Hidden 11 yrs ago Post by The Dawn Sage
Raw
GM

The Dawn Sage

Member Offline since relaunch

Alrighty, so we've already got the general storyline established. Just need to get our character sheet written up and we'll be good to go.

-Format-

Name:
Age:
Race (description if needed):
Appearance:
History:
Abilities/Skills:
Gear:


--------------

Name: Voska "Trips" Trippenka
Age: 26
Race (description if needed): Anthro (Marten)

Appearance: (Top to bottom) Rounded, triangular ears poked from the top of a velvetty hat. The wide-brimmed hat was a dark maroon in color, a simply black band wrapped around the middle holding a single green feather flush against the velvet. Strawberry blonde hair fell in small curls from beneath the shade of the hat, framing a soft face highlighted by bright yellow-orange eyes and a tiny black nose. The female's muzzle was short and gently sloping, a trio of whiskers visible poking from either side. White, sharp teeth were often on display in a smile they seemed more vicious than such a cute face should be able to produce. Her neck was slender, hidden beneath a fluffy coat of burnt orange fur. Her shoulders were slim, though the noticeable padding of her brown, road-worn overcoat made them seem far more broad. The coat his most of her body from view, falling just a few inches short of touching the ground around her. Through the open front of the coat one could catch glances of an ample chest constrained by a heavy, white T-shirt. Her long, slender body was often held at a notable curve, her species making for a rather lanky torso on the femme. Her legs were hugged close by a pair of black travel-pants and flat steel chain that was buckled with a simple hook, a few links falling freely towards the ground. A heavy leather strap split her profile from shoulder to hip, hoisting a nearly five-foot rifle. A pair of tomahawks were tucked into her waistband on either hip, and a hefty machete was strapped to the outside of her thigh. Dainty feet were left bare, curled claws often digging slightly into the ground as she walked.

History: Raised out of the upper levels of the Warrens, Trips was ever a cautious girl. You didn't make yourself stand out if you wanted to live in peace in the poorer districts of the city, but despite her parents' efforts it was hard to keep such a charmingly cute face from being noticed. She was picked up by a small-time gang at age 12, and oddly she took to the street life much quicker than anyone might've expected. The cute face was the perfect disguise for a manipulative thief, and by the time she was fifteen she had already earned enough money from petty crimes to move out of the area. Escaping the Warrens and the ties of her old gang was probably the deciding factor between her currently walking free or rotting in a jail cell at this point in her life. She used her considerable skill and charm to work an honest living as a merchant in the Sajhari districts before learning of a much more lucrative business working outside the safety of the walls. She picked up the highest quality weapon she could afford and hired herself out as a security guard on minor expeditions, at first simply bluffing her way through expeditions and avoiding combat as much as possible... until she learned the ropes. Now she works full-time as a hired mercenary, and thanks to regular training with her rifle, she's earned a bit of a reputation as a crack shot. She's considered a good bang-for-buck body-guard, and that suits her just fine. After all, if she doesn't get paid what she deserves she can simply lift it off of her employer during the trip. Fingers don't lose their dexterity so easily.

Abilities/Skills:
-Novice tracker and forager, she can live off the land for short periods and track animals and people if the trail isn't more than a day or two old.

-Adept sharpshooter. Her rifle is high-caliber and thus loses accuracy over a distance, but anything short of 100 yards that gets in in her scope is going to eat a bullet. She needs to have time to set up the shot, however, and has a difficult time using the large rifle in close-quarters.

-Her natural abilities make it easy for her to climb sheer surfaces, like a branch-less tree. She needs something she can sink her claws into, however.

Gear: Leather overcoat- provides marginal armor against cutting or piercing weapons and attacks. Does little to stop blunt-force trauma.

"Thunder" - This six-shooter rifle is a relic from Voska's past and features a three foot barrel, six inch revolving chamber for rounds, and a roughly one foot stock. It fires specialty rounds produced by the city guard for bringing down wild animals outside of the walls, which are roughly a .460 caliber. The rifle has a folding wooden bipod that can be deployed by a simply release near the trigger guard, but is normally tucked beneath the barrel.

Tomahawks - A simple pair of weighted, steel axes, used for throwing at close range, or in hand to hand combat. The blades are about 4 1/2 inches and the backs are spiked for easy throwing accuracy or puncturing thin armor.

Machete- Enough said. Roughly two and a half feet of thin, sharp steel. The blade is visibly nicked in places from use, but still well-maintained and extremely sharp.
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

Sorry about the delay there. I had a few late nights out and fairly unproductive days. I'd worked out an image of his personality a few days ago, but the specifics of his appearance took me a while to iron out. If you notice anything that doesn't quite fit with your idea of the world, I'll be happy to change it for you.

Name: Majir Thesterion
Age: 28
Sex: Male
Race: Anthro (Feline)

Appearance:
Majir stands tall for his race, his bright golden fur thinly coating his slender build. His gently curved ears poke out of his large mane at the top of his head. The mane coloring darkens slowly to a dark-brown almost black towards his mid-back and is held back from his face by several leather bands. Majir has a broad muzzle with a mostly black (with a hint of pink) nose. Under his chin he has the beginning of a beard growing out which he wishes to continue working on while he is outside of the city. The fur here and under his chin is a pale cream which blends into the pale gold of his chest. His back fur is a darker shade, with a hint of bronze splashed into it. He also has tufts of dark brown/black fur behind his elbows, though these are often covered by his robes' sleeves.

Majir has picked up a more traditional dress code, a mix of influence from his family and his schooling in Sajhari. For undergarments, Majir has a pair of red pants which are firmly held in place with a gold embroidered leather belt. Of course it is not real gold threat, though at a casual glance if one caught him without his robe on it could pass as such. Over this he wears his traditional robe for a lower member of his guild. A tabard-like front tucks under a second far larger 'belt' which is a carefully crafted dark brown leather samples and tools selection. There are a mass of tiny pockets where small thick glass vials are stored for botany samples (to be pressed and properly stored later). The tool belt extends down his side by his thighs to his knees on his digitigrade legs.

The bright red sleeves of his clothes (attached to the tabard's shoulders) can be buttoned up to elbow length or removed entirely if the weather suites. On the lower back of the main part of the robe, the sigil of his guild is carefully embroidered in gold thread. This thread too is a fake, however is of far finer quality than the one used in his belt. Under this same position on his lower back, Majir has had his fur shaven in the same symbol, a homage (if only temporary) to his guild's trust in him and support. Around once a week the symbol needs to be re-cut due to the growth of his fur and natural shedding.

Majir's tail is long and thin, with a soft tuft of dark brown/black fur on it's end. The fur leading up to it is the same short pale golden shade as most of the rest of his body. His feet are usually bare, however in case of sharp rocks (his feet are long used to softer carpets or smooth stone), he carries a pair of strong supportive leather boots.

History:

Majir grew up on the floating platforms of Sajhari, his family making their home towards the upper layers of the teared housing, close to the sea. His parents worked in the fishing industry, operating a section of the docks around what was colloquially known as 'the break'. Here fishing cranes worked the ocean for it's bounty but when school and other commitments were't calling, Majir and his friends would dash down to the waters edge to play in the cool deep ocean. Majir grew up on tales of vast adventures in the forbidden lands of the 'outside', where his heroes bravely fought off the wild men in an eternally dark cold landscape, or dashed from cover to cover in the treacherous heat of the punishing sun. Of course his heroes rarely if ever faced and lost to death as was so common in the actual industry.

Majir attended school along with his peers, his rapt attention and strong work-ethic earning him the quick praise of his tutors and teachers. The hard-earnt money of his parents on his schooling was soon paid off as he acquired a position in the more specialized schools overseen by a scholarly guild. His topics were gradually shifted in focus from the usual administration of the city to his child-hood love of the outside ruined world. Here he studied the fine crafts of the past, both in the areas of the magical arts and the sciences. It was rubbing shoulders with the higher 'elite' of the guild and of middle-society that he picked up most of his current mannerisms and style of dress.

Upon graduation, Majir took to artifact appraisal and customs work. He soon took to meticulous study of some of the stranger items to cross the guild's door in his spare time. The outside world of the past has continued to fascinate him, and after some time he has managed to work his way up to a position which offers him the chance to go out and widen the search for new and exciting artifacts. In this, his first venture into the outside world, Majir's job will be to monitor the expedition, funded by the guild's coffers, and ensure all assets found are properly cataloged. This job, unlike some of the adventures of other groups into the wilderness, is strictly legal and Majir fully intends to keep it so.

Abilities/Skills:

Majir has a strong background in the markets for artifacts and goods from the old world and so can ensure all available space from any venture is put to good use. He also has some knowledge in the realm of mineral and resource identification, though at his current rank it is likely that another group of more specialized scouts would be sent out before any of his claimed findings would be capitalized on. From his childhood he has maintained a reasonably fit figure as well as a healthy diet, allowing him surprising bursts of speed, either over land or in the water, although keeping a long sprint up has become harder as the years have passed. Unfortunately, his skills in actual fighting are somewhat more limited, the self defense classes and odd rough and tumble with his friends has left him with a general idea of what to do when attacked, but specifics in this area were never his strong-point. Majir also has a reasonable grasp of magitech and magic, enough at least to perform basic repairs or construction on most of the more simple devices. As a hobby, he has taken up botany. This area, odd for one in a mostly city living-style, he hopes to put to use in collecting samples and sketches at every opportunity.

Gear:

Majir has a reasonably sized crystal at the end of a necklace chain hanging about his neck. With a simple twist, and little shot of magical power from his own natural reserves, he can use it to light up a small room. The power supply for his unit is of course his own magic, somewhat limited for longer lengths of time than a few hours but perfect for emergencies or when he is to lazy to get up for the light.

Botany book, 'Useful plant resources of Guohash; a definitive guide' as well as his samples belt, with attached small stoppered thick glass vials.

His scholar's robes, light and reasonably durable, albeit somewhat lacking in camouflage.

Official papers, his permission for travel outside the walls along with his letters of instruction and advice on the most wanted assets he and his team are likely to encounter in the caverns.

Journal and writing equipment, currently with only a few filled pages. Majir seeks to keep a careful log of his adventure, hopeful that someday he can perhaps have someone write about his adventures and successes in the wilds of the world outside the city walls.

A pair of boots, a set of spare clothing and a warm cloak and currently packed away in his rucksack in case they are needed.

Sabre and scabbard of dyed red leather with gold etchings.
Hidden 11 yrs ago Post by The Dawn Sage
Raw
GM

The Dawn Sage

Member Offline since relaunch

Works for me! Sounds like Voska will be doing a majority of the combat between the pair, at least to begin with. :p

Did we ever decide on whether or not we were going to be leading a group of NPCs or just scouting with the two of them?
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

The impression I had was that we were in a larger group, but perhaps splitting off to check out other areas. I can already tell Majir would probably strap everything he could get his hands on to himself as armour and invest in a tank if he thought he was going out alone with only one bodyguard. It's going to take a little convincing to go out on his own as it is. Just tell him it's safer or something haha.
Hidden 11 yrs ago Post by The Dawn Sage
Raw
GM

The Dawn Sage

Member Offline since relaunch

Haha, that was sort of my impression as well. We would've been in sort of a sorry condition just going out with the two of them, Voska is only half-decent and Majir might face a bit of difficulty with this being his first venture outside the city.

Do you want to make some definitive characters for this group or just wait until we need to use them?

EDIT: I'll go ahead and get a post up. Don't necessarily need the NPCs for the first post :)
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

I'll try to get a post up tomorrow, not sure if i'll have the time but I'll try. On the other characters, I don't mind. How big are the groups that head out normally? We could split it 50/50 to get some variety. Just list a few 'professions' or something to give me the right idea and I'll draw up a few if you like.
Hidden 11 yrs ago Post by The Dawn Sage
Raw
GM

The Dawn Sage

Member Offline since relaunch

I would say a decent sized group would be anywhere from 4-7.. and considering this one's large enough to split two of us off every so often I would say there's probably 4-5 other people. Just as a general idea. We could do 4 and just control them 2/2

As for professions I'm sure you can make a decent guess. You're looking mostly at profiteering mercenaries and the like, people who think they can turn a better coin fighting monsters than people. The occasional merchant might be involved, maybe a historian or a collector of rare and magical baubles.
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

Ok post's up, sorry about the delay. Man I can just see Majir freaking out over a pet plant haha.

I'm up for another mercenary character, and perhaps someone with a merchant/mercenary split hired to look for something specific? The trader would probably be ranged rather than a melee fighter. I might be able to get started on them tomorrow, depends on how much work I need to get done. This group look ok with you?
Hidden 11 yrs ago Post by The Dawn Sage
Raw
GM

The Dawn Sage

Member Offline since relaunch

Yeah I was thinking of bringing a mage, perhaps, and some sort of medic if you're bringing a melee fighter. If not I'll probably do a warrior and a mage. :p

Also Voska's accent is similar to modern Russian.
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

Actually, bringing a medic might be a good idea.

Awesome, I actually imagined a similar accent for her to begin with. I won't be able to get a post up until Monday or so, been busy this end of the week.
Hidden 11 yrs ago Post by The Dawn Sage
Raw
GM

The Dawn Sage

Member Offline since relaunch

No worries man, I'm not in any hurry. xD
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

Ok, post's up. I'll get to work on writing up the character sheets for two of the other characters in the group. I have their basic outline done, I just need to pull them together.
Hidden 11 yrs ago Post by The Dawn Sage
Raw
GM

The Dawn Sage

Member Offline since relaunch

I have the mage pretty much squared away, still thinking up a healer.

NPCS:

Name: Rio Arcadius
Age: 36
Race: Human

Appearance: Usually wearing a white robe with blue and gold embroidery along the seams, the 5'10" man looked the part of a priest. However, such was not the case. His black hair stuck out from his head at odd angles, clumping into small spikes. He had a narrow face with smooth features, defying his age. His eyes were the vibrant crystal blue of ocean water. He was a thinner man, though he carried himself with an almost stately ease. His hands were covered in black gloves, the backs of which held bright yellow gemstones. A red belt keeps his robe in place around his waist, flaring out around his legs.

History: Member of a once-powerful noble family, who fell from grace some fifteen years ago after an attempted assassination against another noble house failed and they were found out. Stripped of their estates and most of their power, most of the family now live in poverty. Rio, one of the few who had a respectable potential for honest work, took to treasure hunting as a way to maintain a higher standard of living. Anything to keep him from the pits of the Rat's Warren.

Abilities/Skills: A respectable spell-slinger in his own right, Rio specializes in water and lightning magic, often chaining the pair together for devastating effect. he is, however, fairly useless in hand to hand combat.

Gear: Focuc Gloves- The gemmed gloves he wears act as focal points of his magic, this he often uses hand-motions to cast spells. His particular brand of magic can be used without the hand motions, but without the focus gems to channel the power the spells lose a good bit of effectiveness.

Steel Mourning Star- A weapon that is mostly for looks and only used in emergencies, it is often strapped to the belt at his waist.
Name:
Age:
Race:
Appearance:
History:
Abilities/Skills:
Gear:
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

Arg sorry, I've come down with a bad cold currently and thinking straight enough for a decent post is rather hard. I ought to have one out before Friday at least.

[Edit] Haha looks like my brain managed to work after some alcohol! I'll scoot off to bed now and think about trying to get the other two characters out tomorrow for you.

I've also noticed that I forgot to give Majir a weapon. I don't quite think he's that stupid heading off into the caves unarmed. I seem to remember trying to work out what to give him on his character sheet before forgetting and posting it up. Could you remember any of the weapon's considered to be more common among the middle-class of his sort?
Hidden 11 yrs ago Post by The Dawn Sage
Raw
GM

The Dawn Sage

Member Offline since relaunch

I'd say anything is fair game, really. I guess that depends on what sort of equipment his guild uses? Also don't worry about the post time, I've been busy at work so haven't had enough time to write much :p
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

Ok added a sabre to Majir's inventory. I'd imagine that he has at least some training in it's use. I'll get started on the other two characters then. I think I've mostly sorted them out.
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

Allrighty, I've finally gotten around to finishing the two NPC's. Feel free to use them as you like.

Name: Velkan
Sex: Male
Age: 35
Race: Anthro (Avian)

Appearance:
Velkan's long arm feathers shine an iridescent black; along their undersides and as highlights is bright yellow colour feathers.His hands and feet scales are a dull grey and stretch up his leg to his knees and up his arms to his elbows. His hands and feet have four digits and and in small sharp talons. Velkan has a large grey hooked beak with small slits for nostrils. His eyes are impeccably sharp in the dark tunnels and his hearing is surprisingly good for his lack of external ears. Over the top of his head he wears a slightly tattered grey bandanna to keep his yellow plumage from showing. For clothing Velkan wears rather tatty rough brown cloth shirt and shorts covered over by carefully maintained heavy leather armour.

History:
Velkan is a no-nonsense mercenary through and through. He is simply there to collect his paycheck. He has had a long history of work out in the caverns, both with the guild Majir is in and with other groups. Unlike some other mercs, Velkan has focused his talents into keeping his entire group alive from 'gate-to-gate' as he says. This has made him a good investment for newer groups in their first ventures out into the unknown and for high-value runs.

Abilities/Skills:
- General survival knowledge and extensive knowledge for the cavern systems
- Strong melee fighter with his swords

Gear:
- Shoulder cannon + ammo
- Two falchion swords and sheaths

----------------

Name: Sirisla
Sex: Female
Age: 29
Race: Anthro (Feline)

Appearance:
Sirisla's sleek soft fur is a light grey with black spots. One of her more striking features are her crystal blue eyes. In her large ears she has a large collection of genuine solid gold rings as a display of her families wealth. She wears a light leather armour over a high quality white silk shirt and set of blue silk shorts. Around her neck Sirisla has several gold necklaces of linked chain and amulets for the deities of luck and trade. Along her soft fluffy long tail she has a series of broard gold bands.

History:
A fellow guild-mate to Majir, though trained in a different area. She has be brought up by a family of merchants and has spent most of her time honing these skills. She has paid in to the guild to allow her to join up for his exhibition with the promise of a part of the cut and a pack of some of the goods for her to sell privately. A trader at heart she is a valuable asset to the team for her knowledge of the non-artifact based goods that may be of interest to the guild.

Abilities/Skills:
- Well versed in negotiation skills
- ID of possible sources of revenue for the guild
- Skilled long range sniper provided enough light is present
- Decent fighter with her family axe

Gear:
- Sniper gun + ammo
- Large pack, but mostly empty
- Large axe, well maintained and slung over her shoulder
Hidden 11 yrs ago Post by Zepta
Raw

Zepta

Member Seen 8 yrs ago

We appear to have hit a rather dead zone. :/ Are you busy? I have to say that I'll be rather busy myself early next week since I'm about to move out.
↑ Top
© 2007-2024
BBCode Cheatsheet