Hidden 11 yrs ago Post by Sloth
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I figure this will be handy for when I actually start to make characters on RPGuildV2.0
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Roleplay: Maximum Comics: Dawn of Justice.





| Identity |​
Richard John "Dick" Blake Grayson

| Alias |
Robin, the Boy Wonder

| Attributes |
Acrobatics and Physical Capabilities - A prodigious natural athlete practically from birth, a year of training under the Dark Knight and another in the fires of vigilantism, Gotham vigilantism even, have morphed the Boy Wonder's physique into that of an Olympian, despite the fact that the teenager behind the mask is still growing. He has shown particular skill in the area of acrobatics, being able to perform aerial maneuvers not even his mentor is capable of, such as the infamous quadruple somersault. To put it simply, the Boy Wonder can run faster, jump higher, and swim longer than almost anyone in his age group.

Mental Abilities and Intellect - A gifted child before his parents' murder, Dick, much like his mentor, is one of the brightest minds of his generation, having been accepted into the Gotham Academy of Higher Learning & Arts with a near perfect score on his entrance exam. Though not on the level of Batman, he is a talented criminologist and detective, and is capable of matching wits with some of the more colorful of Gotham's rogues. He has begun the arduous task of making himself multilingual, though he can only speak English, Spanish, and Japanese fluently, while understanding the basics of Mandarin and Arabic.

Martial Arts Mastery - Like almost any non-powered human vigilante, Robin makes use of a plethora of gadgets and martial arts styles to aid in his crime-fighting antics. Whilst he's been trained by Batman in a variety of styles, Dick has begun utilizing a unique blend of Capoeira, Taekwondo, Aikido and Jujitsu to take advantage of his small stature and acrobatic prowess. Though Bruce has trained him in a wide array of weaponry, Dick has taken a liking to a pair of Eskrima sticks that he is able to conjoin and extend in order to form a standard length Bo. Gotham ne'er-do-wells have noted that the Boy Wonder is almost impossible to predict in combat.

Stealth - With his training under Batman complete, Dick is now a bonafide espionage specialist, being able to sneak into maximum security facilities such as Arkham and Blackgate with relatively little trouble.
| Origin & Backstory |​
1990-2002: Origins
Born on March 21st, 1990, in Bludhaven General Hospital to the loving couple of John and Mary Blake, Richard Blake had a relatively unassuming childhood. Well, as unassuming a life as a son of a detective and former Olympic athlete can have. While Mary taught their young son acrobatics, John Blake was busy putting drug lords and human traffickers behind bars. Detective Blake soon caught the ire of both Bludhaven's criminals and a majority of his colleagues in the Police Department for his incorruptible nature. Eventually, John Blake discovered the existence of the False Face Syndicate early in 2002. It was during his investigation into the syndicate that John and Mary Blake were murdered in their home by an unknown assailant. Luckily, Dick was at school at the time and was taken into protective custody by Ellen Yin, a recent graduate of Gotham's Police Academy.

It was soon decided that Dick had to take a new name to protect him from whoever had killed his parents, as the False Face Syndicated was heavily suspected to be the culprits. His last name was legally changed to Grayson, and he was soon placed into the machine that is the Bludhaven Foster Care System. After bouncing in and out of several homes, through a stroke of luck Haly's Circus of Traveling Wonders had made a stop in the area and Dick was introduced to C.C. Haly himself, who felt a personal obligation to give Dick any home he could due to his mother's past as the best acrobat in the promotion. Though fairly unprecedented, Dick was permitted to join Haly's Circus.

It was around this time that an arrest was made in the case of the Blakes' Murder. Tony Zucco, John's partner in the force, had apparently executed Dick's parents on orders of "The Black Mask" in order to send a message. Ellen Yin soon began investigating the drug lord after his connection to the False Face Syndicate was made.

Dick soon came to find a second home at Haly's amongst the colorful cast of acts. From the death defying acts of Boston Brand to the sardonic musings of Jimmy The Clown. In fact, Dick soon formed a tight-knit circle with Raymond McCreary and Raya Vestri, who were some of the only other children in the program. They were soon booked as a trio of acrobatic siblings known as "The Daring Dangers". Though obviously still recuperating from his parents' death, Dick slowly grew to love his time at Haly's and as a performer, though he only had a few fleeting months of active performance before his world came crashing down for a second time.

2003: The Haly's Circus Massacre, Robin Rising
During Haly's annual New Year's Show at the Gotham Fairgrounds, just before the Daring Dangers' performance, Dick witnessed a pair of Sal Maroni's men shake down Haly for some sort of fee needed to operate on the fairgrounds, which apparently fell under the Boss' Territory. Though tempted to confront Haly about the ordeal, Dick was called to center ring before he had the opportunity.

During his act, Dick was upstaged by none other than the Clown Prince of Crime himself. Dazed and confused, Dick ended up blacking out. By the time he came to, Dick had quite the sight to behold. What lied before him was none other than the Batman, the Dark Knight, the Caped Crusader, whatever new nickname the press had stuck to him during the week. The two had a fairly brief conversation before Dick turned his head to confirm police sirens and turned back to discover that Batman was already gone.

Falling into foster care for a second time in as many years, Dick's stay in St. Paul's went by far faster than his previous stint. After only a week, Dick was taken in by Gotham's most eligible bachelor, Bruce Wayne and moved into Wayne Manor on the outskirts of Gotham City and introduced to not only his new guardian but who Dick initially thought was the household butler, Alfred Pennyworth. Saying Dick's first few days adjusting to his new life were awkward would be an understatement. Unaccustomed to the vastness and isolation of living in a giant estate, Dick spent the majority of his time exploring the manor's halls. While this usually resulted in Dick discovering dust-filled libraries and sitting rooms, one of his escapades resulted in him discovering what appeared to be a large metal door. Far too modern to match the architecture of the rest of the manor, Dick's curiosity got the better of him and he entered, descending a large flight of stairs to reveal something that would change the rest of his life; the Batcave.

Though it took weeks to convince Bruce and Alfred was mortified at the thought, Dick was eventually allowed to use the Batcave for training and assisting Bruce on missions via using the Batcomputer. Dick slowly grew into his role and even began conducting his own amateur investigations from the Batcave by looking into what few files Bruce didn't restrict him from viewing, though whenever the prospect of Dick joining his mentor in the field was brought up, Bruce either dismissed him as not being ready or gave him near impossible tests to prove himself. Dick's frustrations continued to grow for some months before the debut of the Firefly, who had disguised his nature as an assassin with what appeared to be a series of arsons, a fact even Batman hadn't figured out. Stubbornly, Dick demanded Bruce take him into the field, which he reluctantly accepted. This would be the first time Dick donned the suit that has become synonymous with his alter ego; Robin, the Boy Wonder.

2004: The Dynamic Duo
Though he suffered the customary initial hiccups during his first few weeks galavanting as Batman's partner in crime, Dick grew into the role in a surprisingly short amount of time. With renewed purpose in his life and the continued support of Alfred and Bruce, Dick slowly came to acceptance with the death of his parents and the Haly's Circus Massacre. All too quickly, Dick came to the realization that he hadn't attended school for nearly a year due to his unusual circumstances of either being in foster care, performing for a circus, or training to be a vigilante. Under the suggestion of Bruce, Dick took an entrance exam for Brentwood Academy, otherwise known as the Gotham Academy of Higher Learning & Arts, passing with relative ease and beginning his first year back in school that September. Granted, GAHLA was far different than the public school environment he was used to.

One can't very well survive high school, or in this case preparatory academy, without friends, and Dick Grayson was no different. Using all the social graces learned from a year in the Circus, Dick managed to engross himself in a small circle of friends that included Barbara Gordon, the daughter of a renowned police captain that spent far too much time to herself and Bette Kane, some distant cousin of Bruce's that seemed far too fascinated with his alter ego.

The most notable case in Dick's first year as Robin came at the tail end of the year with the reappearance of the Joker and the debut of his so-called "Circus of Strange". Fighting their way through the Joker's henchmen, Dick foolishly apprehended the clown by himself while Batman was preoccupied with the gargantuan Killer Croc. This would be the first time Dick ever spoke to the perpetrator of the Haly's Circus massacre alone, and while the Joker did attempt to break his psyche (and his body, once that failed) Robin managed to subdue the laughing man of Gotham moments before Batman arrived and they subsequently disappeared, leaving the Circus for the G.C.P.D. to clean up.
2005: City of Fear
Dick has mostly been helping Batman with any case that comes up and improving on his skills through continued training while simultaneously continuing his social life in his first year at GAHLA.

(Will be filled in as the RP goes on because why not?)
| Character Notes |​
Supporting Cast
Detective John Blake - Bludhaven born and raised, John Blake decided at a young age he wanted to become a police officer. A close childhood friend of Willis Todd, the duo grew apart upon Blake's admittance to the University of Gotham and Willis' rise to prominence in the Red Hood Gang. During his Sophomore year in college, John met and became fast friends with Jack Drake despite his first thoughts of Jack being "another spoiled rich kid from Gotham". Along with his wife, John was executed in his home by his corrupt colleague, Tony Zucco.

Mary Grayson-Blake - A former member of the United States' Women's Olympic Gymnastics Squad, Mary Grayson descended from a long line of circus acrobats revered as the Flying Graysons. Leaving the nomadic lifestyle of her ancestors, Mary settled down in the Gotham-Bludhaven area to pursue her ambition of becoming an Olympic gymnast. While attending the University of Gotham, Mary met and fell in love with who would become the father of her only child, John Blake.

Rogues' Gallery
Roman Sionis, the Black Mask - The newest drug-lord of the Gotham-Bludhaven area, Black Mask's enmity with John Blake was a particularly quick and brutal one. When Detective Blake was beginning to make strides in his investigation into the criminal exploits of Sionis Industries and its possible connection to the False Face Syndicate, Black Mask ordered him and his family to be executed in order to send a message.

Tony Zucco - One of Bludhaven's innumerable corrupt police officials, Tony Zucco also serves as one of the False Face Syndicate's principal informants. Having been an inside man for some years, Zucco executed Dick's father during his investigation into Black Mask, seeing him as the biggest threat to Bludhaven's corrupt inner circle, of which he is the leading member.
| Reference |
#1
#2
#3
#4

| Character Goals |​
To put it simply? I just want to be Robin. In a more "what am I doing with Robin?" sense, I've attempted to tie him more directly into Bludhaven in order to give him much more solid a reason to return to his city of birth if and when Nightwing were to occur and he were to decide to escape the shadow of the Bat other than "Well, it's just as bad as Gotham and right next-door so why not?"
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Name: Boez Cris

Age: 19
- Height & Weight: 5'11", 135 lbs (180 cm, 61 kg.)

Crew Position: Soon-to-be Musician

Place of Origin: Chantant Island, West Blue

Personality: Eccentric and emotional, Boez Cris is known for being a particularly melodramatic young man with a first-rate flair for pomp and drama. He always strives to be the most interesting man in the room, making it easy to spot him in a crowd by looks and sound alone. When he isn't being written off as a liar, Cris is a silver-tongued devil capable of charming himself out of an execution. Or at least, he likes to think he is. He always strives to amaze those around him with grand feats of strength or compassion, and with time, he'll build himself into a legend the likes of which haven't been seen since Gold Roger, or die trying.

History: Born to unassuming parents on Chantant Island in the West Blue, Boez Cris had a relatively stable upbringing. From a young age he showed both great interest and incredible skill in the musical arts. From singing, to the harp, to the piano, Cris naturally took to any instrument he touched. Around the age of five, he picked up his first guitar at a local tavern. He loved the sound so much that he abandoned all other instruments and focused solely on the six-stringed hunk of wood.

His prodigious talent with musical instruments and vocal orating and natural charm made Cris quite the popular young lad with the ladies on his home island. One night, when he was performing at the local watering hole that had essentially become his second home, Cris' eye caught an unnaturally beautiful young woman who's name turned out to be Reid Marianne. After a night of passion, Cris found himself in the odd predicament of waking up in the nude to see a number of muskets aimed at him with an angry father (that, he was used to) yelling at the top of his lungs. Wishing his companions farewell and leaping from the second story window, Cris managed to escape his pursuers by stowing away on a commercial trading ship. Thus began the legendary tale of the Scourge of the West Blue!

Slowly but surely, Cris began to etch out his own story across the West Blue; such as when he managed to swindle a drunken pirate captain out of not only a sizable amount of Berries, but a devil fruit that Cris subsequently ate and discovered was the all too fitting Sound-Sound Fruit, though his encounter with the sobered captain the next morning was less than pleasant, as it resulted in the destruction of the tavern he had become a patron of, which resulted in him once again being run out of an Island, though this time he did manage to secure passage to a nearby Island on a transport vessel.

It was here, on Bairin Island, that Cris first became aware of his outstanding bounty, as only a week or so into his stay on the island, he was approached by a group of rough and tumble looking fellows that claimed to be professional bounty hunters. The ensuing scuffle resulted in a dead chicken, several burst eardrums, some poor woman losing her clothing, and a rather furious cabbage merchant. Once again, Boez Cris made a spirited escape by taking advantage of some poor sod's inability to guard his vessel! Yes, it was a magnificent day when Boez Cris, the greatest pirate to ever sail the West Blue, set sail from port in the Lady Luv, the damnedest dinghy you ever did see.

Sadly enough, Cris had the misfortune of landing on an island that functioned essentially as a rather large marine base. Though he managed to stay anonymous for a few days with clever disguises and a penchant for stealth, he was eventually caught with his hand around a mug by a stuffier pair of marines in the local watering hole. Half-drunk, Cris was halfway to jail before one of his captors spoke up about the bounty on his head. Realizing that he wasn't in for just a night of sobering up in a cell, Cris managed to take one of his new-found acquaintances hostage before alarm bells rang throughout the village. His fourth escape in almost a year, Boez Cris has once more set out to find his destiny, and hopefully an island without any bounty hunters or marines. And maybe some good beer. Considering he doesn't know spit about navigating, Cris has done a surprisingly good job making his way towards the Grand Line. The bad part? He doesn't know he's heading towards the Grand Line

Devil Fruit: Paramecia, Oto-Oto no Mi (Sound-Sound Fruit)

Fighting style: True to the name of his Devil Fruit, Cris' method of combat involves producing and manipulating sound-waves for a number of purposes, from amplifying the sound of his voice or guitar to such an extent that it can almost destroy a friend, or foe's, eardrums to simply hitting someone over the head with a guitar and sending them flying with the ensuing "sonic boom". As he's only been a Devil Fruit user for about a month, Cris has yet to fully gauge his abilities and just what he can do with them. Why he thinks he's ready to enter the Grand Line is anyone's guess.

Cris is also able to utilize his devil fruit powers outside of combat for a number of reasons. Most notably, Cris is able to mimic any sound he has heard though either his voice or his guitar. This can cause comedic effects when Cris can essentially act as a one man band by playing his guitar in such a way that it sounds like an entire ensemble with a female singing voice coming seemingly from nowhere. He has also shown the ability to 'throw' his voice across an unspecified distance in order to communicate with others that are out of earshot. The drawback to this, however, is that the other party has no way to communicate with him.

Cris is currently unable to use any form of Haki, as he has been pirating for the paltry length of about two and a half months.

Bounty: 3,519,000 for the following crimes:

  • Deflowering the daughter of a World Noble (Chantant Island)
  • Numerous counts of Underage Drinking (Various Islands across the West Blue)
  • Destruction of Public Property (Hapu Island)
  • Commandeering a private vessel in the form of a dinghy (Bairin Island)
  • Evading Capture at Gita Island
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Roleplay: Avalon Academy: The Confines of the Crown

V O R I K



"My brother was often prone to melancholy. Now I know why."

[ ♚ ] N A M E
Prince Vorik Magni Minhyr of Minhyriath

[ ♚ ] A G E
15/16 (Born during the Harvest Season of 551 AR)

[ ♚ ] G E N D E R
Male

[ ♚ ] I D E N T I T Y
Zkreli

[ ♚ ] A P P E A R A N C E
Standing at roughly 6'2" and still growing, Vorik is tall for his age even amongst the Zkreli and a tower compared to most everyone else. He has been told throughout his life that both he and his brother share a shocking resemblance to their mother, Ylva, particularly with their dirty blonde hair and striking blue eyes. However, where Erik retained Ylva's lean muscle and lithe build, Vorik seems to have inherited both the height and almost overwhelming body strength typical of House Minhyr.

The Zkreli are not known throughout Gaealia for their sense of fashion (you can't exactly wear flowing gowns in the middle of a marsh) and this is certainly the case for Vorik, who seems to dress more like a common foot soldier than a Prince, garbing himself most commonly in a simple pair of tough leather boots to go with a jerkin. The most "exotic" piece of clothing one might find in Vorik's wardrobe would be a long overcoat made from the fur of a warg worn over a doublet and embroidered with the sigil of his house on the chest.

After some years combating orcs, goblins, wargs and the like along the border of the Badlands, Vorik's body does retain a noticeable amount of wear from battle. Bruises adorn several sections of his body, his skin weathered and his hands calloused. Though this will no doubt change the longer he stays at the Conclave and away from the field.

[ ♚ ] P E R S O N A L I T Y
A popular phrase within Minhyriath regarding Prince Vorik is that the lad is "Larger than life and twice as tall." and Vorik has done his damnedest to live up to such a reputation. Bold, boisterous, loud, and loyal have all been words used to describe Vorik, both in and outside of combat. Truly, Vorik prides himself on being the first to rush into battle against the Zkreli's ancestral foe and first to raise a cup of mead in victory.

To the other lords of Gaealia, Vorik may very well prove to be too Zkreli for his own good. Depending on who you're talking to, Vorik is headstrong, stubborn, and reckless. Certainly not the traits one typically expects or wants from political leaders, though many hold hope that Vorik is a teenager being a teenager, and can subsequently "grow into his throne" so to speak.

The effects of his brother's death on Vorik's demeanor, however, have been pronounced. Whereas he was previously mirthful and merry, Vorik has become reserved and stoic. At his core, Vorik is a boy who, in his grief, is desperately looking for a purpose to live other than combating the monsters of his homeland and watching those around him fall. While traces of his former self now surface in the form of silent snark and jesting insults, perhaps being surrounded by his peers will return Vorik to his old persona.

[ ♚ ] C H I L D H O O D
Born the second and final child of King Andor III and Queen Ylva, Vorik grew up idolizing a brother, Erik, three years his elder. Growing up in Minhyriath where battling Orcs and Goblins and Wargs was nearly a daily occurrence, one wouldn't expect a Prince to have such a positively merry disposition, but Vorik looks back on his early years very fondly, remembering his lessons in arms with his father and the yearly feasts that would be held at Spiderstone. Vorik was, in his own mind, relieved of the pressure of inheriting the Kingdom as a second son and as such reveled in the pleasures of the warrior lifestyle the Zkreli hold dear.

While he certainly had to attend no less lectures and training sessions than most any noble, the majority of Vorik's childhood was spent either roughhousing with the other children of the castle (his brother included) and exploring the forests around his family's holdings. While his father certainly didn't approve of such excursions, well, Kings are often busy, and a clever enough Prince could find a way out of the castle regardless.

One such trip saw the Minhyr brothers and their group of young adventurers set upon by a pair of goblins. Chaos ensued, and while almost everything else was a blur, Vorik remembers that Erik had been thrown to the ground by one of the monsters, and he'd reacted by throwing himself into his brother's assailant. Now, one wouldn't expect an eleven or twelve year old boy to overpower a goblin, but smashing one's head in with a rather large rock isn't outside the realm of possibility. All Vorik knew was that he had to protect his brother. When the band was collected by some of his father's men, Vorik certainly did not want to inform the King of the day's events. Unsurprisingly, Andor was furious.

When his elder brother reached his sixteenth birthday, their father saw fit to bring Erik alongside him in a campaign into the Orc Badlands. Vorik refused to be left behind while his father and brother rode out to battle. Despite being only thirteen at the time, Andor permitted Vorik to come with them seeing as the boy clearly wasn't going to take no for an answer. Vorik took to the army lifestyle immediately and proved himself capable on the battlefield, spend his days fighting beasts and his nights laughing and drinking with his countrymen in camp. Such idyllic times, if one could call them that, would not last.

More than a year later and amidst news of a new chieftain rising in the southern marshes, Andor had Vorik and his brother take a force of roughly two hundred men to survey and report on the severity of the situation. What they found, however, was an odd thing indeed, an Orc fortress. While Erik sent word to their father for reinforcements, Vorik believed that the best course of action was to launch a surprise attack on the fort. While Erik had vehemently disagreed and was strictly speaking the company's commander, Vorik roused almost half the men to his cause and stormed the gates only days after their arrival.

Compelled to follow, Erik found Vorik roughly twenty minutes into the battle while chaos still raged around them. From the fort's main tower emerged the largest Orc Vorik had ever seen, half a head taller than any chieftain and twice as fierce. The duel that ensued would see Erik dead and Vorik battered, but breathing. Reinforcements had arrived in the midst of battle and saved every man that yet lived from the Princes' token force.

Overcome with grief over the death of his brother, Vorik laid down his hammer and returned to Spiderstone after reporting back to his father. Erik would be buried in the crypts underneath the Minhyr family's ancestral castle a fortnight later, with his name carved into the massive slab of runic stone dubbed the Wall of the Fallen. It was his first command.

Now, with some months removed from Erik's death, Vorik has been unknowingly enrolled to study at the Conclave by his father, and expects to arrive any day.

[ ♚ ] M O T I V E S
Andor had a variety of reasons to send his sole surviving child away from Minhyriath. One not in the know would no doubt assume that principal among them was, well, making sure he still had a surviving child. But, nonetheless, Andor seems to have sent his child halfway across the continent chiefly to take his mind off of the death of his brother and away from the constant threat of the Orcs. Time will tell whether or not the idea proves a success.

[ ♚ ] C R E D E N T I A L S
Diplomacy: The recently made Crown Prince of Minhyriath is diplomatic in so far as he can make rousing battle speeches and feels at home amongst the raucous laughter of a Zkreli mead hall. While he was educated in courtly manners as befits all royalty, Vorik can be described as crass and vulgar to outsiders. While this serves him more than well amongst the people of his native Kingdom, Vorik has yet to become acclimated to the political climate of the Conclave.

Faith: Vorik never paid much mind to his religious studies growing up, retaining as much knowledge as one would expect of most commoners, which is to say, he knows how to say a prayer to Gaea when prompted to and has at least memorized the scant holidays in which he enjoys partaking. For the majority of his life he went through the motions of rituals and prayer with no questions asked, his brother's death has caused something of a crisis of faith for Vorik. He has begun to ask himself the existential questions such as "What does it all mean?" and "What is it all for?", and so far, he hasn't enjoyed the answers he's come up with in regards to life's purpose.

Intrigue: The vast majority of the Zkreli have no penchant for the dishonorable workings of spies, assassins, and the like, and this extends to Prince Vorik. If Vorik can't handle the problem in an honest and straightforward fashion, odds are he won't face the problem at all. Besides, have you ever heard of someone spying on an army of Orcs? None of those stories ever end well.

Magic: While his brother had shown particular curiosity to, Vorik holds a fundamental distrust of Magic and those who practice it. Magical tomes and places of study are, unsurprisingly, almost nonexistent in Minhyriath, and as a result most Zkreli know next to nothing about it. In simple terms? If magic can somehow aid him in the slaying of Orcs or taming of Wargs, Vorik may very well learn more about it someday, but for now? He'll focus on the more mundane methods. Namely his hammer.

Martial: Despite his young age in comparison to the Realm at large, amongst the Zkreli, Vorik is already a man, and to be a man in Minhyriath is to be a warrior. Vorik's first encounter with goblins occurred not long after his twelfth birthday, and before he knew it he was marching in the army of his father against petty Orc chieftains. Where his father is undoubtedly a man of tactical brilliance, Vorik's primary strategy in combat seems to be "Rush in and overwhelm the opposition." and while that attitude does wonders in inspiring the men around you and has so far proven quite effective for the young Prince, it won't win him any marks in exams. Though trained and talented with a Zkreli hunting bow, Vorik's weapon of choice is a tall, spiked war-hammer.

Stewardship: As a teenager raised in a land permanently deadlocked in war, Vorik has at least learned the fundamentals of overseeing the resources of a marching army, though he has openly admitted his personal disdain for numbers and mathematics. He has been known to say that in Minhyriath, there are only two numbers worth counting, the number of enemies, and the number of casualties.

[ ♚ ] C O M P A N I O N S
Oddly, Vorik has been sent to the Conclave without a typical retinue. The Prince is more than used to taking care of himself, and perhaps his father wished for him to be completely and utterly removed from the situation in his homeland and left to his own devices during his education.

[ ♚ ] R E L A T I O N S
(I still need to fill this out with non family members and all that. Jinkies.)

King Andor III Minhyr: The current King of Minhyriath, only child of the old king Bjorn and Vorik's father who inherited the throne of Spiderstone from his father in the year 547 AR at the age of 15. Andor is well liked by his people and considered one of the wisest of the Minhyr Kings. During Andor's reign, the Zkreli of Minhyriath have had a remarkable amount of successes in their inherent war against the Orcs, even pushing into the Badlands for the first time in generations.

One of the scant negative points against Andor's reputation is, oddly enough, his marriage to Queen Ylva. Betrothed to a noblewoman from Lothloryen at a young age, Bjorn's sudden death and Andor's subsequent marriage to a common poacher caused political relations with the only other Zkreli Kingdom on Gaealia to deteriorate for some time.

Queen Ylva (530 AR - 551 AR): Born in the area surrounding Spiderstone, Ylva was a rather small Zkreli woman who fed herself on the game of the Kingswood until, one day, she happened upon the hunting party of King Bjorn and then Prince Andor themselves. While the punishment for poaching was typically conscription into the offended Lord's army, Ylva challenged Bjorn to a contest of archery and won her own freedom and was offered a position in Spiderstone as a hunter. Smitten, Andor would spend the next several months kindling a relationship with her, and upon his father fell victim to pneumonia at the age of 47, the two were married only weeks prior to his coronation.

A small woman at only 5'7", pregnancy was not easy on Ylva, and although they had vowed not to have more children after giving birth to Andor's first son and heir Erik, a few years later, Ylva began showing signs of pregnancy once more. Bedridden for almost two months, Vorik's labor would last almost an entire day, and sadly, his mother would not live long after the delivery.

Andor and Erik were emotionally devastated at her passing, and the former speaks of her sly smile, fierce determination and quick wit whenever she happens to be brought up in conversation, which has become more and more fleeting.

Prince Erik Arvid Minhyr (548 AR - 566 AR): Vorik's now deceased brother was everything his younger sibling was not. Reserved, responsible, and small. Where Vorik was undoubtedly born for the battlefield, Erik seemed more comfortable in the family library than in the reigns of a warhorse. When he was young, Erik once made a request to have a Wizard brought to Minhyriath as to teach him magic, though he was rejected. There is no doubt that the Minhyr brothers held much love for each other despite their near polar opposite personalities. Vorik still holds himself personally responsible for his brother's death, though he refuses to talk to anyone about the experience.
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Roleplay: Game of Thrones

Ulrick "Ricky" Dayne



[ ⚔ ]Origin
139 AC, Starfall, an island of the Torrentine along the western Red Mountains of Dorne


[ ⚔ ]House
Dayne of Starfall, currently sworn to House Nymeros Martell


[ ⚔ ]Reputation
Little can be said about the second son of Starfall even amongst the Dornish, as the lad has only just begun entering his adulthood. Most Dornish lords knew of him purely as the diligent and dutiful squire of his brother before he abandoned Dorne. At the age of fifteen, during a tourney at Lemonwood, Ulrick was revealed to be the mystery knight who had unhorsed his own brother in the penultimate round. Many of the lords and ladies in attendance began to call him one of the most naturally gifted lances and swordsmen of his generation. Outside of this, Ulrick is little known.


[ ⚔ ]Appearance
Despite his martial nature, Ulrick Dayne has been described as looking boyish by his fellow Dornishmen. His profile remains remarkably unblemished by the Dornish sun and unscathed by the lances of his contemporaries, showing either his skill at arms or his lack of experience, depending on who you asked. Like his sibling, Ulrick retains the yellow blond hair typical of his mother's house and a pair of pale lavender eyes identical to the coloring found on his house's banners. Standing at roughly 5'10", which surely contributes to his boyish reputation, Ulrick isn't exactly the most sizable aspiring knight. Lean and compact where most knights are walking bulks of muscle, an untrained eye likely wouldn't be able to tell that Ulrick even knew how to swing a sword if he dressed himself in the common nobleman's wear of Westeros and not the light and loose fitting sandsilk of the Dornish.


[ ⚔ ]History
Born the second and final child of Lord Morgan Dayne and Jayne Fowler roughly eighteen years ago, Ulrick managed to avoid being the heir to Starfall by a whole five years thanks to his brother, Ander. As a young child his father and great uncle would often regale Ulrick with the tales and legends of their house, from those that ruled as Kings of the Torrentine in the time before Nymeria's War and Vorian Dayne, who fought against Mors Martell before becoming one of the six Dornish Kings of antiquity to be banished to the Wall by Nymeria, but the tales that stuck with Ulrick above the rest were the tales of the knights who wielded the Daynes' ancestral greatsword, Dawn, the Swords of the Morning.

From the time he could lift a wooden toy longsword, Ulrick dedicated himself to the principles of knighthood, wanting nothing more than to live up to the legacy left by his ancestors. For every hour he spent learning letters or house sigils, he spent three in the training yard, clashing blunted swords and riding ponies with sons of servants. Before long, Ulrick's ability and dedication caught the eye of Ser Simon, who had him train with Ander and other squires at the young age of nine when he had only just been made a page. He was almost routinely bested by his brother in mock combat during this time, who seemed to find Ulrick's unwavering determination all too hilarious.

While tradition would normally see Ulrick squire for his father after his twelfth name-day, Lord Morgan had never one for knighthood. As Simon was getting rather advanced in age, Ulrick was instead squired to his older brother on the same day Ander was anointed and swore his oaths. It was around this time that Morgan would negotiate Ander's marriage to a daughter of House Blackmont. Ulrick would be the first of Ander's squires and certainly the most overworked. While he served dutifully over the course of the next three years as his brother's eldest squire and mentor to two younger boys, Ulrick was never permitted to ride in tourneys or participate in melees. Ander would say that the work of handling a knight's armor, weapon, and horse at tourneys was a position of great honor, but Ulrick soon grew restless, taking matters into his own hands.

When a tourney was to be held at Lemonwood midway through 154 AC, Morgan Dayne thought it time that Ander compete in his first tourney, and hinted at a knighthood for Ulrick upon their return. The brothers were accompanied by Ser Simon and Ander's young wife Marissa Blackmont, who, after a relatively easy birth years prior, had begun showing signs of pregnancy once more. Morgan himself was unable to attend, as his health had begun to deteriorate some time prior, and he was confined to Starfall. He would not live to see his children return home.

Simon, Ander and Ulrick arrived at the seat of House Dalt some time later and, unbeknownst to Ander or Simon, Ulrick entered himself into the competition as a mystery knight, wearing a fine suit of scale armor, a spiked helm, and a veil of silver fabric to conceal his face.

Ulrick, announced as the Knight of the Silver Veil, performed remarkably in the tourney, unhorsing a number of his contemporaries in the lists. The most notable of these would be none other than his own brother, Ander. The match lasted only a single tilt, as Ander was flung from his horse with only a single lance. Those amongst the crowd could hardly believe that a Dayne of Starfall could be unseated so soon. Ander demanded that his opponent show his face, but Ulrick refused.

In the final tilt, the Knight of the Silver Veil went against Ser Sylas Santagar. The round ran long, with both competitors breaking nearly a handful of lances before the final clash, when Ser Sylas' lance struck true and Ulrick was unhorsed. Bested, Ulrick was helped to his feet by Sylvas himself, who asked him to reveal his identity on a match well fought. Ulrick was met with a round of applause.

When the family returned to Starfall, they found their mother in mourning, as Morgan had passed a fortnight prior. While the household prepared for the funeral of their father, Ander was named the new Lord of Starfall. What followed for the better part of a year was the monotony of routine in Starfall. Appointments, a changing of administration, a birth of a second daughter, so on. Though one thing was for certain: Ander was not going to name Ulrick a knight any time soon, still embarrassed at his defeat in the lists at Lemonwood, and so, Ulrick's life seemed to come to an abrupt halt.

That is, until, a raven arrived from Sunspear. Addressed not to Ander, but Ulrick. The younger of the Daynes had been summoned to the capital of Dorne, and he has not returned to Starfall since. He has not felt obligated to send correspondence to his family as to his whereabouts or goings on.


[ ⚔ ]Family Tree
Comprehensive family tree thing

Orland Dayne, 87 AC - 144 AC, grandfather to the current generation of Starfall
Athelyna Manwoody, 90 AC - 132 AC
- Ser Davos Dayne, 107 AC - 138 AC, first child of Lord Orland, allegedly fell from Starfall in a drunken stupor
- Tereza Uller, 114 AC, Davos' widow, childless
- Isobel Ladybright, 107 AC, childhood lover and paramour of Ser Davos, who gave him three bastard children
-- Grayce Sand, 124 AC
-- Elyana Sand, 132 AC
-- Ser Arron Sand, 138 AC

- Archmaester Vorian, 110 AC, a member of the Conclave of the Citadel whose expertise lies in medicine and healing

- Morgan Dayne, previous Lord of Starfall, 113 AC - 155 AC
- Lady Jayne Fowler, 117 AC, widow to Lord Morgan, chief advisor to Ander
-- Ander Dayne, 134 AC, anointed knight and newly made Lord of Starfall
-- Marissa Blackmont, 133 AC, wife of Ander, currently with child
--- Anrea Dayne, 152 AC, Ander and Marissa's first daughter
--- Alora Dayne, 155 AC, daughter born only months after Morgan's death
-- Ulrick Dayne, 139 AC, left Starfall in 155 AC to travel with Princess Alessara Nymeros Martell, currently in King's Landing

- Thalina Dayne, 118 AC, Sister of the late Ser Davos and Lord Morgan, current Lady Regent of Wyl
- Vorian Wyl, 114 - 151 AC, former Lord of Wyl
-- Melara Wyl, 136 AC
-- Sybelle Wyl, 140 AC
-- Jynessa Wyl, 143 AC
-- Yoren Wyl, 145 AC
-- Ydrian Wyl, 148 AC

Ser Simon Dayne, 94 AC, Great Uncle to the Dayne brothers and Starfall's Master of Arms, Unmarried as he claims celibacy


[ ⚔ ]OOC Notes
Since leaving Starfall, Ulrick has begun training himself in the use of greatswords. Though his true talent still lies with the everyday longsword, his ability will surely improve.




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Roleplay: Children of the Greatfather (RIP, we hardly knew ye.)


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Written up for an old Dragon-Blooded Exalted campaign. Decided it might be a good idea to transfer all my off-site stuff here for the sake of convenience or something. Might muster up the inspiration to rewrite his backstory and all that since obviously a lot of it wasn't written down. Who knows.


Name: V'neef Johari
Gender: Male
Homeland: The Blessed Isle (The Imperial City)
Exaltation: Terrestrial
- Aspect: Wood
Age: 28-29
- Date of Birth: Woodday, The 19th of Resplendent Wood, Realm Year 739
- Age of Exaltation: 10
Concept: Sybarite

Bonus Points/Spent: 0/24

Essence: 2
- Personal: 14
- Peripheral: 31

Willpower: 6

Virtues:
- Compassion: 2
- Conviction: 3
- Temperance: 3
- Valor: 2
- Flaw: Temperance

Attributes:
Physical
- Strength: 2
- Dexterity: 3
- Stamina: 2
Social
- Charisma: 3
- Manipulation: 3
- Appearance: 5
Mental
- Perception: 3
- Intelligence: 4
- Wits: 3

Abilities:
Air
- Linguistics: 4
- Lore: 2
- Occult: 0
- Stealth: 0
- Thrown: 0
Water
- Bureaucracy: 3
- Investigation: 2
- Larceny: 0
- Martial Arts: 5
Earth
- Awareness: 1
- Craft: 0
- Integrity: 1
- Resistance: 2
- War: 1
Wood
- Archery: 2
- Medicine: 2
- Performance: 5
- Ride: 2
- Survival: 1
Fire
- Athletics: 5
- Dodge: 3
- Melee: 2
- Presence: 2
- Socialize: 5

Specialties:

Charms:
Essence Triumphant (Second Performance Excellency)
Essence Overwhelming (First Socialize Excellency)
Talented Improvisation
Sweeten-The-Tap Method
Dance of Flashing Swords
Death Between Heartbeats
False-Shell Emollient Attack

Artifacts:
The Unsurpassed Sanxian - 2
This sanxian is made of polished kauri wood and strung with silver and gold and was given to Johari as a birthday present by his grandmother. The snakeskin covering its sound-box came from a serpent god. The soul of an old master performer is bound into the strings, which never break or need tuning, and aids performances. When attuned for three motes, playing this sanxian adds two successes to Performance rolls. These add to whatever bonus an Exalted player can add through Charms.

The Prickly Twigs - 2
A matched pair of Green Jade short Daiklaves forged by House V'neef's only master smith at his forge in the eponymous capital city of Chanos Prefecture.

The Vine's Embrace - 2
Green Jade Lamellar Armor, Windrunner, Tuchara, Arjuf Dominion

Silver Brush - 1
The mahogany handles of these writing brushes conceal a thin core of Orichalcum, but most people see its silver bristles immediately. The silver resists wear but is soft and delicate enough for masterwork calligraphy. When a person commits a single mote to the artifact, the brush produces its own ink of any quantity, consistency and color. A godsend for artists, bureaucrats, and poets everywhere.

Two Hearthstone Amulets - 1 each
Commonplace pieces of jewelry to dynastic Dragon Bloods, Johari possesses a pair of hearthstone amulets. The first, a birthday present from his grandmother on the anniversary of his exaltation, takes the shape of an Elemental Dragon's (presumably of the wood element) head bearing Johari's Stone of Healing in its jaws, a rather anticlimactic visage to those ignorant to the stone's nature. The second, acquired during his graduation from the Spiral Academy, is a much less elaborate (though still beautiful) ball of Green Jade with epithets written in the language of the Old Realm encompassing the outer rim of the amulet away from the Gemstone of Deep Drink placed in the artifact's socket.

Winterbreath Jar - 1
A winterbreath jar is a small urn or jug, finely crafted and inlaid with blue jade. Its enchantment of elemental air keeps its contents at whatever temperature is needed by its user, well, as long as that temperature isn't higher than 45 degrees. Inside, perishables remain fresh and sparkling wine nicely chilled. Winterbreath jars rarely hold more than two bottles of wine or a small watermelon. They require no commitment. Certainly a convenient thing to have when you're on assignment in the scalding heat of Creation's southern deserts.

Hearthstones:
Gemstone of Deep Drink - 2
This sharp-edged chunk of purple stone grants its bearer the ability to drink as many and as much intoxicants as she likes without incurring any penalty. The stone protects a character from all the affects of alcohol and more exotic drugs and renders her immune to all natural ingested poisons. Other than their taste, everything from alcohol to the juice of the deadliest poisonous berries becomes as harmless as pure water.

Stone of Healing - 1
This hearthstone is a healthy earth-brown, mottled with spots of green. It is round in shape and could have come from the bottom of any common stream bed, were the colors not so vibrant. The stone enhances the medical talents and knowledge of any character who bears it, making an unskilled character into a skilled surgeon and a gifted physician into a brilliant healer. A character bearing this stone has three dice added to all Medicine rolls made by her player.

Backgrounds:
Breeding - 5
Though an unspoken truth of House V'neef, seeing as V'neef herself was conceived as an experiment in blood purity by the Empress and married off to the purest member of House Cynis, it surprises no one that her children have the blessing of breeding and purity of aspect that surpasses almost every other dynast in the Realm.

Family - 3
Johari retains a luxury few other dynasts possess: A close personal relationship with effectively every one of his siblings, nieces and nephews, and a first name basis with most of his adopted kinsmen. Though apart by thousands of miles, Johari still maintains monthly contact with his family, and writes to his mother nearly once a week.

Resources - 3
Due to the expected length of his stay in the South, Johari's mother has provided him with an amble amount of resources to ensure his stay in any of the South's cities are comfortable until he feels he might need a steady stream of income from the Blessed Isle in case he establishes a more permanent residence in Gem to discover and rectify whatever the disturbance in his family's shipments is being caused by.

Artifact - 3
- Short Daiklaves (2)
- Jade Lamellar Armor (2)
- Silver Brush (1)
- Hearthstone Amulet (1)

Artifact - 2
- The Unsurpassed Sanxian (2)
- Hearthstone Amulet (1)
- Winterbreath Jar (1)

Connections - 2
As expected due to his family's abundance of satrapies in the South and nigh monopoly on the trade of firedust as it pertains to the Scarlet Empire, Johari has a number of contacts in most of the metropoli of the South, such as Chiaroscuro, The Lap, An-Teng, and particularly Gem.

Manse - 2
Gemstone of Deep Drink (2)
Stone of Healing (1)

Face - 1
Though it is highly unlikely that anyone outside of the Blessed Isle would recognize him for his martial skills, Johari is a student of one of the three legendary founders of the Even Blade style of martial arts, Azure Crane, and almost all martial artists in Creation know of his master's reputation, and sometimes seek to challenge Johari because of it.

Merits and Flaws:
Legendary Breeding (3 Point Merit/One Cool Thing)
Prerequisites: Breeding 5
Unheard of in the First Age and extremely rare in the modern era, the blood of the Dragons runs so purely
through your character’s veins that even other Dragon-Blooded are impressed… and occasionally frightened. The character effectively has Breeding 6, which confers the following benefits:
• +6 motes to Personal Essence
• +11 motes to Peripheral Essence
• Reduce the cost of activating the character’s anima banner by three
• Add three to the roll to determine whether the character’s children Exalt
• Add a one-die bonus on all social rolls against other Dragon-Blooded and against mortals taught to respect and fear the Dragon-Blooded.

In addition to these benefits, the character suffers one drawback: It is so patently obvious that she is a Dragon-Blood that the difficulty of any attempts to pass as a mortal increases by two.

City Folk - 2 Point Flaw
The Imperial City, Nexus, Thorns. The great metropoli of the Second Age. Whether raised in the hallowed halls of the Imperial Palace or the back alley squalor of the Nighthammer district, you are accustomed to the ways and wherefores of city life. This makes you particularly apt at dealing with people while inundated with this environment. When in any settlement with a population of over 5,000, you are at + 2 die to all social interactions due to your comfort in the surroundings.

However, this comfort comes at a price. Outside of the city walls and in more rural villages, your character is out of her element. Rural peoples tend to see her as soft, and will tend to be suspicious around her. Your character is at - 2 dice when dealing with any social situation outside of her comfort zone. Additionally, your character is used to the convenience of city life, and is thus at - 1 die to all Survival and Resistance rolls while in the wilds.


Curiosity - 2 Point Flaw
You have an unnatural curiosity , and find mysteries irresistible. You must make a Conviction roll to break off from pursuing your curiosity, even if it might over ride your common sense.

Nobility - 2 Point Flaw
You were born to a Noble family, and your breeding shows. And it rubs a lot of folks the wrong way. You are not only well known in certain circles, you aren’t well liked in them either. Take a +2 difficulty in Social situations with the low born.

Languages:
- High Realm (Native)
- Old Realm
- Low Realm
- Flametongue
- Riverspeak






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S ᴛ ᴏ ʀ ʀ ʜ ᴏ ʟ ᴛ (WIP)









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More stuff that never got used or finished.



At least this one had an RP.



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Roleplay: For if this ever happens

H o u s e B a r a t h e o n


“Ours is the Fury”







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Work in Progress for "The Work and the Shoot"

W o l f f

Image coming soon to a bingo hall near you


T h e W o r k


R I N G N A M E
Randall Wolff

G I M M I C K
--

B I L L E D H E I G H T & W E I G H T
7'0" | 295 lbs

B I L L E D F R O M
Parts Unknown

A L I G N M E N T
Heel

E N T R A N C E T H E M E

M O V E S
Powerbomb: You know what a powerbomb is (More coming soon)

W R E S T L I N G S T Y L E
He's a hoss (More coming soon)

T A L E O F T H E T A P E
--


T h e S h o o t


N A M E
Brandon A. Hoffmann

A G E
TBD (12/21/19XX)

H E I G H T & W E I G H T
6'8" | 285 lbs

H O M E T O W N
Rock Creek, Minnesota

R E P U T A T I O N
--

H I S T O R Y
--

M I C S K I L L S
Randall Wolff is a trademark instance of "less is more" when it comes to cutting promos. He shows up, says very little, and generally just looks larger than life and intimidating as heck. When he is called upon to say more than few short sentences, Wolff makes sure to keep his voice low and menacing in an effort to make the audience hang on every word he says, almost in spite of his gargantaun size and physique. He claims to have adopted this style of promo from one of his first mentors in the wrestling business, "Cobra" Cain Williams. (More to be added?)

M O T I V A T I O N
--

H I N D R A N C E
--

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A r t h e n t h e A r c h e r

Player Creation Points
PCP
Race
Attributes
Skills
Schools & Proficiencies
Social Class
Boons & Banes
Arc Points
14 (Low Power)
1 (Human)
5 (31)
2 (9)
2 (3)
2 (5GP)
2 (-10)
0

Arc
Arc Category
Description
Saga
Survive the Battle of Camlann by any means necessary
Epic
Ensure Mordred's survival
Belief
Loyalty
Glory
Protect the weak
Flaw
Naive

Core Attributes
Strength
Agility
Endurance
Health
Willpower
Wit
Perception
Intelligence
6 (5AT)(0AR)
4 (3AT)(0AR)
6 (5AT) (0AR)
5 (4AT)(0AR)
4 (3AT)(0AR)
5 (4AT)(0AR)
6 (5AT)(0AR)
3 (2AT)(0AR)

Compound Attributes
Adroitness
Mobility
Carry
Charisma
Toughness
Strength Damage Bonus
Grit
6
8
12
8
4
3
4

Skills
Skill Packets
Hunter (2), Farmer, Scout
Athletics
1 (?SPAC, 0SP, 0AR) (Trained)
Cooking
1 (?SPAC, 0SP, 0AR) (Trained)
Crafting (Wood)
1 (?SPAC, 0SP, 0AR) (Trained)
Hunting
4 (?SPAC, 0SP, 0AR) (Trained, Teacher)
Navigation
3 (?SPAC, 0SP, 0AR) (Trained)
Observation
1 (1SPAC, 0SP, 0AR) (Trained)
Profession (Farming)
2 (?SPAC, 0SP, 0AR) (Trained)
Stealth
3 (?SPAC, 0SP, 0AR) (Trained)

Proficiencies
Proficiency (School)
Level
1H Sword (Soldier)
3
Bow
(Soldier)
3
Dagger
(Soldier)
3
Pugilism (Soldier)
3
Spear (Soldier)
3
Wrestling
(Soldier)
3

Boons & Banes
Boon/Bane (Cost)
Description
Animal Affinity (-2)
Gain a +2 bonus to CHA when interacting with animals, and to Riding checks
Braggart (+3)
You’ve got a big mouth. You can’t help but boast of your strength, intelligence, or achievements, and you also can’t stand the notion of being shown up. Maybe your claims are baseless... maybe they aren’t. Either way, you get yourself in trouble a lot, and you’re incredibly easy to rile up.
Good Eyes (-3)
You’ve got the eyes of a hawk. When making a PER check involving sight, you gain a bonus of +2 to the roll
Hale & Hearty (Social, -2)
You reduce the infection chance of injuries you suffer by 1. Your HLT for the purposes of resisting poison, disease and other ill effects (not infection) is increased by 2.
Oath (+2)
If you ever break the Oath (setting aside mitigating circumstances, for example, breaking a vow of silence to warn a child of danger, or to inform the Pope of the assassin drawing up behind him) you must pay arc points as you earn them equal to twice the value of the bane, as you struggle emotionally with your failure. You may choose to retain your Oath after these arc points have been paid, or to abandon it and lose this bane at no further cost.
Old Wound (Face) (+1)
Any attack that hits this location automatically inflicts stun equal to a level 1 wound to that area, ignoring all reductions, even if the attack inflicts no wound.
Poor (+4)
Start with half the wealth of your social class
Virtuous (+5)
If you ever act in an immoral, unnecessarily cruel or ruthless fashion, you must pay the next 10 arc points you earn, as you are wracked by your conscience. However, if you immediately act to try and make up for your moral transgression, by making amends with the wronged or through atonement to society or God, this loss is reduced to 5 arc points.

Inventory

Armor
Type
Name
AVC
AVP
AVB
Coverage
Qualities
Weight
Cost
Mail
Mail Coif
6
4
3
Upper Head, Lower Head, Neck
Hard Layer 1, Mail
1.5
2sp
Textile
Quilted Camail
2
3
4
Lower Head, Neck, Shoulders
Textile
0
8cp
Textile
Heavy Quilted Coat
3
4
5
Full Torso, Shoulders, Hips, Groin, Thighs, Knees
Textile
1
5sp
Textile
Quilted Long Sleeves
2
3
4
Shoulders, Upper Arms, Elbows, Forearms
Textile
0
6cp
Textile
Reinforced Quilted Gloves
4
4
5
Hands
Textile
0
1sp
Textile
Quilted Leggings
2
3
4
Hips, Groin, Thighs, Knees, Shins
Textile
0
2cp
Leather
Leather Boots
3
2
2
Feet
0
1sp


Missile Weapons

Name
Type
Range
Missile TN
Damage
Required STR
Qualities
Weight
Cost
Warbow
B
30
7
6p
6
0.5
4sp


Ammunition

Name (Amount)
Modifiers
Qualities
Stuck Chance
Cost
Bodkin Point (20)
+10 Range
Narrow
1/10
1sp/20
Broadhead (10)
+1 Damage
Winged 2
5/10
1sp/10
Heavy Broadhead (10)
+2 Damage, -5 Range
Winged 2
5/10
3sp/20
Barbed Broadhead (10)
Winged 2
10/10
1sp/5


Melee Weapons


Name
Type
Hands
Reach
Swing TN
Thrust TN
Defense/Guard
Qualities
Weight
Cost
Arming Sword (Early)
S
1H
M
7(+1C)
7(0P)
7(1)
Spatulate Tip 2
0.5
1gp
Dirk
D
1H
H
7(-1c)
6(0)
7(0)
Fluid Thrusts, Light Blade
0
4cp
Spear (Standard)
R
2H
EL
8(0c)
7(3p)
8(0)
Fluid Thrusts, Hand Off
4
8cp
Spear (Standard)
R
1H
EL
9(0c)
7(2p)
9(0)


Miscellaneous
Cost
Work Clothes (2)
2cp
Waterskin
1cp
Friendly Doge
1cp
Week's Rations (2)
8cp
Tinderbox
3cp
Flints (10)
1cp
Woodsman's Axe
1sp
Torches (10)
3cp
Traveling Cloak
1cp
Instrument (Flute)
1sp




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Roleplay: Work in Progress for this Otome thing. (You're welcome for that whack ass light novel title by the way, Fey.)

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Why do I even post unfinished things in here?

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