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Name


Height:

Weight:

Age:

Race/Species: (Can be just about anything, as long as they are not a god.)

Appearance: (A brief description is fine here. You might want to include pictures too.)

Personality: (A brief description is fine here, as well. Some things you might want to include are your character's likes, dislikes, attitudes, motivations, etc)

Statistics: (Every character gets 35 points to start with, so that everyone is balanced. You can put anywhere from 1-10 points in a category. Your stats will have an effect on the story in various different ways. For example, if you try to cut a dragon's head off with a sword and you have only 1 Strength, it's probably not going to work. Similarly, if you have 10 Agility, you're basically the wind itself and will have no problem dodging arrows, fireballs, and whatever else comes your way.)

-Strength: (How physically strong your character is, and how much damage they can deal with melee weapons.)

-Perception: (The ability for your character to sense things around them, including sight, smell, hearing, and other senses.)

-Endurance: (How physically tough your character is, how much damage can they take, and their resistance to poison, illness, and disease.)

-Charisma: (How charming your character is and how easily they can influence the opinion of others.)

-Intelligence: (How cunning your character is and how much innate magical ability they have.)

-Agility: (How quickly they can move and how sharp their reflexes are.)

-Luck: (Plays a role in just about everything, helpful to have.)

Abilities, Talents, Traits, Powers: (I'll leave a lot of room for creative ability here, as long as nothing is too OP.)

Items: (Swords, potions, armor, whatever your character needs to get the job done. As with abilities, try not to go with anything OP, and make sure you include how your character acquired their items in their history.)

History: (Where does your character come from? What were their hobbies growing up? Try to include some motivations for your character here as well. Your character can be from anywhere outside of the kingdom of Gadabastia, as long as it fits the medieval theme of the story. It doesn't need to be very lengthy, but at least a well written paragraph or two will be fine.)
Hidden 7 yrs ago 7 yrs ago Post by Ebil Bunny
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Ebil Bunny

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~ INACTIVE ~
Hidden 7 yrs ago Post by Grnmachine
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Grnmachine That guy who takes things a bit too seriously

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Te-klak


Height: 5'8" (About 1.7 Meters)

Weight: 180 LBS. (About 81 KG)

Age: 35

Race/Species: Thri-Kreen (A humanoid race with insect features, such as a tough exoskeleton, antennae, extra limbs and the like.)

Group(s): N/A

Appearance: imgur.com/a/6S5Jx

Personality: Te-klak is a "go with the flow" person, who does whatever seems right at the time. It isn't in his nature to plan out more then a few days ahead, and even then, he often doesn't even have a plan.

When in battle, Te-klak usually likes to find high ground and use his bow to attack. However, he doesn't have any problem going in for melee attacks if there isn't any high ground.

Stats:

-Strength: 5
-Perception: 5
-Endurance: 6
-Charisma: 2
-Intelligence: 5
-Agility: 8
-Luck: 4

Traits:
Four Arms: He's able to wield 3 weapons, as the extra two arms are smaller and slightly weaker, they must hold the same weapon.
Exoskeleton: Improved defense, even without armor.
Antennae: He isn't impaired in Perception in dark places or during fog.

Talents:
Weapons: He's proficient with Bows, Daggers and Short Swords.
Wall climbing: He's also able to climb walls, albeit slowly.
Fleet-Footed: Extremely quick on the battlefield, and can maneuver around enemies quickly.

Abilities/Powers:
N/A - Te-klak relies on his martial prowess

Items: A longbow, quiver and arrows, 2 short swords, and 2 daggers.

History: Te-klak hails from the Gi'thai desert to the west. Far beyond where anyone has travelled is a small cave system that houses a village of Thri-kreen. Te-klak lived there for a time, but grew bored of life there. When he reached adulthood, he simply left and began wandering. He meandered around the desert without any particular direction.

Until one day, he spied an odd sight- a patch of green that didn't seem to end on the edge of the horizon. Surely this was a trick of some sort? The ocean, perhaps, or just another body of water, looking green because of the sun's reflections. But this was not an illusion. Tiny blades of green sprouted from the ground, ticking Te-klak's feet as he traversed the terrain.

He continued to wander in this new land until he made contact with someone new, and he was shown to the city of Zespah. In this new area he found many wonders, from the food, the clothes, the crafts, the people, the society, to many other things. Te-klak has been living here for a few years now, taking on mercenary work in order to get by.

Today, Te-klak has found a small building at the base of a hill, with a sign in front, saying they were looking for worthy champions.
Hidden 7 yrs ago Post by Fairyfloss
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Fairyfloss Warning: Friendly

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Name: Ateya, the Travelling Witch

Height: Roughly 5'6" (or 1.67m)

Weight:

Age: 18

Race/Species: Human

Group: ?

Appearance:
Ateya has short, silver hair and blue eyes. She stands at roughly 5'6" (or 1.67m) tall and wears a simple, almost stereotypical black-white dress, mostly to scare off would-be bandits who would rather not deal with Witches that could curse them (even though Ateya doesn't know curses, bandits tend to assume she does so they mostly leave her alone).

Personality:
Ateya is a friendly and curious person once you get to know her, but she's a bit shy, worried that her inability to remember names makes people angry

Statistics:

-Strength: 2
-Perception: 5
-Endurance: 6
-Charisma: 6
-Intelligence: 8
-Agility: 4
-Luck: 4

History:
Ateya is a travelling Witch/Magician, specialising in Animal-Related Magic and (Mainly Animal) Summoning magic.
Ateya grew up in a small forest town, her father was a hunter while her mother died while Ateya was young. Ateya spent most of her youth in the forest, helping her father with hunting while also befriending/playing with forest animals while she wasn't. One day, while on a hunting trip, Ateya and her father were attacked by a wild animal, which killed her father. Ateya managed to save herself however, using magic she didn't yet know she had to subdue the wild animal, which then left her alone. Since then, Ateya has spent most of her life travelling from town to town, working on learning to master her abilities. Somewhere along the line, she got a familiar; a cat named Keo, who has accompanied her ever since.

Ateya suffers from a type of Nominal Aphasia (at least I think that's the correct term, please don't stab me if I'm wrong), and has a hard time remembering people's names. She often forgets Keo's name, for example.

Ateya decided to join the mission together with Keo partially because she likes exploring, but mainly because she's a bit low on cash right now.

Abilities, Talents, Traits, Powers:
Ateya is good with animals and has several spells both memorised and written in her book (see the Items/History sections for more info on that). She's also a skilled hunter, and is proficient with a bow.

Items:
Ateya carries a book with her in which she writes her spells, but she hasn't memorised them all; the weaker spells she can cast from memory, but the more powerful ones she needs to look up in her book. The book also functions as a notebook and a diary however, so sometimes she has trouble finding the spell she's looking for.
As a traveller, Ateya carries with her a large backpack in which she keeps her items. Her most valuable items however she keeps in a messenger bag that is sealed with a lock, in it she keeps her purse, book and other important items. Having hunted wild animals for a large part of her life, she also carries a bow and some arrows with her, as she is quite proficient in using it, she also knows how to set simple traps and skin animals for eating.

Spells:
All spells drain some of Ateya's energy when cast, meaning that casting too many spells will cause her to fall asleep or lose consciousness. If this happens while she's casting a spell, it can be dangerous.
(Note: When I say 'Wild Animal', I generally mean unintelligent creatures like wolves or bears. Stuff like dragons and other 'intelligent' creatures aren't affected by such spells.)
(Some info is left open for the GM to decide)

Memorised:
- Calm Animal: Temporarily calms a single wild animal per cast (How long a creature is calmed depends on the creature, the more aggressive the creature normally is, the shorter it'll last. Angering the creature is certain to break the spell).
- Subdue Animal: Render a wild animal motionless as long as Ateya keeps eye contact with the creature and both Ateya and the creature can see eachother (so if it's dark or either is blind, it won't work).
- Pacify Animal: Temporarily causes a single wild animal to not fear Ateya. Great for hunting, terrible for keeping off predators since they'll not see Ateya as a threat then.
- Bramble Barrier: One of Ateya's few non-animal spells, this creates a small obstacles of prickly Brambles at a location of Ateya's choosing, as long as she can see the location and it's within 10 meters of her. The obstacle can take on several shapes, like a bush or a small wall. It's not a permanent barrier though, but it can buy her a little bit of time.

In book:
- Summon Familiar: This small ritual allows Ateya to either teleport Keo to Ateya's location if Keo is alive, or revives him at Ateya's location if he isn't.
- Call Creature: Causes the nearest wild animal (it has a limited range, however. So no summoning rare dragons fromt he other side of the country) of the chosen type (Ateya must know what the creature is called and what it looks like) to try and get to Ateya as quickly as it can unless there's no 'direct' way to get to her (as in, doesn't require the creature to break through walls to get to her). The affected creature will treat Ateya like a dog treats it's master, but not permanently. At most, it'll keep it's effect for 24 hours before the creature reverts back to it's original, 'untamed' state, potentially attacking Ateya if she's close by if it's a hostile creature.
- Wall of Thorns: An 'upgraded' version of Bramble Barrier, it has increased range (25 meters), along with other benefits. The thorns are tougher and spikier, making them harder to get through, and the barrier can be bigger.
- Summon Creature: Ateya's most complex spell, it allows her to summon a creature of choice to her location, though it has it's limits.
- The creature cannot be 'intelligent'. Ateya can summon wild animals with it, but nothing too intelligent. (Theoretically, she could summon things like undead too, but she doesn't know how).
- The creature won't stay forever, after at most 24 hours it'll turn to ash.
- Summoning a creature costs a lot of energy, how much generally varies per creature. Summoning a bunny costs far less energy than summoning a bear, for example.
- Ateya has to have killed one of the creature's species and know it's name in order to be able to summon it.
- The summoning process takes time, leaving Ateya vulnerable. How much time varies per creature.
- Ateya feels a small portion of the pain the summoned creature takes, not much, but something like the creature losing a limb would be quite painful to Ateya.
- Summoned creatures are not immune to things like mind control, meaning that they could be used against Ateya. De-Summoning creatures before they 'naturally' vanish takes time too.
Hidden 7 yrs ago Post by Zyngard
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Zyngard The Red Mage

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Name: Keo

Height: 16 inches or so

Weight: 8 pounds

Age: around 9 physically

Race/Species: Cat, Familiar.

Group(s): Familiar? Not sure what to put here

Appearance: images.meredith.com/content/dam/bhg/I…

Personality: Keo can tend to be rather lazy at times, but also is very loyal and protective to Ateya due to her contract with him. He tends to enjoy long stretches of walking since it gives him time to bask in the sun, and absolutely abhors rain since it ruins his marvelous coat. He’s also a wee bit vain about how he looks, as you can probably tell from that previous sentence.

Statistics:
-Strength: 2
-Perception: 6
-Endurance: 8
-Charisma: 1
-Intelligence: 5
-Agility: 9
-Luck: 3

Abilities, Talents, Traits, Powers:

Familiar: Enhanced physical attributes. All of them. Can also speak Common, and be revived from the dead by his contract-holder with a ritual. Current contract-holder is Ateya. Aging process is halted as long as the contract is active.

To Round It Out: Knows basic healing spells, and can give up some of his own magical energy to his contract-holder. As a side effect of failed attempts to be taught magic by Ateya, he will occasionally cough out flaming hair balls that may or may not explode

Bound by Magic: He and his contract-holder can mutually feel a muted form of extreme emotions such as love, hate, pain, etc. They can also commune with telepathy from within 100 M.

Items:
-Absolutely nothing. He’s a cat, what did you expect

History: Keo was originally just a wild cat from some small town, and generally scavenged outside a house where a hunter and a girl lived. While he knew neither one, the hunter did sometimes leave the food scraps from hunting outside for Keo to eat, which he’s not sure if the girl knew or not, but the girl did spend time with him and tried to befriend him, being kind and whatnot. Eventually, one time, after the hunter went out hunting with the girl, only the girl came back, looking rather distraught. Seeing something was wrong, Keo began following her around, unfortunately not able to help due to the language barrier, until the girl sharpened her skills and took him as her familiar. Since then, Keo has rarely left her side, acting as protection, an ally, a lookout, and much more to Ateya.
Hidden 7 yrs ago Post by Valravn
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Valravn

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Isabel

Height: 5'7" (1.7m)

Weight: 125 lbs (56.7 kg)

Age: 21

Race/Species: Human

Group(s): None officially. Mercenary, sellsword.

Appearance: orig00.deviantart.net/5b76/f/2017/293…

Personality: She's a tad too serious at times, but that comes with how she views her work. In situations where she can relax more Isabel is quite friendly and very open. She's unfailingly honest, even in situations where it might not be convenient for her or her allies, but believes strongly in the necessity of telling the truth. Isabel is hardworking, dutiful, generous, and reasonable, striving to be knightly in all things. Sometimes lacking in confidence but never in the bravery needed to overcome it. She's especially hard on herself in her failures, but never to the point where she won't pick up her sword and try again.

Statistics:

-Strength: 4 (reasonably strong, but more reliant on precision and sword skill)
-Perception: 6 (fairly sharp senses, difficult to catch off guard)
-Endurance: 3 (heavily dependent on her armor, very vulnerable to damage that bypasses it)
-Charisma: 7 (well-spoken and reasonable, as long as she doesn't have to lie)
-Intelligence: 4 (no real magical talent, nor is she versed in cunning or trickery)
-Agility: 7 (fleet of foot and deft with a sword, surprisingly quick even in armor)
-Luck: 4 (has her ups and downs, like anyone)

Abilities, Talents, Traits, Powers: Nothing especially out of the ordinary at all. Isabel is trained and skilled with a sword and the use of armor. She knows how to maintain weapons and armor or forge new equipment if she has access to a smithy. She's self-sufficient in the field, able to look after herself and others if needed for an extended period of time, even with a small amount of supplies.

Items: Her weapon is a steel longsword, usually wielded in both hands for better control and to get the necessary strength behind her swings. For a sidearm she carries a small knife on her belt. It's mostly for utility purposes, but can save her life in a pinch. Her armor is three layers, consisting of padded gambeson, chainmail, and plate on top of that. It's sturdy steel, well made, and fitted for her, allowing Isabel to move and fight easily in it.

She carries traveling supplies when venturing out of the city, items such as a bedroll, food rations, a small supply of healing potions if she can afford them, bandages, and a bag with a hammer, whetstone, utensils, modest cooking supplies, and a spare change of clothes.

History: Isabel hails from one of the poorer residential districts of Gadabastia, the middle of three children. Her parents spent much of her childhood working, leaving Isabel to be raised by her older brother, or if he was unavailable, the streets themselves. She had a strong sense of adventure even as a child, and made a habit of following mercenaries or more commonly knights around the city, eventually coming to spy on the barracks and armory outside of the Opal Keep. There she grew enamored with the idea of being a knight.

Several times she was forcefully removed from the grounds, but she always returned, until at last one of the knights asked her instead what she was doing there. To that, she answered that she was learning, learning how to be a knight. Her blood was not noble at any point in her lineage, meaning she could never be a knight, but that didn't stop her from wanting to learn. The knight she spoke to, Dedric, agreed to take her on as his squire.

She learned everything she could from him, though in reality she was more being trained as an adventurer than a knight. Isabel was not the most naturally gifted of warriors, and still has much to improve on, but Dedric forged her into someone capable, competent, and able to look after herself, as well as teaching her everything about how a knight should behave, the art of chivalry. All aspects of the craft Isabel took to eagerly, and by the time she neared the age of twenty, she had begun taking on contacts as a sellsword, using the coin to support herself and her family as best she could.

After one contract beyond the city, she returned to find Dedric disappeared, along with three other knights of the Opal Keep. It was a devastating blow to Isabel to lose her mentor, but there was no record of where they'd gone, what they'd been doing, no trail for her to follow. This left Isabel with nothing to do but carry on her work, until a lead appeared. For now, that meant accepting jobs for the good of her people and city.
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0 Azzy 0 (insert witty quote here)

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Sharadur


Height: 5'8"

Weight: 150

Age: 25

Race/Species: Half-elven

Appearance:

Sharadur favors her human heritage much more than her elven when it comes to appearance. She is slightly above average height for a woman by human standards, with amber eyes and red-orange hair cut relatively short. More often than not, she goes around wearing armor. While her gear is of decent craftsmanship, she usually seems awkward and uncomfortable in her mail, as if unaccustomed to wearing such garb. She typically feels warm, almost feverish, to the touch. It is not uncommon for there to be a heat shimmer or few small curls of smoke wafting around her person, particularly after she has been using her magical talents.

Personality:
Sharadur is a rather impulsive, stubborn, quick tempered and not very well spoken. Being born to common merchants, she has no family name and has spent the majority of her life around boats and near sailors. As a result, she knows very little by way of courtly decorum and has a vulgar vocabulary and rough manner to boot. Not having a completely solid grip on her own magical talent, when her temper flares, so do nearby sources of fire.

All her life she has had a thirst for adventure, which is the main reason she has now found herself at the capital city. Unfortunately, she has also spent an entire life hearing and believing derogatory remarks about city-folk. This has left her with a strong negative impression regarding the people she now finds herself surrounded by and an outright hostility towards nobility. When around them, she often becomes suspicious of their motives, often assuming they are out to manipulate her in some way, since none of them know how to stand and fight like a decent person. Even all those fancy knights are seen by Sharadur as a pack of nobles with wealthy enough parents that they could afford extra sharp toys to play with, with plenty of pretentious titles bought alongside.

That being said, when she is around those she likes and trusts, she lets the more positive aspects of her personality shine through. In her eyes, family consists of those who you can count on to have your back rather than who you are related to by blood. She would be willing to put her life at risk to protect those she regards as family. Also, though she is well-accustomed to putting in a days worth of hard labor, she has no compunction against cutting loose and having a good time when among friends and family. To her, a raucous tavern with good drinks and good company is the ideal way to end a long day.

Statistics:
-Strength: 4 (she isn't the strongest person you'll meet, but she certainly isn't the weakest)
-Perception:5 (her ancestry gives her an slight edge, though she is often inattentive)
-Endurance: 4 (she's taken a couple hits in her days and can take a few more)
-Charisma: 3 (rough around the edges and completely willing to tell you to fuck off)
-Intelligence: 8 (large amount natural magical talent and relatively well educated)
-Agility: 6 (deft enough to keep her footing even in rough seas)
-Luck: 5 (she has defied death before and will do so again)

Abilities, Talents, Traits, Powers:
Fey Ancestry-
Due to her elven blood, her senses are sharpened and she can see more clearly than many regular humans in adverse lighting conditions. Additionally, she has some natural resistance against enchantments aimed her way. Last of all, she has been speaking Elvish with her parents all her life as well as common and is bi-lingual as a result.

Phoenix sorcery-
Supposedly, somewhere in her past an unnamed blood relation did some deed or performed some favor and was blessed by a phoenix as a result. Every now and again, this blessing manifests itself in her bloodline, with Sharadur being the current recipient of the immortal flame. As might be expected, she can invoke this power to channel all manner of fire-related magic and even wreath herself in a mantle of flame at need. Unfortunately, the power is sometimes as uncontrollable, which leads to Sharadur unintentionally releasing her power, especially when blood runs hot and emotions are on edge.

Items:
Breastplate, chain shirt, leather armor, daggers, rapier. Most of her armor is a recent purchase and while the craftsmanship is plain, it is clearly well made.

History:
Sharadur was born on a ship in the middle of the Silver Ocean to a pair of moderately successful merchants. She then proceeded to spend the first decade of her life aboard her parent's vessel as they traveled from port to port up and down the coast of the Silver Ocean and beyond plying their trade. When it came to her parents, they ran a tight crew and considered anyone physically capable of doing work as a crew member in need of useful tasks to be given, even if they happened to be a child. Of course, the tasks they assigned were always according to stature and capability, which ultimately ended up providing Sharadur with a plethora of useful life skills from a very young age. Perhaps her favorite task to be set to was cooking. After all, the captain may ostensibly be the one in charge, but no one wants to get on the wrong side of a ship's cook, lest the gastric consequences be dire.

From as young an age as she can remember, Sharadur had a healthy love for the wild stories sailors told whenever they stopped at a port. As soon as she learned to read, she began to acquire books of lore for the small library she kept in the quarters she shared with her parents. Though she loved tales of adventure most of all, she never was very fond of those involving the high seas- given her lifestyle, it just seemed a unrealistically romanticized version of her perfectly mundane life. Her favorite tale was one she heard from her parents, something about her great-great-great grand-whatever having done some big favor or rendered some grand service for a legendary phoenix (the exact nature of the deeds changed with every re-telling), who had then blessed their family line with his mighty powers. To a young Sharadur, those sorts of stories were fanciful enough to fill her childish imagination with images of how awesomely badass she was definitely going to be one day.

It wasn't until the midst of her adolescence, well past when she realized that bedside stories were nothing more than nonsense and she was never going to be destined for any awesome powers that her powers did begin to awaken. Even as a small child, she had always found an unconscious fascination with fire and accidentally scorched more than a few of her parent's belongings as a result. The more significant surprise came when fire seemed to begin reacting to her presence, with candles always seeming to burn brighter whenever her she was around. This culminated one day at sea when their vessel was caught off guard by a band of pirates. In the midst of the conflict was the first time she truly unleashed her power, resolving in a blast of fire that set the other ship's rigging ablaze. It was during the pirate's frantic efforts to douse the flames and save their own ship that Sharadur and her family slipped away. Unfortunately, while leading a sortie against boarding crews, her mother had taken a wound to the leg. The injury became infected before they could get proper treatment and left her mother with a permanent limp. After that incident, her parents decided that their lifestyle needed to change and set aside their current line of work, instead using their accumulated wealth and connections to start and manage their own shipping company.

Thus shore-bound, they were also able to attend to the matter of Sharadur's burgeoning magical talent. There was some brief talk about sending her to the city to Zespah for a formal education, yet those plans were quickly discarded. After all, spending too much time around those lazy, dishonest city-folk couldn't possibly be a decent environment for their only daughter. Instead, they did their best to provide her with the finest tutors available. For a while, things seemed to be good, yet Sharadur quickly found her daily life becoming quite monotonous. It was right around the time her parents began regularly spouting off obnoxious sayings like: "owning one percent of one-hundred ships is better than owning one-hundred percent of one ship!", she knew that counting coppers and balancing ledgers was not the life for her.

Setting out on her own, for a time she took to mercenary work. The idea came about as a bit of inspiration brought about the day her magical powers awakened and she began selling her services to ship captains thinking of doing the particularly risky and lucrative trade runs. Often these involved smuggling in one form or another or took else took the ship through waters with bad reputations for piracy. As it turns out, fire is an immediate and powerful deterrent for would-be plunderers. For a couple of years, life was a bit more exciting again. Unfortunately, hiring a pyromancer with only loose control over her magic is a bit of a double-edged sword. Sure, it meant that anyone wanting to seize your vessel found themselves quickly converting their entire crew into a bucket brigade, yet it also meant that there was always the chance your own cargo accidentally went up in flames. For some captains, the risk was worth the potential payout, yet it only took one or two major incidents to slow business down to a crawl.

Eventually, it became clear she needed to turn to a different line of work. Fortunately, news travels swiftly along the shipping lanes, and the rumor mill was churning out something potentially exciting happening off near the capital. With a bit of gold borrowed from her parents, she acquired some proper arms and equipment to take with her as she set out for adventure.
Hidden 7 yrs ago Post by Rice Porridge
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Rice Porridge wait / where am i

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Hidden 7 yrs ago Post by shivershiver
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shivershiver Supreme Chancellor Skelly

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