in exchange the young boy would be obedient and do whatever Gavin asked of him. The young boy, without any hesitation, accepted the offer. That young boy's name was Zavier Martres.

Over the course of the better part of two decades, Zavier Martres was put through a constant grueling training regimen. When he wasn't learning some martial art by the finest instructors that his master could provide he was studying whatever his master felt it necessary for his young apprentice to know, be it languages, sciences, or any other facet of academia, developing a quick mind as well as a lean body. As the years went by Gavin grew older and more frail, he was forced to extend his life through his own arcane skills to continue on. Despite this, he was pleased with the results he was garnering from his apprentice, and the time soon grew near where he decided to claim the body of his ward as his own.

However, while Gavin made his preparations, he never suspected that Zavier was making his own. While the pair shared a cordial relationship, Gavin brooked no resistance from his ward. This taught Zavier obedience, but it also made the boy cold, restrained, careful. Zavier wasn't as ignorant of his master's plans as Gavin had suspected. When the day came for Gavin to claim his apprentice's body, Zavier surprised his master. When Gavin called his apprentice to his room, Zavier arrived, and promptly threw a knife into his master's heart. The unexpected attack caught the wizard off guard, and Gavin Telasa, one of the greatest wizards the world had ever known died quickly and unceremoniously in his room.

Without anywhere else to go, Zavier decided that he would fulfill his master's dream. He would ascend Druaga's Tower and claim whatever lay at its top.

Reason for Coming: Zavier's reasons are his own. Any time he's asked about his reason to come he shrugs noncommittally and goes back to whatever he was doing before the question was asked.

Personality: Zavier is quite cold and quiet. There's an icy politeness to his demeanor that keeps most people away. Everything about the man is calculated and restrained. Coupled with this is a sort of sarcastic and cynical sense of humor.

Notable Skills: Quite knowledgeable in many fields of study, particularly history and philosophy. In addition, Zavier is quite a deadly duelist and tactician. On top of all of that he is a very cunning wordsmith.

Equipment: A saber and dagger set, a set of several throwing knives, several books on various academic subjects, a spare set of clothes, a purse with three gold coins and five copper coins and an odd silver medallion emblazoned with the symbol of a scroll on one side and a fire on the other.



Name: Atticus Tinkerous
Age & Gender: 23, Male.
Height & Weight:5,11 and 220 pounds
Appearance: Walnut colored Skin, hazel eyes. Big guy, relatively built. He wears a pair of orange overalls, a yellow shirt inside. Lined with thin armor plating. Dawns a black tool belt over flowing with tools, a tiny gadgets and gizmos, and a strange looking slingshot.

History: From a simple level, Agris, mostly full of agricultural type people. Farming made the world go round, however only a small chunk of time was ever devoted to farming. They had to work fast and stockpile materials because for the rest of the year, the level would be stuck in a horrible winter. Atticus was born into a family of inventors, people who had constantly improved the way things were harvested, how plants grew, and simply made life easier. Most technological achievements were accredited to his family, from lanterns, to lightbulbs, wagons, to small automobiles and tractors. All them, simply through problem solving.

But they were now trying to work on solving a different problem. The grace periods were getting shorter and the winters longer and harsher. Though they were an intelligent family, all the Tinkerous had done barely any research into the weather...all except Atticus. Atticus had been developing things such as water wheels since he was 6 and windmills by 7. He figured all they needed to do was harness the power of the elements and they'd be fine.

Or at least that's what he initially thought. Atticus soon figured out that at the rate the temperatures were dropping and the amount of snow that came each year, their level would become almost inhabitable for many years, water pipes frozen, wind too strong for windmills. The Age of Ice, Atticus called it. He attempted to keep it to himself, but the rest of his family found out at some point. While the Tinkerous scrambled to figure out what to do and how to do it, Atticus, at the age of 15, let his side of the family know that he wouldn't be coming back for awhile. He needed a few tools and research to solve this little weather problem. He was going to Hurricos

And he did. Turns out his family actually descended from people of Hurricos, literally. It was only one level above his. After surviving the many perils, he found people who could help him. He told them of his level's impending doom, showed them the math, and wanted them to help figure out how they could survive this. Simply put: They couldn't. Hurricos had much research on the weather, but from what Atticus had told them, they would never be able to harness it, or even live in it. It was then that Atticus figured out what he had to do.

If he couldn't harness the weather, he'd have to control it.

Reason to be here/things to do: Atticus is attempting to save his level from a terrible age of ice and snow. They can only survive a few more winters. He wants to figure out how to control the weather, and find a level that can help him. He has learned a few techniques, controlling basic elements, even weaponizing them. However, these are on extremely small scales, and to him are useless. He has had multiple books, research, and even small scale devices sent back to his family, down through the levels. He uses a device to occasional send messages through the levels and to home. He needs to stay in touch with them, see if they go the materials and learn how things are changing, so he knows what to look for.

If all else fails, he wants to make it to the top and gain the powers of a god to save Agris.

Personality: He has a frantic mind, constantly thinking of home and looking for anything that can help him. Atticus is built, but he tends to stay out of physical confrontation, if possible. He doesn't see himself as a great hand-to-hand fighter anyway and mostly uses lies to his advantage. Life was relatively simple ad fun for him on Agris, so some of the atrocities he sees on certain levels disgust him, but he tends to hold back.

He'll only really get involved if he can do it behind the scenes or if he is truly pissed.


Notable skills: Atticus has a great understanding of the weather, machinery, and farming. He also has a knack for spinning tall tales and getting in or out of situations. He also has an extremely tiny skill in terms of magic, another attempt to control the weather. He knows a small wind spell which creates a breeze or even a burst of wind. He is also a great marksman, using a modified and peculiar look slingshot as his main weapon. This also translates to things such as archery and side arms.

Equipment: A number of tools such as screw drivers, hammers, wrenches, and strange tools from other levels. he carries a small medical pouch which contains bandages, stitches, and disinfectant but he has little knowledge on how to use them properly. He a few slices of bread and some cheese he carries with him. He also has a number of scrap and broken parts he uses to barter on different levels. They're useless to him, but he's found that people tend to like random machinery...even if they have no idea what it is or what it does. Pretty pretty Shiny shiny.

He has the Rod, a device that pulls an electric charge out of the air and acts as a small generator. He can also use it a sorta stun baton.

He also has small devices known as a Tornado Trap, which flings an enemy into the air with a sudden burst of spiraling wind.

Small liquid capsules make an area hotter or cooler, even melting through things or freezing things. Atticus holds them dear to him because they may be a key component in saving Agris.

And finally his slingshot, a large thick ring and a handles with small pipes running through it. There is a small fan in the cent on the the sides are 6 canisters, filled with different substances or smaller devices. He also uses his wind spell to intensify the slingshots power.

He carries a pouch full of plain black balls. When going through the slingshot they are either set on fire, electrified, break apart, become explosive etc, etc. They result in different types of attacks.


His non-leth ammo is colored. Mostly along the lines of green for itching powder, blue for sleep gas, and yellow for a stinck bomb.

He has 6 small black balls with red x's on them. He has never used them.

Name: Prail Tenviyalle or just Prail if she likes you enough.

Species: http://starbridge.wikia.com/wiki/Lallowens minus a few million years of evolution and intervention from other species.

Age & Gender: Quite clear, too?
Not so much, lallow gender isn?t fixed. They can choose to produce or not produce the hormones related to each gender as they see fit. For now Prail has chosen to produce neither, saves resources for one and with the war. Not to mention there probably won?t be more lallowens where she?s heading.
As for her age she?s about 23 but her people age faster so she?s about almost 30 in human terms.

Height & Weight: About 7 ish maybe a few inches over. As for weight about 1 and a half times over what you?d expect for a human of the same seize, the added weight being made up from various ridges horns and her tail.

Appearance: Humanoid enough, the usual two arms two legs. But being pure lallow without another species to mimic there are a few noticeable features missing. For one she lacks a mouth or any other orifices for that matter, her skin is a mix of yellow green bands with a milk white underbelly. Speaking of another thing she lacks is breasts (which make sense being a lizard).

Her horns are forward facing and curve back. Long and thin, like all her people?s horns they are hollow allowing her to send through a diverse range of sound.
Her eyes are much larger than human eyes and completely circular. They don?t have the usual structure of purple and iris instead being a jet black dish with misty spokes. Her radials are royal purple.

As for her thagomizer it?s fairly impressive, almost ornate it?s got two spikes on each side and each spike splits into three sub spikes. They aren?t so long (she was a late bloomer) thanks to the prosperity of her people this really isn?t a problem.

History:
Hatched in the capital of the great Lallow Empire Prail was sold to the great universities as an egg. She grew up among her people?s best scientist and Politian?s, it felt like every day there was something new to do and learn. She found her place there, her skill with technology allowed her to achieve a lot among them.
That was until the war of course how the lallowens provoked a race they never even had direct contact with is a mystery to them, and by the looks of it isn?t getting solved. The enemy was something else never making an appearance always attacking from their home world; you couldn?t even see it beneath the thick clouds around their surface.

Prail did her best to hold out she?d have died their if the collage hadn?t given her other orders. They told her to run to the tower of ancient myth to climb it and carry on the memories of her people, so they weren?t forgotten.

Reason to be here/things to do: What?s the alternative, her home world is finished every day it sinks further. Early on they said she was to bring back support but that dream died when her people stopped being worth saving, they bodies cold but the obituary still need to be written.

Personality:
It isn?t easy; to see your people go through that, that she?s still standing is a mark of some resilience. Not that the scientist had been completely hardened, she?ll often find herself forgetting, she?s spent weeks lost in the thrill of discovery.

She?s not violent by nature (well ok by nature anything that can produce multiple poisons and has as many spikes as she does is pretty violent) perhaps she isn?t violent by culture would be a better way of putting it. She?s an intellectual, violence is of course to be avoided at all cost it is the refuge of those not capable of coherent thought. That doesn?t stop her carrying a gun of course, purely for protection of course.

Notable skills: An engineer first and foremost Prail is forever the tinkerer. Her specialist field is robotics with side paths in AI development pertaining to the relationship between mechanical body and digital mind. While less notable from her perspective she has her peoples heightened empathy and has developed quite a knack for communication with other races despite her inability to talk apart from blowing her horns.
While she aims for victory by thinking over victory by blood shed she can?t demi all those millions of years of hunter evolution (as much as she?d like to).

Equipment: There wasn?t much time to take even what little was left. Luckily having a thagomizer and a less than picky pallet reduced the need to bring food. After all no reason to let the hostiles go to waste.
Her armour is light and flexible, the sort of thing where the name of the fabric is a few thousand letters long. It works well for keeping her cool and offers basic protection (about as much as her scales do again at least). A cold blooded animal isn?t much of a mover at the best of times so the added weight doesn?t do much to lower her speed.
For protection she carries a pistol like device, called a solar flare it can be used to fire extremely hot bolts of solar energy that after impact continue to heat up the surroundings for several minutes. Also useful for creating temporary light sources. For real efficiency you should wait about an hour between shots and give it a minuet to charge. You could use it more frequently but it won?t be nearly as cool or efficient.
Aside from that she carries a lot of insight candles. Use as data storage device burring them causes the information to be released. She had to resort to trading them a lot of the time but at least they normally fetch a good price and help at least some of her culture survive.

Name: Caedis Saevio,(Formerly) Duchess of Helliot

Age & Gender: 28, Female

Height & Weight: 5'9, 120lbs

Appearance: Caedis face used to be that of elegance and splendor but what has happened to her has warped her face to that of scorn and hate. She has short, auburn hair that she cakes in a dark brown dye. On her left hand she is missing her middle, and her ring finger as well. She is well built as well with noticeable muscles underneath her armor.


History: Caedis was raised in lavish riches of a wealthy merchant family and inside the confines of a stone castle. The marble-adorned lands of Helliot wasn't only known for its riches but also for its most redeeming and barbaric factor; its arena. Reminiscent of the classical ages, Helliot is home of the most long-lasting Gladiatorial arenas that bring hundreds to the stadium's seats. And without a doubt, Caedis was lured to the glorious triumphs of Helliot's gladiators and exotic animals that stained the sandy ground. Of course, she was raised to be an nobleman's wife and to marry one her cousins or better yet, a suitor of another wealthy family. She did so but often she stole herself whenever possible to sneak into the Stadium's seedy seats and watched the arena's warriors spill their own blood. One of the gladiators, though, stole her heart.

Darius "Mark" was one of the more successful Gladiators in the arena able to find the hole in any armor with his spear. His quick, decisive jabs often spelled doom for most of his opponents and his kill count ranges in the 40's. He was also relatively young and his looks was another redeeming factor to him as well. Caedis watched him move with the grace of a bird but the power and swiftness of a leopard. One fateful day the two met and Caedis was never the same. He filled her head with tales of warriors like him, and their adventures throughout the land. Darius blasted the aristocracy that ruled over Helliot blaming them for everyone's plight. So, Caedis swore to be at his side and she begged him to train her. Darius did so but in exchange for her knowledge of all the ruling families of Helliot.

Caedis was a fast learner and quickly picked up a good grip on Darius' trademark skill with the spear. But as Caedis learned to fight, Darius learned more and more about families of Helliot and whatever information he needed to take over. Caedis was blind with love and devotion to becoming a warrior to notice his secret planning to stage a revolt. She was nothing but a tool in his hands.

The revolt came like a tornado through Helliot. The families were either executed or driven out. Their standing armies were reduced to bumbling masses due to the extensive knowledge gained by the rebels thanks to Darius or most importantly thanks to Caedis. This news and the sight of Darius' rebels hit harder than any sword as she had to be dragged out of the burning castle by hand by her sisters before she snapped out of her catatonic state. She single-handily offered the key to her family's destruction because of Darius. She watched as he slaughtered her parents and brothers like cattle and tossed them in an unmarked grave. Caedis vowed revenge and the death of Darius at her hands.

This was all 10 years ago and over that span of time, Caedis' skills as a warrior has grown substantially. Using her memories of Darius' fighting style and speed she has made a name for herself as a mercenary along with being an adventurer in search of a way to bring down an empire. Darius has made a name for himself as Helliot's new ruler. He rules with an iron fist and his army is powerful.

Reasons to be here/ things to do: Caedis seeks to take back Helliot using the powers that the Tower offers. She has nothing to lose in climbing the tower but everything to gain if she succeeds. Caedis is already shamed by her mistakes and its outcome will has forever tarnished her inside and out.

Personality: On the outside, Caedis is scornful and hate-filled. She is bitter and destructive mostly towards herself but she harnesses that hate and channels it into her actions. She isn't completely doused in hate as she calm and collective when she needs to be especially when she is in the company of others. Caedis still harbors the teachings she was taught growing up and it was to act accordingly despite it all. She has found it useful to act calm rather than always appear angry.

Notable Skills: Thanks to Darius, Caedis is deadly with the spear. Their fighting style is almost identical with the exception that she had to deviate a bit after her leaving Helliot. Without her spear, Caedis can wield a sword as well and fight well with her fists. Also Caedis is literate thanks to her teachings when she was young. Caedis has a basic grasp of a wide range of subjects ranging from philosophy to basic mathematics.

Equipment: Caedis doesn't leave anywhere without her armor and her spear. Caedis spent a large sum of money for the armor. Aside from that is her rucksack which includes basic survival materials and most importantly a large sum of gold. One of the things they were able to grab during the escape from the castle was a bag full of golden coins which have proved to be useful to have for any occasion. For added protection, she carries a shortsword in case she doesn't have a spear.

General Statistics:

Name: Aleister Cole
Age: 25
Gender: Male
Height: 6'6''
Weight: 165lbs

Appearance: Thin body, semi-athletic build, some signs of muscular development. Shoulder length dark red hair, and his bangs fall slightly in front of his violet coloured eyes; a few strands on the side of his bangs help frame his face. Small, but visible scar across left eye. Slightly pale skin.

[http://s1255.photobucket.com/albums/hh624/Evrant/?action=view¤t=AleisterColeClothing.png]

Character History:

Not much, if anything of Aleister's birth is known to recorded history, for he was found abandoned, and alone, wandering through the dark city streets. Whether it was by fate, fortune, or luck, he was found by a travelling swordsman, names Krios who took him in, and raised him like a son.

Over the years, the pair of them travelled the world, training almost day and night, so that Aleister could become a master swordsman, and hopefully discover who his parents were, and why they abandoned him.

Throughout his training, he began to show signs of magical talent, specifically in the fields of elemental control. During the few hours of peace with his master, Aleister practised his slowly growing powers. He managed to develop a technique, whereby he could imbue his sword with an element, this would increase the damage dealt, but also give off various effects associated with that element.

During his twenty year, he and his master came under attack by bandits along the Lacuna Archipelago. Despite their best efforts, Krios was killed. The bandits, seemingly happy with their work, left an unconscious Aleister behind. It was several hours after the attack when he woke up. Burning with rage at the death of Krios, who he considered his family, he quickly abandoned his original quest of finding his real parents, and set off to track down, and get revenge for Krios's death.

Before he left though, he buried his mentor, and took his prized sword, as a memento, and a reminder of his mission. Throughout his quest, he has served as a mercenary to help pay his for his travel.

Reasons To Ascend The Tower: To get revenge for the death of his master.

Personality:

Aleister is a relatively calm person, he rarely raises his temper, and only does so in dire circumstances. He can come off as a friendly person, with a rather intelligent mind. Many consider him to be quite the gentlemen, willing to help others, especially ladies, if they are in need of assistance.

Notable Skills:

Aleister is an expert swordsman, mastering the use of both single handed and two handed blades. He is also a powerful Red Mage, being able to apply various elemental properties to his attacks. Aleister is also literate, and very knowledgeable of the world, thanks in part to Krios teachings, but also of his own curiosity.

Equipment:

Aleister carries around with him three swords, two of them are his own, and the ones he has practised with throughout his time with his master, Krios. The other one is Krios's own sword, known as "The Edge of Soul".

He also carried with him some first aid equipment, a reasonably sized pouch of gold, and a glyph, a weird mystic circle that appeared on his shoulder when he first discovered his magical prowess. It allows him to use his magic, without the aid of a staff, or some other magical enchanted weapon.

Stonefuse Stormbender (NastoK) (Check page 2.)
 

Technetium

New member
Nov 8, 2011
349
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Name: Veritas (last name unknown)
Age & Gender: 19, Male
Height & Weight: Around 5'9 (Unknown weight -presumably quite light?)
Appearance: Scrawny and thin. Waist length Muddy red hair. Gold eyes. Wearing white clothing and a white cloak.
History: A year ago, a boy awoke, in a rancid smelling hole. He had no recollection of who he was, or what he was even doing. Next to his body were four things. A name tag, with "Veritas" inscribed upon it, a book entitled "Fabled Arcane Augury", a staff, and a map to the Tower of Druaga. Puzzled, the boy decided to take the nametag for his own name, took the equipment, and followed the map to the tower. 
Reason to be here/things to do: Veritas is here to recover his memories, and to determine who je really is.
Personality: Friendly, but fearful, Veritas is never keen to talk about himself, for fear of the unknown. He is shown to be cautious around all that approaches him, but equally treats them with respect. He is cowardly, and is more likely to run off from a fight rather than face it.
Notable skills: Is able to use a legendary magic known as "Truth" - This enables him to see through all trickery, magical or not, and remove it. However this works only for him. He also has an ability unique to him to be able to track/communicate with people by making physical contact with water. If there is water nearby, from the source he is in contact with, he may teleport to it. Such events though are spontaneous and uncontrolled (he has lost all recollection of how to use it)
Equipment: A staff, a cloak , a hunting knife and around 20 silver coins.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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[spoiler="Faunra Scarlet"/]
[b/]Name:[/b] Faunra Scarlet (adoptive name, real family name unknown)

[b/]Age & Gender:[/b] 126 & Female (Elf)

[b/]Height & Weight:[/b] 5'11" & 116 lbs

[b/]Appearance:[/b] Faunra is tall with long dark brown hair that borders on black. Her skin is pale. Her eyes are piercing from a combination of stress and their sparkling emerald green color. She wears a brown and white cloak over the torn rags of what used to be a dress. A leather belt hangs from her waist, slightly too large for her frame. From the belt hang two metal daggers - well cared for and of great workmanship. On her back she carries a long bow that is taller than she is and a quiver of arrows. A sack of various objects hangs over her shoulders. Her muscles are miniscule but tight and wiry, giving her more strength than she appears. She is relatively attractive, save a long scar that crosses the right side of her face and down to the back of her left hand. A small golden amulet with ruby trimming in the shape of a bird hangs from her neck.

[b/]History:[/b] Faunra has always been a quiet girl. Growing up on the streets where to draw attention can mean death, she learned to always stayed quiet. She and her older brother Biratlort lived on those streets for nearly 40 years. Her brother did what he needed to keep them alive and she did whatever she could to help him whether that was playing the distraction, fencing the newly acquired goods, or treating their injuries. Then one day, their luck changed. Biratlort stole from the wrong man, a thief named Jybel Scarlet. Jybel chased them through the city for hours, until they were cornered in an alleyway. Rather than killing them, Jybel began laughing at the situation. Impressed by their skills, he offered to take them under his wing in his growing "family" of thieves. They accepted.

For 20 years, she Biratlort worked as street runner's and bandits. Then, on one fateful day, Jybel chose to steal from a traveling nobleman. While looting the carts, the nobleman's guards resisted and Jybel was slain. Their leader gone and their lines broken, the "family" fled - most never made it 30 feet. When the first of them reached Faunra and swung his sword, Biratlort interceded. Her brother was struck down, and the tip of the blade caught Faunra, leaving her with her scar. Faunra ran and never looked back. She escaped with only a strange ruby and gold amulet that had cost her family.

For the last 60 years, she has wandered from city to city taking what she needs and skipping town when the city watch finally catches notice. Despite her life so far, Faunra does not enjoy stealing. More than anything, she wants to find a place where she can live and need not steal to survive. Since her brothers death, she has been Hemophobic - the fear of blood. She has seen enough blood in her life that the mere sight of it does not phase her, but when she gets blood on her, it reminds her of when her brother and father died and she closes to the outside world. Despite her age and experience, she is still barely an adult by elven standards - a fact that annoys her to no end.

About 6 months ago, Faunra was approached by a strange man. He called himself Atticus. Atticus needed help acquiring an "Elemental Predominanting Tool" from a well known (and hated) aristocrat - the Marquis of Torinia - and was willing to offer significant compensation for the effort. Despite her misgivings, she agreed. Under the cover of darkness, Faunra broke into the nobleman's home and took the device along with several emeralds as a "bonus". Hours later, in an old tavern, she delivered her ill-gotten gains. Unfortunately, the Marquis was both perceptive and unforgiving; not minutes into the trade, the Marquis personal guard had found them. Ducking behind the bar, the two escaped out the back. Several hours, and most of the "appropriated" gems later, the two were out of reach. In need of a change of location, Faunra decided to follow Atticus on his quest to the Tower of Druaga and a fellowship was born.

[b/]Reason to be here/things to do:[/b] Faunra adventures into the tower improve her lot in life. Whether the improvement comes in wealth or power is unimportant - she has neither. Given one wish, she would change what happened on the fateful day her family was slaughtered, the consequences be damned.

[b/]Personality:[/b] Faunra is emotionally closed to people, though she wishes to be anything but. In large crowds, her years of street life take control and she bolts for the shadows, but in small groups she is open enough to converse and one-on-one or in small groups of people she knows and trusts, she is an open happy person. Faunra has lived on the street her entire life so she vastly enjoys even the smallest of luxuries. Faunra is skilled at reading people and dislikes people she perceives as wasteful. She does not begrudge people with wealth or status, but those that abuse the privilege will find their coin purse missing more often than not. Aside from her emotional distance, she suffers from Hemophobia. Faunra has difficulty believing in any higher powers given her life thus far but hopes that her doubts are misplaced and that she will see her family again in the afterlife. She is sentimental and kept the stolen amulet to remind her to be cautious. In general, trusting people is a problem for her so she is generally expecting a knife in the back at any moment. She is also rather uncouth - she has a bad habit of missing social cues others wouldn't and saying perceived truths without thinking of the social consequences.

[b/]Notable skills:[/b] Faunra is skilled at many things. She knows how to pickpocket, open doors, disable traps, and sneak her way around. She knows how to lie through her teeth and can tell when others are doing the same; she is very perceptive. She knows how to treat minor wounds and what plants and herbs are good for healing. She is skilled enough with her pair of daggers and bow. In addition, she can usually find the pulse of a city with supernatural ease - she knows everything that's happening (legal or otherwise) the first day she arrives in a city. She knows how to forage for food and can hunt with relative skill in a pinch. In combat, she stays in the shadows and attacks unaware targets. While she can hold her own in a street fight, in a proper fight she would quickly become overwhelmed without support.

[b/]Equipment:[/b] Faunra caries the following: Two well crafted, matching, serrated daggers - one of which was her brothers, a recurved long-bow and 2 dozen or so arrows, A set of reinforced leather armor she wears beneath her normal clothing, thieves tools (crowbar, lock-picks, small file, hand saw, small vials of weak acid, etc) a medical kit (Bandages, medical salve, anti-venom/toxin, etc), survival gear (water-skin, bedroll, 50ft of rope, chalk, and flint/steel), the amulet she took, and a small pouch of currency she "acquired"



[b/]Note:[/b] I deliberately left several plot hooks in the character (Value of stolen amulet? Any crime family survived? Nobleman's name/reason for travel/etc) for GM's to play with if they need to get the party on track. Please feel free to use/abuse as you see fit. [/spoiler]
 

Redryhno

New member
Jul 25, 2011
3,077
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Name:Damien Daresh
Age/Gender:36
Height/Weight:6'10", 230 lbs.

Appearance:Tall, broad, and skin with the consistency of rough-hewn stone, very short clipped golden hair, violet eyes with golden flecks from certain angles. wearing a suit of what looks like medieval armor, though it looks more along these lines:


But it still appears to be steel, though anyone besides him wearing swears it's much too light to be used as armor.

Except the predominant color of the armor is Violet, golden specks dotting it, much like his eyes. He carries a sword of pure black that seems to draw all the light from a room when it is unsheathed,it has a single piece of ornamentation, a ruby the size three inches in diameter, which glows more brightly as it destroyes, it is capable of cutting through almost anything with ease, to compliment the sword is a shield, a few minor scratches is all that mar it's surface, though nothing looks to have touched the emblem on it:



Except the sword is black, the golden part isn't there, and remove the skulls and replace them with a single violet eye.

History: Damien was born to the great and noble house of Dareshi, a prince, third in line for the throne. He was sent off to live with the warrior-monks of Dakesh when he was five,many leagues away, and under them he studied the rules and ways of warfare, philosophy and survival in the wilds. When he turned 18, they sent him on his way to live with his people, he traveled the world for four long years, but nowhere felt like home as the monastery did, so he returned and became one of the Grand Masters, as the Grand Master of close-combat, an honor few ever were able to live up to. He stayed in that position until his 32nd nameday, when he received word that his house,family, and people were under attack from an army brought together by his second brother, Mark, who had gained the power of the ancient dragons through blood rituals and had been presumed dead for ten years.

Damien gathered an army to crush his brother, but was too late when he arrived, the royal line had been extinguished, except for Mark, who sat upon his eldest brother's throne, and decreed Damien a traitor to the crown and a bounty was put on his head to bring him back alive, dead was not an option and was grounds for being slowly tortured to death.

The battle that ensued was one of complete chaos and beauty, as the Warriors of Dakesh, even the weakest of them worth ten men, clashed against the royal mercenary armies of Mark. Mark had the advantage of numbers however, and eventually whittled down the few hundred he had been able to gather down to the Grand Masters of Dakesh, Damien, The GM of archery Clarissa, the GM of knowledge, a wizened old man who had only ever communicated through messages, Fareth, and
the GM of Honor Garsuun, a giant of a man even among these people,a staggering 8 feet tall and built as only a mountain could be, one by one, they were cut down as Mark finally took the field, each inflicting only minor injuries until he came to Damien, who, filled with rage at all that Mark had done, from the murder of his families, both blood and Dakesh, he charged his brother and managed to wrestle him to the ground before knocking him senseless, but his sword could not pierce his brother's flesh, the magic of the dragons giving him invulnerability to the weapons of the Grand Masters and their words of power. He fled, and has never forgiven himself for his only retreat in life, and:

Reasons to be here:
The murder of his family, he hopes to both bring them back and to kill his brother, a thought that still pains him.

Personality: to keep it simple, think Paladin in ever sense of the word, honorable to a fault, tells the truth no matter the cost to himself or others, etc.

Notable Skills:Damien is a Grand Master of Dakesh and with it brings certain requirements and privileges. He is a master of the sword,shield, and fighting in close-combat in general(He comes from a Future Fantasy world/level of the tower or the world, I wasn't exactly sure where the characters came from from your post, but they emulate the medieval period in their look.)Being a Grand Master of Dakesh has it's own perks however, as words of power passed down through the centuries by the founder of his order still hold terrible power. He knows a handful, the Grand Master of Knowledge, however knew of every word of power there ever was, which was the reason for his vow of silence.

RAAS: This word allows him to "push" opponents back, knocking them down if they are weak enough.Translation:"Fall"

JOOS:This word warps weapons,doors,walls,etc. within a ten foot radius to where they can no longer be used for their original purposes.Translation:"Corruption"

DAKESH:This is one of the most terrible words Damien knows, as it turns a single man to ash and erases all that he had done within the past day. Damien attempted to use this word against his brother, but all that he could accomplish was a slight discomfort to his brother. He refuses to use this Word period, refuses to even speak of it, so terrible it is.Translation:"Guardian of Life"

TINE:This is the final word that Damien knows, a simple little Word, used mostly for utility anymore, it ignites a small area, no more than a square foot, and it will burn for eight hours with no fuel, other than that it's just makes a small fire that can be made larger just like any other fire, it automatically extinguishes after the eight hours, regardless of how small or large it has gotten.Translation: "Fire"

DARESHI:a word that empowers near-by allies, making them react slightly faster, hit a bit harder,etc. Translates to "Family of Guardians",

Equipment:His sword, Altimar, and his shield Lariss, the first two warriors to wield them both in his family, both are inscribed with their names. Altimar has been known to cut through almost any defense, and Lariss able to stop almost every attack her wielder blocks. He also carries a light pack filled with a week's worth of dehydrated rations, a bottle that constantly keeps it's contents at 50 degrees F, and the medallions of the fallen Grand Master of Dakesh, he hopes to rebuild the Monastery once he leaves, and gift each of these medallions to one he feels is worthy of the honor.

Just tell me what seems a bit overpowered and I'll attempt to change it.
 

Arrogancy

New member
Jun 9, 2009
1,277
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Name: Zavier Martres

Age/Gender: 25, Male

Height/Weight: 5'11, 145 lbs

Appearance: Rather slim, with short brown hair and gray eyes. He typically wears a black coat trimmed with silver.

History: There was always something a bit off about Zavier Martres. Most people know nothing about the man, save that one day he appeared outside the Darmesian Academy, the finest in the world, and requested permission to study there. While at the academy, he studied in all manner of fields of endeavor. He even devoted time to studying the arcane, many people found this odd for Zavier had no inherent magical aptitude. It quickly became apparent that the young man was quite intelligent, but there was always something about his personality that kept people away and suspicious. After three years of study Zavier left without a word, simply packing his few belongings and several books and heading off toward Druaga.

Before that, however, there was a man named Gavin Telasa. Gavin was a wizard, and an eminently powerful one at that. He spent much of his life studying the ancient secrets of the universe. Gavin scoured the ends of the earth searching out lost knowledge and discovering those forbidden places where the fabric of existence thins out into the void between worlds. During his many years and countless travels he uncovered great powers and secrets beyond mortal ken. However, the greatest secret of all consistently eluded him: what lay atop Druaga's Tower?

By the time Gavin felt his power great enough to take such a feat, many years had passed, and his body was beginning to fail him. Time claims all things, and even the great powers Gavin had garnered over the course of his expeditions could do nothing to reverse its terrible flow. As he wallowed in his despair, cursing the terrible march of time, an idea struck him. Perhaps he need not reverse the flow of time, perhaps, he could claim another body as his own. A younger body, more capable of the task Gavin had prepared his entire life for.

With that, he set off, wasting no time in finding a young orphan boy of 5, living in the slums of Altemas, destined to die alone and forgotten. Gavin made the young boy a deal, he would shelter and care for him, and in exchange the young boy would be obedient and do whatever Gavin asked of him. The young boy, without any hesitation, accepted the offer. That young boy's name was Zavier Martres.

Over the course of the better part of two decades, Zavier Martres was put through a constant grueling training regimen. When he wasn't learning some martial art by the finest instructors that his master could provide he was studying whatever his master felt it necessary for his young apprentice to know, be it languages, sciences, or any other facet of academia, developing a quick mind as well as a lean body. As the years went by Gavin grew older and more frail, he was forced to extend his life through his own arcane skills to continue on. Despite this, he was pleased with the results he was garnering from his apprentice, and the time soon grew near where he decided to claim the body of his ward as his own.

However, while Gavin made his preparations, he never suspected that Zavier was making his own. While the pair shared a cordial relationship, Gavin brooked no resistance from his ward. This taught Zavier obedience, but it also made the boy cold, restrained, careful. Zavier wasn't as ignorant of his master's plans as Gavin had suspected. When the day came for Gavin to claim his apprentice's body, Zavier surprised his master. When Gavin called his apprentice to his room, Zavier arrived, and promptly threw a knife into his master's heart. The unexpected attack caught the wizard off guard, and Gavin Telasa, one of the greatest wizards the world had ever known died quickly and unceremoniously in his room.

Without anywhere else to go, Zavier decided that he would fulfill his master's dream. He would ascend Druaga's Tower and claim whatever lay at its top.

Reason for Coming: Zavier's reasons are his own. Any time he's asked about his reason to come he shrugs noncommittally and goes back to whatever he was doing before the question was asked.

Personality: Zavier is quite cold and quiet. There's an icy politeness to his demeanor that keeps most people away. Everything about the man is calculated and restrained. Coupled with this is a sort of sarcastic and cynical sense of humor.

Notable Skills: Quite knowledgeable in many fields of study, particularly history and philosophy. In addition, Zavier is quite a deadly duelist and tactician. On top of all of that he is a very cunning wordsmith.

Equipment: A saber and dagger set, a set of several throwing knives, several books on various academic subjects, a spare set of clothes, a purse with three gold coins and five copper coins and an odd silver medallion emblazoned with the symbol of a scroll on one side and a fire on the other.
 

TheNaut131

New member
Jul 6, 2011
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First off, let me just ask. Is this a real thing? Because I would watch the fuck out of it!

Anyhow, here's my character:

Name: Atticus Tinkerous
Age & Gender: 23, Male.
Height & Weight:5,11 and 220 pounds
Appearance: Walnut colored Skin, hazel eyes. Big guy, relatively built. He wears a pair of orange overalls, a yellow shirt inside. Lined with thin armor plating. Dawns a black tool belt over flowing with tools, a tiny gadgets and gizmos, and a strange looking slingshot.

History: From a simple level, Agris, mostly full of agricultural type people. Farming made the world go round, however only a small chunk of time was ever devoted to farming. They had to work fast and stockpile materials because for the rest of the year, the level would be stuck in a horrible winter. Atticus was born into a family of inventors, people who had constantly improved the way things were harvested, how plants grew, and simply made life easier. Most technological achievements were accredited to his family, from lanterns, to lightbulbs, wagons, to small automobiles and tractors. All them, simply through problem solving.

But they were now trying to work on solving a different problem. The grace periods were getting shorter and the winters longer and harsher. Though they were an intelligent family, all the Tinkerous had done barely any research into the weather...all except Atticus. Atticus had been developing things such as water wheels since he was 6 and windmills by 7. He figured all they needed to do was harness the power of the elements and they'd be fine.

Or at least that's what he initially thought. Atticus soon figured out that at the rate the temperatures were dropping and the amount of snow that came each year, their level would become almost inhabitable for many years, water pipes frozen, wind too strong for windmills. The Age of Ice, Atticus called it. He attempted to keep it to himself, but the rest of his family found out at some point. While the Tinkerous scrambled to figure out what to do and how to do it, Atticus, at the age of 15, let his side of the family know that he wouldn't be coming back for awhile. He needed a few tools and research to solve this little weather problem. He was going to Hurricos

And he did. Turns out his family actually descended from people of Hurricos, literally. It was only one level above his. After surviving the many perils, he found people who could help him. He told them of his level's impending doom, showed them the math, and wanted them to help figure out how they could survive this. Simply put: They couldn't. Hurricos had much research on the weather, but from what Atticus had told them, they would never be able to harness it, or even live in it. It was then that Atticus figured out what he had to do.

If he couldn't harness the weather, he'd have to control it.

About 6 months ago, Atticus ran into some trouble trying to acquire a supposedly powerful weather machine known as the Elemental Predominanting Device, a tool used to create storms, from a well known (and hated) aristocrat - the Marquis of Torinia. He attempted to lie his way in, grab the device, and run but needless to say there were a lot of obvious holes in that plan. He heard of a woman who could supposedly get anything, a Miss Faunra Scarlet. He was willing to pay anything for such a device that powerful and despite her misgivings, she agreed. Under the cover of darkness, she broke into the nobleman's home and took the device. Atticus watched from afar, amazed with her skills.

He later learned she'd decided to help herself to a few extras, returning several emeralds as a "bonus". Atticus was a bit troubled by this, but figured it was no better than what he'd payed her to do. The two traded in the an old travern and were ready to part ways when Marquis's personal guards found them. Ducking behind the bar, the two escaped out the back. Several hours, and most of the "appropriated" gems later, the two were out of reach. Atticus was ready to leave the level and get on with his travels, but Faunra decided to follow Atticus on his quest to the Tower of Druaga. He simply agreed to it, stating that having someone to rely on would probably make both their jobs easier.

The truth was that Atticus wanted a friend. Eventually the rest of the climbers met up, one circumstance after another, and Atticus got more than he bargained for.


Reason to be here/things to do: Atticus is attempting to save his level from a terrible age of ice and snow. They can only survive a few more winters. He wants to figure out how to control the weather, and find a level that can help him. He has learned a few techniques, controlling basic elements, even weaponizing them. However, these are on extremely small scales, and to him are useless. He has had multiple books, research, and even small scale devices sent back to his family, down through the levels. He uses a device to occasional send messages through the levels and to home. He needs to stay in touch with them, see if they go the materials and learn how things are changing, so he knows what to look for.

If all else fails, he wants to make it to the top and gain the powers of a god to save Agris.

Personality: He has a frantic mind, constantly thinking of home and looking for anything that can help him. Atticus is built, but he tends to stay out of physical confrontation, if possible. He doesn't see himself as a great hand-to-hand fighter anyway and mostly uses lies to his advantage. Life was relatively simple ad fun for him on Agris, so some of the atrocities he sees on certain levels disgust him, but he tends to hold back.

He'll only really get involved if he can do it behind the scenes or if he is truly pissed.

Atticus has developed a peculiar sense of humor, mostly due to his time with Faunra. Before he met Faunra, he'd simply travel from level to level, trying to find anything that could help him or simply trying to get off the level. Atticus mostly kept to himself whenever he could and followed strict mental schedules. Find chemicals for this, go to this wizard, sleep at this time, etc. He'd occasionally talk to himself, but only sparingly. Atticus was pretty lonely, no matter how populated a level was and he was also pretty uptight at times.

Until he met Faunra. It started simple. One day during the first few weeks of them traveling together, Faunra made a remark and Atticus responded. Then she made another remark and he gave another response. This has been gong on for longer than the two of them could remember, but eventually Faunra just started punching Atticus in the arm. Farmboy humor is only so funny overtime.


Notable skills: Atticus has a great understanding of the weather, machinery, and farming. He also has a knack for spinning tall tales and getting in or out of situations. He also has an extremely tiny skill in terms of magic, another attempt to control the weather. He knows a small wind spell which creates a breeze or even a burst of wind. He is also a great marksman, using a modified and peculiar look slingshot as his main weapon. This also translates to things such as archery and side arms.

Equipment: A number of tools such as screw drivers, hammers, wrenches, and strange tools from other levels. he carries a small medical pouch which contains bandages, stitches, and disinfectant but he has little knowledge on how to use them properly. He a few slices of bread and some cheese he carries with him. He also has a number of scrap and broken parts he uses to barter on different levels. They're useless to him, but he's found that people tend to like random machinery...even if they have no idea what it is or what it does. Pretty pretty Shiny shiny.

He has the Rod, a device that pulls an electric charge out of the air and acts as a small generator. He can also use it a sorta stun baton.

He also has small devices known as a Tornado Trap, which flings an enemy into the air with a sudden burst of spiraling wind.

Medium sized liquid capsules make an area hotter or cooler, even melting through things or freezing things. Atticus holds them dear to him because they may be a key component in saving Agris.

And finally his slingshot, a large thick ring and a handles with small pipes running through it. There is a small fan in the cent on the the sides are 6 canisters, filled with different substances or smaller devices. He also uses his wind spell to intensify the slingshots power.

He carries a pouch full of plain black balls. When going through the slingshot they are either set on fire, electrified, break apart, become explosive etc, etc. They result in different types of attacks.


His non-lethal ammo is colored. Mostly along the lines of green for itching powder, pruple for sleep gas, and yellow for a stink bomb.

He has 6 small black balls with red x's on them. He has never used them.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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TheNaut131 said:
First off, let me just ask. Is this a real thing? Because I would watch the fuck out of it!
It is and I am doing that right now (episode 3 and counting)
 

Mr.Ivebeenframed

New member
Jan 6, 2011
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As always, any criticisms or suggestions are welcome:

Name: Caedis Saevio,(Formerly) Duchess of Helliot

Age & Gender: 28, Female

Height & Weight: 5'9, 120lbs

Appearance: Caedis face used to be that of elegance and splendor but what has happened to her has warped her face to that of scorn and hate. She has short, auburn hair that she cakes in a dark brown dye. On her left hand she is missing her middle, and her ring finger as well. She is well built as well with noticeable muscles underneath her armor.


History: Caedis was raised in lavish riches of a wealthy merchant family and inside the confines of a stone castle. The marble-adorned lands of Helliot wasn't only known for its riches but also for its most redeeming and barbaric factor; its arena. Reminiscent of the classical ages, Helliot is home of the most long-lasting Gladiatorial arenas that bring hundreds to the stadium's seats. And without a doubt, Caedis was lured to the glorious triumphs of Helliot's gladiators and exotic animals that stained the sandy ground. Of course, she was raised to be an nobleman's wife and to marry one her cousins or better yet, a suitor of another wealthy family. She did so but often she stole herself whenever possible to sneak into the Stadium's seedy seats and watched the arena's warriors spill their own blood. One of the gladiators, though, stole her heart.

Darius "Mark" was one of the more successful Gladiators in the arena able to find the hole in any armor with his spear. His quick, decisive jabs often spelled doom for most of his opponents and his kill count ranges in the 40's. He was also relatively young and his looks was another redeeming factor to him as well. Caedis watched him move with the grace of a bird but the power and swiftness of a leopard. One fateful day the two met and Caedis was never the same. He filled her head with tales of warriors like him, and their adventures throughout the land. Darius blasted the aristocracy that ruled over Helliot blaming them for everyone's plight. So, Caedis swore to be at his side and she begged him to train her. Darius did so but in exchange for her knowledge of all the ruling families of Helliot.

Caedis was a fast learner and quickly picked up a good grip on Darius' trademark skill with the spear. But as Caedis learned to fight, Darius learned more and more about families of Helliot and whatever information he needed to take over. Caedis was blind with love and devotion to becoming a warrior to notice his secret planning to stage a revolt. She was nothing but a tool in his hands.

The revolt came like a tornado through Helliot. The families were either executed or driven out. Their standing armies were reduced to bumbling masses due to the extensive knowledge gained by the rebels thanks to Darius or most importantly thanks to Caedis. This news and the sight of Darius' rebels hit harder than any sword as she had to be dragged out of the burning castle by hand by her sisters before she snapped out of her catatonic state. She single-handily offered the key to her family's destruction because of Darius. She watched as he slaughtered her parents and brothers like cattle and tossed them in an unmarked grave. Caedis vowed revenge and the death of Darius at her hands.

This was all 10 years ago and over that span of time, Caedis' skills as a warrior has grown substantially. Using her memories of Darius' fighting style and speed she has made a name for herself as a mercenary along with being an adventurer in search of a way to bring down an empire. Darius has made a name for himself as Helliot's new ruler. He rules with an iron fist and his army is powerful.

Reasons to be here/ things to do: Caedis seeks to take back Helliot using the powers that the Tower offers. She has nothing to lose in climbing the tower but everything to gain if she succeeds. Caedis is already shamed by her mistakes and its outcome will has forever tarnished her inside and out.

Personality: On the outside, Caedis is scornful and hate-filled. She is bitter and destructive mostly towards herself but she harnesses that hate and channels it into her actions. She isn't completely doused in hate as she calm and collective when she needs to be especially when she is in the company of others. Caedis still harbors the teachings she was taught growing up and it was to act accordingly despite it all. She has found it useful to act calm rather than always appear angry.

Notable Skills: Thanks to Darius, Caedis is deadly with the spear. Their fighting style is almost identical with the exception that she had to deviate a bit after her leaving Helliot. Without her spear, Caedis can wield a sword as well and fight well with her fists. Also Caedis is literate thanks to her teachings when she was young. Caedis has a basic grasp of a wide range of subjects ranging from philosophy to basic mathematics.

Equipment: Caedis doesn't leave anywhere without her armor and her spear. Caedis spent a large sum of money for the armor. Aside from that is her rucksack which includes basic survival materials and most importantly a large sum of gold. One of the things they were able to grab during the escape from the castle was a bag full of golden coins which have proved to be useful to have for any occasion. For added protection, she carries a shortsword in case she doesn't have a spear.
 

Redryhno

New member
Jul 25, 2011
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avouleance2nd said:
All together now

"Anyone what to set up shared backstory between characters??
Might add something If one or two of us have met before and it's scientifically proven to increase acceptance chances.
Except we have all met before, and we've been going up the levels the last couple of weeks together.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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avouleance2nd said:
Right my bad, anyone want to work on interactions before the rp starts then maybe how we met or just set up a few friendships/ relationships.
Sounds good to me. As I said in my post, I built a few hooks into my character for people to work with so using them to build a relationship could be fun.

Example: My character pissed off a noble family at some point - perhaps it was one of the enemy families of one of the the "displaced noble" characters such as Damien Daresh, Nathan Ramirez, or Caedis Saevio.

Maybe Atticus Tinkerous and I met after he asked me to steal some weather control tech/magic or I tried to steal a purse.

Just ideas.

Not really sure what to make with your character avouleance2nd - i didn't really follow the character description very well. If you have any ideas however, I'm probably up for it.
 

Asclepion

New member
Aug 16, 2011
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First off, welcome :)
I have thoroughly read everyone's character sheets, and will review each of them. But first:

Redryhno said:
(He comes from a Future Fantasy world/level of the tower or the world, I wasn't exactly sure where the characters came from from your post, but they emulate the medieval period in their look.)
One thing that TOD does better than some other settings is getting the idea of a big world with lots of things going on across it. It lets the writer say "Sure Why Not", since any one depiction of a character or item can be represented on one of the floors. I should have pointed out that humans will show slight differences depending on what level they came from.

hiei82 said:
TheNaut131 said:
First off, let me just ask. Is this a real thing? Because I would watch the fuck out of it!
It is and I am doing that right now (episode 3 and counting)
Tower of Druaga was a series of games and anime. I have never watched it. My experience comes entirely from roleplaying, so I don't know how close this was to the original setting.

[hr]





Technetium said:
Name: Veritas (last name unknown)
Age & Gender: 19, Male
Height & Weight: Around 5'9 (Unknown weight -presumably quite light?)
Appearance: Scrawny and thin. Waist length Muddy red hair. Gold eyes. Wearing white clothing and a white cloak.
History: A year ago, a boy awoke, in a rancid smelling hole. He had no recollection of who he was, or what he was even doing. Next to his body were four things. A name tag, with "Veritas" inscribed upon it, a book entitled "Fabled Arcane Augury", a staff, and a map to the Tower of Druaga. Puzzled, the boy decided to take the nametag for his own name, took the equipment, and followed the map to the tower.
Reason to be here/things to do: Veritas is here to recover his memories, and to determine who je really is.
Personality: Friendly, but fearful, Veritas is never keen to talk about himself, for fear of the unknown. He is shown to be cautious around all that approaches him, but equally treats them with respect. He is cowardly, and is more likely to run off from a fight rather than face it.
Notable skills: Is able to use a legendary magic known as "Truth" - This enables him to see through all trickery, magical or not, and remove it. However this works only for him. He also has an ability unique to him to be able to track/communicate with people by making physical contact with water. If there is water nearby, from the source he is in contact with, he may teleport to it. Such events though are spontaneous and uncontrolled (he has lost all recollection of how to use it)
Equipment: A staff, a cloak , a hunting knife and around 20 silver coins.
Ah yes, the amnesiac character. While nothing you've written is wrong, I still want characters to have an arc to them and not have everything be overly cryptic. If you can do that, you're approved.

hiei82 said:
[spoiler="Faunra Scarlet"/]
[b/]Name:[/b] Faunra Scarlet (adoptive name, real family name unknown)

[b/]Age & Gender:[/b] 126 & Female (Elf)

[b/]Height & Weight:[/b] 5'11" & 116 lbs

[b/]Appearance:[/b] Faunra is tall with long dark brown hair that borders on black. Her skin is pale. Her eyes are piercing from a combination of stress and their sparkling emerald green color. She wears a brown and white cloak over the torn rags of what used to be a dress. A leather belt hangs from her waist, slightly too large for her frame. From the belt hang two metal daggers - well cared for and of great workmanship. On her back she carries a long bow that is taller than she is and a quiver of arrows. A sack of various objects hangs over her shoulders. Her muscles are miniscule but tight and wiry, giving her more strength than she appears. She is relatively attractive, save a long scar that crosses the right side of her face and down to the back of her left hand. A small golden amulet with ruby trimming in the shape of a bird hangs from her neck.

[b/]History:[/b] Faunra has always been a quiet girl. Growing up on the streets where to draw attention can mean death, she learned to always stayed quiet. She and her older brother Biratlort lived on those streets for nearly 40 years. Her brother did what he needed to keep them alive and she did whatever she could to help him whether that was playing the distraction, fencing the newly acquired goods, or treating their injuries. Then one day, their luck changed. Biratlort stole from the wrong man, a thief named Jybel Scarlet. Jybel chased them through the city for hours, until they were cornered in an alleyway. Rather than killing them, Jybel began laughing at the situation. Impressed by their skills, he offered to take them under his wing in his growing "family" of thieves. They accepted. For 20 years, she Biratlort worked as street runner's and bandits. Then, on one fateful day, Jybel chose to steal from a traveling nobleman. While looting the carts, the nobleman's guards resisted and Jybel was slain. Their leader gone and their lines broken, the "family" fled - most never made it 30 feet. When the first of them reached Faunra and swung his sword, Biratlort interceded. Her brother was struck down, and the tip of the blade caught Faunra, leaving her with her scar. Faunra ran and never looked back. She escaped with only a strange ruby and gold amulet that had cost her family. For the last 60 years, she has wandered from city to city taking what she needs and skipping town when the city watch finally catches notice. Despite her life so far, Faunra does not enjoy stealing. More than anything, she wants to find a place where she can live and need not steal to survive. Since her brothers death, she has been Hemophobic - the fear of blood. She has seen enough blood in her life that the mere sight of it does not phase her, but when she gets blood on her, it reminds her of when her brother and father died and she closes to the outside world. Despite her age and experience, she is still barely an adult by elven standards - a fact that annoys her to no end.

[b/]Reason to be here/things to do:[/b] Faunra adventures into the tower mostly to escape civilization. She wants treasure to escape her lot in life. Given one wish, she would change what happened on the fateful day her family was slaughtered, the consequences be damned.

[b/]Personality:[/b] Faunra is emotionally closed to people, though she wishes to be anything but. In large crowds, her years of street life take control and she bolts for the shadows, but in small groups she is open enough to converse and one-on-one or in small groups of people she knows and trusts, she is an open happy person. Faunra has lived on the street her entire life so she vastly enjoys even the smallest of luxuries. Faunra is skilled at reading people and dislikes people she perceives as wasteful. She does not begrudge people with wealth or status, but those that abuse the privilege will find their coin purse missing more often than not. Aside from her emotional distance, she suffers from Hemophobia. Faunra has difficulty believing in any higher powers given her life thus far but hopes that her doubts are misplaced and that she will see her family again in the afterlife. She is sentimental and kept the stolen amulet to remind her to be cautious. In general, trusting people is a problem for her so she is generally expecting a knife in the back at any moment. She is also rather uncouth - she has a bad habit of missing social cues others wouldn't and saying perceived truths without thinking of the social consequences.

[b/]Notable skills:[/b] Faunra is skilled at many things. She knows how to pickpocket, open doors, disable traps, and sneak her way around. She knows how to lie through her teeth and can tell when others are doing the same; she is very perceptive. She knows how to treat minor wounds and what plants and herbs are good for healing. She is skilled enough with her pair of daggers and bow. In addition, she can usually find the pulse of a city with supernatural ease - she knows everything that's happening (legal or otherwise) the first day she arrives in a city. She knows how to forage for food and can hunt with relative skill in a pinch. In combat, she stays in the shadows and attacks unaware targets. While she can hold her own in a street fight, in a proper fight she would quickly become overwhelmed without support.

[b/]Equipment:[/b] Faunra caries the following: Two well crafted, matching, serrated daggers - one of which was her brothers, a recurved long-bow and 2 dozen or so arrows, A set of reinforced leather armor she wears beneath her normal clothing, thieves tools (crowbar, lock-picks, small file, hand saw, small vials of weak acid, etc) a medical kit (Bandages, medical salve, anti-venom/toxin, etc), survival gear (water-skin, bedroll, 50ft of rope, chalk, and flint/steel), the amulet she took, and a small pouch of currency she "acquired"



[b/]Note:[/b] I deliberately left several plot hooks in the character (Value of stolen amulet? Any crime family survived? Nobleman's name/reason for travel/etc) for GM's to play with if they need to get the party on track. Please feel free to use/abuse as you see fit. [/spoiler]
Very extensive- the plot hooks were a good touch. I see no problems. Approved.

Redryhno said:
Name:Damien Daresh
Age/Gender:36
Height/Weight:6'10", 230 lbs.

Appearance:Tall, broad, and skin with the consistency of rough-hewn stone, very short clipped golden hair, violet eyes with golden flecks from certain angles. wearing a suit of what looks like medieval armor, though it looks more along these lines:


But it still appears to be steel, though anyone besides him wearing swears it's much too light to be used as armor.

Except the predominant color of the armor is Violet, golden specks dotting it, much like his eyes. He carries a sword of pure black that seems to draw all the light from a room when it is unsheathed,it has a single piece of ornamentation, a ruby the size three inches in diameter, which glows more brightly as it destroyes, it is capable of cutting through almost anything with ease, to compliment the sword is a shield, a few minor scratches is all that mar it's surface, though nothing looks to have touched the emblem on it:



Except the sword is black, the golden part isn't there, and remove the skulls and replace them with a single violet eye.

History: Damien was born to the great and noble house of Dareshi, a prince, third in line for the throne. He was sent off to live with the warrior-monks of Dakesh when he was five,many leagues away, and under them he studied the rules and ways of warfare, philosophy and survival in the wilds. When he turned 18, they sent him on his way to live with his people, he traveled the world for four long years, but nowhere felt like home as the monastery did, so he returned and became one of the Grand Masters, as the Grand Master of close-combat, an honor few ever were able to live up to. He stayed in that position until his 32nd nameday, when he received word that his house,family, and people were under attack from an army brought together by his second brother, Mark, who had gained the power of the ancient dragons through blood rituals and had been presumed dead for ten years.

Damien gathered an army to crush his brother, but was too late when he arrived, the royal line had been extinguished, except for Mark, who sat upon his eldest brother's throne, and decreed Damien a traitor to the crown and a bounty was put on his head to bring him back alive, dead was not an option and was grounds for being slowly tortured to death.

The battle that ensued was one of complete chaos and beauty, as the Warriors of Dakesh, even the weakest of them worth ten men, clashed against the royal mercenary armies of Mark. Mark had the advantage of numbers however, and eventually whittled down the few hundred he had been able to gather down to the Grand Masters of Dakesh, Damien, The GM of archery Clarissa, the GM of knowledge, a wizened old man who had only ever communicated through messages, Fareth, and
the GM of Honor Garsuun, a giant of a man even among these people,a staggering 8 feet tall and built as only a mountain could be, one by one, they were cut down as Mark finally took the field, each inflicting only minor injuries until he came to Damien, who, filled with rage at all that Mark had done, from the murder of his families, both blood and Dakesh, he charged his brother and managed to wrestle him to the ground before knocking him senseless, but his sword could not pierce his brother's flesh, the magic of the dragons giving him invulnerability to the weapons of the Grand Masters and their words of power. He fled, and has never forgiven himself for his only retreat in life, and:

Reasons to be here:
The murder of his family, he hopes to both bring them back and to kill his brother, a thought that still pains him.

Personality: to keep it simple, think Paladin in ever sense of the word, honorable to a fault, tells the truth no matter the cost to himself or others, etc.

Notable Skills:Damien is a Grand Master of Dakesh and with it brings certain requirements and privileges. He is a master of the sword,shield, and fighting in close-combat in general(He comes from a Future Fantasy world/level of the tower or the world, I wasn't exactly sure where the characters came from from your post, but they emulate the medieval period in their look.)Being a Grand Master of Dakesh has it's own perks however, as words of power passed down through the centuries by the founder of his order still hold terrible power. He knows a handful, the Grand Master of Knowledge, however knew of every word of power there ever was, which was the reason for his vow of silence.

RAAS: This word allows him to "push" opponents back, knocking them down if they are weak enough.

JOOS:This word warps weapons,doors,walls,etc. within a ten foot radius to where they can no longer be used for their original purposes.

DAKESH:This is one of the most terrible words Damien knows, as it turns a single man to ash and erases all that he had done within the past day. Damien attempted to use this word against his brother, but all that he could accomplish was a slight discomfort to his brother. He refuses to use this Word unless there is no other option, he refuses to even speak of it, so terrible it is.

TINE:This is the final word that Damien knows, a simple little Word, used mostly for utility anymore, it ignites a small area, no more than a square foot, and it will burn for eight hours with no fuel, other than that it's just makes a small fire that can be made larger just like any other fire, it automatically extinguishes after the eight hours, regardless of how small or large it has gotten.

Equipment:His sword, Altimar, and his shield Lariss, the first two warriors to wield them both in his family, both are inscribed with their names. Altimar has been known to cut through almost any defense, and Lariss able to stop almost every attack her wielder blocks. He also carries a light pack filled with a week's worth of dehydrated rations, a bottle that constantly keeps it's contents at 50 degrees F, and the medallions of the fallen Grand Master of Dakesh, he hopes to rebuild the Monastery once he leaves, and gift each of these medallions to one he feels is worthy of the honor.

Just tell me what seems a bit overpowered and I'll attempt to change it.
Pic is Blood Raven :3
Wait- Dakesh is the name of the monastery, but also a magic word that can incinerate people and turn back the clock? You have written "He refuses to use this Word unless there is no other option, he refuses to even speak of it, so terrible it is." But then you also use it as the organization's name, which seems conflicting. I don't understand.

I would say the ability to turn someone to ash and undo everything they've done the previous day is overpowered. That's the only real issue.Conditionally approved.
Arrogancy said:
Name: Zavier Martres

Age/Gender: 22, Male

Height/Weight: 5'11, 139 lbs

Appearance: Rather slim, with short brown hair and gray eyes. He typically wears a black coat trimmed with silver.

History: There was always something a bit off about Zavier Martres. Most people know nothing about the man, save that one day he appeared outside the Darmesian Academy, the finest in the world, and requested permission to study there. While at the academy, he studied in all manner of fields of endeavor. He even devoted time to studying the arcane, many people found this odd for Zavier had no inherent magical aptitude. It quickly became apparent that the young man was quite intelligent, but there was always something about his personality that kept people away and suspicious. After three years of study Zavier left without a word, simply packing his few belongings and several books and heading off toward Druaga.

Reason for Coming: Zavier's reasons are his own. Any time he's asked about his reason to come he shrugs noncommittally and goes back to whatever he was doing before the question was asked.

Personality: Zavier is quite cold and quiet. There's an icy politeness to his demeanor that keeps most people away. Everything about the man is calculated and restrained. Coupled with this is a sort of sarcastic and cynical sense of humor.

Notable Skills: Quite knowledgeable in many fields of study, particularly history and philosophy. In addition, Zavier is quite a deadly duelist and tactician. On top of all of that he is a very cunning wordsmith.

Equipment: A saber and dagger set, a set of several throwing knives, several books on various academic subjects, a spare set of clothes, a purse with one gold coin and five copper coins and an odd silver medallion emblazoned with the symbol of a scroll on one side and a fire on the other.
Same thing as Technetium. Everyone loves to be the mysterious badass. But a character having emotional investment in something is what really makes them soar. A character has to have involvement, some kind of stakes that give a greater impact to the story, and make a fulfilling conflict resolution. You're approved, but remember this and the character will be improved for it.
TheNaut131 said:
First off, let me just ask. Is this a real thing? Because I would watch the fuck out of it!

Anyhow, here's my character:

Name: Atticus Tinkerous
Age & Gender: 23, Male.
Height & Weight:5,11 and 220 pounds
Appearance: Walnut colored Skin, hazel eyes. Big guy, relatively built. He wears a pair of orange overalls, a yellow shirt inside. Lined with thin armor plating. Dawns a black tool belt over flowing with tools, a tiny gadgets and gizmos, and a strange looking slingshot.

History: From a simple level, Agris, mostly full of agricultural type people. Farming made the world go round, however only a small chunk of time was ever devoted to farming. They had to work fast and stockpile materials because for the rest of the year, the level would be stuck in a horrible winter. Atticus was born into a family of inventors, people who had constantly improved the way things were harvested, how plants grew, and simply made life easier. Most technological achievements were accredited to his family, from lanterns, to lightbulbs, wagons, to small automobiles and tractors. All them, simply through problem solving.

But they were now trying to work on solving a different problem. The grace periods were getting shorter and the winters longer and harsher. Though they were an intelligent family, all the Tinkerous had done barely any research into the weather...all except Atticus. Atticus had been developing things such as water wheels since he was 6 and windmills by 7. He figured all they needed to do was harness the power of the elements and they'd be fine.

Or at least that's what he initially thought. Atticus soon figured out that at the rate the temperatures were dropping and the amount of snow that came each year, their level would become almost inhabitable for many years, water pipes frozen, wind too strong for windmills. The Age of Ice, Atticus called it. He attempted to keep it to himself, but the rest of his family found out at some point. While the Tinkerous scrambled to figure out what to do and how to do it, Atticus, at the age of 15, let his side of the family know that he wouldn't be coming back for awhile. He needed a few tools and research to solve this little weather problem. He was going to Hurricos

And he did. Turns out his family actually descended from people of Hurricos, literally. It was only one level above his. After surviving the many perils, he found people who could help him. He told them of his level's impending doom, showed them the math, and wanted them to help figure out how they could survive this. Simply put: They couldn't. Hurricos had much research on the weather, but from what Atticus had told them, they would never be able to harness it, or even live in it. It was then that Atticus figured out what he had to do.

If he couldn't harness the weather, he'd have to control it.

Reason to be here/things to do: Atticus is attempting to save his level from a terrible age of ice and snow. They can only survive a few more winters. He wants to figure out how to control the weather, and find a level that can help him. He has learned a few techniques, controlling basic elements, even weaponizing them. However, these are on extremely small scales, and to him are useless. He has had multiple books, research, and even small scale devices sent back to his family, down through the levels. He uses a device to occasional send messages through the levels and to home. He needs to stay in touch with them, see if they go the materials and learn how things are changing, so he knows what to look for.

If all else fails, he wants to make it to the top and gain the powers of a god to save Agris.

Personality: He has a frantic mind, constantly thinking of home and looking for anything that can help him. Atticus is built, but he tends to stay out of physical confrontation, if possible. He doesn't see himself as a great hand-to-hand fighter anyway and mostly uses lies to his advantage. Life was relatively simple ad fun for him on Agris, so some of the atrocities he sees on certain levels disgust him, but he tends to hold back.

He'll only really get involved if he can do it behind the scenes or if he is truly pissed.


Notable skills: Atticus has a great understanding of the weather, machinery, and farming. He also has a knack for spinning tall tales and getting in or out of situations. He also has an extremely tiny skill in terms of magic, another attempt to control the weather. He knows a small wind spell which creates a breeze or even a burst of wind. He is also a great marksman, using a modified and peculiar look slingshot as his main weapon. This also translates to things such as archery and side arms.

Equipment: A number of tools such as screw drivers, hammers, wrenches, and strange tools from other levels. he carries a small medical pouch which contains bandages, stitches, and disinfectant but he has little knowledge on how to use them properly. He a few slices of bread and some cheese he carries with him. He also has a number of scrap and broken parts he uses to barter on different levels. They're useless to him, but he's found that people tend to like random machinery...even if they have no idea what it is or what it does. Pretty pretty Shiny shiny.

He has the Rod, a device that pulls an electric charge out of the air and acts as a small generator. He can also use it a sorta stun baton.

He also has small devices known as a Tornado Trap, which flings an enemy into the air with a sudden burst of spiraling wind.

Small liquid capsules make an area hotter or cooler, even melting through things or freezing things. Atticus holds them dear to him because they may be a key component in saving Agris.

And finally his slingshot, a large thick ring and a handles with small pipes running through it. There is a small fan in the cent on the the sides are 6 canisters, filled with different substances or smaller devices. He also uses his wind spell to intensify the slingshots power.

He carries a pouch full of plain black balls. When going through the slingshot they are either set on fire, electrified, break apart, become explosive etc, etc. They result in different types of attacks.


His non-leth ammo is colored. Mostly along the lines of green for itching powder, blue for sleep gas, and yellow for a stinck bomb.

He has 6 small black balls with red x's on them. He has never used them.
Probably my favorite character so far. A definite call to action, describing the level you're from; Pretty pretty shiny shiny indeed :D Approved
avouleance2nd said:
Name: Prail Tenviyalle or just Prail if she likes you enough.

Species: http://starbridge.wikia.com/wiki/Lallowens minus a few million years of evolution and intervention from other species.

Age & Gender: Quite clear, too?
Not so much, lallow gender isn?t fixed. They can choose to produce or not produce the hormones related to each gender as they see fit. For now Prail has chosen to produce neither, saves resources for one and with the war. Not to mention there probably won?t be more lallowens where she?s heading.
As for her age she?s about 23 but her people age faster so she?s about almost 30 in human terms.

Height & Weight: About 7 ish maybe a few inches over. As for weight about 1 and a half times over what you?d expect for a human of the same seize, the added weight being made up from various ridges horns and her tail.

Appearance: Humanoid enough, the usual two arms two legs. But being pure lallow without another species to mimic there are a few noticeable features missing. For one she lacks a mouth or any other orifices for that matter, her skin is a mix of yellow green bands with a milk white underbelly. Speaking of another thing she lacks is breasts (which make sense being a lizard).

Her horns are forward facing and curve back. Long and thin, like all her people?s horns they are hollow allowing her to send through a diverse range of sound.
Her eyes are much larger than human eyes and completely circular. They don?t have the usual structure of purple and iris instead being a jet black dish with misty spokes. Her radials are royal purple.

As for her thagomizer it?s fairly impressive, almost ornate it?s got two spikes on each side and each spike splits into three sub spikes. They aren?t so long (she was a late bloomer) thanks to the prosperity of her people this really isn?t a problem.

History:
Hatched in the capital of the great Lallow Empire Prail was sold to the great universities as an egg. She grew up among her people?s best scientist and Politian?s, it felt like every day there was something new to do and learn. She found her place there, her skill with technology allowed her to achieve a lot among them.
That was until the war of course how the lallowens provoked a race they never even had direct contact with is a mystery to them, and by the looks of it isn?t getting solved. The enemy was something else never making an appearance always attacking from their home world; you couldn?t even see it beneath the thick clouds around their surface.

Prail did her best to hold out she?d have died their if the collage hadn?t given her other orders. They told her to run to the tower of ancient myth to climb it and carry on the memories of her people, so they weren?t forgotten.

Reason to be here/things to do: What?s the alternative, her home world is finished every day it sinks further. Early on they said she was to bring back support but that dream died when her people stopped being worth saving, they bodies cold but the obituary still need to be written.

Personality:
It isn?t easy; to see your people go through that, that she?s still standing is a mark of some resilience. Not that the scientist had been completely hardened, she?ll often find herself forgetting, she?s spent weeks lost in the thrill of discovery.

She?s not violent by nature (well ok by nature anything that can produce multiple poisons and has as many spikes as she does is pretty violent) perhaps she isn?t violent by culture would be a better way of putting it. She?s an intellectual, violence is of course to be avoided at all cost it is the refuge of those not capable of coherent thought. That doesn?t stop her carrying a gun of course, purely for protection of course.

Notable skills: An engineer first and foremost Prail is forever the tinkerer. Her specialist field is robotics with side paths in AI development pertaining to the relationship between mechanical body and digital mind. While less notable from her perspective she has her peoples heightened empathy and has developed quite a knack for communication with other races despite her inability to talk apart from blowing her horns.
While she aims for victory by thinking over victory by blood shed she can?t demi all those millions of years of hunter evolution (as much as she?d like to).

Equipment: There wasn?t much time to take even what little was left. Luckily having a thagomizer and a less than picky pallet reduced the need to bring food. After all no reason to let the hostiles go to waste.
Her armour is light and flexible, the sort of thing where the name of the fabric is a few thousand letters long. It works well for keeping her cool and offers basic protection (about as much as her scales do again at least). A cold blooded animal isn?t much of a mover at the best of times so the added weight doesn?t do much to lower her speed.
For protection she carries a pistol like device, called a solar flare it can be used to fire extremely hot bolts of solar energy that after impact continue to heat up the surroundings for several minutes. Also useful for creating temporary light sources. For real efficiency you should wait about an hour between shots and give it a minuet to charge. You could use it more frequently but it won?t be nearly as cool or efficient.
Aside from that she carries a lot of insight candles. Use as data storage device burring them causes the information to be released. She had to resort to trading them a lot of the time but at least they normally fetch a good price and help at least some of her culture survive.
This is certainly something different. We now have a venomous shapeshifting reptilian creature to round out the group. Your character is a bit too technologically advanced for the setting. Armed with a solar flare, using artificial intelligence and robotics. AI and constructs exist, but they're powered by magic and people who build them will generally refer to the AI as the "machine spirit" or something along those lines. Data/knowledge candles are neat, though.
Mr.Ivebeenframed said:
As always, any criticisms or suggestions are welcome:

Name: Caedis Saevio,(Formerly) Duchess of Helliot

Age & Gender: 28, Female

Height & Weight: 5'9, 120lbs

Appearance: Caedis face used to be that of elegance and splendor but what has happened to her has warped her face to that of scorn and hate. She has short, auburn hair that she cakes in a dark brown dye. On her left hand she is missing her middle, and her ring finger as well. She is well built as well with noticeable muscles underneath her armor.


History: Caedis was raised in lavish riches of a wealthy merchant family and inside the confines of a stone castle. The marble-adorned lands of Helliot wasn't only known for its riches but also for its most redeeming and barbaric factor; its arena. Reminiscent of the classical ages, Helliot is home of the most long-lasting Gladiatorial arenas that bring hundreds to the stadium's seats. And without a doubt, Caedis was lured to the glorious triumphs of Helliot's gladiators and exotic animals that stained the sandy ground. Of course, she was raised to be an nobleman's wife and to marry one her cousins or better yet, a suitor of another wealthy family. She did so but often she stole herself whenever possible to sneak into the Stadium's seedy seats and watched the arena's warriors spill their own blood. One of the gladiators, though, stole her heart.

Darius "Mark" was one of the more successful Gladiators in the arena able to find the hole in any armor with his spear. His quick, decisive jabs often spelled doom for most of his opponents and his kill count ranges in the 40's. He was also relatively young and his looks was another redeeming factor to him as well. Caedis watched him move with the grace of a bird but the power and swiftness of a leopard. One fateful day the two met and Caedis was never the same. He filled her head with tales of warriors like him, and their adventures throughout the land. Darius blasted the aristocracy that ruled over Helliot blaming them for everyone's plight. So, Caedis swore to be at his side and she begged him to train her. Darius did so but in exchange for her knowledge of all the ruling families of Helliot.

Caedis was a fast learner and quickly picked up a good grip on Darius' trademark skill with the spear. But as Caedis learned to fight, Darius learned more and more about families of Helliot and whatever information he needed to take over. Caedis was blind with love and devotion to becoming a warrior to notice his secret planning to stage a revolt. She was nothing but a tool in his hands.

The revolt came like a tornado through Helliot. The families were either executed or driven out. Their standing armies were reduced to bumbling masses due to the extensive knowledge gained by the rebels thanks to Darius or most importantly thanks to Caedis. This news and the sight of Darius' rebels hit harder than any sword as she had to be dragged out of the burning castle by hand by her sisters before she snapped out of her catatonic state. She single-handily offered the key to her family's destruction because of Darius. She watched as he slaughtered her parents and brothers like cattle and tossed them in an unmarked grave. Caedis vowed revenge and the death of Darius at her hands.

This was all 10 years ago and over that span of time, Caedis' skills as a warrior has grown substantially. Using her memories of Darius' fighting style and speed she has made a name for herself as a mercenary along with being an adventurer in search of a way to bring down an empire. Darius has made a name for himself as Helliot's new ruler. He rules with an iron fist and his army is powerful.

Reasons to be here/ things to do: Caedis seeks to take back Helliot using the powers that the Tower offers. She has nothing to lose in climbing the tower but everything to gain if she succeeds. Caedis is already shamed by her mistakes and its outcome will has forever tarnished her inside and out.

Personality: On the outside, Caedis is scornful and hate-filled. She is bitter and destructive mostly towards herself but she harnesses that hate and channels it into her actions. She isn't completely doused in hate as she calm and collective when she needs to be especially when she is in the company of others. Caedis still harbors the teachings she was taught growing up and it was to act accordingly despite it all. She has found it useful to act calm rather than always appear angry.

Notable Skills: Thanks to Darius, Caedis is deadly with the spear. Their fighting style is almost identical with the exception that she had to deviate a bit after her leaving Helliot. Without her spear, Caedis can wield a sword as well and fight well with her fists. Also Caedis is literate thanks to her teachings when she was young. Caedis has a basic grasp of a wide range of subjects ranging from philosophy to basic mathematics.

Equipment: Caedis doesn't leave anywhere without her armor and her spear. Caedis spent a large sum of money for the armor. Aside from that is her rucksack which includes basic survival materials and most importantly a large sum of gold. One of the things they were able to grab during the escape from the castle was a bag full of golden coins which have proved to be useful to have for any occasion. For added protection, she carries a shortsword in case she doesn't have a spear.
Another great character. I salute you, Mr.I'vebeenframed. Your writing just gets better and better.


So we have:

A former nobleman turned benevolent fighter/explorer
A teenager who can see through illusions and teleport through water
An elven thief and rogue
An exiled combat-ascetic grandmaster with words of power
A coated mysterious man with a saber and books
A fuckawesome inventor-farmboy turned wanderer seeking to control the weather
A shapeshifting lizard-thing from an advanced, dying race.
An aristocrat woman turned warrior spearwielder out for the blood of a gladiator who used her for his revolt.

8 climbers in the group. Other submissions will still be reviewed. The game will begin shortly.
 

Redryhno

New member
Jul 25, 2011
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Asclepion said:
I'm sorry, I forgot to put in the origin of the Dakesh Monastery, it was basically first used as a training facility to create the best warriors of the level/land. Dakesh was a word that roughly translates to "Guardian of Life". But I'll take out the word of power to he won't use it under any circumstances, but it could be a nice little plot hook later on.

Most of this is based on a little short story series I wrote for an English class three or four years ago and the Sparhawk series. I just felt this was a great place to try it out.

I'm adding another minor word so tell me if you think that's too much.

And I really didn't notice what picture I put up until you just said that. But if you want to know more, I put up a Dark Angels symbol too.

And the words of power can't be used without both concentration and study, otherwise the word won't trigger if you wanted to know how they work.
 

Arrogancy

New member
Jun 9, 2009
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Asclepion said:
Same thing as Technetium. Everyone loves to be the mysterious badass. But a character having emotional investment in something is what really makes them soar. A character has to have involvement, some kind of stakes that give a greater impact to the story, and make a fulfilling conflict resolution. You're approved, but remember this and the character will be improved for it.
I'm not going to have my character just be a blank slate with no arc. I am planning to have him be more fleshed out as the story progresses, I just don't want to be explicit with it from the start. I find it more interesting for there to be an enigma in the group, someone everyone is unsure of, at least to some extent. However, that said, I take your point that this is a tad cliche of a beginning.
 

Asclepion

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Aug 16, 2011
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Also, avouleance2nd- Your paper was choppy and hard to understand. The creatures are interesting, I just think you should remove a lot of the backstory/space aspects and strip it down to the basics.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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Arrogancy said:
I'm not going to have my character just be a blank slate with no arc. I am planning to have him be more fleshed out as the story progresses, I just don't want to be explicit with it from the start. I find it more interesting for there to be an enigma in the group, someone everyone is unsure of, at least to some extent. However, that said, I take your point that this is a tad cliche of a beginning.
You could always flesh the character out and then state what information you don't want the party to know. That way we can RP without knowing the information while the current GM will be able to plan for your character.

Also: trust me when I say that having a secret character sheet, while tempting, can become extremely hard to manage (for both staying in character and for information management) as time goes on.

[spoiler="cough cough"/] Dr. Owen Laurence [/spoiler]

just a suggestion

Edit: And I know that only 3 people in here will get the "cough cough" bit