The character sheet for Job, incidentally it is also my basic slice of life character sheet. Purposefully simple for role plays that focus on character development.
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Name
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Age: (supernatural with longer life spans should include and actual and apparently the age)
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Appearance (detailed description plus images please. Artwork or anime only. Due to the nature of this rp using actual images may be difficult for supernaturals.)
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Occupation (This can be either a selected occupation or a player created occupation.)
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Personality (short and sweet no more than a paragraph or two.)
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History (Detailed. Life before Job, why did the character move there?, do they have family or prior relations in Job?, what was your character's first encounter with the supernatural?, What has your character done since coming to Job?)
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Mystery and Hand (This section should include any cards that have not been turned relating to your character, any mysteries you have created or intend to introduce, and any cards you have turned)
Miners, Homesteaders, ranchers, cattle hands, wanderers, outcasts, landowners it doesn’t matter. Job is home to any and all who will abide by this town's laws. Job had everything before the lord laid him low. Now it's Job’s turn to take a trial from us. The day I walked into this town I knew that I had been given a task, a mission; I couldn’t tell you if it came from on high or from the very land itself. Regardless, we are here now. In the shadow of mountains raised from the earth by the hand of beings greater than us. Those of you who have come looking for your fortunes, looking to make a name for yourself or hunting for a home away from the sins of your past, you will find no peace here. The Paiute and Shoshone avoid this land and for good reason. Here you will find no peace, no answers, no end. Job is a place of trials, of questions, a place to find yourself and lose yourself.
Whatever burdens you carry with you, lay them at the edge of town. Step forward and be baptized by the test that awaits you: personal or public, mental or physical, it makes no matter to this town. Some of you will leave here in the years to come with stories you cannot tell because none will believe you. Others will live your whole lives here with your eyes shut and your ears plugged; whispering that there are no such thing as monsters even as they knock at your door. Still others I shall lay six feet down in the ground, or string up with a noose. This town will give to all but be ready for the price it always takes.
The Supernatural
The children of Blood are a common sight in Job after the sun sets. Job has a singular Queen currently who does her best to keep the existence of the Children secret from the rest of the world. Vampires for the most part are solitary creatures and as a result it can often be difficult to keep tabs on all of them; not to mention their spawn and drones.
Vampires have distinct bloodlines which they pass on to their children. Older Vampires typically can tell what their lineage is but some newer Vampires may not know from what bloodline their creator descended; as such they may simply not know or may believe they are from a different bloodline. As a result, it is not clear how many Vampire Bloodlines exist. More often than not the newer generations do not know from which they descend.
Notes for characters:
If you have played Vampire the Masquerade you may be familiar with the idea of bloodlines. In the case of Job it will be up to the player to determine if their character will know what their bloodline is or not. If the character does know what their bloodline is you have two options:
For simplicities sake I will be making use of the names for bloodlines from Vampire the Masquerade. If you wish to join one you are welcome to simply adopt the name as I will not be strictly adhering to any of the characteristics. You are welcome to use the characteristics as a guideline for making your character slightly more distinct from other Vampires or you may simply adopt the name. The choice is yours.
You may create your own bloodline. In this case you should decide where the bloodline comes from and who the progenitor of the bloodline was. You should also determine why your progenitor was powerful enough to separate a bloodline from whatever bloodline they began as.
Age is important to vampires; the older the vampire the more powerful. The only other way to gain power beyond the simple march of years is to feed on other vampires. Feeding on younger vampires will only advance a vampire's strength marginally, however feeding on an elder will increase a younger vampire's strength by orders of magnitude. This is always a risky proposition as elder vampires are typically powerful, and in addition feeding on an elder is equivalent to cannibalism in vampire society (feeding on spawn or peers is frowned upon but most elder vampires got to where they are by engaging in such things). If an individual who fed on an elder is discovered it most often results in the elders of the area hunting down and killing the offender.
Vampires, from the moment they are created, are a type of supernatural predator. All vampires, from the moment they are created, are gifted with increased strength and speed beyond that of a mortal. In addition, vampires are incredibly durable; capable of absorbing bullets, fists and blades without flinching. As vampires grow older not only do their strength, speed and durability increase but, they begin to develop other supernatural abilities.
Transformation: After their first decade most vampires become capable of transforming into wolves, bats, and other creatures of the night. Older vampires are capable of transforming into mist, or partially transforming their bodies to make use of animal characteristics. Elder vampires are capable of transforming into swarms of insects, packs of wolves, swarms of bats or more unusual animals. Truly Ancient vampires are rumored to be capable of transforming into mythical creatures, but such rumors have never been substantiated.
Concealment: Older vampires learn to conceal themselves from the cattle they live with. While it is not a form of invisibility the vampire simply convinces those around them that they are not their. There are rumors that this power can be manipulated to include others or even structures. This power does not work on supernatural beings of equivalent or greater power.
Charisma: Even those who are only a few years old are capable of calling up other children of the night: wolves, bats, insects, etc. Older vampires are capable of getting humans to do their bidding with just a look; however elder vampires are capable of cowing whole crowds of mortals at once or making them run in fear.
Elder Powers: The older a vampire becomes the stranger their powers become and many suspect elder vampires develop unique abilities. These can include: controlling the weather, raising the dead, passing through walls, making shadows tangible enough to grab victims, some even claim that the truly ancient are capable of walking in the sunlight. All of this is conjecture though.
In addition to these powers vampires, after their first decade, are capable of creating their own spawn; as well as creating drones. Drones are simply humans (or occasionally other supernatural creatures) that partake of the vampires blood regularly; making them pliable and amenable to the vampires wishes.
Vampires can be killed in the traditional fashion: removal of the head, wooden stake to the heart, fire, sunlight, or weapons made of silver which are capable of slowing a vampire's natural healing . Garlic has no sway over them, they cast reflections in mirrors, churches and thresholds do not deter them and neither does running water.
The children of the moon are rarer than vampires in Job. Job is home to two werewolf packs in addition to a handful of lone wolves. The two packs have split Job in half and guard their territory jealously. The exception to this are the lone wolves who are usually older and powerful enough to resist the two packs. As a result there are stretches of Job which the packs have no presence in. This typically indicates the presence of a Lone wolf. There are a few other reasons for one of the packs not being present, another powerful supernatural predator or guardian. Due to the smaller number of wolves in the packs and the comparatively large size of Job it is rare to see singular members of the pack wandering the streets.
Werewolves are not beholden to the full moon after their first two decades. As a result, if a pack creates a new wolf they often risk giving up part of their territory as they are forced to send their new member into the wilderness around Job during the full moon; often with an older pack member to help them through the Lunacy. After their first two decades werewolves typically can resist the change into their hybrid man wolf form in the presence of the full moon, but its presence does mean that changing shape is easier.
Like the vampire, Werewolves are incredibly strong, fast and resistant to harm. Unlike their vampire counter parts, new wolves are significantly stronger and faster as they are capable of shapeshifting into powerful forms from the moment of their change. Over the course of a Werewolves life time they will gradually increase in strength and speed both in their human form and in their changed forms.
Werewolves in human form are typically marginally stronger than the average human. This changes with age. In addition to a human form Werewolves have a Half-human Half-wolf form which is incredibly strong, incredibly fast and completely indestructible save for by silver. This form is dangerous as prolonged use of it causes many Werewolves to give up their humanity and go on lengthy rampages. Most legends of Werewolves terrorizing communities stem from individuals who have made too much use of the hybrid form. Werewolves also benefit from a wolf form. This form is much larger than their cousins and has a durability approaching that of their hybrid form. Werewolves don’t begin to be durable in human form until their fifth decade. Werewolves can be killed in their human form by mortal weapons but in their wolf and hybrid forms silver is required.
In addition the ability to change shape some elder werewolves have other stranger powers including things like: calling packs of wolves, sending their enemies into a fear with a single howl, creating illusions of themselves, or the ability ignore the effects of magic.
Werewolves can only create new wolves in the five days leading up to and following the full moon. Humans bitten during the full moon die as their body is incapable of making the transformation immediately under the full moon. Humans bitten beyond the five days before and after the moon often die from the infection the bite caries; however those who don’t are often called moonscarred by the wolf packs. Moonscarred are incredibly rare because of how dangerous and valuable they are to packs of werewolves. Moonscarred are invisible to werewolves in their hybrid form, in addition the supernatural fear that the hybrid form inflicts on those who see it does not affect the moonscarred. Moonscarred are both the perfect addition to a pack in need of someone who is not a wolf, or the perfect supernatural stalker.
Notes for characters: For werewolves age matters as it does for vampires. It is less important for werewolves and at the same time more important. When creating a character remember that for the first twenty years the character will be forced to change with the full moon. Additionally you should decide if you will be part of one of the two packs in Job or if the character is strong enough to be a lone wolf.
If you wish to play a moonscarred you are welcome to as well but bare in mind that you are a rare and dangerous being. If you choose not to align with a pack the character is toeing a very dangerous line as the packs may decide that the character is too dangerous and begin to target them. This could lead to an interesting story but be ready to take on more responsibility with a moonscarred.
Undead come in incredible variety. The ranks of the undead include everything from simple zombies to humans who have removed their soul by magic and are now impervious to all mortal weapons. Job is home to very few undead as they are often mindless or enraged killers.
Ghosts come in a wide spectrum as well. Some ghosts are nothing more than memories doomed to repeat their actions forever in a particular place until the place is destroyed. Other ghosts are sentient beings forever bound to an item, place or person. Even rarer are ghosts capable of roaming and are as sentient as they were in life.
Job is home to a fair few ghosts. Most ghosts in Job are linked to a place or building. A handful of them are sentient but it is rare. In many cases sentient ghosts protect (or terrorize) a particular building or locations. Job is home to very few roaming sentient ghosts as they often grow increasingly erratic and must be destroyed in order to protect the populace.
Ghosts, as they grow older, are capable of possessing individuals, making themselves visible, creating illusions, manipulating their environment or even physically affecting it. As ghosts grow older they often experience greater ability to move from their tethers if they are linked to a place. In addition to this as ghosts grow older they often begin to become more and more unhinged.
Abmortals are humans who have somehow managed to cheat or trick the Reaper. Abmortals are fully unique beings. The process of becoming an Abmortal is always different as the Reaper rarely falls for the same trick twice. Sometimes this happens by accident, someone took the person's place at the time of their death and the person slipped through the cracks; forever ignored by the reaper. Sometimes it is intentional, a ritual which appeases the Reaper or produces some other means of artificially prolonging one's life.
Notes for characters: Undead are typically difficult to make work as characters unless they are sentient and not immediately apparent as undead. Ghosts present a similar problem in that they deteriorate mentally over time. Abmortals are an excellent choice for characters, however they require a good deal of creativity as the reason for their status needs to be determined. In addition Abmortals should have some sort of weakness, a particular set of circumstances which can kill them. This can be as simple as the character is immortal but not invincible or as complex as having to have the original circumstances of their intended death recreated. Undead, ghost and abmortal powers very greatly and creativity will be important in determining what a character can do. Often these include: strength, and durability but it varies from being to being.
There exists another parallel world where the world is warped like a broken mirror. In this world another kind of supernatural predator was born alongside the humans. The Fae are wholly not of this world though they are drawn to it like insects to a light. Arcadia, the other side of the looking glass, is a vicious faux of our world where the promises and laws of the Fae are all that hold sway. Fae themselves occasionally cross into the mortal world to snatch away children or very rarely to stay and carve out a piece of the mortal realm as their own. These are the creatures from the Brother’s Grimm fairy tales.
Alongside the Fae are the changelings. Children or adults who were spirited away to Arcadia by the Fae; these poor souls were warped by their time on the other side of the looking glass. As a result of their time in Arcadia changelings have distorted appearances and strange powers, the twisted gifts of Arcadia.
For the most part Fae are weakened by their time in the mortal world which is why they often don’t stay long as their death in the mortal world is a permanent one. Fae that do stay in the mortal world are often not far from a doorway into the space between Arcadia and the mortal world. These beings are incredibly alien in the way they think and often possess incredible, unexplainable powers as well as even more strange weaknesses.
Changelings suffer far less in the mortal world than their ex-masters. Changelings feed on the emotions and passions of mortals. Their time in Arcadia has made them something far more than human. Almost all changelings possess a different appearance ranging from the look of a trolls from a story, to fusions of elements with a human form, a beastial or draconic appearances, or even upon occasion an alienly beauty or gracefulness beyond that of a normal human. Regardless of their new appearance Changelings are far less strange to mortals who simply see them as having human features which suggest at their changeling features. This mask that changelings hide behind can be removed at will and occasionally there are humans born who can see behind the mask. Changelings are not innately good or evil and come in all stripes though there are few who escape Arcadia without mental scars.
Notes for characters: Fae are innately difficult to play as characters. They have strange drives and agendas which make little sense to mortals. Fae are generally too strange to work as characters. The single exception to this might be a Fae who has spent so long in the mortal world that they have started to lose some of their Fae powers and as a result have begun to be infected by mortal urges and thoughts. A character like this would need to be written in superb fashion and they would need to have at least one personal card as their identity alone could function as a self contained mystery as they slowly forget who they were in Arcadia.
Changelings are a slightly rarer breed of supernatural than werewolves; in terms of their population in Job. The changeling populace in Job has only a single court which do their best to settle disputes between changelings living in Job as well as between changelings and other supernaturals. The court is also responsible for making sure that the changelings in Job do their best to keep their existence secret.
The nature of Changeling and Fae powers very wildly. Some changelings manifest strength and durability like werewolves or vampires, others do not. Much of a changeling's powers depend on what happened to the individual in Arcadia and how they were changed. An example of this might be a changeling that was used as a living lantern in Arcadia, returning to the mortal world the changeling appears to be made of gas flame in human form. With its mask on the changeling looks normal but always seems to smell faintly of kerosine. The changelings powers might include manipulation of fire and warding homes against the supernatural. The ability to manipulate fire coming from its time as a living flame, the ability to ward against the supernatural stems from its service warding away the dark as a lantern.
If you are having trouble coming up with inspiration for a changeling and their powers, I recommend drawing inspiration from Changeling the Lost’s Kith and Kin.
Monsters are exactly what the name implies; these creatures defy classification beyond the fact that they are supernatural in nature. This category includes things like: gorgons, krakens, giants, dragons, etc. For the most part monsters are incredibly rare and Job has very few encounters with them. Due to their strange and predatory nature, if any of these beings live in Job they are well hidden.
Reincarnated are humans who have a monster's soul. This can happen either at birth or at some point during a person's life. Reincarnated are rare as though they are more common than their counterparts as they are merely human vessels with a monster's soul. More often than not these individuals are capable of integrating into society. Unlike their counterparts, Reincarnated feed on the fears and failings of the humans they live amongst. While the true monsters often represent the ultimate end of obsession for an object or an intangible (gorgons the result of a need for beauty gone wrong, dragons the result of a need for wealth gone wrong, etc.) reincarnated prey on those obsessions that appear in human psyches.
With a monster's soul comes strange powers and drives. Depending on the monster which has taken up residence in the mortal’s shell the Reincarnated manifests different hungers and powers. For instance a Reincarnated who plays host to a giant might seek out those who lord power over others and show them what real power is with the ability to grow to tremendous heights (be it real or illusion), or simply by being physically powerful and subduing the individual. Like werewolves and vampires; Reincarnated grow more powerful as they get older taking on more of the powers and characteristics of their monster counterparts. Consequently, Reincarnated also suffer from the weaknesses of their monster souls and are often capable of being mortally wounded by strange things (A gorgon soul who looks into a mirror for too long turns to stone, a dragon run through by a sword of a strange metal, a kraken or siren deprived of water too long blows away like dust). These weaknesses are often triggered by a lack of feeding on the Reincarnated’s part.
Unliving are even more rare than reincarnated. These beings are a perversion of nature, a being given life through some unnatural means. These are not undead for they have a faux soul. These beings come in a few forms, machines granted a soul, pieces of corpses sewn together and shocked to life, golems vested with magic and a fake soul, statues carved perfectly and then breathed to life by their creators. As a result of this the Unliving are generally abhorred by mortals and supernaturals alike upon their discovery. Due to their strange faux souls most Unliving appear to be normal in much the way that a changeling wears a mask. This appearance fades away when Unliving make use of their strange capabilities and their true form is revealed.
Unliving vary in their abilities, some have no powers beyond being of a strange origin. Others are unstoppable juggernauts when angered or ordered by a creator. Others have even stranger powers allowing them to manipulate matter or energy. Much of their power is dependent on their origin and what brought them to life.
Notes for characters:Monsters are strictly NPC in nature as the ability to appear human in this populace is rare and they are often incredibly feral or powerful beings. As a result they might be the focus of a mystery or some other happening within Job but they are not suitable as characters.
Reincarnated are a fantastic choice for a player who wants to make use of more traditionally legendary monsters. Job is home to a handful of Reincarnated who largely stick to themselves and do their best to avoid open conflict with other supernaturals. Reincarnated are generally rather powerful in comparison to other supernaturals as they manifest frightening powers like the ability to transform, breath fire, fly, grow in size, turn people to stone with a glance or call down other calamities. The reason Reincarnated are generally careful with their power is that the more attention they draw to themselves and the more they act like a monster, the more their weaknesses manifest.
The best way to go about writing a Reincarnated is to pick a monster from myth and then determine what sort of failing of humanity you prey upon. Reincarnated also generally maintain some sort of lair or den which mirrors that of their monster souls’ traditional lair. Reincarnated often conveniently discover such locations wherever they chose to settle down. No one knows if this is because they naturally gravitate to such locations or if such locations manifest in their presence.
Unliving make fantastic characters as well, since they provide lots of opportunity for not only creativity in appearance and ability, but also in personal cards such as: who created me? How was I created? Is there a way for me to truly become a human? If you are having trouble coming up with inspiration for an Unliving or their abilities I recommend looking through Promethean the Created’s Lineages and Transmutations.
Magic in Job is not uncommon by any stretch. Magic comes in a variety of forms. Due to the truly broad scope of magic there are few real limitations or generalities to it. The one restriction to pure magic is that it rests firmly in the hands of mortals. Changeling, Unliving, Abmortal, Vampire and so forth have their own powers but most of what you would call magic rests in the hands of mortals. Magic can do just about anything: change the weather, peer through time, raise the dead and so forth.
Strictly speaking it is possible for a Vampire or Werewolf to carry over some of their skill with magic should they be converted, however such occurrences are incredibly rare as those who are naturally talented with magic tend to resist the change more than those who are regular mortals.
Notes for characters:This category is largely a catch all for mortals who have a variety of powers. Native American Shamans, traditional mages, hedge witches, fortune tellers, etc. All of these characters would fall into this category; there is some room for crossover with other types of supernaturals however it should be marginal. (Ex: An Abnormal whose limited skill with necromancy has allowed him to cheat death, a Vampire who is particularly good at divination or some sort of blood magic.)
The reason for limiting more powerful magics to mortals is part balance and part that a natural aptitude for magic resists the effects of other supernatural beings and powers as such those blessed with the gift of magic are often something more than regular mortals, set apart by their powers. As such they are often the protectors, hunters, or upon occasion dominators of other humans. With such variety in character options mortal and supernatural magic users will be evaluated on a case by case basis. As this is not a high fantasy setting this sort of magic should be more ritualized than: I throw a fireball, or a lightning bolt. Something more appropriate might be a ritual that summons a lightning bolt from the blue sky, or a sudden conflagration which consumes the victim.
In creating a magic user please do your best to stick to a theme. A strictly mage character is a bit out of place for this setting however a general magic user with a theme more appropriate to the setting would be exceptable. I am hoping to avoid a wizard smack in the middle of a western movie.
This category also covers individuals that make use of magical items. A vampire hunter or an undead slayer that uses a holy sword or pistol, etc. I want to do my best to avoid characters that can’t get along with the supernatural as Job is generally accepting of the fact that mortals are prey and supernaturals are predators. While the occasional hunter or protector is understandable the town as a whole will not tolerate a blanket “Insert Supernatural creature” hunter. That being said a ‘reformed’ hunter or someone who broke with an order that combats the supernatural would make for an interesting character.
The Tarot and The Mysteries
The Tarot is a deck of 78 cards with 23 Major Arcana that lack of a suit (0-XXII). The rest of the deck contains 56 cards with four court cards per suit and an ace through ten of each suit. The Suits are as follows: Swords, Wands, Pentacles, and Cups. Each suit represents a particular theme with each card representing specific ideas within a theme.
In Job the Tarot cards will be attached to the beginning of particular mysteries related to individuals, places and occasionally things within Job. As the story progresses characters will be dealt cards from the deck or turn over cards in the town. Each card will be added to a player's hand as they are dealt. If a player's hand is empty due to a particular mystery being solved or ended for some reason a new card will be dealt to the player and character. A character can have up to three cards in their hand at any one time. The additional two cards can be acquired through role play; this is known as ‘turning over a card’ as the cards represent the beginning of a mystery and finding a card is different from being ‘dealt’ a card or literally stumbling over the clue. If a character is in a part of Job or in a scene where it might be possible for them to discover a card I will PM the player with the option to ‘turn over’ the card. It is possible for a character to have a duplicate of a card in another player's hand. If a duplicate is dealt or turned over, the hook for the mystery in question will be slightly different to account for how a different character picked up the initial clue in a mystery. If at any time every player has the same duplicate card the mystery hook in question will be moved to the main mystery section of the character tab as all of the characters now have the potential to be involved in the mystery.
If during character creation a player wishes to create their own card they will need to select a card from the deck that they feel speaks to their particular mystery well. Alternatively, you may PM me the mystery hook and I can work with you to determine an appropriate card if you are not familiar with the meaning of the cards. If the card you select already has a Gm created mystery attached to it we can work together to determine if another card would work for either mystery so as to keep both in the deck. Players cannot be dealt their own cards as player created cards should be related to a mystery about their character.
Disclaimer: Creating a card for your character is not a requirement. It is simply an option for ambitious players.
An important note about the Tarot and mystery hooks is that character created cards should have a generally thought out progression for the mystery so as to facilitate roleplaying for anyone who is dealt the card, additionally if a player feels that it would be appropriate for a character interacting with their character to ‘turn over’ the card related to them simply PM me and the other player.
Gm created cards may or may not have a full mystery attached to them. The intention of the cards is to offer roleplay hooks for players who feel their characters do shouldn't currently be involved in the main mystery. Players are encouraged to run with mystery hooks and develop the cards story on their own. Mystery hooks should be vague enough for one or two players to use them as a means of creating scenes or stories. By no means should players feel obligated to use their cards or hooks. If at anytime you wish to discard a card because you feel it is inappropriate for your character simply PM me and we can either discuss how it might be relevant or you may be dealt a new card.
In addition to the ability to discard uninteresting cards if you feel your mystery would involve another player’s character well please PM and if I agree then you may ask them if they would like a duplicate of the card. This will represent another character naturally catching onto a mystery or your character sharing the first clue with another character. The duplicate card will be added to the other player's hand.
The idea of the Tarot is to help those who are not sure what their character should be doing when they are not directly involved in either the main mystery or some other slice of life roleplay. If you feel as though you are uninterested in a card or hook You are not obligated to use it or act on it.
The main mystery that I will be running will change as each mystery is solved. Deputy Carter will do his best to investigate mysteries that involve crimes and danger to the populace of Job. As a result the Deputy will not be involved in every mystery and nor should he be. Due to the nature of some of the cards the mystery may only require a scene or two to play out with the end result the simple discovery of some new strange feature of Job or the uncovering of a person’s supernatural nature. Some cards may go longer; it will largely be up to the player. Main mysteries will be more drawn out with an over arching plot line. Player created cards that become main mysteries either through a conversation with me or by all of the characters holding the card in their hand will typically be longer in nature. In the case of a player created card becoming a main mystery the player in question will be offered the opportunity to dictate the course of the mystery. Due to the nature of main mysteries an effort should be made to allow for the inclusion of all player characters as the mystery should be expansive enough in scope that everyone is given an opportunity to participate.
Populace of Job
Due to the limit of one character per player; players are encouraged to introduce non player characters for the purpose of interaction, forwarding a scene, forwarding a character's development or the cultivation of a more engaging mystery. NPCs can be townsfolk, local figures, family members or other such characters. NPCs that are capable of dramatically changing the dynamics of Job as a whole will need to be discussed via PM before their introduction (Ex: A contender for the position of Vampire Prince/Queen, a new pack Alpha, etc.).
NPCs and their attached locations will be added to the character tab. As with NPCs, players are encouraged to introduce additional locations in Job. Similar rules on dynamic altering locations will be enforced.
Character Skeleton
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Name
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Age: (supernatural with longer life spans should include an actual and apparently the age; unless the characters supernatural nature is a secret.)
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Appearance (detailed description plus images please. Artwork or anime only. Due to the nature of this rp using actual images may be difficult for supernaturals.)
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Occupation (This can be either a selected occupation or a player created occupation.)
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Personality (short and sweet no more than a paragraph or two.)
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History (Detailed. Life before Job, why did the character move there?, do they have family or prior relations in Job?, what was your character's first encounter with the supernatural?, What has your character done since coming to Job?)
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Mystery and Hand (This section should include any cards that have not been turned relating to your character, any mysteries you have created or intend to introduce, and any cards you have turned)
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You may notice that Job draws on a lot of different setting elements. Should you ever find yourself at a loss for inspiration for characters, story or directions I recommend drawing upon the following list as it is where I drew much of Job’s inspiration.
Once we shown in the dark, we were the grey light. The Swords of Kings, Conquerors and Gods alike. For coin, blood and land we trod with Steel boot and glimmering sword upon the throats of our enemies. The enemies of those who held our contracts and those who stood foolishly in the way. In the end we were made better for it; stronger, more enduring and more adaptable than ever before.
The ones who came before us scorched empires and raised armies the likes of which this world have long since forgotten. Now we stand as a testament to their legacy of blood and fire. It is our job to rise above what we once needed to do, we are better and our ways must reflect that change. Though we still answer the call of Coin we must know when to use the bite of our steel and when it is best to simply rely on words alone.
Our hour grows late now, the wolves bay at our door and old enemies seek revenge for the sins of our past. So I issue this call.
To those who still wield sword and gun, magic and guile. Answer the call. The Tower of Stars has need of you once more.
Setting
Knighthood takes place in the city of Angel’s Landing. Millennium of war and peace have ground the city of Angel’s Landing to dust repeatedly only to have the city be rebuilt upon the old cities bones. Now it is home to towers that rise from slum streets, to the pinnacle of opulence in the homes of the rich and powerful. Below them the poor scrape by in the muck beneath the towering heights of the city.
The setting is Fantasy turned sci-fi. Galendar started out as a fantasy setting that has seen progress towards a higher tech future. This can be seen in the way that the line between technology and magic is not always clear. It can also be seen in the appearance of races that are traditionally seen in fantasy settings making use of 60th century top of the line tech in conjunction with their 5000 year old magic.
Characters
As a result of the setting, characters should be a mesh of fantasy character concepts with a sci-fi spin, or a Sci-fi concept with a fantasy slant. (Ex: Knight who uses nanobot strengthened armor, a shield of kinetic force and a sword capable of changing form to a variety of other weapons. Or you could have a ship mechanic with a penchant for magical items used for repair on her high tech vehicles.) Please feel free to come at this from either angle but you should try to balance your character between having a sense of fantasy and an edge of the cyber. Treasure planet, Shadowrun, and The Asgard from Marvel's new Thor movies are good places to draw inspiration.
Characters will be new recruits or veteran members of the Tower of Stars. Characters should possess some sort of tech, magic or combat expertise. The Tower of Stars takes a variety of individuals everything from ex soldiers, to hackers, to mages. The guild is not a military organization but one of its primary functions is combat as a result of this the character should at the very least have a means of defending themselves.
The Tower of Stars provides a variety of services for its contractors, some of the jobs are less than savory and it is rumored occasionally have included assassination. All of the jobs taken are approved by The New Mistress of Stars Calrisa Silversun. Calrisa like her missing husband allows many of the members of the Tower of Stars to take their own jobs usually with cursory approval.
Characters should have a strong backstory and ideas for their own jobs as well as a means for fitting into the overall plot line of The Tower of Stars battle for stability and survival in Galendar. As well as the hunt for Christian Highfell, should he still live.
You can find all of the pertinent Setting information in the Codex.
Character Sheet
Name: (self explanatory)
Alias/Nickname: (Self explanatory and optional)
Rank: (This is a new addition for those who were with us in Season 2, see the Tower of Stars rank section)
Appearance: (Include an Image)
Age: (Dependent on race, most should be under a thousand years)
Race: (Take your pick or perhaps a neat combination)
Personality: (How does your character come off to others, a paragraph or so would be nice.)
Biography/history: (Anything relevant to how your character got where they are, if they have secrets obviously don’t include them here)
Reason for recruitment: (Why are they signing up with the Knights of Star)
Strength of Will:(This should be either: Unnatural, Potent or Greater. Usually dependent on race but there are always exceptions)
Magic: (General categorizes of magic the character is good at, specific spells, and where the magic comes from)
God relations: (Any sort of god affiliation the character may have, keep in mind Gods can have many names and faces so if your character knows a particular God by a different name or appearance include it here)
Tech: (Whatever tech your character uses. Computer, plasma pistol, nanotech, implants, hybrid tech/magic items, etc..)
Possessions/items/property: (These are for anything else your character has that is important that doesn’t seem to fit)
Misc: (Anything else the character sheet doesn’t seem to include that you think is important to the character)
Tower of Stars Ranks
Master/Mistress of Stars- The leader of the Tower of Stars the position is currently held by Christian Highfell, The Lord of Storms.
Master/Mistress of ()- There are several positions directly underneath the position of Master of Stars, they are referred to by their particular area of expertise. Examples include Master/Mistress of: Blade, Fist, Sight, Word, Shadow, Steel, etc… The number of available Master/Mistress positions available vary based on the needs of the Tower and the whims of Christian. (Generally NPC only, excepts can be made for characters via roleplay)
Knight Commander- The Masters and Mistresses are capable of creating up to two Knight Commander positions. These positions are used for varying purposes and carry the title of whatever master or mistress created the position. An example might be a Knight Commander of Blade. (Potentially a player rank through role play)
Knight Captain- This is the rank where most upward motion stops. Knight Captains are Senior Knights with extensive of field experience and skill leading squads of knights into combat. These are also the Knights who are often used by the Tower to lead extended missions away from Angel's Landing when a Knight Commander is not needed. (Player rank)
Paladin- This rank is the same as a Knight Captain however it is used to denote Tower of Stars special forces. Knights with the rank of Paladin are usually specialists in some field or another, this includes the Towers assassins, spies, saboteurs, Hackers and solo operatives.(Player rank)
Artisan- This rank is the same as the Exemplar rank only it is used to denote a veteran Knight who is a skilled hacker or artisan (as the name implies).(Player rank)
Exemplar- This is rank denotes the Veteran Knights of the Tower, no longer a simple Knight but a person with experience and standing with the Tower
Knight- The new recruits and those who lack any ambition to do any sort of climbing within the ranks of the Tower. You can find a massive range of skill and experience within the rank of Knight as some of those who remain at Knight rank are there simply out of apathy about movement within the Tower.
Tom dresses the part of the working man that he tries to be. Complete with steel toed work boots, blue jeans or tan cargo pants, and a worn leather jacket, few could mistake him for much else. Beyond this Tom rarely is clean shaven and maintains his rough around the edges appearance quite well. Longer dark brown hair, pale skin and the beginning streaks of grey complete his appearance as a hardworking man who has been through plenty in his life.
On a handful of occasions Tom has been know to clean himself up quite well. When he feels the need to dress the part Tom favors dark slacks, grey button ups and thigh length dark over coats. More often than not this is in response to a need for him the look the part of the almost two century old Warlock that he is. Though the occasion rarely calls for it.
| {Habits & Quirks} |
A master pencil spinner, the skill comes from his constant work with drafting tables and the need for large wood pencils for marking boards on the job. Consequently, he is quite good at it, much to the annoyance of those around him.
Patently refuses to speak to anyone before his first cup of tea. Don’t bother he will ignore you.
Will not drive automatic cars on principle, he will ride in them but he refuses to drive them
Compulsive locker. Tom checks the locks on his home and vehicle twice before leaving them and twice when returning.
Writes in all capital letters. A holdover from an earlier time in his life, Tom’s handwriting is always in capital letters regardless of what he is writing.
| {Hobbies} |
Painting, for all his potentially destructive and self destructive behaviors Tom is an excellent painter.
Music, another strange hobby of the Warlock, Tom plays the violin and quite well though his voices is questionable at best. A student of the classics Tom is not prone to playing anything newer than Berstein for whom he makes an exception. Beyond that the only sheet music to be found in his household is from the classics Bach, Beethoven, and so forth.
Native American artifact collecting is Tom’s hoarder hobby of choice though his home is more museum than anything else sorting objects from: Cree, Kiowa, Blackfoot, Cherokee, Choctaw, Piqua, Ma-chis and his favorites; Navajo.
Fishing and hunting, a strange hold over from Tom’s early years he has maintained his skills as a hunter over the years out of habit.
Chess, both playing and the collection of Chess boards. While not a Grand Master, Tom is quite good at the game.
| {Likes} |
Drinking, an unfortunate taste that has haunted him for many years
Autumn.
Historical documentaries, he has a fascination with depictions of what has happened throughout history, especially when it pertains to his own life.
His cabin up the coast in Maine where he use to spend his time when it was too cold or too snowed in to manage construction.
Reading, Tom has read libraries in his lifetime and shows no sign of stopping anytime soon.
Magic, some say that power can be addictive and in Tom’s case it certainly borders on the edge. No one could accuse him of being a slacker in practice or experimentation. Though he swore off petty use of magic when Claire died almost forty years ago. Now he turns his mind to seeking out new spells and new uses for the Art.
Listening, one of the few things good that has come of his time sitting in bars is that Tom is excellent at listening to those who need to pour their heart out to someone who will listen.
| {Dislikes} |
Ignorance.
Over indulgent men, while this might be rather hypocritical of Tom it explains some of his own self loathing.
Oathbreakers, Tom cannot stand people who break their promises.
Poor leaders, these are the people that get people killed.
Racists
Philistines, please think for yourselves for the purpose of thinking. Just use your brain.
Joy and happiness Swarms of insects, hates them. Truly hates them.
| {Fears} |
The loss of a loved one. There is nothing more terrifying to Tom than losing someone he loves.
Spiders, bloody spiders. Insects he hates, spiders scare him witless.
Failure. An extension of his fear of losing a loved one but in the end Tom fears failure most of all.
| {Secrets} |
Tom is well versed in Dark Magic. Much to the horror of anyone who has had the unfortunate experience of witnessing it.
He is one the only living members of the Lowry Gang.
He served as a Pinkerton for several years after Reconstruction though he left the Agency soon thereafter to move north.
Whispered by those old enough to have heard of it supposedly Tom has plumbed the depths of the blackest magic.
Tom has sworn off another romance after Claire, though his heart wavers.
| {Abilities} |
A savant with fire and kinetic magic Tom is a user of magic that is born once in an age when it comes to this kind of magic. Beyond this Tom is a reader capable of taking imprints from rooms left by their previous occupants.
His grasp of Dark Magic is undocumented at best though it would appear extensive.
| {Limitations} |
Tom’s ability to read rooms is limited by time constraints, more than a few hours and the trail runs cold quickly. Beyond this Tom’s more powerful manifestations of magic can take a physical toll on his body through repeated use; which is why he does his best to refrain from grand displays of magic.
| {Personality} |
♦ Hard working ♦ Self Medicating ♦ Protector ♦ Vengeful ♦
Thomas can be accused of a handful of things, being concise and rude are two of them. Among the others can be counted arrogant, honest, and caring. Shaped by the last seventeen decades and more than enough violence to fill several life times most find Thomas to be an acquired taste. To those who do acquire the taste for Mr. Finch they discover and intelligent creative man lost to grief from four decades prior. A life fighting someone else's battles has caused Tom to become the sort of man to have on your side when the night closes in. One of the Hive’s protectors Tom will stop at nothing to keep safe the handful of things left to him that he cares about and the members of the Hive fall into that group; even if some may find him distasteful.
Once Tom was a kind, strong man; a soldier and a man driven by a pursuit of a greater good and a higher calling. Those who knew him then knew him as a reserved but happy man and at times even playful. Though those days are gone now, sometimes the way Thomas use to be can be seen in how he interacts with his few friends. Never one to hurt those who does not deserve it and not nearly so quick to anger as he once might have been. Time has aged and tempered Tom making him into the beginnings of a bitter old man with a slowly hardening heart.
| {Place of Origin} |
Wilmington, North Carolina.
| {Background} |
Born twenty years before the start of the Civil War in America Tom Finch was a confederate defector early in the war. Two years prior the young man had discovered his powers of magic and come to learn that one of his Ancestors had been a wise man from the edge of spain. With her death centuries before the blood line had gone dormant. Tom’s birth had heralded an awakening of magic in his blood line that had not been seen since his great great great Grandmother. At first the young boy had been thrilled by the power. With each day that his powers grew he practiced more, until one day it finally got out of hand. While practicing near his family's home he had caught an entire field on fire. The resulting blaze killed the entire family that were their neighbors, including his intended.
For the next two years Tom swore off the use of magic. With the start of the war of Northern Aggression Tom did his best to stay out of the fighting and protect his family and his home. Such things are not meant to last however as the Confederacy came for the family’s crops and livestock. In the end Thomas was forced to use his powers again, this time he did so knowing full well what would happen. When the flames died and every soldier had been burned to a crisp the young Warlock saw nothing but fear and loathing in his family’s eyes. From that day forth Thomas set out on his own and never looked back. Six months later what remained of his family was killed by looters. During the course of the war Thomas did his best to help where he could but he soon realized that this was not his war.
With the end of the civil war Thomas moved home to Wilmington, however his peace was not to last. In 1864 Tom Finch joined a group known as the Lowry Gang. A group of outlaws who stole from the Reconstruction era soldiers and lawmen in and around Robeson County. Tom Finch ran with the gang until Henry Berry Lowry disappeared in 1872. On the heels of the man who had helped him to find a purpose once again. Traveling west the next years of Thomas’ life are not well documented and he never speaks of them but many suspect that it was during this period that he learned to better control his magic from the Shamans and medicine men of the native tribes he crossed paths with. When Tom finally returned to the east coast he was fluent in a half dozen native languages including Navajo.
Following this period Tom finally moved further North along the Eastern seaboard where he was destined to meet Claire. Some say that all people are destined to meet a single person who is to be their other half in this life. If that is the case then Tom found that in Claire on the coast of Maine while he was building home along the coast, well away from the pains of his past.
Like so many things in Thomas’ life this too was destined to pass. After five long years of happiness Claire passed from a fever in the winter of 1977. Much of Thomas current life can be attributed to the passing of Claire. It was at this time that Thomas abandoned any restraint he might have had in a mad self destructive dive into the depths of Dark Magics. Two years later Tom would visit Claire's gravesite one last time to enact a ritual which would haunt him for the rest of his days. The day after, Tom packed the remains of his home and moved south to Salem Massachusetts. There are few who remember much of Tom’s induction into the Salem Hive as it was swift and few questions were asked by the previous leader. Within a year Salem had a new contractor, architect and carpenter. And the Hive had a new watch dog, though many question how rabid he might be.
| {Extra} |
Thomas speaks one of most difficult languages for a native english speaker to learn and speaks another five which are all but extinct. Tom’s CCW includes the Griswold revolver he used in the Civil War.
Appearance: Name: Alexander Pavaine “The Clockman” Age: 36 Guild Band: The Metal Monkeys.
Archetype: The Tinker
Alexander is the oldest of the Pavaine brothers, the three of which have lived almost their entire lives within the Western City-States. Alexander’s parents, Lillian and Gregor Pavaine, were prominent members of the Guild during their lifetime and contributed much during their heyday. So devoted were they that they trained all three of their sons to take their place within the guild. Growing up Alexander contracted a wasting disease which would leave him with a perpetual cough and less stamina and strength than his brothers throughout their teenage years and adult life. While his brothers had each inherited one half of Grego’s legend. Alexander inherited all of his mother Lilian’s legend. Thomas, the youngest of the Pavaine siblings inherited his father’s dexterity and skill as a pilot, and has grown to be one of the best Ace Pilots the guild has. Conversely Michael the middle child inherited his father’s legendary strength and skill with melee weapons and is considered to be one of the best the swordsman in the Western City-states. While his brothers were growing up learning from his father, Alexander grew apart from his father as he lacked the strength and speed necessary to learn swordsmanship and he lacked the intuition to be an incredible pilot. Instead Alexander’s mother Lillian trained him. Alexander’s mind and wit would be his greatest asset. From an early age Alexander took to mechanics and construction with a will and skill that made his mother proud. For a large part of his teenage years his brother’s teased him for being a “momma’s boy” until it became apparent Alexander had inherited another of Lilian’s talents. While he was absolute rubbish with small arms and melee weapons Alexander had the sniper’s gift. His talent with a Aether rifle at range soon rival that of his mother’s. After Alexander joined his brothers one afternoon on the range and challenged them to a shooting contest over a girl the three of them were all interested in, they never referred to him as momma’s boy again. Alexander coughed into a handkerchief and pocketed it with practiced efficiency as he checked the length of the Aether rifle. He never could trust his brothers to maintain the weapons properly. Even his father for all his talent was never one to maintain them as it had long been his mother’s job to keep their equipment in working order. “Hey Thomas, do you think Alex can even lift that thing?” Michael joked to their younger brother. Thomas just laughed and shook his head “Last chance to escape being humiliated in front of Lucy.” Alex ignored them, their teasing never really bothered him but it was time to show them just what he could do. The targets were about 30 yards out. A pathetically easy shot with the Aether rifle. They would be shooting five rounds; fastest time and most accurate would win. Turning he waved at Lucy who was sitting watching the three of them with her parasol open to ward off the sun. Turning back he gestured to his brothers “Shall we?” Thomas turned back to Lucy “When you say go Lucy”. Alexander exhaled slowly to make sure that a coughing fit wouldn’t overtake him during the contest. “GO!” The shout rang from Lucy. Thomas and Michael brought their rifles up and took aim quickly letting off a shot one right after the other. Alexander methodically placed the rifle to his shoulder and calmly squeezed the trigger. It crackled as his first round hit dead center. With a patient methodical motion he aimed and squeezed the trigger four more times; In a matter of moments he had drilled the target with five perfect shots, Thomas had beaten him by a few seconds but one of his shots was wide, while Michael’s gun had overheated. After the targets had been brought in Alexander’s brothers had been furious and awed all the same. Lucy had agreed to let Alexander court her after that but soon broke it off to leave him for Thomas. After this incident Alex had left their home in the Western City-states in a rage vowing never to speak to his brother’s again. The next eight years of Alexander’s life were spent traveling largely within the borders of the Kusagi Empire where he studied their philosophy and technology as well as their magics. During this time frame Alexander also created the Homunculi: Clockwirk, Ticktoc, and Midnyt. After his time in the Kusagi Empire; Alexander made a pilgrimage to the Wall of Nothing. While not a religious man he hoped to find some sort of spiritual reconciliation during his time spent at the Wall. After two years wandering Alexander finally made his way to the Varisie Empire to spend another three years studying engineering and metallurgy as well as newer techniques for constructing Magitechnology. It is rumored that during his time in the Varisie’s Empire is where Alexander earned the nickname “The Clockman”. The name itself is two sides of the same coin. On the one hand since acquiring Ticktoc Alexander has become one of the single best clock makers in all of Aesteria including everything from wrist and pocket watches to the clock tower he now calls home above The Metal Monkey’s guild hall in Meduzarts. The other side of the coin is his methodical timing, be it in the way he moves or the way he shoots, Alexander is meticulous in his actions and wastes no time or action when he is doing something. To most this seems almost eerie but for those who understand Ticktoc’s abilities it seems only natural that Alexander would be this way. A year or two ago Alexander finally returned to Meduzarts where he joined the Metal Monkeys band as a tinker and mechanic as well as a sniper when the occasion called for it. Since then Alexander has studiously avoided his brothers and most members that remember his parents, however he has taken up Lilian’s legacy as one of the best providers of customized, mechanized and Magicized gear in the Western City-states. With the advent of the war with the Varisie Empire Alexander has turned his talents to producing new technologies to augment the capabilities of the City-states outgunned armies. While Alexander is happy to produce custom weapons of war for the right price he has flatly refused to augment the killing power of the Western City-states by providing them with more efficient weapons. Instead Alexander has focused his efforts towards creating more efficiency in the army’s logistics. Alexander is the creator of the C.L.A.S.C. (Carriable Logistical Augmentation Steam powered Camp). It is collection of metal boxes which are easily transportable that when arranged properly and switched on expend a steam carriage each but unfold into a fully functioning army field camp. The parts of the C.L.A.S.C. are interchangeable and can be arranged in various forms. Additionally more C.L.A.S.C. segments can be added to the basic model in order to increase the size of the camp desired. Alexander sold the rights to the C.L.A.S.C. to the Western City-States high command and has since continued to work on other projects to improve the efficiency of the Western City-States army in their effort to stop the advance of the Varisie Empire’s advance.
[hider=Skills and Abilities] Mechanic- Alexander is an excellent mechanic and is capable of working on almost any form of technology including everything from sophisticated magitechnology to Airships to the timepieces he is known for. While he is incredibly capable as a mechanic he would hardly claim to be the best save when it comes to repairing his own devices.
Engineer/Master Machinist- Alexander is one of the most accomplished mechanical and electrical engineers in the Western City-states which lets him design and build dozens of his own inventions and technological marvels as well as design and build custom ordered gear for patrons of the Metal Monkey Band as well as other guild members.
Tinker- Alexander is constantly creating, disassembling and building different gadgets which have made life easier for him and those he sells them to. Everything from collapsible canes, swords, parasols to mechanical prosthetics and occasionally specialized weaponry
Automatons- Alexander has had relative success constructing clockwork automatons which utilize steam power to function in combination with magic. He has however restricted his work to novelties and moderately useful non dangerous automatons as he does not want them to be used as machines of war. Many of his automatons seem to reflect his homunculi, specifically clockwirk.
The Clockmaker- Alexander’s timepieces are legendary throughout Varisie Empire and the Western City-States. They keep perfect time and come in a variety of styles, prices, and function beyond simple timekeeping.
The Tinker’s tool bag- This “tool bag” is a collection of tools Alexander uses regularly however they have all been specially designed to fit into a leather bag Alexander wears on him at all times. The tools range from simple wrenches to a full set of watch makers tools. They also include some more arcane tools that Alexander needs for working on Magitech.
Arc Gauntlet- Alexander designed the Arc Gauntlet to level the playing field for himself in more physical confrontations. The Arc Gauntlet is capable of delivering a variable charge to whatever Alexander touches. The Gauntlet can deliver a simple shock or deliver a potentially lethal shock to another individual. As Alexander lacks the physicality of others in the guild he has long learned to rely on his inventions to fill in the gaps. The Arc Gauntlet also serves a variety of other purposes including being used as a jumper for some of Alexander’s more electrically based inventions.
Custom Steam Rifle- Alexander’s Steam Rifle is custom made rifle designed specifically for him and was crafted to fit his arm length and strength as well as including modifications in the scope to accommodate his far sighted eyes. The Rifle is a single shot variety, Alexander claims that it is to keep himself from rushing because when you only have a single shot. All of your shots count. The Rifle is also designed to be completely broken down and packed away in a relatively inconspicuous bag within a matter of seconds. Making it the perfect weapon for transportation and concealment.
The Clock Master's Time piece- Alexander’s Time piece is a perfect watch. It always displays the correct time no matter where he is in the world. It also features a compass, barometer, latitudinal and longitudinal coordinates, thermometer, and a variety of other gauges and measuring devices. All of which the face of the time piece can be cycled to view.
L.A.P.s- (Lift Assistance Prosthetics) Alexander has designed a full set of prosthetics for use in the field when the guild has need of him on missions. The LAPs are a set of sleeves which anchor to an armored and mechanized vest Alexander wears when on more dangerous missions. The LAPs allow Alexander to exert significantly more force than he normally would be able to due to his diminished strength (about two and a half times the strength of a fit human). However all of the Assistance Prosthetics consume steam cartridges quickly and the more Alexander uses them the quicker they run out (typically between 3 and 4 uses of full strength).
C.A.P.s- (Climb Assistance Prosthetics) The CAPs were designed by Alexander as a means of quickly ascending to snipers perches. The CAPs feature a pair of grapples which sit flush to his arms and climbing claws which attach to Alexanders boots and are retractable. Alexander launches the grapples to attach to whatever he wants to climb and then walks up the surface with the climbing claws reeling himself in. He also has the option of ascending simply by having the grapple reel him in however while it is faster this use is more taxing for the steam cartridges. The CAPs also require steam cartridges to function however they are relatively efficient and can be used fairly continuously for about five to ten minutes before a new cartridge is required
J.A.P.s- (Jump Assistance Prosthetics) JAPs are the equivalent of the LAPs for Alexanders legs and function as a sudden expulsion of mechanically stored energy which launch Alexander into the air. Alexander typically combines this with the CAPs as a means of swinging himself from one perch to another. The JAPs feature a set of incredibly powerful springs which are winched by a steam cartridge. The JAPs typically get three jumps from a single steam cartridge. The JAPs also feature a shock absorption system to compensate for the leap height, which is about four times that of an average human from a stand high jump. Greater with a running start.
Tinker’s Field Prosthetic- All of Alexander’s prosthetics can be used individually however he typically uses them in conjunction with an armored vest which anchor most of the prosthetics. The vest also serves to hold spare ammunition, steam carriages and a few other odds and ends including deployable cover in the form of a sheet metal wall. The vest also helps limit Alexander’s coughing fits when he wears it. The vest itself is actually a form of magitech that doesn’t require steam cartridges and helps the other prosthetics to function more effectively.
Homunculi:
Appearance: Name: Clockwirk Age: 455 Backstory: Alexander acquired Clockwirk when he was first leaving the Western-City States. The pact was simple. In exchange for getting to see the world Clockwirk would help Alexander to become of the world’s most renowned tinkers. Clockwirk has been Alexander’s constant companion since he left the City-States originally.
Skills and Abilities: Clockwirk grants Alexander the ability to see through inorganic matter and to determine its components, flaws and structure. Which is why Alexander is so excellent at finding weak spots in armor and flaws in technology. Clockwirk itself is capable of melding with machinery and influencing simple mechanisms. While Clockwirk can’t directly control machines it can cause gears to grind, bolts to snap, and other small inconveniences. Clockwirk is also a relatively intelligent if single minded spirit
Appearance: Name: Ticktoc Age: 830 Backstory: Ticktoc’s pact was very straight forward. Alexander had to construct a special timepiece for Ticktoc to inhabit when it is not in a corporeal form. The Clock Master’s Timepiece is the home Alexander created for Ticktoc. And as a side effect. The watch is never wrong. Alexander acquired Ticktoc while at the Wall of Nothing
Skills and Abilities:Ticktoc grants Alexander a constant and perfect sense of time. He can count in perfect intervals as well as always being aware of the time that has past from one interval of time to the next. Ticktoc also makes Alexander’s movements more efficient. Ticktoc itself has very little power other than objects around Ticktoc seem to age at different rates. No more than a couple years difference but when Ticktoc is around food items the effect can be more pronounced as food products more prone to going stale either go bad faster or go bad much slower. Ticktoc doesn’t appear to have an control over this ability except when threatened. In which case Ticktoc is capable of aging objects directed to hurt it into oblivion. Ticktoc curls into it’s shell when threatened and anything attempting to hurt it experiences severe time dilations.
Appearance: Name: Midnyt Age: 467
Backstory: Midnyt’s pact was a simple agreement. Alexander would protect Midnyt and in exchange Midnyt would help protect Alexander. Alexander acquired Midnyt in the Kusagi Empire as part of the payment for a set of custom armor for one of the noble families. Midnyt is the only one of Alexander’s Homunculi capable of speech and she rarely speaks. She is also more insightful than Clockwirk however arguably less intelligent than the Raven.
Skills and Abilities: Midnyt grants Alexander the ability to see in perfect darkness as well as the ability to see heat sources through objects up to a hundred yards away or so. Midnyt itself is a combatant and fights much like a raptor she appears in the form of an owl. Midnyt is incredibly fast and while she is about one and a half times the size of a normal owl she is incredibly agile and durable. While not the ultimate predator against human’s Midnyt is an excellent scout and capable of flying harassment missions for Alexander. Midnyt despises being out in the day and prefers dusk, dawn and night when her vision is perfect.
Verdict, or Tris to her friends (if she ever makes any)
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40
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Krypton
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Justice League
[ ◈ ]
New Member
[ ◈ ] A P P E A R A N C E
Martris stands at an imposing five foot eleven inches with a lithe powerful feminine frame. Her hair is shoulder length and dark brown though it is a rare day when it is not confined to a french braid or bun. While Martris takes many cues from Kara, leaving ones hair available to easily grabbed is not one of them. In her day to day life Martris prefers suits, skirts, and heels with dark tones; mimicking the stereotypical female lawyer appearance. As Verdict she uses a dark grey Kryptonian body suit emblazoned with the stylized crest of House Vex, one of the things she salvaged from the ship she escaped. The body suit was originally designed to be worn beneath a suit of Kryptonian battle armor however the armor it belongs to is in such disrepair that Verdict cannot use it.
[ ◈ ] A B I L I T I E S // S K I L L S // E Q U I P M E N T
Superhuman Strength- Martris is capable of lifting in excess of 100 tons though the outside limits of Krytonian strength are speculative at best
Invulnerability- Martris is immune to most physical and energy based attacks and hazards.
Longevity- With the power of a yellow sun Martris will live well beyond the lifespan of a normal human
Flight- Martris is capable of supersonic flight in atmosphere and Faster than light flight beyond the atmosphere
Superhuman senses- Martris senses far outstrip those of a human in smell, sight and hearing allowing her to detect specific heart beats and see through walls.
Healing Factor- Martris is capable of regenerating grievous wounds rapidly
Frost Breath- Martris is capable of producing incredibly cold blasts of breath
Heat Vision- Martris is capable of producing incredibly powerful rays of energy from her eyes
Equipment
Memory core of Reason’s Light- a Database containing the total knowledge stored on board the ship knowns as Reason’s Light prior to its destruction.
Damaged Kryptonian Battle Suit- The remnants of battle suit salvaged from the debris of Reason’s Light. The suit is currently unusable.
Rebreather- One of the few working pieces of technology besides the Datacore Martris rebreather is a piece of Kryptonian technology which allows her to function outside of an atmosphere for up to 72 hours.
[ ◈ ] L I M I T A T I O N S // W E A K N E S S E S
Kryptonite- Fragments of the destroyed world Krypton emit a wavelength of radiation that is potentially lethal to Martris.
Magic- The biomatrix that protects Martris is vulnerable to the energies generated by magical effects and as a result her invulnerability is far from perfect against magic based attacks.
Psionics- While Martris is largely human in appearance her brain structure and chemistry vary enough that psionic based attacks and abilities affect her with potentially different results than against a human
[ ◈ ] B I O G R A P H Y
Martris Sar-Vex was born to Sar and Lasa of House Vex. Martris parents were selected by Krypton’s Council as members of a diplomatic mission to a neighboring solar system. During the course of the mission the Kryptonian vessel was caught by the formation of a singularity along their plotted course. The gravity well of the singularity proved to be too sudden and powerful for even the technology of the vessel and the crew was forced to abandon ship. Of the pods that were launched from the ship only Martris made planetfall in a nearby solar system. Far off course from the vessels original destination the Kryptonian vessel Martris would not be found for almost thirty years though unbenounced to her the gravity well of the singularity had stolen away seven years from her.
The planet Martris landed on was a Death World christened Malebolge by Martris after her arrival on earth. Whatever name for the planet the indigenous Rissen people gave the planet Matris refuses to use the name.
When her pod fell from the sky Martris arrival was heralded as a sign from the gods of the Rissen people. Much to their surprise the young girl who arrived in the falling star grew to become a formidable being under the harsh yellow light of the systems native star. Unbenounced to Martris, Kryptonians had visited the planet on one other occasion displaying the same incredible powers she did. As a result the natives legends talked of Gods who descended from the stars that were capable of all the feats that Martris could perform. Martris was heralded as a gift from the Gods, a protector.
Growing up on Malebolge, Martris quickly learned that the flora and fauna of the world were lethal for the Rissen and even potentially dangerous for her despite her Kryptonian Biomatrix. Over the next three decades Matris would help the Rissen people to construct cities, weapons, technology and an order they had never known in thousands of years. With her powers and the memories of her homeworld Martris instilled in the Rissen the same rule of law that her parents had instilled in her from the day she was born into House Vex. Despite her incredible power Martris managed to resist the temptation of believing she was a God.
While Matris could easily have continued to protect the people of Malebolge fate was not to have it. A passing trade vessel stopped in orbit above the planet when they discovered much to their shock that a civilization had sprung up on a planet that they had assumed was a Death world inhospitable to anything but the most savage of species. Even more shocking to the Traders was the discovery of a Kryptonian leading the civilization. Bearing news of her homeworlds fate the Traders informed Martris of what had befallen Krypton. Vowing to seek out any who might have survived the death of her world Martris began her journey seeking any left behind. The next year was spent scouring the galaxy before she finally learned that two members of House El had survived the destruction of their home.
When Martris finally arrived on Earth she was shocked to learn that not only had Kara and Kal survived but also that the city of Kandor had been rescued from the clutches of Brainiac. With the arrival of yet another powerful Kryptonian Matris elected to join the Justice League in the footsteps of Kara and Kal though the newly christened ‘Verdict’ quickly became known for her brand of unbending and often brutal justice. Having grown up on a planet where not working for the good of society was a crime Earth has been a culture shock to her.
Despite this Martris has already begun making a name for herself having adopted the City of Boston as her earth home. The location puts her within easy flight distance of Gotham and Metropolis. The result of this being more than a few run-ins with members of her cousins’ rogue gallery and occasionally members of Batman’s rogue gallery.
Personality
In the eyes of almost everyone Martris is a severe and overwhelming person. Driven by an almost fanatical need to uphold the law. Conversations with Martris can often be taxing as much of her early upbringing is unlike anything on earth. The Rissen were a society of necessity and as a consequence the expectation from all of the members of society was high and inflexible. The result of this can be seen in Martris opinion of those she believes are not fulfilling their full potential as well as her demeanor towards many of earth's customs and laws. Particularly those of western first world countries. While blunt, cold, and aggressive are often used to describe Verdict, however those with the patience for her often find that despite her polarized views on many topics she can be surprisingly compassionate and nurturing especially to those she sees as attempting to better themselves.
Unsurprisingly, Martris freshly arrived to Earth continues to struggle to fit in not only with other League members but within the general population as she is used to a completely merit based society. This has lead to more than a few confrontations between Martris and other senior members of the Justice League as she sees many of the members as lacking the merit for their position. Extending into her tenuous cover as a law school student Martris has yet to truly integrate herself or make anything approaching a friend in her alternate ego life.
[ ◈ ] N O T E S
While she lacks Superman’s fortress Verdict did not come unprepared for a new home. During her time on Malebolge, Martris discovered not only the remains of her pod but also that other pods and components of the Kryptonian ship she was a part of had been thrown clear of the event horizon by the ships deathroes. While not a Kryptonian scientist Martris was capable of salvaging a largely complete database of Kryptonian law, as well as a series of cultural indexes and a handful of recorded holos of the members of the crew including her family. Verdict stores the salvaged and repaired Kryptonian technology in a section of the tunnels beneath Boston, sealed away from prying eyes where only she can get to it. With the right help Verdict may one day be able to construct her own hidden base of operations, but for now it is more hidden storage space than anything else.
The Victorian Manor was straight out of something one might have expected from the works of Poe or perhaps something that may have once inspired the writers of the Penny Dreadfuls. Situated on a hilltop overlooking a stretch of seacliffs the mansion squatted like some sort of tired yet noble creature of the dark. Complete with two full wings, east and west naturally, with an appropriately strange turret punching up from the dreary backdrop. Despite its apparent disrepair, the manor seemed to breathe. In the unkempt grounds, there was the movement of a groundskeeper whose age was totally indeterminant. In the few lit windows of the building shapes moved periodically indicating the presence of at least a handful of serving staff. Or perhaps something more sinister if the locals were to be believed. Overall of this, a single disturbing fact might settle in upon the mind of an astute observer. There was a single strangely lit window that opened onto a balcony. Silhouetted in the strangely cold yellow glow of the room beyond was a single form. Tall, possibly male, and oddly still. Those who had happened upon the manor in the strange hours of the morning could readily identify the form. The oldest son of the family and newly minted Lord Northam observing the tiny corner of the world that had fallen to him with the tragic passing of his parents. Anyone lingering long enough might finally see him turn in; closing the doors and snuffing the strange light. It was all his for now, but the clock was ticking. Lord Northam needed a Lady lest the manor falls to one of the other siblings, family members, or perhaps even a wealthy or politically powerful rival.
Due North is a Gothic/Cosmic Horror focused on the plight of the Northam family and, as the locals call it, Manor North. With the recent death of the Lord and Lady Northam, the Manor has fallen to their estranged and newly returned oldest son. Players will take on the other members of the family (younger siblings, cousins, aunts, uncles, maternal grandmother the creepier the better),members of the staff (butler, maids, cooks, groundskeeper etc.), and other parties of vest interest in the Northam family or estate (political rivals pretending to be friends, business partners, family friends, etc,).
Setting
The manor is located on the coast of the English Isle circa 1883 and above an appropriately spooky cove, graveyard, forest, and sea caves/catacombs/tunnels. While most of the story will be centered on the strange manor and its equally unusual family there will be opportunities for travel to the nearby village, London, or even strange far off lands like the Orient or Egypt. Notably the English occupation of Egypt at this time is in full swing and the completion of the Orient Express has just occured.
The Themes
Gothic and Cosmic Horror with a healthy dose of mystery. Naturally with a heightened sense of fear. Close quarters. Strangers in a large house who all have strange goals other stories may unfold personally for your characters. In keeping with a sense of human dread the vast majority of characters should either initially have little to no knowledge of the occult or if they do have knowledge or even a background in it it should be specific as opposed to broad. While this Roleplay is supernatural in nature its horror will be drawn from the fact that any brush with the supernatural is dangerous. An knowledge taken from it, research done on it, or items pertaining to it come with a heavy toll on the characters. For most though Manor North will begin as a creepy house and perhaps by the very end your characters may find themselves having had their fill of the odd and mystical.
The Nitty Gritty
Inspiration will be drawn largely from the works of Stoker, Shelley, Lovecraft, Poe, Radcliffe and others of the Gothic Genre. So this means you will get a healthy dose of the supernatural. From a mechanical standpoint this is acheived by the Manor itself being a draw for the supernatural. Eventually you may even discover why the manor is the way it is and like all good stories when the source of the problem is dealt with our story will end. Ghosts haunt it, Werewolves and stranger things prowl the woods, in some places the house may even be alive, and naturally with Lovecraft fueling the fire you may encounter things of an eldritch or a cosmic nature. I will be doing my best to push forward a particular mystery that Lord North is personally wrapped up in however I encourage you all to develop other strange goings on that trouble your own character and may draw others in. After all we all live the same strange house.
We will keep track of the ongoing “Strange Phenomena” on the character sheet. I just ask that you give me a general idea of where you want to go with your plot and then a name to refer to it as. Generally speaking you should also have a way of dealing with the Phenomena and some keep points to hit towards solving the mystery.
Can I be supernatural
I would encourage you to avoid being overly supernatural. Please no vampires, ghosts, werewolves, eldritch abominations, frankenstein’s monsters, etc. At Least not initially, it maybe your character gets possessed by a ghost, bitten by a vampire, a werewolf, has a strange rite performed on them, etc. If that happens keep in mind that all of these things are bad. At their heart they make you a monster no matter how good you intentions. You will become a danger for the other occupants of the house and will need to be dealt with.
If your character is a psychic, a mild daubler in the alchemical, the arcane, or just has a particular supernatural quirk. These are totally acceptable and in fact encourage. The manor attracts strange things and your character should be a reflection of that. Simply keep in mind that even these things should be a taint or a strain for your character as the darkness can drag even the best down.
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Name
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Age:
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Appearance ( description plus images please. Faceclaims should be appropriate however something more artistic or anime in style is acceptable if it has the right feel to it.)
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Occupation/Relation(What do you do at Manor North or why are you there. Are you a family friend? Extended Family? Political rival with something to gain? Or are you just the maid with a few too many memories from a past life..)
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Personality (short and sweet no more than a paragraph or two. Preferably with three or so positive and negative traits to give us an idea of the themes your character will be centered around)
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History(See bellow)
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(What is your experience with the supernatural)
(A brief description of how you know the family/why you are at the manor or your experience growing up in the manor if you are a family member)
(Any other relevant information about your past to help us understand your character)
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Quirk(Why did Manor North truly draw you here, are you touched by the supernatural or just a mite touched.)
The tall stout built man stands at a towering height of nearly two meters (Six feet two inches). Graced with dark hair, hazel eyes, and sharply defined features he is every inch the prodigal son of the Northam family returned to right the families fortunes. From his time abroad he has developed a slightly darker than in fashion tan and his body sports muscles from moderate labor that the vast majority of English gentleman would never be caught doing. Despite his position at the head of the family now the young man rarely smiles. In fact, his face sports a particularly dour look that borders on a perpetual scowl most of the time. Despite the less than fashionable tan and glaring expression, he is considered handsome by most standards and more than a few of London’s ladies were rather put out when he accepted the marriage arrangement that he took.
Occupation/Relation
Lord Northam, the new head of the household
While he has been gone for many years Alexander quickly assumed his place as the Lord of Manor North with little delay or ceremony upon his return from London with his new bride in tow. For the vast majority of the manor’s residents, it was an abrupt and less than preferred change. After several tense days of waiting to see how the new Lord would change things, the staff finally relaxed and the manor fell back into a strange silent status quo.
Personality
Few if any can accuse Alexander of being given over to fits of pique or bouts of melancholy. For many, the shocking lack of emotional response to his parents’ death was enough to seal their opinions of him as only having returned home to claim his inheritance. In conversation, he is engaging and philosophical though he is often given over to lengthy stories. Publically he is every bit the traveled, storied, implacable, son of Henry Northam.
In private Alexander Northam is a man caught in amber suffering a slow death by asphyxiation within the walls of Manor North. In his youth, he left the manor hoping to force his parent's hand into disowning him so that his late brother might inherit the house. He is a driven academic and expresses his feelings plainly though none of the members of the household have experienced such a thing to date as Alexander left all of his close confidants when he came home to the manor. Now his personal demons are his alone to face and with them, he has taken it upon himself to unravel the mysteries of his ancestral home.
History(See below)
Until his return to the manor, Alexander was a world traveler, having partnered with a variety of trade companies that had started up over the last decade to fill the vacuum left by the end of the East India Company the young man continued to support his families business interests as well as fulfilling his own need for adventure. Much to his shock, he discovered that despite his flight from the haunting manor where he had grown up he still could not shake the strange prickling feeling he occasionally got. Once upon a time, it had correlated to a strange happening or other unusual phenomena in the manor. In the open world, however, it was much harder to tell.
After years of doing business in the middle east and the Orient Alexander would come face to face with a truly frightening experience. In Istanbul six years before his parent died, he was kidnapped. To this day he still lacks part of his memories in regards to the experience but what he does remember chilled him to the bone. It was his first initiation into a realm of strange cults and frightening revelations. Following an escape from the kidnapping, Alexander went on to search maddeningly for the next six years for answers but none ever came. In the end, he had assembled a small collection of occult objects and knowledge. There were no answers only a maddening collection of questions.
After receiving news of his parent’s death while tagging along with an expedition in Egypt he was forced to cut short the trip and return to England for the first time in almost a decade. On his way home he received word that the estate would pass into the hands of another family member unless he was married. Much to his surprise was a letter from the family’s solicitor. By the time Alexander stepped off the boat in London, he had made up his mind about the list of families and young ladies. Included with the copy of the Will was a discreet list of families willing to marry off their daughters either for a tie to a political family, to legitimize their own family, or because they believed that the Northam family was the best match they could make for their daughter.
With the new Lady Cora Northam on his arm, he finally made his fateful return to Manor North and from the look on his new wife’s face and his own feelings about the place. His return could not have been more timely. As if like clockwork the feeling returned and somewhere deep in his soul he knew. The old Manor had called him home. He wasn’t sure how but it had. And he had answered.
Quirk
Alexander is an avid collector. In his travels, he brought home a variety of occult objects. Many of which have questionable origins.