@Zoey Boey Oh totally. Name and affiliation alone would be enough for Sloane to sidle up and start a conversation. So, that sounds great! I'll follow your lead. I still need to nail down exactly what Sloane's frat and whole big deal is. I'll probably just make something up.
To quickly catch up on the OOC. I think Sloane would be too terrified of Charlie to loop her into height jokes so they, unfortunately, fall on Ross. Sloane's in a frat, he understands the fear of pecking order. The destruction of Sloane's phone makes sense. He'll show up with a new one the next day to remind everyone he's rich, and maybe as a challenge to Jordan. That'll lead to him secretly recording Clint and making a tiktok whose entire gimmick is "country big guy in an urban small town with occasional guest appearances of Starshine, and some other people I don't care about."
Also, out of curiosity, I threw together a height chart from a program on a website. Sorry, the colors are off, they only had half of them.
EPISODE ONE IS NOW READY TO GOOOOOO!!!!! IT'S MORPHIN TIME!
Amazing first post, and such an awesome way to dive right in. I'm excited to post. I'll probably finagle a header up this evening and get something out tomorrow.
But hey, onto the characters getting to know each other? Maybe Sloane tries to take a selfie with Vallory? Y'know, for instagram clout.
If she's there in full wrestling regalia (I didn't want to assume) then heck yeah. Anytime he can tag anyone even semi-famous on his insta, he will.
Also, I love your icon by the way. Just had to say that lol
Ah, thanks! I will admit, I read everyone else's CSes numerous times in hopes of making Sloane measure up to everyone's awesomeness (and also not to double up on any personality traits/life skills.)
Oh, and thank you. I probably deep dive a bit too hard into graphic editing, but the moment I realized we could have .gifs... I may become a monster.
and those who might benefit from not being so over the top (I'm looking at you Ross and Sloane).
I can only imagine one of two futures. One, they don't get along and bounce off each other until someone really needs to put them in a timeout. Or two, their combined dramatic energy immediately summons all the writers from CW shows.
Probably the former, because right out of the gate Sloane's going to be like" "What magical growth hormone juice did you two drink?" Pointing to Clint and Vallory. "And why didn't you give any to him?" Points at Ross. "He's so cute and tiny, like our little mascot."
It does seem they all have something to teach and offer each other which is nice. :3
Sloane can teach everyone how Instagram works. Everyone can teach Sloane how not to post pictures on Instagram of him at the base.
Just getting in touch quickly for the people that are waiting (very patiently) for an update. The week really did a number on me, and I'm taking the weekend to recharge. I may well have a burst of inspiration and get an update out, but I want to be able to give you all an update that matches all of your brilliant posts, so no promises. If not today, then Monday for definite.
I think this week penciled everyone in for a bad time. I know mine was a hectic, how do I say this politely, poop fest. Anyway, I'm enjoying myself, and I'm in no rush. You've made an awesome RP, and batteries always need to be recharged.
Where to even begin on this Adonis of a man? Kidding. While there's some truth in the gloating, Sloane's attractiveness is far overstated and overrated. Yet, you wouldn't be able to tell from the way he presents himself. Standing a little under six-foot, he isn't abundantly tall, but he does make sure to straighten his spine and pull his shoulders back. His physique is that of someone in sports. What sport, specifically? Well. Vague athleticism has gotten him this far, and it can only propel him forward. Sloane has blond hair. Not from the bottle he assures you, standing next to his family of natural brunettes. He has gray eyes because he can't be entirely perfect, a square jaw, and brows that are always asking "wait, did I miss something?"
Despite all this pomp regarding his appearance, there's something resolutely saccharine about the man. He doesn't have a tendency to be standoffish, but oddly enough he's fine with pulling everyone in—and yes, it probably is for a selfie. Prone to smiling wide, laughing hard, and probably shooting one-too-many finger guns, Sloane appears a welcoming person. There only seems to be one chink in his Prince Charming facade, and that's a literal chink. There's an odd hitch to Sloane's step that throws him off from time to time. He says nothing about it. The picture he paints has to be perfect, but not for himself—for everyone else.
S T Y L E
The man was born with a silver spoon in his mouth—nay a golden one—so should anyone be surprised his wardrobe reflects that? Sharp cut, sharp-dressed, and smelling like a million bucks,—jury's out if he rolled in it Scrooge style or not—there's not anything about Sloane that could be classed as "lazy," "tacky," or maybe even "comfortable." Prone to floral prints, light colors, and interesting accessories, he looks ready to hop aboard a yacht, play cricket, or pose listlessly for a fashion magazine. The only things that seem to be constant in his dress are his ear piercings and a ring on his right thumb that he twirls when he thinks. Beyond that, no one has managed to ever catch him in shorts. Not that he doesn't make up for it with a wide variety of colors and prints.
P E R S O N A L I T Y
SILVER TONGUED - Sloane tries to be likable, even if there are so many factors working against him in that theater. It doesn't help that he knows how to talk his way up, down, and around situations. And despite the almost political nature of this talent, it doesn't seem preprogrammed into him like a robot made of false promises. There's something magnetizing in the way that Sloane can make someone feel important and wanted. Much like a single ray of sunshine. It won't be there forever, but it sure is nice when it comes by.
SELF-ABSORBED - If Sloane was a sponge, the Atlantic Ocean would fail to exist. Definitely a product of his upbringing, he's never known what it's felt like to not have eyes on him. He loves it. He adores it. He gets jealous if a shadow interrupts his perfect lighting. This is not to say that he can't see the world beyond his own reflection, but more so that he's staring at a mirror framed in his own expectations. And those expectations may include other people—hell, they usually do—bt Sloane won't forget Sloane.
GOAL ORIENTED - One might start to describe him as a team player before remembering the above personality trait. What one could say is that he always wants to get the job done with the optimal results. Sloane will press pause on the "me, me, me" if a little "we, we, we" can garner him a solution to a problem. Surprisingly, he can be pragmatic and a bit of a strategist when he puts his mind to it. After that, it's back to the vapidness of his existence. But that spark does burn sometimes.
F A C T S
What does everyone know about Sloane McCabe besides his family name? Well, the fact that he used to be captain of the Angel Grove baseball team and an Allstar Batter that was destined for greatness. Not only does he have one of the highest batting averages in the region, but he's also known for leading his team to an unprecedented and unchallenged victory in their circuit. There are a lot of trophies, murals, and medals in the glass cases lining the halls of Angel Grove Highschool. There are rumors abound as to why Sloane never pursued his scholarship to Vanderbilt and a possible baseball career after that. To ask him, he just says he got tired of the sport.
The McCabe's have a weird past with GENESIS. Ten years ago, it was released that the wealthy family had been one of the financial backers in the project that led to... well... the war. The patriarch of the McCabe family, Julius Isaacs, denied that he knew the goings-on of GENESIS, and the following investigations backed that claim. While the family took a bit of a hit, they were able to build back good PR from donations, community give-back, charitable gatherings, and a lot of smiling and waving. People haven't forgotten, though—especially people Sloane's age.
Sloane currently attends Angel Grove University with all the posh and panache of someone that should be attending Yale. He didn't need his parents' status to get in, not that it proves much considering he barely stays above passing. He's joined a frat since then, attended numerous parties, hosted several social media events, headed a few car washes, and even meets at a bimonthly DnD group where he plays Augdarsh the Half-Orc Barbarian. Sloane has quite the social life even if he's slow to call any of those people his friends.
R A N G E R
Why is Sloane a good fit with the Rangers? How on the world's spinning surface could Sloane even be a good fit? Oddly enough, it has more to do with what Sloane doesn't have rather than what he does. He lacks the ability to see failure as an option. The man has only ever failed once in his life, and it sits on his shoulders with the weight and magnitude of a tombstone. Sloane will see anything and everything through. He says he doesn't have anything to prove, but maybe there's something in the back of his mind that wants to atone for that he's not vocal about. And maybe he wants to reclaim his glory days and being a ranger seems to be the best way to do so. He'll make sure that they don't fail, or so help him.
H A N A H A Z Z A R D ♦ F E M A L E ♦ 1 8 ♦ H U B C I T Y
C H A R A C T E R C O N C E P T:
"Are you done talking? Because in my head I've already punched you three times. Four, now."
Say hello to Hana Hazzard, a child that suffered from not only a lack of parental supervision but also had Hub City to call her backyard. A city where you should be worried about being eaten by the sharks of corruption, and depending on the day, literal sharks. She was the only daughter and youngest child in the slew of boys with similar names and similar shit-eating grins. So, it was fair to say that her life was a series of dares that always escalated into a game of "chicken." Hana had it ingrained into her very soul to never back down. This would follow her well into her early teens and her rise into adulthood. But maybe we're getting ahead of ourselves. You may ask yourself how does one such as Hana end up a hero? End up a Green Lantern, for that matter? You might assume that the Guardians of the Universe pissed in some all-powerful cosmic entity's cereal, but that wasn't the case. Or maybe they did, but that's their own business.
Hana grew up barely above the poverty line, but her family was never without they just didn't have excess. This meant her childhood was spent rifling through the local junkyard with her brothers to find things that their father could use in his garage. It'd also lead to a lot of daring adventures across piles of junk, dangerous slopes of refuse, and so much tetanus. She attended public school and learned the hard way that her trajectory was never upward bound. Her grades barely surfed above passing, and she didn't have the money or the time to join any sports. Outside of class, she'd pick fights with upperclassmen when they talked shit about her wardrobe being a hodgepodge of hand-me-downs from her brothers. While many didn't think her terrifying, they'd learn quickly that Hana never stayed down. She'd curse at them with her sub-par insults but punch them with above-par fists. Her parents tried—they really did. They couldn't help it that the economic handholds in this city were as slippery as an oiled tarp. This would lead to disciplinary action, which would in turn, lead to her being forced into a school function of some sort. The one that cost the least was theater. In a little under a year, Hana was the lead in their very pathetic rendition of CATS. But she loved it.
Now there was an outlet for Hana's passion and attitude. She had quite the voice and a look that would easily slide her into any punk rock garage band. She formed a group with a few of her classmates called Shiva's Four-Armed Shredders. While she never wrote a single lyric, she belted out the songs of oppression and rage with the best of them. Unfortunately, this promising blip in her life would only be that... a blip.
On the eve of her high school graduation, Hana turned eighteen, which meant it was time to be reckless. A tongue and nose piercing later, she and the band had found a comfy half-disposed-of car in her childhood junkyard. They'd pilfered some malt liquor from a corner store and were getting drunk. Hub City, unfortunately, decided to rear its ugly head that night. They had accidentally ended right in the middle of an intergalactic weapons deal. The shitstorm started with an explosion that sent Hana careening down a pile of junk and landing squarely on her back—her vision going white before swimming. The screams came next. Adrenaline forced Hana up despite her head injury, but she didn't run for her life. She ran right into danger. She had nothing to fear. She'd fought her brothers. She'd fought kids older than her. She'd lived on the streets of Hub City all her life. If she was going to die, this would be a cool fucking way to go. The teenager barely saw the alien she plowed into as it loomed over her bassist. All she knew was that she connected, they went tumbling, and were a tangle of arms and fists. She barely remembered yelling "RUN!", but apparently she did because her friends scattered. That led to a stand-off with aliens who were prepared to crush her under their thumb while she gave them the bird. Unfortunately for the aliens, one of their "illegal weapons" happened to be a restrained power ring that didn't stay restrained long in Hana's presence. I would go on, but you know how this story goes... kid gets powers, kid tries to kick ass, kid gets nose broken a few times, and then kid needs help—a lot of help. It shouldn't have been a surprise that a senior Sector 2814 Lantern was there to intervene. They were space cops, after all.
After Hana's scrape with the aliens and earning a power ring, she contributed to the Corps for maybe a weekend. Who would have thought that a scrappy punk rocker would hate a rigid system based on procedural space hierarchy? Everyone? Everyone. She decided to go rogue, tired of the continued attempts to place training wheels (metaphorical or manifested) on her. But she learned quickly, very quickly, she couldn't take on the many villains Earth shat out like the aftermath of taco night by herself. This was doubly compounded by the lingering head injury breaking her focus. So, she decided to join the Renegades. They could always use a Green Lantern, and she could always use an excuse not to return to the Corps.
A B I L I T I E S:
"I'm only fifty-seven percent sure you're breaking some Space Law. But you're one-hundred percent pissing me off."
ɢʀᴇᴇɴ ʟᴀɴᴛᴇʀɴ ᴘᴏᴡᴇʀ ʀɪɴɢ
Energy Projection: Probably Hana's go-to move, as it's simply a blast of energy from her ring. It's based on her force of will, and as such is intense but unfocused. It is far from deadly, obviously, but it can knock her opponent (and anyone else caught in it) on their ass. Force Field:"Unstoppable force meet immovable object," is more or less the motto for this application of her ring. It is capable of creating a damage blocking, environment controlled, and life support enabled shield around her. Hana's need for self-preservation kicks this on when she's faced with something that can't be taken down with punching alone. Which, let's be honest, are most things. Flight: She can fly, in space or otherwise. It's as simple as that, and she abuses it any time she gets a chance too. Why walk on the cold floor in winter when you can hover? Energy Constructs: Here's where it's obvious Hana needs more time in the Corps. The ring can create weapons and other handy objects for a Lantern to use, right? Well, she's never been one to think concisely on the fly. Projectile? She tries to manifest a gun, but always remembers how intimidating it was to watch Mister Peterson, the neighborhood homeless man, drunkenly fling an alley cat. Next thing she knows, she's wielding a green, life-like cat that she can only hurl. Weapon? She visualizes a chainsaw, but what springs to mind right after is how nice it is to hold a microphone pole. At least it's somewhat useful. Armor? Brick Stevenson, her ex-boyfriend, wouldn't go anywhere near her in that taffeta nightmare of a prom dress. And so on...
ɴᴀᴛᴜʀᴀʟ ᴀʙɪʟɪᴛɪᴇs
Athletic & Acrobatic: Hana spent most of her childhood in a junkyard digging through piles of garbage to locate things of worth. She has scratches and scars to show off that part of her life along with the muscle tone and hand-eye coordination to match. Scrappy: I'm not going to say that Hana is the best in a fight, but she can hold her own. This is mostly achieved through dirty tricks like throwing sand or punching someone in the crotch. Years of quarreling with her brothers has made her adept at head butting and right hooks. Vocalist: Hana can sing, and she can sing quite well. Does it matter in a fight? Not really. Unless her opponent is a fan of punk-rock or show-tunes.
ᴡᴇᴀᴋɴᴇssᴇs
Lack of Training: Hana's time under the guiding wing of the Corps was short, and it shows. She's not able to wield her ring with the efficacy of other Lanterns. She's trying, but her bull-headedness keeps her from accepting help. Too Much Bravado: Yes, her willpower and fearlessness may come in handy as a Green Lantern, but it also means that she doesn't know how to back down. She'll fight until it's stupid to continue. She'll rush into a situation that needs more assessment. And she'll snap back when she's told to do something that she doesn't want to do. Hana's a firecracker in the worst way. Inefficient Battery Life: While this definitely falls under the first point, it's a bitch to deal with. Hana's reason she fails to charge the battery on her ring as often is a mystery. It can take her out of a fight with a snap of a finger. Hello Concussion, My Old...: That head injury she sustained on that fateful night was never looked after. And as such, she can lose focus easily to the detriment of her teammates. It may manifest simply as losing connection to her ring. It may also manifest in creating constructs that bear no correlation to the situation at hand. Her most go-to one is the spokesperson for men's deodorant smiling and holding a duck in only a bath towel. Yes, both of them are in a bath towel. Normal Girl: Strip her of her ring, and she'll try her best. But she has no powers outside of it.
C H A R A C T E R M O T I V A T I O N S & G O A L S:
"How many liters of blood is too many liters to vomit up? Asking for a friend."
Personally, I love the Green Lantern mythos and when it focuses on characters that aren't the perfect hero. Every hero has flaws, but I enjoy the ones that aren't a paradigm while fundamentally worthy of their abilities. That's what Hana is for me. By the "rules as written," she qualifies as a Green Lantern, but she's such a far cry from what it means to be in the Corps. This is the sort of arc that I imagine would be interesting to create. One where she has to be broken down to be built up into something suitable for her power and station. Hana's personal goals are far more simplistic. She basically wants to prove that she's worthy of the ring without anyone's help. She wants to rise above her previous, real shitty, station and be the beacon she never had in life. Basically, she's here to pull herself up by her own green bootstraps and make a career out of this.
Hana is definitely a bruiser that lacks the useful utility-based nature of the Lanterns. This is something both the character and I want to develop, the ability to be more diverse in situations. For now, though, she's a "punch now and ask questions never" kind of girl.
Oh, and to definitely bump her scores up on the ACTs. They're bad. Real bad.
C H A R A C T E R N O T E S:
"Of course this is a real Green Lantern Ring. Wait. Do you know something I don't know?"
Hana Hazzard stands at 5'2" bearing the musculature of someone you shouldn't fuck with. She's a mean green bean. Her nose, tongue, and ears are pierced, and her hair is usually a flavor-of-the-week color. There's a nasty scar across her eyebrow and into her hairline from her head injury. How does Hana pick clothes to wear? She performs the sniff check. Usually, she's in a tank-top, ripped jeans, boots, and a variation of whatever jewelry and makeup she felt like wearing. Anyone with any sort of aesthetic nature should run from her... far away.
Hana's only gear is her power ring. That being said, her suit bucks the usual trend without going too far out of the way. For one, she's manifested a jacket over the suit. It breaks up the glare-inducing snug nature of the outfit. There's also a lot more white and black to the usual pattern. Most notably her mask is entirely white and covers most of her face.
Does Hana know anyone of importance in the superhero world? She definitely knows the Lantern of Sector 2814 that saved her and tried to train her. I leave this up to the GM to decide who exactly she'd have interacted with as I don't want to buck against any previously established lore. I'll edit this when/if things are finalized.
R E L A T I O N S H I P S:
"There's only hot people on this list. And by that, I mean everyone. We're all hot in our own way."
Short summary of your character's thoughts, feelings, and regards for the rest of the cast. Optional and can be added whenever.
Where to even begin on this Adonis of a man? Kidding. While there's some truth in the gloating, Sloane's attractiveness is far overstated and overrated. Yet, you wouldn't be able to tell from the way he presents himself. Standing a little under six-foot, he isn't abundantly tall, but he does make sure to straighten his spine and pull his shoulders back. His physique is that of someone in sports. What sport, specifically? Well. Vague athleticism has gotten him this far, and it can only propel him forward. Sloane has blond hair. Not from the bottle he assures you, standing next to his family of natural brunettes. He has gray eyes because he can't be entirely perfect, a square jaw, and brows that are always asking "wait, did I miss something?"
Despite all this pomp regarding his appearance, there's something resolutely saccharine about the man. He doesn't have a tendency to be standoffish, but oddly enough he's fine with pulling everyone in—and yes, it probably is for a selfie. Prone to smiling wide, laughing hard, and probably shooting one-too-many finger guns, Sloane appears a welcoming person. There only seems to be one chink in his Prince Charming facade, and that's a literal chink. There's an odd hitch to Sloane's step that throws him off from time to time. He says nothing about it. The picture he paints has to be perfect, but not for himself—for everyone else.
S T Y L E
The man was born with a silver spoon in his mouth—nay a golden one—so should anyone be surprised his wardrobe reflects that? Sharp cut, sharp-dressed, and smelling like a million bucks,—jury's out if he rolled in it Scrooge style or not—there's not anything about Sloane that could be classed as "lazy," "tacky," or maybe even "comfortable." Prone to floral prints, light colors, and interesting accessories, he looks ready to hop aboard a yacht, play cricket, or pose listlessly for a fashion magazine. The only things that seem to be constant in his dress are his ear piercings and a ring on his right thumb that he twirls when he thinks. Beyond that, no one has managed to ever catch him in shorts. Not that he doesn't make up for it with a wide variety of colors and prints.
P E R S O N A L I T Y
SILVER TONGUED - Sloane tries to be likable, even if there are so many factors working against him in that theater. It doesn't help that he knows how to talk his way up, down, and around situations. And despite the almost political nature of this talent, it doesn't seem preprogrammed into him like a robot made of false promises. There's something magnetizing in the way that Sloane can make someone feel important and wanted. Much like a single ray of sunshine. It won't be there forever, but it sure is nice when it comes by.
SELF-ABSORBED - If Sloane was a sponge, the Atlantic Ocean would fail to exist. Definitely a product of his upbringing, he's never known what it's felt like to not have eyes on him. He loves it. He adores it. He gets jealous if a shadow interrupts his perfect lighting. This is not to say that he can't see the world beyond his own reflection, but more so that he's staring at a mirror framed in his own expectations. And those expectations may include other people—hell, they usually do—bt Sloane won't forget Sloane.
GOAL ORIENTED - One might start to describe him as a team player before remembering the above personality trait. What one could say is that he always wants to get the job done with the optimal results. Sloane will press pause on the "me, me, me" if a little "we, we, we" can garner him a solution to a problem. Surprisingly, he can be pragmatic and a bit of a strategist when he puts his mind to it. After that, it's back to the vapidness of his existence. But that spark does burn sometimes.
F A C T S
What does everyone know about Sloane McCabe besides his family name? Well, the fact that he used to be captain of the Angel Grove baseball team and an Allstar Batter that was destined for greatness. Not only does he have one of the highest batting averages in the region, but he's also known for leading his team to an unprecedented and unchallenged victory in their circuit. There are a lot of trophies, murals, and medals in the glass cases lining the halls of Angel Grove Highschool. There are rumors abound as to why Sloane never pursued his scholarship to Vanderbilt and a possible baseball career after that. To ask him, he just says he got tired of the sport.
The McCabe's have a weird past with GENESIS. Ten years ago, it was released that the wealthy family had been one of the financial backers in the project that led to... well... the war. The patriarch of the McCabe family, Julius Isaacs, denied that he knew the goings-on of GENESIS, and the following investigations backed that claim. While the family took a bit of a hit, they were able to build back good PR from donations, community give-back, charitable gatherings, and a lot of smiling and waving. People haven't forgotten, though—especially people Sloane's age.
Sloane currently attends Angel Grove University with all the posh and panache of someone that should be attending Yale. He didn't need his parents' status to get in, not that it proves much considering he barely stays above passing. He's joined a frat since then, attended numerous parties, hosted several social media events, headed a few car washes, and even meets at a bimonthly DnD group where he plays Augdarsh the Half-Orc Barbarian. Sloane has quite the social life even if he's slow to call any of those people his friends.
R A N G E R
Why is Sloane a good fit with the Rangers? How on the world's spinning surface could Sloane even be a good fit? Oddly enough, it has more to do with what Sloane doesn't have rather than what he does. He lacks the ability to see failure as an option. The man has only ever failed once in his life, and it sits on his shoulders with the weight and magnitude of a tombstone. Sloane will see anything and everything through. He says he doesn't have anything to prove, but maybe there's something in the back of his mind that wants to atone for that he's not vocal about. And maybe he wants to reclaim his glory days and being a ranger seems to be the best way to do so. He'll make sure that they don't fail, or so help him.
|𝖫𝖮𝖢𝖠𝖳𝖨𝖮𝖭: ANGEL GROVE COMMUNITY CENTER |𝖨𝖭𝖳𝖤𝖱𝖠𝖢𝖳𝖨𝖮𝖭𝖲: VALLORY & ROSS |𝖬𝖴𝖲𝖨𝖢: FANCY |
"Sloane Dialogue." "NPC Dialogue."
|𝖳𝖠𝖦(𝖲): INSERT |
[ 𝙸𝙽𝙵𝙸𝙻𝚃𝚁𝙰𝚃𝙾𝚁 ]
𝖯𝖤𝖱𝖲𝖮𝖭𝖠𝖫 𝖲𝖳𝖠𝖳𝖲
𝙰𝙶𝙴 & 𝙳𝙰𝚃𝙴 𝙾𝙵 𝙱𝙸𝚁𝚃𝙷 34, August 2252 𝙶𝙴𝙽𝙳𝙴𝚁 Feminine 𝚂𝙿𝙴𝙲𝙸𝙴𝚂 Human 𝙿𝚁𝙾𝙵𝙴𝚂𝚂𝙸𝙾𝙽 Gun for Hire
𝖯𝖲𝖸𝖢𝖧𝖮𝖫𝖮𝖦𝖨𝖢𝖠𝖫 𝖧𝖨𝖲𝖳𝖮𝖱𝖸
𝙼𝙾𝚃𝙸𝚅𝙰𝚃𝙸𝙾𝙽 & 𝙾𝚄𝚃𝙻𝙾𝙾𝙺 Lacquer coats her tongue like an old game table in New Vegas. The lights shine off it just right, but it wasn't its original sheen. Jack likes it that way. The more people watching the spinning top of the roulette counter, the less they can see that they're getting swindled. The thrill of holding a win over her adversaries is what Jack lives for. A lucrative tryst with a few more bottlecaps in her pocket and a new hat. A wager set on a bottle of moonshine and a shooting contest where she forgets to shut just one eye as she blasts an old Nuka Cola bottle off someone's head. Lifting some old tech under the prospect that she's from the Brotherhood is a little close to home, her original one, but she knows all the jargon to make it work. Jack doesn't want to get by in the world with hard work. She wants to gamble and lie her way up. It's more interesting that way.
Maybe there's a flicker of altruism there, though. While she's slow to trust, if someone has paid her to care--she'll care. She can lie her way in and out of trouble, dragging her compatriots with her. But when it's time to put someone's hide on the line, she offers her's knowing she can get out. She's as slippery as a radroach. And even deeper, past all the lies and the sleight of hand, is someone that'll not care what your outside looks like. Jack's more interested in the intentions in your heart. 𝙱𝙰𝙲𝙺𝚂𝚃𝙾𝚁𝚈
Ever heard of the town of New Boone? No. Well, there's a reason for that. Jacelyn Mercy was born there under a different name entirely. Like every other kid in the wastes of the Mojave, she had to learn to be quick and cunning not to get gobbled up by the nearest sentient whatever. The town was established by an old prewar structure that managed to have some technology within it. None of it was worth anything or functional. The town wished to keep their findings a secret, and it would have probably stayed that way had it not been for various travelers. Yet, before that time came, Jack had the rare honor to play with whatever she found. Her thirst for knowledge was incapable of being parched. So, when the Brotherhood showed up, as they do, to relieve the idiots of their fool's gold, Jack wanted to go with the technology. As it stood, building a fledgling settlement around defunct machinery wasn't very lucrative. Her parents were more than happy to give her up. So, began her time as an initiate in the Brotherhood.
You don't want to know much of the next part. It's what you could imagine from a child being raised in a pseudo-religious-militant organization that would make out with their power armor if it didn't look so strange. Yet, despite Jack's begging to have joined the BoS, she began to resent that decision. She found that her interest in technology was more the interest in deciphering puzzles and "winning" the contest of who could explain what the hell the prewar contraptions did the fastest. She only ascended the ranks because she hated doing the grunt work and listening to the jeering that came with being low on the totem pole. She became a scribe of the Order of the Sword, interested in guns and why they shot (also why so many paladins practically married their armor.) It was during that time that she met a knight, Isiah Hillside. He'd grown up within the BoS, and he found Jack's stories about everything else and her rebuffing of the constant stick-up-the-ass demeanor to be hilarious. He even found her having to constantly mop the floors of the labs for disciplinary reasons humorous. Of course, he went out of his way to maybe tip a few liquids onto the floor. This was how their flirting went. To an outside observer, it seemed that Jack was going to knife him in his sleep.
They married in their early twenties. It was probably too young, but their thoughts ran the course of "how long are we going to live, seriously?" But again, you're not here to learn how much they actually loved each other. More so, listing out every mission that they went on would be redundant. Instead, let's skip to the inciting incident. In the year 2276, when Jack was 24, the NCR dealt a crippling blow to the BoS. Yet, that wasn't what would change Jack's course of life as much as what happened when their brothers were decimated. They had been sent to root out a small supermutant band that had been moving closer and closer to their base. It was a small contingent, and Jack went along to test a new modification to their laser guns. If it failed, she needed to be there to remedy the fact quick enough. Unfortunately, their intel was bad, and the band of supermutants was far larger than expected. The paladins went down, followed by the knights, and Jack only survived because Isiah drew their attention away from her hiding spot. When the commotion died down and the biting tang of blood was all that Jack could taste, she dragged herself out. She walked among the bodies, not wanting to really look them in the face. Inevitably, she steeled her nerves enough to start collecting dog tags and what valuable technology she could. What she noticed quickly, was that Isiah wasn't among the dead. She found where he'd been disarmed and armored and dragged away.
Jack followed the tracks the best she could, but it became apparent that she'd never catch up in enough time to find him alive or human. So, she headed back to the Brotherhood of Steel base. Remember what I said about the destruction? Assured that it had been decimated by the NCR, Jack found herself without cause or home. In one last attempt for normalcy, she headed back to New Boone. Well, I already telegraphed the sad ending to that. Jack was entirely alone. At that time, she was not called Jacelyn Mercy, but at that moment in the middle of the abandoned town--she became her.
More time passed, as it likes to do, and Jack found herself moving through the Mojave Wastes like a tumbleweed. There was no love for the Brotherhood, especially as she became more and more acquainted with the NCR. So, she had to rely on her knowledge, charisma, and fighting skills to get by. Jack's survival instinct served her well. She was able to work herself in and out of low society, and her teachings and manners allowed her to find purchase in high society. In the town of New Vegas she was looked at as the "Woman from the Wastes with Wit and Weapons." It was comfortable living. Yet, the feel of comfort itched something awful. She'd do jobs for whoever paid her. They all had varying levels of stakes and danger, but it was the only way to stay alive and entertained. It was easy to make her way around with what was afforded to her in New Vegas. She'd take care of the dirty deeds without nary a valiant hiccup in her way. She'd tried to play by the rules, and she'd been left with nothing.
Yet, as the years passed, maybe her consciousness started to weigh on her. Most of her dreams were nightmares. That battle ringing in her ears. The screaming. The dying. The last look at Isiah's face before nothing. Yet, her mind wouldn't leave the nagging fear alone. He'd always pop back up in her dreams, but his face was imposed with that of a supermutants'. Jack didn't know how, but she was sure he was still out there. Not that she could do much about it. But she didn't have to stay here.
So, Jack took what bottlecaps she could and left in the middle of the night. She needed to get out of there. Jack made some enemies with her flight, so letting her trail cool a while could help. And what better way to do that than to head to Oregan with a doctor that wants to track down one woman in all of the wasteland? A woman that was immune to radiation. Jack would have laughed, but her dreams enjoyed playing again and again her mind. So, she figured they needed someone that could get in and out of places without the need to turn everything into a lukewarm steak. That was her specialty, being cunning, charismatic, and caustic.
𝙵𝙻𝙰𝚆𝚂
Booze & Cigars
She Likes them Tall, Strong, & Dumb
Pathological Liar
Sticky Fingers
Is Not Built for Feats of Physicality
𝚁𝙴𝙻𝙰𝚃𝙸𝙾𝙽𝚂𝙷𝙸𝙿𝚂 & 𝚁𝙴𝙿𝚄𝚃𝙰𝚃𝙸𝙾𝙽𝚂
Brotherhood of Steel: She is technically still a scribe, though currently marked as MIA. Her relationship with them is good, occasionally using private channels to check-in, but she won't flip on a dime for them.
NCR: If she could spit into the mouth of a governmental organization, she would. While she has much disdain for them, it's not like she's planning for an all-out war. Jack is smart enough to know that she'd die.
New Vegas: Decent relationship with the city, and she has a name there. Of course, she may have dirtied it a bit with her latest antics. But they love her, right?
James & Virginia REDACTED: Jack's birth parents. With the dissolution of New Boone, she doesn't know if they're alive or dead. She had a rather fraught relationship while they were together, but they were family.
Ben REDACTED: Jack's baby brother that had been born shortly before she left. Honestly, she couldn't tell you anything about him. Other than the fact that he's blood... and... was born a boy?
Isiah Hillside [DECEASED OR WORSE]: A paladin in the Brotherhood of Steel and Jack's husband. Might still be out there...
𝙾𝙿𝙸𝙽𝙸𝙾𝙽𝚂 𝙾𝙵 𝚃𝙷𝙴 𝚃𝙴𝙰𝙼 TBD
𝖲𝖪𝖨𝖫𝖫𝖲 & 𝖤𝖰𝖴𝖨𝖯𝖬𝖤𝖭𝖳
𝚂𝙺𝙸𝙻𝙻𝚂
Small Guns & Energy Guns: She has the knowledge of how to use them and maintain them. She isn't a crack shot, but she's not bad either.
Speech: Jack knows her way around a word two. She'll work them just as well as a ghoul stripper works a pole.
Bartering: A mixture from her days within the Brotherhood and New Vegas. She knows the real worth of something and can talk someone up or down. Now, she can't sell piss as Nukacola, but she'll damn well try.
Gambling Sleight of Hand: That makes it sound important, right? Being deft with one's fingers and not having a crippling debt addiction.
Lockpicking: She can't flavor this one any better, but give her some bobby pins and a minute... and she's in. The food lockers at the Brotherhood's base didn't break into themselves.
Repair: Only on weapons and other offensive technology that the Brotherhood of Steel would use.
𝚆𝙴𝙰𝙿𝙾𝙽𝚂
Primary AEP7 Laser Pistol
Secondary Modified 10mm Pistol (Reinforced with better mechanical parts, grip, and a fun little charm she found in a prewar gas station)
Melee Switchblade
𝙰𝚁𝙼𝙾𝚁 & 𝙲𝙻𝙾𝚃𝙷𝙴𝚂
Modified Male Gambler's Outfit: Has a dyed leather chest piece to keep from immediately dying, and stylish bracers on both arms.
Gambler's Hat: Fancy and only good keeping the sun out of one's eyes.
𝙿𝙴𝚁𝚂𝙾𝙽𝙰𝙻 𝙱𝙴𝙻𝙾𝙽𝙶𝙸𝙽𝙶𝚂
a Set of Caravan Cards that are entirely legal
Bobbypins
Three Cigars in a Steel Cigarcase
a Metal Flask of Whiskey
Brotherhood of Steel Dogtags (x2)
a Wedding Ring
Handful of Caps
𝙴𝚇𝚃𝚁𝙰 She wears her wedding ring looped around the same chain that has her dog tags. They're all tucked under her clothes. She's never without them.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
"Words. Words. Words" Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
|𝑙𝑜𝑐𝑎𝑡𝑖𝑜𝑛: North Gate - Greytry - Etrid |𝑖𝑛𝑡𝑒𝑟𝑎𝑐𝑡𝑖𝑜𝑛𝑠: Some Fine Men |𝑝𝑖𝑜𝑡𝑟'𝑠 𝑚𝑜𝑜𝑑: Hungry |
A young Fyg held her arm upwards, her palm flat towards the night sky. The stars glittered between her tanned digits, which aligned with the massive stone hands above her. She pressed them shut, effectively blocking out the night, before opening them again. Her mother stirred behind her. Fyg opened her mouth to ask a question as Bautild drew her daughter in close. Her mother kissed her hair a few times before resting her chin on her daughter’s head. “Do you know where those stars came from?” “Magic?” Fyg answered, squirming in her mother’s grasp. “Sure.” She chuckled. “You’re lying.” “Why assume I knew the answer?” her mother asked, squeezing Fyg closer. “Truth is only spouted by the unimaginative settlers. Lies are for the creative adventurers.” Fyg wriggled down, allowing her to look up at her mother. Her amber eyes were met with her mother’s equally golden ones. “And which one are you, mum?” “First of all, I’m not your mother…” Fyg giggled. “So, you’re a liar?” Bautild grew silent and looked at the stars.
Greytry was the shining star of Etrid and its illustrious capital. It was where the fair folk of the land had gathered in droves to watch a human man get a shiny token of his power slapped on his head. At least it would remove the Order of the Third Moon from its seat of power. Or at least that’s what Fygawren Aescau had heard, and her ears were quite keen. Still, they would have been keener if everyone outside the North Gate would shut their mouths and let her think. Instead, they jostled her about like she was a sentient sack of potatoes as they trudged forward. It was rude. Fyg inhaled in exasperation. It also smelled horrible outside their fair city. Not that the Great Plains could really speak so highly of their fragrances—horses were aplenty along those flatlands. Still, the odor of so many bodies, pungent from travel, packed together as they squeezed through the front gate was enough for Fyg’s nose to draw upwards on her face. Two senses down, but her eyes still worked. She scanned the crowd as everyone pushed forward.
Men on horses, men on foot, men sitting in carriages, and exceptionally tall men. There was quite a variety about today. A flutter and a heavy mass landed on her shoulder with a bored flumph. It was Piotr, Fyg’s companion bird with the physical makeup of an overcooked dumpling. He practically oozed off her shoulder. She only had herself to blame. Fyg was far too sweet on him.
“So, Piotr, it seems as if we enter the city of Greytry with not a coin on our person,” Fyg said to the bird that definitely couldn’t understand her. She’d actually do better to talk to a plant. “Unless…” she trailed off as she pushed a hand into her coin purse. Unfortunately, all she pulled out was a bit of unmarked currency from the Great Plains, a button, and dried fruit of some kind. She blew the lint off the fruit. Piotr cooed and fluffed on her shoulder. “This is not for you. Candied fruits make you… well, you know.” She bit into it. “You know what I think? I think the number of people help and hinder us today.” Fyg didn’t finish that sentence but instead let the cogs in her mind crunch through the dangers of that.
There were enough people to get a bit of coin off of. There were also guards. Then again, there were a lot of people. Fyg would be taking a chance—a chance in the city where the Order of the Third Moon reigned. She could get away with her dalliances in the Great Plains. Could she here? Fyg sighed. She needed the coin. And better here than inside the gates where there were more walls to get stuck behind. It was then that Fyg spotted her prey. There were three of them atop horses in a sea of people. If she knew anything about giving chase mounted, it was that it only worked on flat and unobscured land.
She moved quickly, knocking at people’s ankles with her staff. More than a few curses were thrown in her direction, but she kept her head down and the scarlet cowl of her cloak pulled close. Yes, looking back, it hadn’t been the best color choice—but it had been her mother’s.
Fyg kept pace with the three men as she hurriedly prepared. She tucked her staff underneath her arm and spat the seed from the fruit into her right hand. Her other hand came to her belt and satchels. There she pulled a couple of potions from their secure latching. The liquid within the bottles, one a bleached green and the other a murky cobalt, viscously ran along the sides as she hoisted them up. She gave the glass a tap with her finger, the ring clinking against it to draw eyes and attention.
“Fine fellows,” she said, pulling from her diaphragm. Fyg tilted her head forward, casting a shadow over her face. “May I offer you some of the most sought after concoctions from the Great Plains. Brewed from the finest ingredients from within the Forests of Paeris and steeped in aged barrels from the oldest ruins in the plains themselves. They cure whatever ails you. Whether it be fatigue from the body or fatigue from the mind. They’re invigorating to the spirit… if you catch my meaning.” She lifted her head a bit and winked with her one uncovered eye.
All the while, a few small vines peeled out from the seed within her hand. All she needed to see was where their hands went when considering coin, and she’d move just as quick with the aid of her little saplings. Fyg knew not to make her magic visible. Quick and silent was the game.
𝐍𝐀𝐌𝐄 | Make sure it matches your race/origin. 𝐀𝐆𝐄 | 18+ 𝐆𝐄𝐍𝐃𝐄𝐑 | As it says, and include pronouns. 𝐑𝐀𝐂𝐄 | Easy enough. 𝐎𝐑𝐈𝐆𝐈𝐍 | Choose one from the list, but feel free to get more detailed if you wish. 𝐖𝐀𝐑𝐃𝐄𝐍 𝐑𝐀𝐍𝐊 | Grey Warden (Acolyte for Mages) or Warden Recruit. I'll accept one Senior Warden as the group's leader. 𝐇𝐄𝐗𝐂𝐎𝐃𝐄 | The color code you're using in this sheet.
| 𝐂 𝐇 𝐀 𝐑 𝐀 𝐂 𝐓 𝐄 𝐑 𝐀 𝐏 𝐏 𝐄 𝐀 𝐑 𝐀 𝐍 𝐂 𝐄 |
𝐇𝐄𝐈𝐆𝐇𝐓 & 𝐁𝐔𝐈𝐋𝐃 | As it says. Because asking for someone's weight is rude. 𝐂𝐎𝐌𝐏𝐋𝐄𝐗𝐈𝐎𝐍, 𝐄𝐘𝐄 & 𝐇𝐀𝐈𝐑 𝐂𝐎𝐋𝐎𝐑 | Just a brief run down. 𝐃𝐈𝐒𝐓𝐈𝐍𝐆𝐔𝐈𝐒𝐇𝐈𝐍𝐆 𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒 | A place to put down scars, tattoos, and the lot. You can also include horn shape and ornaments if you're a Qunari. Vallaslin if you're Dalish. Casteless markings if you're dwarven. Etc. 𝐖𝐀𝐑𝐃𝐄𝐍 𝐎𝐔𝐓𝐅𝐈𝐓 | What do your character's clothes look like? I'm not mandating that they all be in matching Warden uniforms, but your character can wear one. As long as they have the symbol on them, somewhere. Incorporate your armor and weapons into this. You can use pictures but mostly use your words. 𝐌𝐀𝐍𝐍𝐄𝐑𝐈𝐒𝐌𝐒 | If someone approached your character, what would they notice about their stance? Attitude? And the like? You can tell a lot about a character just by the way they hold themselves.
| 𝐂 𝐇 𝐀 𝐑 𝐀 𝐂 𝐓 𝐄 𝐑 𝐈 𝐍 𝐍 𝐄 𝐑 𝐖 𝐎 𝐑 𝐊 𝐈 𝐍 𝐆 𝐒 |
𝐌𝐎𝐓𝐈𝐕𝐀𝐓𝐈𝐎𝐍𝐒 | What drives your character? What leads them to fulfill their duties as a Grey Warden? Altruistic? Self-serving? Self-Sacrificing? Suicidal? Atonement? Etc. Why is your character here, and why will they continue to be here? 𝐂𝐀𝐏𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 |
Consider these your positive traits.
𝐅𝐋𝐀𝐖𝐒 |
Consider these your negative traits.
𝐕𝐈𝐂𝐄𝐒 |
At least one. Everyone has a "sweet tooth" so to say.
𝐅𝐈𝐍𝐀𝐋 𝐓𝐑𝐔𝐓𝐇 | I'm not going to tell you what this means. Everyone's answer will be different. What is your character's lasting and final thing that is true to themselves? This is their line.
☐☒ 𝕮𝖔𝖒𝖒𝖚𝖓𝖎𝖈𝖆𝖙𝖎𝖔𝖓 | # List Focuses Here ☐☒ 𝕮𝖔𝖓𝖘𝖙𝖎𝖙𝖚𝖙𝖎𝖔𝖓 | # List Focuses Here ☐☒ 𝕮𝖚𝖓𝖓𝖎𝖓𝖌 | # List Focuses Here ☐☒ 𝕯𝖊𝖝𝖙𝖊𝖗𝖎𝖙𝖞 | # List Focuses Here ☐☒ 𝕸𝖆𝖌𝖎𝖈 | # List Focuses Here ☐☒ 𝕻𝖊𝖗𝖈𝖊𝖕𝖙𝖎𝖔𝖓 | # List Focuses Here ☐☒ 𝕾𝖙𝖗𝖊𝖓𝖌𝖙𝖍 | # List Focuses Here ☐☒ 𝖂𝖎𝖑𝖑𝖕𝖔𝖜𝖊𝖗 | # List Focuses Here
𝐒𝐏𝐄𝐂𝐈𝐀𝐋𝐈𝐙𝐀𝐓𝐈𝐎𝐍 | Name it Here
Here tell me how your character has earned this specialization and use it in and out of battle.
𝐓𝐀𝐋𝐄𝐍𝐓𝐒 | Name of Talent
Novice ► Journeyman ► Master
Copy and Paste from the subtopic "Talents."
Name of Talent
Novice ► Journeyman ► Master
Copy and Paste from the subtopic "Talents."
Name of Talent
Novice ► Journeyman ► Master
Copy and Paste from the subtopic "Talents."
Name of Talent
Novice ► Journeyman ► Master
Copy and Paste from the subtopic "Talents."
𝐒𝐏𝐄𝐋𝐋𝐒 |
Arcane Lance: A bolt of arcane energy flung from your hands or staff. All mages have this ability.
Name of School
Spell Name
Spell Name
Spell Name
Name of School
Spell Name
Spell Name
Spell Name
Name of Specialization
Spell Name
| 𝐄 𝐐 𝐔 𝐈 𝐏 𝐌 𝐄 𝐍 𝐓 & 𝐁 𝐄 𝐋 𝐎 𝐍 𝐆 𝐈 𝐍 𝐆 𝐒 |
𝐄𝐐𝐔𝐈𝐏𝐏𝐄𝐃 |
List Weapons, Armor, and Other that your character has at the ready.
𝐒𝐓𝐀𝐒𝐇𝐄𝐃 |
List Weapons, Armor, and Other that your character can use, but isn't at the ready.
𝐁𝐀𝐂𝐊𝐏𝐀𝐂𝐊 |
Just a list of items your character would carry, these don't count against what you would have to think about hoisting around. They just tell us more about your character.
| 𝐑 𝐄 𝐋 𝐀 𝐓 𝐈 𝐎 𝐍 𝐒 𝐇 𝐈 𝐏 𝐒 |
CHARACTER NAME[color=their color]| [/color] Your character's opinion. Copy & Paste as many times as needed.
| 𝐆 𝐑 𝐄 𝐘 𝐖 𝐀 𝐑 𝐃 𝐄 𝐍 𝐀 𝐑 𝐂 𝐇 𝐈 𝐕 𝐄 |
"If maleficarums warrant hunting down, then the players of The Game warrant burning at stakes."
𝐇𝐄𝐈𝐆𝐇𝐓 & 𝐁𝐔𝐈𝐋𝐃 | 6'0" with Bulky Musculature 𝐂𝐎𝐌𝐏𝐋𝐄𝐗𝐈𝐎𝐍, 𝐄𝐘𝐄 & 𝐇𝐀𝐈𝐑 𝐂𝐎𝐋𝐎𝐑 | A Fair Skintone with Natural Blond Hair that's Somewhat Coifed and Gray Eyes 𝐃𝐈𝐒𝐓𝐈𝐍𝐆𝐔𝐈𝐒𝐇𝐈𝐍𝐆 𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒 | He has a mutilating burn scar over his left cheekbone that has seared off half his ear. There are also thin scars over his right eyebrow and the bridge of his nose. 𝐖𝐀𝐑𝐃𝐄𝐍 𝐓𝐄𝐌𝐏𝐋𝐀𝐑 𝐎𝐔𝐓𝐅𝐈𝐓 | Mal is adorned in heavy mail with the bright red scapular of the Templars that drapes to his knees. On his shoulders are bulky pauldrons that lead to thick "sleeves" of armored plates. It ends at his bare fingers, nails well taken care of but blood underneath the edges. Around his waist is a thick belt that has a few, empty stretched-out loops that lead to ones that are filled with bright blue lyrium potions. Also on his hip is a large, rain-proof satchel that seems to be stuffed to the brim with vellums, scrolls, and a tome. Around his legs are thick, laced leather pants that trail into calf-high boots with metal toes that have seen better days. On his back is a shortsword, and on his hip across from the satchel containing his paperwork, is a hefty mace. He also a quiver stuffed with red-feathered arrows and a bow strung over his shoulder. Despite the high collar of his undershirt, one can still make out the curvature of a necklace that he wears underneath his armor. On top of his head is an Orlesian hat made from thick leather with a wide brim and an old red feather pinned to it. 𝐌𝐀𝐍𝐍𝐄𝐑𝐈𝐒𝐌𝐒 | Mal isn't the sort to be guarded, his armor does that well enough. He usually has his hands on his hips or is thumbing through his notes--possibly penning more. If someone wishes to engage him in conversation, he'd be more than glad to. His smile is welcoming, but it's also very Orlesian. There's a way he tilts his chin up to look down at you that tells you the conversation is for his importance and not your own. Beyond that, he's quick to place a hand on his mace and pick at the leather straps in anticipation.
| 𝐂 𝐇 𝐀 𝐑 𝐀 𝐂 𝐓 𝐄 𝐑 𝐈 𝐍 𝐍 𝐄 𝐑 𝐖 𝐎 𝐑 𝐊 𝐈 𝐍 𝐆 𝐒 |
𝐌𝐎𝐓𝐈𝐕𝐀𝐓𝐈𝐎𝐍𝐒 | To talk to Mal, one would assume that his reasoning for being here would solely be duty. Yet, an Orlesian templar from a Free Marches Chantry might raise a few brows. Unlike the rest of his Circle- Bound brethren, there's something a bit different about the way that Mal takes to his templar nature. 𝐂𝐀𝐏𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 |
Personable- No one will accuse the templar of being off-putting at first glance.
Goal-Oriented- Good luck getting Mal away from tending to his duties and assignment.
Faithful- Nothing will sway him from the Chantry or his commitment to the Templars.
𝐅𝐋𝐀𝐖𝐒 |
Haughty- Years in the Orlesian Court will do that to someone.
Self-Aggrandizing- If you want someone that will tell their story with bravado and poignancy, it's him. He'll even do an amazing job of downplaying anyone else's accomplishments.
Without Remorse- Maleficarum, or not, if someone is practicing magic outside the reach of the Chantry, it's Mal's duty to bring them in. No sob story will deter him. More determinantal being that he's fine doing this to allies as well.
𝐕𝐈𝐂𝐄𝐒 |
Gossip
Cigars
Ego
𝐅𝐈𝐍𝐀𝐋 𝐓𝐑𝐔𝐓𝐇 | Mal would never fail at his duties and lead others into unnecessary harm. It wouldn't look good for his reputation. It's hard to say if what he does is altruistic or ignoble of others' struggles, but he will never stand by and let blood magic wreak havoc.
Mal does not use his abilities to tend to demons, but instead to hunt down those that use the art of blood magic to commit heinous rituals. He's spent some time learning of them, reading about apostates and hedge mages that have used this dark art in the past. His lyrium-fueled abilities are about nullifying magic and not letting magic affect him. This doesn't mean he's an impenetrable shield because his powers only extend as long as the lyrium dosage. But in that short time, one has to face him on the physical battlefield.
𝐓𝐀𝐋𝐄𝐍𝐓𝐒 | Armor Training
Novice
Novice: You can wear heavy leather and mail armor without suffering a penalty.
Intrigue
Novice ► Journeyman
Novice: You know how to play the Game. Chose the following Communication focus: Deception. Journeyman: You always gain more information than you give out. You’re talented at performative espionage and gossip.
Oratory
Novice
Novice: You know how to work a crowd. In a public setting, you can find your voice amongst the people. They won’t fall in line with you, but they’ll listen.
| 𝐄 𝐐 𝐔 𝐈 𝐏 𝐌 𝐄 𝐍 𝐓 & 𝐁 𝐄 𝐋 𝐎 𝐍 𝐆 𝐈 𝐍 𝐆 𝐒 |
𝐄𝐐𝐔𝐈𝐏𝐏𝐄𝐃 |
Heavy Mail
Mace
Shortsword
Lyrium Potions
𝐒𝐓𝐀𝐒𝐇𝐄𝐃 |
Bow & Arrows
𝐁𝐀𝐂𝐊𝐏𝐀𝐂𝐊 |
Backpack, Orelsian Clothes, Rations, & Waterskin
Vellums & Scrolls & Tomes Regarding Magic and Apostates
Ink Pot & Well
Candles & Flint
Compass & Map
Cigars
Mysterious Jewelry
A Strange Black Candle
Paperwork from the Circle of Starkhaven
| 𝐑 𝐄 𝐋 𝐀 𝐓 𝐈 𝐎 𝐍 𝐒 𝐇 𝐈 𝐏 𝐒 |
CHARACTER NAME | Your character's opinion. Copy & Paste as many times as needed.
The First Era, The Divine Age, started and ended with the Second Blight. An entire generation of people lived and died through it, not knowing what life without darkspawn was like. It had started in the Anderfels and spread across Thedas like fire. It ended in the year of 1:95 at Starkhaven as a mostly human force led by the Grey Wardens struck the final blow.
Divine Hortrensia I named the Second Era the Glory Age, predicting a grand rebirth of the world after the devastation of the Blight. Yet, the rebirth of Thedas would be the upheaval of the social and political norms and a life of hardships more dramatic than the Blight. In the years to come, Orlais and the Dales would come to war. Divine Renata I called for a Holy War, leading to the Exalted March of the Dales. Orlais claimed the land, and the elvish people either escaped to alienages or took to nomadic traditions. In Ferelden, Teryrn Caedmon declared himself king which incited a civil war. At his death, fighting for power over the region began. This period in Ferelden would be called the War of Crowns. Further North, Starkhaven's King Fyruss would try to take over all of the Free Marches under the Tevinter banner.
This was called the Time of Rebuilding, but it was hard to say would what was truly being forged in the ashes left by the darkspawn.
This all happened within the forty years after the end of the Second Blight. There were now inhabitants of Thedas growing into adulthood without the fear or knowledge of the Blight. Yet, that didn't stop the Grey Wardens from remaining vigilant. Old God Zazikel wouldn't be the last Archdemon, and they were sure of it. Still a branch of the Chantry, they were given stipends and notoriety in most towns. They'd not fallen out of favor, yet. So, they took to Thedas to deal with roving bands of darkspawn along with other moral adversaries the Chantry might have. They became hunters of the wicked and the profane.
Our story begins in 2:35, a newly formed squadron of Grey Wardens are sent from the Fortress Weisshaupt to deal with what is believed to be a new emergence of the Blight. There's a town in the Free Marches that went silent seemingly overnight. Those that investigated have not returned. No one dares to get close for fear that they'll be next. But those that remember the Second Blight and the darkspawn, swear they can hear them on the other side of the town's border. Your group has been tasked with eradicating this threat and saving anyone that might be alive within the confines of the town. You've been gifted a templar from the Starkhaven Circle to help. Yet, all the strange and scary aside, the land is in the midst of political upheaval. There may be enemies in more forms than just those of darkspawn.
Are you ready to embark upon a tale where our lovely protagonists' lives and stories are lost to time? Where their blood is spilled only for their name to be removed from the Warden logs? Where their death will be a convenience to the powers that be? If so, let us begin.
After the First Blight, Tevinter held on to the Anderfels for about 200 years, but abandoned it in an effort to protect central Tevinter when the Second Blight began in 1:5 Divine. The Anderfels was nearly destroyed by the Blight, but saved by Emperor Kordillus Drakon, starting with the lifting of the siege of Weisshaupt in 1:33 Divine. After that, they joined the Orlesian Empire as well as converted to the Chantry. But after the death of Drakon, his successor Kordillus II could not hold the empire together and the Anderfels broke free again in 1:65 Divine.
Is currently a free country, but in severe disrepair from the damage of the Second Blight. It is slowly rebuilding. While mostly home to humans, there is a small qunari settlement in the Northern part of the country that has thrived for the past 100 years. It is home to the massive Grey Warden Fortress Weisshaupt.
𝐀𝐍𝐓𝐈𝐕𝐀
Starting in 1:45 Divine, the Chantry spread east into Antiva, and the teachings of Andraste gained favor among the citizens, eventually becoming the main religion in Antiva. Antiva usually remained neutral in the conflicts of its neighbors, though it did ally with some city-states of the Free Marches from 2:15 Glory through the current year to stop the territorial advances of King Fyruss of Starkhaven. In 2:33 Glory, Antivan cities united under a common banner to better defend themselves.
The Principality of Antiva, or simply Antiva, is a plutocratic nation in northeastern Thedas. Although it possesses few resources of its own, Antiva's location makes it a center for trade in the north. Antiva's wine trade, buoyed by its fruitful vineyards and an aggressive approach to trading practices with other nations, is one of the country's main resources, allowing for a relatively prosperous life for its citizens. Its capital is Antiva City, which lies in the middle of its coastline and is one of the wealthiest in Thedas.
𝐄𝐒𝐓𝐖𝐀𝐓𝐂𝐇
During the Divine and Glory Ages, the island remained unoccupied and the emptiness coupled with the debris from shipwrecks that littered the coast bred in the Free Marches the belief that the island was haunted or cursed, and contributed to the failure of any Marcher state to claim a lasting foothold on the land.
𝐅𝐄𝐑𝐄𝐋𝐃𝐄𝐍
When the Alamarri peoples first split from Neromenians, they migrated southeast and crossed the Frostback Mountains in -2415 Ancient. There, they found a new homeland that would eventually become "Ferelden", which means "fertile valley" in the Alamarri tongue. However, the fertile valley did not become a sovereign nation for almost 3000 years. This period of time is littered with numerous wars the Alamarri tribes waged, both with foreign powers such as the Tevinter Imperium and Orlais, as well as their fellow tribes. During that time the Alamarri developed their own political system which remains largely intact to this day. With time, powerful nobles would turn their land into bannorns, then arlings, and finally teyrnirs. The nobles continued the Alamarri tradition of infighting and continued to fight with each other over petty and personal matters in order to gain more power. That was until the Alamarri warrior Hafter united the tribes in Ferelden against the darkspawn during the Second Blight in 1:40 Divine. Ten years later he defeated combined Chasind and Avvar forces to hold the Ferelden Valley and was named the valley's first Teryn. Move to the current day when Hafter's grandson Teyrn Caedmon declared himself king, and a civil war broke out. He was then killed in 2:18 Glory at the Battle of Valmorn Hills. The fight for power over the region has begun. This period is now known as the War of Crowns.
Ferelden is best known for the likely birthplace of Andraste and home to the communities of the dwarves of Orzammar and the Dalish Elves in the Brecilian Frest. Life and politics in Ferelden have been historically turbulent, defined by ages of tribal rule and invasions of foreign armies. In Ferelden strength and courage are set above heritage and wealth. Any Fereldan man or woman worth their salt can make something of themselves. Nobles are respected, even revered, but to the common person, they are not untouchable. Respect must be earned, and nowhere in the world is there a people as ready to demand their due as in Ferelden. Outside Ferelden, they are known as "dog lords." The importance of dogs in Fereldan cultures traces its roots to werewolves; mythical wolf-men who factor heavily into Ferelden lore. Many nobles believe their ancestry ties back to them.
𝐅𝐑𝐄𝐄 𝐌𝐀𝐑𝐂𝐇𝐄𝐒
In 1:95 Divine, the last battle of the Second Blight was fought at Starkhaven with a human army led by the Wardens. Both sides suffered heavy losses, but Zazikel was finally slain by the Grey Warden Corin. In 2:15 Glory, King Fyruss of Starkhaven attempted to unite the Free Marches under his banner and build his own empire with Tevinter's support.
The Free Marches encompass a group of city-states situated in eastern Thedas. The three real cities with any semblance of power in the Marches are Kirkwall, Starkhaven and Tantervale, each led by a titled official with the special right to name their city's Champion. The "Marchers" are independent-minded descendants of tough barbarians. They only recently managed to free themselves from Tevinter's grip after the First Blight when a slave rebellion rose up and reclaimed the city that would be known as Kirkwall. Their cities have formed a loose confederation that rarely unites on any matter. In the event of aggression from larger neighbors, however, the Marchers can assemble a joint military front that even the greatest powers cannot dismiss
𝐅𝐑𝐎𝐒𝐓𝐁𝐀𝐂𝐊 𝐌𝐎𝐔𝐍𝐓𝐀𝐈𝐍𝐒
This mountain range forms Ferelden's natural western border with Orlais. Gherlen's Pass leading to Orlais is the only Frostback passage safe for year-round travel. The mountains are considered highly inhospitable, and yet they house the native Avvar tribes, and, beneath the northern foothills, most of the continent's dwarves. The entrance to the dwarven city of Orzammar lies in Gherlen's Pass, with its permanent shanty-town filled with traders and petitioners, making it of strategic importance.
𝐊𝐎𝐂𝐀𝐑𝐈 𝐖𝐈𝐋𝐃𝐒
The Korcari Wilds is a cold southern expanse of forest and swamp, the extent of which is not truly known. Most northerners believe little of what the Chasind have to say. But the Chasind Wilders speak of a wasteland of snow and ice further to the south, filled only with desolate tundra and nomadic barbarians. South of the Wilds itself lies the mysterious region known as the Sunless Lands.
𝐍𝐄𝐕𝐀𝐑𝐑𝐀
By the Glory Age, rule of the Nevarran city-state had changed hands several times. Ineffectual leadership and infighting resulted in a poor populace lagging far behind other Free Marcher city-states. Ionas, the last ruler before the First Pentaghast Dynasty, ruled Nevarra for several decades and was in failing health. Many Nevarrans, including some of Ionas's closest advisers, felt that Nevarra could not survive on its own. Rumors swirled that some of these advisers had brokered deals with either Orlais or Stakhaven and would be rewarded if the cession of Nevarra's lands occurred. This never came to pass as Casper Pentaghast plotted to depose Ionas before he ran Nevarra into the ground or delivered it to its enemies. Pentaghast seized the Nevarran throne, and under his leadership, the city-state's fortunes turned around.
Unlike most other Andrastians, Nevarrans do not burn their dead but instead carefully preserve the bodies and seal them in elaborate tombs. Each crypt is as unique as the family buried there. They believe that when a dead soul crosses the Fade it displaces a Fade spirit. In order to provide safe hosts for such spirits, they mummify their corpses and place them in elaborate crypts in the Grand Necropolis. This task is entrusted to a secretive order of mages known as Mortalitasi. Its gray-robed members enjoy wealth and political power as they often serve as advisers to Nevarran nobility, including the kings. Dragon hunting has only just begun in the country of Nevarra, and as such there are still plenty of them around.
𝐎𝐑𝐋𝐀𝐈𝐒
In 2:5 Glory, the border skirmishes between the Dales and Orlais increased in number. In 2:9 Glory the elves attacked the Orlesian town of Red Crossing and quickly took it over. Orlais declared war, but the elves quickly managed to capture Montsimmard and besieged Val Royeaux. At this point, Divine Renata I called for an Exalted March against the attacking elves. Although the elves eventually sacked Val Royeaux and pushed well into human lands, Halamshiral was conquered and the elves were completely crushed by 2:20 Glory. The Dales were annexed to become part of the Orlesian Empire and alienages were created for the elven population who submitted. By decree of Divine Renata I, any Chantry art in Orlais depicting elves were destroyed save a single mural of Shartan (with his ears cropped.)
The Orlesian Empire, or simply Orlais, is currently the largest and the most powerful nation in Thedas. It was founded by Kordillus Drakon I and its capital, Val Royeaux, serves as the Chantry's seat of power and home of the Divine. Orlais is ruled by an Emperor or Empress. Orlais has a large noble class famed for its excess, and in particular, the fashionable use of cosmetics and elaborate masks. Their clothing too tends to be complicated and colorful. Orlais is also home to spectacular architecture. The Grand Cathedral, as well as the University of Orlais, both in Val Royeaux, are noteworthy for their grandiose style and construction. The Cathedral, originally a fortress, was converted to a place of worship with ample gold and stained glass.
𝐎𝐑𝐙𝐀𝐌𝐌𝐀𝐑
Following the outbreak of the First Blight, the dwarven empire was crumbling. Paragon Aeducan assumed the leadership of Orzammar and managed to push back the darkspawn. Despite his victory, it was not enough and after the end of the First Blight the darkspawn kept pushing; by -15 Ancient (1180 TE), the kingdom of Orzammar was assumed to be the last one still standing. Since then, the kingdom was in a steady decline by losing most of its outlying thaigs.
Orzammar is a great thaig and the only known remaining dwarven kingdoms in Thedas. An underground metropolis, the thaig is located deep beneath the Frostback Mountains and was once the capital of the dwarven empire. According to legend, the thaig's name derives from one of the seven brothers who founded the dwarven empire and his descendants formed the Mining caste. There they stay true to the old ways through Paragons and the Shaperate. They stick to their rigid caste system even if it seems antiquated in the current time.
𝐏𝐀𝐑 𝐕𝐎𝐋𝐋𝐄𝐍
Some scholars believe that the first humans in Thedas came from the rainforests of Par Vollen many thousands of years ago, migrating south from the archipelago. The pyramids they built still stand to this day and are regarded by travelers to the region as true wonders.
𝐑𝐈𝐕𝐀𝐈𝐍
-203 Ancient (992 TE) the Rivaini participated in the Battle of the Silent Plains in the southern reaches of Tevinter. Their leader Dumat was brutally stabbed and the darkspawn forces were routed. -120 to -53 Ancient (1075–1142 TE) the Rivaini rebel in an attempt to split off from the Tevinter Imperium. They were supported by the eastern cities in the Free Marches. Tevinter launched campaigns to stop the rebellion. After several losses that culminated in the disastrous Battle of Temerin in -53 Ancient (1142 TE), the Imperium finally abandoned the east. In -44 Ancient (1151 TE) the Kingdom of Rivain was founded.
The Rivaini have skin tones ranging from dark tan to ebony. Social standing in Rivain is often marked by tattoos and body piercings. The more elaborate one's decorations, the higher one's rank. This is often accompanied by extravagant jewelry. The Rivaini, though possessing a currency-based economy as other nations do, place no real value on the accumulation of individual wealth and instead promote the idea of community welfare. As such, communities work together to support each other, sending supplies to other communities when needed. Though a Circle existed in Dairsmuid, it was merely a means to appease the Chantry. The mages of the Circle were allowed to see their families and the women were specifically trained to be seers, a position in Rivaini society that is revered as a matter of tradition. These local hedge witches converse with spirits and even allow themselves to be possessed for the benefit of their villages. The Rivaini are traditionally a matriarchal people and many believe that women are best suited to ruling. Most Rivaini communities are governed by elder women, the most senior of these women being the above-mentioned seers.
𝐒𝐄𝐇𝐄𝐑𝐎𝐍
Seheron, the largest island in Thedas, is a humid jungle nation in the Boeric Ocean, directly north of the Tevinter Imperium. The largest city is also called Seheron. It has been in the possession of the Tevinter Imperium from its earliest days, and its architecture reflects the long occupation of the Imperium.
𝐓𝐄𝐕𝐈𝐍𝐓𝐄𝐑 𝐈𝐌𝐏𝐄𝐑𝐈𝐔𝐌
The Tevinter Kingdom was ruled by a dynasty of kings. The first Circles of Magi formed in Tevinter cities as closed societies of mages, presumably to train and study their talents. The Tevene Circles established a council of their most talented mages, known as the Court of Magisters, which convened in Minrathous and decided the mandate of magic in the kingdom. In the current years, it abandoned Anderfels during the Second Blight. They lost Rivain, the Free Marches, Ferelden, and have only submitted to the Chantry out of a show to keep peace with Orlais. Currently, they have thrown their lot in with the King of Starkhaven to begin reclaiming their lost lands.
The Tevinter Imperium is the oldest extant human nation in Thedas and is ruled by a powerful magocracy. The leaders of the Imperium are called magisters, and are led by the Imperial Archon. In ancient times, the Imperium's power was unrivaled and its borders stretched across nearly the entire continent. In modern times, while Tevinter is a shadow of its former self in both size and power, it is still relatively powerful, and a major nation of Thedas. Tevinter society is notoriously decadent yet also takes great pride in its history and achievements. The Imperium treasures their past and preserves it, as indicated that everything they've built has been carefully preserved and renovated. Ambition and magical ability are the hallmarks of its ruling elite, the magisters. Tevinter society is highly stratified, with citizens classified into one of three levels depending on their ancestry and magical ability, the soporati, the laetans, and the altus. Slavery is also born into the backbone of their society despite being outlawed throughout most of Thedas.
DISCLAIMER: Most of this text was taken from either the Dragon Age wiki or "The World of Thedas: Volume I" in an attempt to paraphrase what state the world is in now. Timelines may have been moved up or down to help the narrative flow of the game, but everything is factual to the world and belongs to the creators.
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Warriors, Rogues, and Mages Humans are the most powerful and common of all races in Thedas. But wasn't always this way. While human history has a tendency to ignore or outright refute this, scholars believe there was a time when there wasn't a single human anywhere on the continent. While humans are the dominant race in Thedas, they are also the most fractured. The race's tribal roots led to the evolution of distinct groups with their own languages, customs, and beliefs. These distinctions have been at the heart of numerous conflicts between human nations and religious movements. Scholars wrestle to explain humanity's ability to maintain power over most of Thedas, given the infighting.
𝐀𝐍𝐃𝐄𝐑𝐒 - Anderfels is a nation of survivors. One must be tough to see their adult years there. They are constantly beset upon by darkspawn and most of their land is blighted and useless. People say that one goes to the Anderfels to die. A surprising number of Anders choose to remain in this harsh environment. +1 Constitution & Pick One Focus: Constution (Stamina) OR Strength (Climbing)
𝐀𝐍𝐓𝐈𝐕𝐀𝐍 - It is said that Antivans are good at everything but chivlarous fighting. In fact, they excel at dirty fighting and Antiva is home to the most notorious goild of assassins, thieves, and spices in Thedas. They are valued for their skill, discretion, and professionalism. +1 Communication & Pick One Focus: Communication (Bargaining) OR Cunning (Navigation)
𝐀𝐕𝐕𝐀𝐑 - They are a rugged and massive human people who make their home in the Frostback Mountains. The Avvar are too independent, too proud, and too stubborn to pay homage to any king. Most people in Ferelden consider them uncivilized barbarians, while the Avvar think their old foes weak and corrupt. +1 Strength & Pick One Focus: Communication (Animal Handling) OR Strength (Climbing)
𝐂𝐇𝐀𝐒𝐈𝐍𝐃 𝐖𝐈𝐋𝐃𝐄𝐑 - Chasind are a barbarian folk that live in the south of Ferelden in the Korcari Wilds. There are many superstitions regarding them. They live in houses built on stilts and do some trading with Fereldens living in the South. +1 Dexterity & Pick One Focus: Dexterity (Stealth) OR Strength (Climbing)
𝐅𝐄𝐑𝐄𝐋𝐃𝐄𝐍 - The country is a wide and barbarous nation, populated by fiercely proud folk who've only just begun to "civilize" within the last few centuries. The Fereldans are a martial people who value loyalty and honor far more than mere material goods. 𝐂𝐑𝐀𝐅𝐓𝐒𝐌𝐀𝐍 - +1 Dexterity & Pick One Focus: Dexterity (Crafting) OR Cunning (Religious Lore) 𝐅𝐑𝐄𝐄𝐌𝐀𝐍 - +1 Constitution & Pick One Focus: Constitution (Stamina) OR Willpower (Courage) 𝐍𝐎𝐁𝐋𝐄 - +1 Strength & Pick One Focus: Cunning (Military Lore) OR Strength (Intimidation)
𝐅𝐑𝐄𝐄 𝐌𝐀𝐑𝐂𝐇𝐄𝐑 - The Marchers are a dynamic people. They are great traders but also fierce defenders of their home cities. Some practice their martial skills to compete in the Grand Tourney, a traveling tournament and fair that moves from city to city. +1 Cunning & Pick One Focus: Cunning (Evaluation) OR Communication (Bargaining)
𝐍𝐄𝐕𝐀𝐑𝐑𝐀𝐍 - They are proud of their heroic tradition and this is celebrated with statuary throughout their country. The romance of such deeds exerts a strong pull on the young and many seek their own adventures throughout Thedas. They hope they too will be celebrated in song and statue in their homeland. +1 Willpower & Pick One Focus: Strength (Might) OR Willpower (Courage)
𝐎𝐑𝐋𝐄𝐒𝐈𝐀𝐍 - Orlais is the most powerful and cultured nation in Thedas. Most of the population consists of serfs with little to no social mobility. There are Nobles that are engaged in the Grand Game--a never-ending battle for power, prestige, and status. The Students of the University of Val Royeaux that are taught both the magical and secular. And those that have failed at all three, that have been exiled. 𝐂𝐎𝐌𝐌𝐎𝐍𝐄𝐑 - +1 Dexterity & Pick One Focus: Dexterity (Brawling) OR Willpower (Faith) 𝐄𝐗𝐈𝐋𝐄 - +1 Communication & Pick One Focus: Communication (Persuasion) OR Cunning (Cultural Lore) 𝐍𝐎𝐁𝐋𝐄 - +1 Communication & Pick One Focus: Communication (Etiquette) OR Strength (Intimidation) 𝐒𝐓𝐔𝐃𝐄𝐍𝐓 - +1 Cunning & Pick One Focus: Communication (Persuasion) OR Cunning (Research)
𝐑𝐈𝐕𝐀𝐍𝐈 - Rivain is the main venture of trade. But where there is shipping there is smuggling and piracy, and sometimes the line between merchant and smuggler is blurry. They are used to being the underdogs but have a spirit no force in Thedas has been able to crush. +1 Communication & Pick One Focus: Communication (Seduction) OR Dexterity (Acrobatics)
𝐓𝐄𝐕𝐈𝐍𝐓𝐄𝐑 - The Tevinter Imperium is one of the few places in Thedas where mages are not under the thumb of the Chantry. Mages form the majority of the ruling class but are diffused everywhere within society. The Atlus are the ruling mage class. The Laetan are mages that do not belong to the ruling class but are still considered higher than the non-magical. The Soporati are the magicless commoners who still don't have it bad as the Orlesians as Tevinter still employs slaves. 𝐀𝐓𝐋𝐔𝐒 - +1 Magic & Pick One Focus: Communication (Leadership) OR Cunning (Arcane Lore) 𝐋𝐀𝐄𝐓𝐀𝐍 - +1 Cunning & Pick One Focus: Communication (Deception) OR Cunning (Arcane Lore) 𝐒𝐎𝐏𝐎𝐑𝐀𝐓𝐈 - +1 Strength & Pick One Focus: Constitution (Stamina) OR Strength (Brawling)
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Warriors, Rogues, and Mages The elves are a common race in Thedas, distinguished physically by their large eyes, willowy frames, and pointy ears. Their long history is colored by ages of human oppression, and so are a mere shadow of their ancestors. The proper name for elves is elvhen, meaning "the people." It is said that they were once immortal beings who lived by their own rules and beliefs. When the humans arrived, they lost their immortality and so they blamed humans for their "quickening." After the fall of their kingdom, and then their subsequent relocation and exile from the Dales, they have split apart. Some became wanderers known as the Dalish while other elves have bitterly resigned to their fate living among humankind in alienages.
𝐂𝐈𝐓𝐘 - The so-called "city elves" live as second-class citizens, mostly working as servants and laborers. They live in segregated sections of cities and towns known as alienages. Bitter and downtrodden, many city elves turn to crime. These rogues only reinforce the prejudice most humans have towards city elves. +1 Dexterity & Pick One Focus: Dexterity (Stealth) OR Perception (Seeing)
𝐃𝐀𝐋𝐈𝐒𝐇 - The remaining leadership of the Dales would not bend a knee to the humans. They chose a life of exile, becoming the Dalish elves. They are descended from some of the oldest elven families and have retained a strong sense of duty to their people. They have taken it upon themselves to preserve elven culture and lore. So when the day comes that the elves once again have a homeland, they can teach the ancient ways to their city elf brethren. Until that time the Dalish elves wander in ornately carved wagons called aravel. They also have tattoos on their face called vallaslin or "blood writing" to illustrate their commitment to the old ways in a permanent fashion. +1 Willpoiwer & Pick One Focus: Dexterity (Bows) OR Willpower (Courage)
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Warriors and Rogues The dwarves are a race of stocky, robust builders who live in underground communities called thaigs. Their once strong numbers have been diminished by ages of war with the darkspawn. Most thaigs are now empty, and the vast network of tunnels known as the Deep Roads that connected the thaigs are mostly sealed and overrun with the darkspawn, even in the absence of a Blight. The dwarves now primarily inhabit Orzammar while others live in exile on the surface. Living underground, the dwarves have superior vision in the dark. The caves they live in are laced with lyrium which has given them a natural immunity to magic. On the downside, they are also not able to wield it. Surface dwarves lose this immunity the longer they are away from the lyrium but are still unable to perform magic. Within Orzammar, they live in a rigid caste system where the casteless are marked with facial tattoos. Surface dwarves, fortunately, are able to live their life as they please.
𝐃𝐔𝐒𝐓𝐄𝐑 - The castless are known as dusters, after their neighborhood--Dust Town--in Orzammar. These dwarves lost their caste or are descended from those that did. They receive no protection under the law, and they are forbidden from doing any job controlled by a caste. Practically speaking, this means almost no legal work is open to them. So, many work for the Carta, a powerful organized crime syndicate that controls a virtual shadow economy. Dusters are the most likely to leave Orzammar. They have little to lose by going to the surface world since they are already casteless. +1 Dexterity & Pick One Focus: Communication (Deception) OR Dexterity (Legerdemain)
𝐇𝐈𝐆𝐇-𝐁𝐎𝐑𝐍 - The top of the dwarven society are the noble houses, whose feuds and fights go back many generations. The rest of the High-Borns belong to the Warrior Caste, Smith Caste, and the Artisan Caste. The Warrior Caste is the most prestigious caste as they fight the never-ending war against the darkspawn in the Deep Roads, as well as providing rank-and-file soldiers for the noble houses. The Smith Caste is the next most important - how would the warriors fight without arms and armor? Finally, there is the Artisan Caste. They, too, are highly esteemed in dwarf society, for they are the builders and makers that make Orzammar hum. +1 Strength & Pick One Focus: Dexterity (Crafting) OR Strength (Intimidation) OR Strength (Smithing)
𝐋𝐎𝐖-𝐁𝐎𝐑𝐍 - The dwarves of the Miner, Merchant, and Servant Castes do the hard work, day after day, that keeps Orzammar functioning. The Miner Caste is the most prestigious of these three, particularly those that deal with lyrium. The Merchant Caste is the next most important, as they bring money into the city and arrange trade deals. The Servant Caste is the lowest, though even they rank above surface dwarves and dusters. Out of these, the Merchant Caste is the only one allowed to head to the surface without having their caste status revoked as trade deals with humans and surface dwarves are well looked upon. +1 Communication & Pick One Focus: Communication (Persuasion) OR Constitution (Stamina)
𝐒𝐔𝐑𝐅𝐀𝐂𝐄 - They are largely merchants and middlemen, trading goods and raw materials to humans elves. They play a vital role in dwarven society, but curiously other dwarves look down on them. Dwarf adventurers and wanderers also belong to this caste. It is ironic that the most famous dwarf adventurers in human lands have little standing and no prestige in their homelands. +1 Constitution & Pick One Focus: Communication (Bargaining) OR Constitution (Stamina)
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Warriors and Rogues A race relatively new to Thedas that most people call Qunari. This race is large and powerful, and they tower over humans by a foot or more on average. Most have horns growing from their heads. However, the label "Qunari" refers to a follower of the religious text known as the Qun, regardless of his or her race--hence the capitalization of the name in many writings. The horned race's ancient name is "kossith." This term is not widely used or even widely known outside scholarly circles.
𝐓𝐀𝐋-𝐕𝐀𝐒𝐇𝐎𝐓𝐇 - These are members that were once of the Qunari society and have rebelled against traditions of the Qun. They are known as vashoth, or "grey ones," and they must leave Qunari lands before they are detected or face reeducation or punishment. Such exiles are not considered part of the Qunari society anymore. In the spirit of defiance, they call themselves Tal-Vashoth, or "true grey ones." They live in the Anderfels and get by as they can. Many work as mercenaries, while others become raiders, pirates, smugglers, or even slavers. +1 Strength & Pick One Focus: Constitution (Stamina) OR Strength (Intimidation)
GM NOTE: I am aware that the Qunari were not around in the Glory Age and would only come into prominence during the Storm Age. That being said, this is a fun and fundamental race, and I don't want anyone barred from playing it. So, I will curb the lore in a serious way to say that there is a small Tal-Vashoth colony in Northern Anderfels having escaped from Qundalon. They don't know much or anything about the Qun and do not follow the religion. That way we can have our horned cake and eat it too.
DISCLAIMER: Most of this text was taken from either the "Dragon Age: Roleplaying Game Core Rulebook" or "The World of Thedas: Volume I" in an attempt to paraphrase the variety of the peoples that live in Thedas. Everything is factual to the world and belongs to the creators.
𝐏𝐑𝐈𝐌𝐀𝐑𝐘 𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 - Constitution, Dexterity, & Strength 𝐒𝐄𝐂𝐎𝐍𝐃𝐀𝐑𝐘 𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 - Communication, Cunning, Magic, Perception, & Willpower Warriors permeate the world, but they aren't all the same. They can be ex-soldiers, caravan guards, mercenaries, members of the militia, or former blacksmiths turned adventurers. They can fight for honor, revenge, justice, money, or a better tomorrow. Some have received formal training and others fight by instinct, but all can handle themselves in a fight. They're always in the thick of combat, and it is often up to them to engage the hardest-hitting enemies so the other members of their group can focus on their own abilities. They are nigh undefeatable by those without any combat training.
𝐁𝐄𝐑𝐒𝐄𝐑𝐊𝐄𝐑𝐒 - Warriors that first arose in the Warrior Caste of dwarves, but have since spread out. They tap into an inner bloodlust that can only be satiated by defeating their enemy, possibly their friends, or through their own death.
𝐂𝐇𝐀𝐌𝐏𝐈𝐎𝐍 - They do not just fight; they are a palpable presence on the battlefield. Comrades in arms look to them for strength and courage in the chaos of battle. They command with ease and have been known to become legendary through their bravery.
𝐂𝐇𝐄𝐕𝐀𝐋𝐈𝐄𝐑 - They are the elite knights of the Orlesian Empire. They are a powerful force, both militarily and socially. They are used to getting their way in Orlais, but can press their importance in other countries even if they're greeted frostily. Though none would deny that they are powerful warriors and unrivaled on horseback.
𝐆𝐔𝐀𝐑𝐃𝐈𝐀𝐍 - These warriors are trained to consider not just their position on the battlefield but that of their allies. They can assess who needs protection and when, and their timely intervention often prevents situations from going out of control. They're the immovable force to the pressure of oncoming forces. They make excellent bodyguards and are often employed as such.
𝐑𝐄𝐀𝐕𝐄𝐑 (Qunari Only) - They have learned to channel blood magic internally, making them terrifying and deadly warriors. The dragon blood in the Qunari allows them to tap into this naturally. The nature of the Reavers means that no heroic individuals seek to join their ranks, but desperate times can push someone to take up the role.
𝐓𝐄𝐌𝐏𝐋𝐀𝐑 - These warriors are the militant arm of the Chantry. Their primary function is to watch over the Circle of Magi and hunt down apostates and maleficarum. They are given small amounts of lyrium to awaken and maintain their special powers.
𝐏𝐑𝐈𝐌𝐀𝐑𝐘 𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 - Communication, Dexterity, & Perception 𝐒𝐄𝐂𝐎𝐍𝐃𝐀𝐑𝐘 𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 - Constitution, Cunning, Magic, Strength, & Willpower Rogues can be a thief, a scoundrel, a conman, a scout, an expert, or a spy. They have to get by on their quickness and cleverness. Whether engaging in witty repartee or slipping a dagger between an enemy's ribs, a rogue must be artful to win the day. They are the eyes and ears of the group. They are excellent at both and close and ranged combat, and can backstab friend or foe with ease. They're not as hardy as their warrior contemporaries, but they make up for it by being fast and deadly.
𝐀𝐒𝐒𝐀𝐒𝐒𝐈𝐍 - Masters of the art of death, they train to kill using weapons, poisons, and their wits. The most famous of these are the Antivan Crows. There are always those willing to kill for money, so assassins can be found all over Thedas.
𝐁𝐀𝐑𝐃 - They may seem like simple minstrels and troubadours, but they are so much more. They can act as spies, saboteurs, and sometimes killers. Worldly people of all nations look twice at the traveling minstrels.
𝐃𝐔𝐄𝐋𝐈𝐒𝐓 - They rule the streets and alleys of cities like Denerim and Val Royeaux. In such conditions, the quick blades and wits of duelists count for more than raw strength. The classic duelist fights with rapier and either a main gauche or spiker buckler in their off-hand, though some pride themselves on more unusual combinations.
𝐋𝐄𝐆𝐈𝐎𝐍𝐍𝐀𝐈𝐑𝐄 𝐒𝐂𝐎𝐔𝐓 (Dwarves Only) - Members of the Legion of the Dead that is famed for their courage, and none more so than the Legionnaire Scout. They learn to suffer incredible hardship without the slightest complaint and hone their resolve into an armor that can protect them from pain, despair, and strife.
𝐌𝐀𝐑𝐊𝐒𝐌𝐀𝐍 They are crack shots that can take down enemies at a distance. They can be a Dalish archer, a Fereldan scout, a Chasind raider, or an Antivan street tough. While marksmen can handle any ranged weapon, each has a favorite type and often a signature example that they have customized to their liking.
𝐑𝐀𝐍𝐆𝐄𝐑 - They are skilled scouts who can use their knowledge of nature for their own benefit. They can lure animals, sometimes of frightening size, to fight for them. If the animals die in battle, that is not the rangers' concern as long as they fulfill their role in the fight. The Dalish call them cruel, but they call it practical.
𝐒𝐇𝐀𝐃𝐎𝐖 - These are your typical rogues that are masters of stealth. They excel in the arts of concealment and deception like no others. They can hide nearly anywhere and almost seem to be able to bend the darkness around them. They can fool opponents into attacking empty air while they position themselves for a lethal attack.
𝐏𝐑𝐈𝐌𝐀𝐑𝐘 𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 - Cunning, Magic, & Willpower 𝐒𝐄𝐂𝐎𝐍𝐃𝐀𝐑𝐘 𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 - Communication, Constitution, Dexterity, Perception, & Strength Mages have been gifted (or cursed, depending on your point of view) with the ability to absorb mana, the life force of living beings, and use it to cast magical spells. This sets them apart from normal people. In some times and places, mages have been honored for their power and wisdom. In others they have been feared and hunted, especially once the dangers of demonic possession were understood. They commonly are from the Circle of Magi, sometimes are renegade apostates, or from a culture that reveres them. They are capable of amazing feats but must be wary of demonic attacks when using powerful magic. The very gift that allows mages to use magic at all makes them vulnerable to possession.
𝐅𝐎𝐑𝐂𝐄 𝐌𝐀𝐆𝐄 - These mages love magic's raw power. They prefer to pummel their foes with barely restrained magical energy. Their telekinetic spells are potent and can toss enemies around like ragdolls while they remain unmovable on the battlefield.
𝐊𝐍𝐈𝐆𝐇𝐓 𝐄𝐍𝐂𝐇𝐀𝐍𝐓𝐄𝐑 - A select few mages who can use melee attacks by summoning a sword from thin air, which is also capable of deflecting projectiles. Other powers that put these mages a cut above the rest are the abilities to debilitate opponents, strengthen and lengthen the duration of the party's barriers, and help warriors on the front line.
𝐍𝐄𝐂𝐑𝐎𝐌𝐀𝐍𝐂𝐄𝐑 - These mages specialize in binding spirits drawn to the dead and dying and using them to increase their magic powers. They can cause crippling fear in opponents, summon spirits to fight for them, and can even control their enemies' spirits to fight for them.
𝐒𝐇𝐀𝐏𝐄𝐒𝐇𝐈𝐅𝐓𝐄𝐑 - Only a few mages practice this art of magic. None are known to become massive creatures of legend. More typically they can transform themselves into creatures like wolves, bears, and even giant spiders.
𝐒𝐏𝐈𝐑𝐈𝐓 𝐇𝐄𝐀𝐋𝐄𝐑 - these are rare mages who learn to communicate and summon benevolent spirits from the Fade. There is danger in this path, as there always is when the Fade is involved. However, when the summoning is successful, a spirit healer is capable of healing feats beyond the bounds of normal magic.
𝐁𝐋𝐎𝐎𝐃 𝐌𝐀𝐆𝐄 (Blocked Unless Happens in IC) - Since the Grey Wardens are still a branch of the Chantry, this magic would not be allowed in their ranks.
If your character is a Mage, you can choose one of these two origins if you wish, but it isn't required:
𝐂𝐈𝐑𝐂𝐋𝐄 - During the Second Blight the mages proved their worth and help[ed save humanity. This allowed them to gain a measure of autonomy, and thus was born the first Circle of Magi. While there are still Chantry templars stationed in every Circle tower, it is the mages who police those with magical powers. Circle mages find humans and elves with magical talent and bring them to their towers for training and supervision, and to teach them to defend themselves against demonic possession. +1 Magic & Pick One Focus: Cunning (Arcane Lore) OR Cunning (Historical Lore)
𝐀𝐏𝐎𝐒𝐓𝐀𝐓𝐄 - While the law treats all apostates the same way, the category is a broad one. Some are self-taught mages who discovered how to use magic by trial and error. Some come from magical traditions that pre-date the formation of the Circle of Magie, like hedge mages and Avvar shamans. Others are rebels, opposed to the Circle of Magi, the Chantry, or both. +1 Magic & Keep the Forcus of your Race Origin
DISCLAIMER: Most of this text was taken from the "Dragon Age: Roleplaying Game Core Rulebook" book and not from the actual games. Sorry if you're missing a beloved Specialization, some of them didn't make sense for the timeframe or the style of RP.
𝐂𝐎𝐌𝐌𝐔𝐍𝐈𝐂𝐀𝐓𝐈𝐎𝐍 𝐅𝐎𝐂𝐔𝐒𝐄𝐒
Animal Handling: Interacting with and caring for animals.
Bargaining: Negotiating with others and making deals.
Deception: Lying to and tricking those less mentally adept than you.
Disguise: Making yourself look like someone else, or a different class of person.
Etiquette: Knowing the social niceties of various cultures.
Gambling: Playing games of chance and profiting from them.
Investigation: Interviewing people for information and finding and deciphering clues.
Leadership: Guiding, directing, and inspiring others.
Performance: Entertaining an audience with an artistic talent.
Persuasion: Convincing others to agree with you.
Seduction: Making winning moves in the game of love.
𝐂𝐎𝐍𝐒𝐓𝐈𝐓𝐔𝐓𝐈𝐎𝐍 𝐅𝐎𝐂𝐔𝐒𝐄𝐒
Drinking: Consuming large quantities of alcohol and avoiding the aftereffects.
Rowing: Propelling a vessel with oars.
Running: Moving quickly in both short sprints and long-distance hauls.
Stamina: Enduring fatigue, disease, and privation.
Swimming: Moving through the water and staying afloat.
𝐂𝐔𝐍𝐍𝐈𝐍𝐆 𝐅𝐎𝐂𝐔𝐒𝐄𝐒
Arcane Lore: Knowing about magic, its traditions, and the Fade.
Brewing: Making ales, wines, and other concoctions.
Cartography: Making and reading maps.
Cryptography: Creating and deciphering codes and ciphers.
Cultural Lore: Knowing the traditions and beliefs of various cultures.
Enchantment: Understanding the art and craft of enchanting magic items. Note to actually Enchant items one must be either a dwarf or one of the Tranquil.
Engineering: Knowing the practicalities of construction, building, and invention.
Evaluation: Determining the value of goods and objets d’art.
Healing: Aiding the wounded and sick.
Heraldry: Knowing coats of arms and royal families.
Historical Lore: Knowing important events and personalities from the past.
Military Lore: Knowing strategy, tactics, and famous applications thereof.
Musical Lore: Knowing musical traditions and songs.
Natural Lore: Knowing the flora and fauna of Thedas.
Navigation: Planning and following a route from one place to another.
Poison Lore: Knowing about poisons, their uses, and their preparation.
Research: Making a systematic investigation, usually using records, archives, and books.
Religious Lore: Knowing religious traditions and practices, particularly those of the Chantry.
Writing: Expressing yourself with the written word.
𝐃𝐄𝐗𝐓𝐄𝐑𝐈𝐓𝐘 𝐅𝐎𝐂𝐔𝐒𝐄𝐒
Acrobatics: Executing gymnastic, balancing, and tumbling maneuvers.
Bows: Fighting with weapons from the Bows Group. - Crossbow, Long Bow, and Short Bow
Brawling: Fighting with weapons from the Brawling Group. - First, Gauntlet, and Improvised Weapon
Calligraphy: Writing with artful penmanship.
Crafting: Making items with manual skills like woodworking, sculpting, glassblowing, etc.
Dueling: Fighting with weapons from the Dueling Group. - Main Gauche, Rapier, and Spiked Buckler
Grenades: Making ranged attacks with grenades.
Initiative: Acting quickly in tense situations.
Legerdemain: Using sleight of hand to trick others, hide things, and pickpockets.
Light Blades: Fighting with weapons from the Light Blades. - Dagger, Shortsword, and Throwing Knife
Lock Picking: Opening locks without using keys.
Riding: Directing a mount such as a horse or pony.
Staves: Fighting with weapons from the Staves Group. - Club, Morningstar, and Quarterstaff
Stealth: Sneaking about quietly and out of sight.
Traps: Detecting and disarming traps and other mechanical devices.
𝐌𝐀𝐆𝐈𝐂 𝐅𝐎𝐂𝐔𝐒𝐄𝐒
Arcane: Understanding the secrets of the Arcane school of magic.
Arcane Lance: Using the mage’s class power of the same name.
Creation: Understanding the secrets of the Creation school of magic.
Elemental: Understanding the secrets of the Elemental school of magic.
Entropy: Understanding the secrets of the Entropy school of magic.
Primal: Understanding the secrets of the Primal school of magic.
Spirit: Understanding the secrets of the Spirit school of magic.
𝐏𝐄𝐑𝐂𝐄𝐏𝐓𝐈𝐎𝐍 𝐅𝐎𝐂𝐔𝐒𝐄𝐒
Empathy: Discerning the feelings and emotions of others.
Detect Darkspawn: A Grey Warden’s ability to sense nearby darkspawn. Only Grey Wardens can take this focus.
Hearing: Using your auditory sense.
Searching: Finding things that are hidden or obscured.
Seeing: Using your visual sense.
Smelling: Using your olfactory sense.
Tracking: Following tracks and other signs of passage.
𝐒𝐓𝐑𝐄𝐍𝐆𝐓𝐇 𝐅𝐎𝐂𝐔𝐒𝐄𝐒
Axes: Fighting with weapons from the Axes Group. - Battle Axe, Throwing Axe, and Two-Handed Axe
Bludgeons: Fighting with weapons from the Bludgeons Group. - Mace, Maul and Two-Handed Maul
Climbing: Scaling walls and other vertical obstacles.
Driving: Directing and guiding carts, carriages, and other wheeled vehicles.
Heavy Blades: Fighting with weapons from the Heavy Blades Group. - Bastard Sword, Longsword, and Two-Handed Sword
Intimidation: Overawing with physical presence and threats.
Jumping: Springing and leaping.
Lances: Fighting with weapons of the Lances Group. - Heavy Lance, Jousting Lance, and Light Lance
Might: Performing feats of raw power, such as lifting or holding up heavy objects.
Polearms: Fighting with weapons of the Polearms Group. - Glaive, Halberd, and Military Fork
Smithing: Forging metal items, from weapons to jewelry.
Spears: Fighting with weapons from the Spear Group. - Short Spear, Throwing Spear, and Two-Handed Spear
𝐖𝐈𝐋𝐋𝐏𝐎𝐖𝐄𝐑 𝐅𝐎𝐂𝐔𝐒𝐄𝐒
Courage: Overcoming fear in the face of adversity.
Faith: Deriving inner strength through spiritual or moral\belief.
Morale: Maintaining good spirits and confidence in yourself or your group.
Self-Discipline: Focusing your mental energy or controlling your impulses and emotions.
𝐀𝐍𝐈𝐌𝐀𝐋 𝐓𝐑𝐀𝐈𝐍𝐈𝐍𝐆
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Warriors, Rogues, & Mages You know how to train animals. Fereldans commonly train dogs, while Avvar prefer falcons and other birds of prey. Novice: You know the basics of dealing with animals. With a week of training, you can teach an animal to follow a simple one-word command like “heel,” “follow,” or “attack.” You can teach a single animal a number of commands equal to your Communication. Journeyman: You can train animals to follow more complex commands, like “guard this place” or “return to me when strangers approach.” Teaching a complex command takes two weeks of training and the total number of commands a single animal can learn is equal to your Communication +2. Master: Your training can turn animals into prime examples of their kind. With a month of training, you can communicate almost seemingly with your companion.
𝐀𝐑𝐌𝐎𝐑 𝐓𝐑𝐀𝐈𝐍𝐈𝐍𝐆
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Warriors You have learned to fight while wearing armor. Novice: You can wear leather and mail armor without suffering a penalty. Journeyman: You can wear plate armor without suffering a penalty. Master: You can get the most out of your armor. You can use it to protect yourself from penetrating magical damage.
𝐂𝐀𝐑𝐎𝐔𝐒𝐈𝐍𝐆
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Warrior, and Rogue 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - Communication and Constitution 1 or higher You take your fun seriously. Novice: You can drink other people under the table. Journeyman: The tavern is your second home. Choose one of the following Communication focuses: Gambling or Seduction. If you fail using either of these methods, people find you interesting enough to give you another chance. Master: When you’re having a good time, (you think) you’re invincible! You can fight without fatigue or feeling pain. It'll hurt later.
𝐂𝐇𝐈𝐑𝐔𝐑𝐆𝐘
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Warrior, and Rogue 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You need the Cunning (Healing) focus You can treat wounds and illnesses. Novice: You have trained in the art of chirurgy and your aid is swift and sure. Journeyman: You have the hands of a healer. You can provide life-saving healing at the moment. Master: Your healing ability is legendary. Most ailments and diseases are within your scope of handling as long as you have the correct materials.
𝐂𝐎𝐌𝐌𝐀𝐍𝐃
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You need Communication 2 or higher You are a natural leader. Novice: Your presence inspires your allies through battle cry, flag raising, or declaring a charge. Journeyman: Your allies follow your lead. Not only are your allies are inspired, but those around you are also as well. Master: When you stand firm, your allies stand with you. Your enemies begin to lose their morale and start to flee the battlefield.
𝐂𝐎𝐍𝐓𝐀𝐂𝐓𝐒
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You must have Communication 1 or higher You know people, sometimes in the unlikeliest places. Novice: You can attempt to make a contact out of a NPC. The more distant the NPC’s homeland or social class from yours, the harder it is. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy. Journeyman: Once you’ve established a contact, you can try to get a favor with them. How hard it is based on the nature of the favor and whether it puts the contact in any danger. Master: You can turn an acquaintance into an ally with a show of loyalty. If you do a significant favor for a contact, they will treat you as a friend when you ask them for favors. They will go out of their way to help you and will be willing to put themselves in danger for you.
𝐇𝐎𝐑𝐒𝐄𝐌𝐀𝐍𝐒𝐇𝐈𝐏
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You must have the Dexterity (Riding) focus You are a skilled rider and can handle horses and other beasts of burden with ease. Novice: You can jump into the saddle quickly. Mounting a steed requires no effort. Journeyman: You can ride like the wind. You’re faster than everyone else on horseback. Master: You were born in the saddle. While riding, you practically have a second set of armor on and are more dextrous than you would be on foot.
𝐈𝐍𝐓𝐑𝐈𝐆𝐔𝐄
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - Communication 2 or higher You are a master of secrets. Novice: You know how to play the Game. Choose one of the following Communication focuses: Etiquette, Deception, or Seduction. Journeyman: You always gain more information than you give out. You’re talented at performative espionage and gossip. Master: You know how to end a conversation. In addition, you have the opportunity to change this immediately into a surprise attack that bolsters your allies.
𝐋𝐈𝐍𝐆𝐔𝐈𝐒𝐓𝐈𝐂𝐒
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You must have Cunning 1 or better You can learn new languages easily. Some of the listed languages are spoken in lands far from Ferelden and are not commonly heard there. When you learn a new language, you learn to both speak and read it, with two exceptions. Ancient Tevene is rarely, if ever, spoken outside Tevinter. Elven is only spoken because the Keepers keep it alive. Novice: You learn an additional language from the following list: Ancient Tevene, Ander, Antivan, Arcanum, Dwarven, Elven, Orlesian, Qunlat, Rivaini, Trade Tongue. Journeyman: You learn an additional language from the previous list. You can also imitate a specific dialect. Master: You learn two more languages from the previous list. You can also pick any one language you know and speak it like a native—that is, without an accent.
𝐋𝐎𝐑𝐄
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You must have Cunning 2 or better You have an inquisitive mind and absorb facts easily. Novice: You have studied hard. Pick a Cunning focus with Lore in the name. Journeyman: You are an accomplished researcher. Take the focus Cunning (Research) if you don’t have it or another focus with Lore in the name. Master: While your knowledge is vast, you have two areas of particular specialization. Pick any two of your lore focuses. These you are an unequivocal scholar on. Put a (*) next to them.
𝐌𝐔𝐒𝐈𝐂
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You must have the Communication (Performance) focus or the Cunning (Musical Lore) focus You have a natural talent for music. Novice: You know how to play an instrument, sing, and write and read music. Journeyman: Your musical journey continues as you learn to play more instruments. You know how to play a total number of instruments equal to your Communication. Master: You are a true virtuoso. You can play all the instruments common to Thedas. If you come across a more exotic instrument, you can learn to play it with a few weeks of practice.
𝐎𝐁𝐒𝐄𝐑𝐕𝐀𝐓𝐈𝐎𝐍
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - Perception 3 or higher You have an eye for detail. Novice: You notice things others do not. Choose one of the following Perception focuses: Empathy or Seeing. Journeyman: Analysis of your observation often leads to insight. You can read people. Master: Nothing escapes your scrutiny. You can not only read people, but also the surroundings. You can’t be surprised.
𝐎𝐑𝐀𝐓𝐎𝐑𝐘
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - Communication (Persuasion) focus You are a skilled public speaker who can sway others with your words. Novice: You know how to work a crowd. In a public setting, you can find your voice amongst the people. They won’t fall in line with you, but they’ll listen. Journeyman: Your words are like magic. You can successfully rope in a few followers to whatever cause you wish. Master: You can agitate a crowd. If you are successful, you rouse them to immediate action. You can’t necessarily control what they do, though you can try with Communication (Leadership,) but they take your words to heart and act on them.
𝐏𝐎𝐈𝐒𝐎𝐍-𝐌𝐀𝐊𝐈𝐍𝐆
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - The Cunning (Poison Lore) focus You’ve managed to survive the dangerous training required to make and use poisons and other useful but dangerous compounds. Novice: You know how to prepare poisons, and how to use them without danger to yourself. Choose two Novice poisons (Crow Poison, Deathroot Extract, Hale's Dust, and Spider Venom) you know how to make from memory. You can brew other Novice poisons as you find and learn their recipes. Journeyman: You have learned how to prepare more effective—and more dangerous—poisons. You have also learned how to make grenades. Choose one Journeyman poison (Adder's Kiss, Concentrated Crow's Poison, Concentrated Spider Venom, Fleshrot, and Magebane) or one grenade you know how to make from memory. You can brew other Journeyman poisons, and make other grenades, as you find and learn their recipes. Master: You have learned how to prepare the deadliest poisons known in Thedas. Choose one Master poison (Concentrated Magebane, Marrow Lock, Quiet Death, and Wyvern Venom) you know how to make from memory. You can brew other Master poisons as you find and learn their recipes.
𝐐𝐔𝐈𝐂𝐊 𝐑𝐄𝐅𝐋𝐄𝐗𝐄𝐒
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You must have Dexterity 2 or higher You react to threats speedily and instinctually. Novice: You can prepare yourself for action in an instant. You can ready your weapon/magic without anyone noticing. Journeyman: You can flip yourself up or drop down with lightning speed. If you’re knocked down, you can get up quickly. Master: It is hard to get the drop on you. If someone tries to surprise you, you can act first.
𝐑𝐔𝐍𝐄𝐂𝐑𝐀𝐅𝐓𝐈𝐍𝐆
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage (Tranquil only), Rogue and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - Dwarf or Tranquil, Cunning 3 or higher and the Cunning (Enchantment) focus You are a trained enchanter, able to inscribe runes onto armor and weapons.
ARMOR: - Rune of Defense - Rune of Fortune - Rune of Protection - Rune of Valiance - Rune of Warding WEAPON: - Rune of Cold Iron - Rune of Devastation - Rune of Elements - Rune of Paralyzation - Rune of Silverite - Rune of Slowness - Rune of Striking
Novice: You can inscribe a Novice rune onto a suit of armor or a weapon. A Novice rune takes 2 hours to inscribe. Journeyman: You can inscribe a Journeyman rune onto a suit of armor or a weapon. A Journeyman rune takes 3 hours to inscribe. Master: You can inscribe a Master rune onto a suit of armor or a weapon. A Master rune takes 4 hours to inscribe.
𝐒𝐂𝐎𝐔𝐓𝐈𝐍𝐆
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Rogue 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You must have Dexterity 2 or higher You are skilled at the art of reconnaissance. Novice: You can use the lay of the land to your advantage. Take Dexterity (Stealth) as a focus. Journeyman: You know how to get the drop on your enemies. Take Perception (Tracking) as a focus. Master: You are a skilled observer.Take Perception (Seeing) as a focus.
𝐒𝐇𝐈𝐄𝐋𝐃 𝐓𝐑𝐀𝐈𝐍𝐈𝐍𝐆
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Warriors You;ve been trained to fight with a single-handed melee weapon and shield Novice: You can wield shields of Small and Medium Size. Journeyman: You can wield shields of the Large Size Master: If you so wish, you can wield a two-handed large weapon in one and a shield in the other.
𝐓𝐇𝐈𝐄𝐕𝐄𝐑𝐘
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Rogue 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You must have Dexterity 3 or higher What’s yours is yours and what’s theirs is yours too. Novice: You don’t let locks stand in your way. Take the Dexterity (Lockpicking) focus. Journeyman: You are familiar with many types of traps. If you miss detecting them, you have a split second to react to fallout before you’re hit with it. Master: You know how to find what’s hidden. Take the Perception (Searching) test if you don’t have it, and if you miss what you were looking for--you can search again without penalty.
𝐓𝐑𝐀𝐏-𝐌𝐀𝐊𝐈𝐍𝐆
𝐂𝐋𝐀𝐒𝐒𝐄𝐒 - Mage, Rogue, and Warrior 𝐑𝐄𝐐𝐔𝐈𝐑𝐄𝐌𝐄𝐍𝐓𝐒 - You must have the Dexterity (Crafting) focus You’ve learned how to design and build devices to harm and ensnare your enemies. Novice: You know how to set and disarm simple traps. Take the Dexterity (Traps) focus. Journeyman: You know how to set and disarm more dangerous traps. Master: You know how to set and disarm fiendish and lethal traps.
During the Glory Age, the Grey Wardens were not much diminished. Their fall would happen during the Fourth Blight. While the Grey Wardens were still an arm of the Chantry, they refused to participate in the Exalted March against the Dales. Instead, they tended to the Blighted Lands of Anderfels, and the errant darkspawn and other abominations across Thedas.
The fortress of Weisshaupt that was built onto the edge of the jagged butte called Broken Tooth still stands strong and houses a couple of hundred Grey Wardens. The First Warden was the brother-in-arms to Corin of Tevinter, the Grey Warden that slew the Archdemon. A Tevinter Soporati himself, Anodatus Kriehl, is quite skilled at handling the political machinations that require the Wardens to stay current and funded. Under him is the High Constable, Iriah Whyhollow, a Dalish Ranger and friend of the griffons. There's also the Chamberlain of the Grey, an ex-Shaper of Orzammar Higgha Helsheld. And while there are a handful of Warden Commanders, the one overseeing our Wardens is a Free Marcher and Tourney winner, Soren Granheimen.
You're either a Warden yourself, this having been between your first to third mission. Or you're a Warden Recruit, not having taken part in the Joining as of yet, but still either a volunteer or conscripted. One amongst you is a Senior Warden, that has been tasked to lead without much knowledge about it. The odd thing about these orders you have received is that you've been pulled apart from your usual traveling companions. Recruits are no longer with their Senior Wardens, and Acolytes are no longer being watched over by the templar volunteers. Instead, you've been thrown in with a hodgepodge of other Wardens on this journey, and a templar from the Starkhaven Chantry you've never met.
You've been traveling together for a week or so now when you come across the Free Marches town of Saltgraves. A small farming town in the Northern Reaches close to the Tevinter border. There are a few smoldering campfires outside the parameter of the town, but the gray overhang of trees and the dismal weather hide any living presence. You swear, the true Wardens among you, you sense the presence of darkspawn. But you feel as if something else dwells here as well.
The Character Sheet listed below is fairly self-explanatory minus the section about your character's class and abilities. Here I'll write out what to do in the sections, but feel free to ask me any questions you have.
Replace any "color=white" with the color that applies to your character.
Also fix the ["hr"] codes.
Upon choosing your class. Keep the box that applies and delete the other one. This is for your ease, and to be able to quickly glance at them. PRIMARY ABILITY:☒ SECONDARY ABILITY: ☐
STAT ABILITIES: Assign one of these numbers to each of your ability scores: -2 ,-1, 0, +1, +2, +3 - Communication: covers your character's social skills, personal interactions, and ability to deal with others. - Constitution: is your character's fortitude and resistance to harm. - Cunning: is a measure of your character's intelligence, knowledge, and education. - Dexterity: encompasses agility, hand-eye coordination, and quickness. - Magic: determines your character's innate arcane power. - Perception: covers all the senses and the ability to interpret sensory data. - Strength: is your character's physical prowess. - Willpower: encompasses mental toughness.
Choose your Origin and add the ability score of +1 to what you've already assigned. And then give yourself one of the focuses.
Choose three focuses from your Primary Abilities.
Choose three focuses from your Secondary Abilities.
You have three talent points to use. You can use them to purchase a talent at Novice Level or to bump a talent up a level. You also get to choose one talent based on your class for free: - Warrior: Armor Training, Shield Training, or Command. - Rogue: Contacts, Scouting, or Thievery. - Mage: Chirurgy, Linguistics, or Lore.
If you're a mage choose two schools to have studied in, and then choose six spells between the two to have. (Arcane Lance is a freebie.) - Arcane, Creation, Elemental, Entropy, Primal, and Spirit.
For your specialization spell, choose one that makes sense for your specialization. Like Spirit Blade for Knight Enchanter, or Spider Form for Shapeshifter. I'm giving you a bit of leeway here since warriors and rogues have full reign of their abilities.
If you're not a mage, just delete the spell area.
Your starting equipment is as follows: - Everyone: Backpack, Traveling Clothes, and a Waterskin. This also includes story items, clothes, etc. If you have the Horsemanship Talent, give yourself a simple riding horse. - Warrior: Hard Leather Armor (or if you took the Armor Training Talent, what armor the talent level says you have proficiency in) & Three Weapons of your Choosing & a Shield if you have the Shield Training - Rogue: Leather Armor & Two Weapons of your Choosing & One Bow or Crossbow - Mage: One Weapon & a Staff
Leave the relationships empty for now. You'll fill them in after being accepted.
You may notice a lack of backstory on the character sheet. Well, after you finish the CS and post it in the OOC for review, send me your character's backstory and goal in a PM listed with your character's name.
| 𝐆 𝐑 𝐄 𝐘 𝐖 𝐀 𝐑 𝐃 𝐄 𝐍 𝐀 𝐑 𝐂 𝐇 𝐈 𝐕 𝐄 |
"Insert Character Quote Here."
| 𝐂 𝐇 𝐀 𝐑 𝐀 𝐂 𝐓 𝐄 𝐑 𝐈 𝐍 𝐅 𝐎 𝐑 𝐌 𝐀 𝐓 𝐈 𝐎 𝐍 |
𝐍𝐀𝐌𝐄 | Make sure it matches your race/origin. 𝐀𝐆𝐄 | 18+ 𝐆𝐄𝐍𝐃𝐄𝐑 | As it says, and include pronouns. 𝐑𝐀𝐂𝐄 | Easy enough. 𝐎𝐑𝐈𝐆𝐈𝐍 | Choose one from the list, but feel free to get more detailed if you wish. 𝐖𝐀𝐑𝐃𝐄𝐍 𝐑𝐀𝐍𝐊 | Grey Warden (Acolyte for Mages) or Warden Recruit. I'll accept one Senior Warden as the group's leader. 𝐇𝐄𝐗𝐂𝐎𝐃𝐄 | The color code you're using in this sheet.
| 𝐂 𝐇 𝐀 𝐑 𝐀 𝐂 𝐓 𝐄 𝐑 𝐀 𝐏 𝐏 𝐄 𝐀 𝐑 𝐀 𝐍 𝐂 𝐄 |
𝐇𝐄𝐈𝐆𝐇𝐓 & 𝐁𝐔𝐈𝐋𝐃 | As it says. Because asking for someone's weight is rude. 𝐂𝐎𝐌𝐏𝐋𝐄𝐗𝐈𝐎𝐍, 𝐄𝐘𝐄 & 𝐇𝐀𝐈𝐑 𝐂𝐎𝐋𝐎𝐑 | Just a brief run down. 𝐃𝐈𝐒𝐓𝐈𝐍𝐆𝐔𝐈𝐒𝐇𝐈𝐍𝐆 𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒 | A place to put down scars, tattoos, and the lot. You can also include horn shape and ornaments if you're a Qunari. Vallaslin if you're Dalish. Casteless markings if you're dwarven. Etc. 𝐖𝐀𝐑𝐃𝐄𝐍 𝐎𝐔𝐓𝐅𝐈𝐓 | What do your character's clothes look like? I'm not mandating that they all be in matching Warden uniforms, but your character can wear one. As long as they have the symbol on them, somewhere. Incorporate your armor and weapons into this. You can use pictures but mostly use your words. 𝐌𝐀𝐍𝐍𝐄𝐑𝐈𝐒𝐌𝐒 | If someone approached your character, what would they notice about their stance? Attitude? And the like? You can tell a lot about a character just by the way they hold themselves.
| 𝐂 𝐇 𝐀 𝐑 𝐀 𝐂 𝐓 𝐄 𝐑 𝐈 𝐍 𝐍 𝐄 𝐑 𝐖 𝐎 𝐑 𝐊 𝐈 𝐍 𝐆 𝐒 |
𝐌𝐎𝐓𝐈𝐕𝐀𝐓𝐈𝐎𝐍𝐒 | What drives your character? What leads them to fulfill their duties as a Grey Warden? Altruistic? Self-serving? Self-Sacrificing? Suicidal? Atonement? Etc. Why is your character here, and why will they continue to be here? 𝐂𝐀𝐏𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 |
Consider these your positive traits.
𝐅𝐋𝐀𝐖𝐒 |
Consider these your negative traits.
𝐕𝐈𝐂𝐄𝐒 |
At least one. Everyone has a "sweet tooth" so to say.
𝐅𝐈𝐍𝐀𝐋 𝐓𝐑𝐔𝐓𝐇 | I'm not going to tell you what this means. Everyone's answer will be different. What is your character's lasting and final thing that is true to themselves? This is their line.
| 𝐖 𝐀 𝐑 𝐑 𝐈 𝐎 𝐑 - 𝐑 𝐎 𝐆 𝐔 𝐄 - 𝐌 𝐀 𝐆 𝐄 |
☐☒ 𝕮𝖔𝖒𝖒𝖚𝖓𝖎𝖈𝖆𝖙𝖎𝖔𝖓 | # List Focuses Here ☐☒ 𝕮𝖔𝖓𝖘𝖙𝖎𝖙𝖚𝖙𝖎𝖔𝖓 | # List Focuses Here ☐☒ 𝕮𝖚𝖓𝖓𝖎𝖓𝖌 | # List Focuses Here ☐☒ 𝕯𝖊𝖝𝖙𝖊𝖗𝖎𝖙𝖞 | # List Focuses Here ☐☒ 𝕸𝖆𝖌𝖎𝖈 | # List Focuses Here ☐☒ 𝕻𝖊𝖗𝖈𝖊𝖕𝖙𝖎𝖔𝖓 | # List Focuses Here ☐☒ 𝕾𝖙𝖗𝖊𝖓𝖌𝖙𝖍 | # List Focuses Here ☐☒ 𝖂𝖎𝖑𝖑𝖕𝖔𝖜𝖊𝖗 | # List Focuses Here
𝐒𝐏𝐄𝐂𝐈𝐀𝐋𝐈𝐙𝐀𝐓𝐈𝐎𝐍 | Name it Here
Here tell me how your character has earned this specialization and use it in and out of battle.
𝐓𝐀𝐋𝐄𝐍𝐓𝐒 | Name of Talent
Novice ► Journeyman ► Master
Copy and Paste from the subtopic "Talents."
Name of Talent
Novice ► Journeyman ► Master
Copy and Paste from the subtopic "Talents."
Name of Talent
Novice ► Journeyman ► Master
Copy and Paste from the subtopic "Talents."
Name of Talent
Novice ► Journeyman ► Master
Copy and Paste from the subtopic "Talents."
𝐒𝐏𝐄𝐋𝐋𝐒 |
Arcane Lance: A bolt of arcane energy flung from your hands or staff. All mages have this ability.
Name of School
Spell Name
Spell Name
Spell Name
Name of School
Spell Name
Spell Name
Spell Name
Name of Specialization
Spell Name
| 𝐄 𝐐 𝐔 𝐈 𝐏 𝐌 𝐄 𝐍 𝐓 & 𝐁 𝐄 𝐋 𝐎 𝐍 𝐆 𝐈 𝐍 𝐆 𝐒 |
𝐄𝐐𝐔𝐈𝐏𝐏𝐄𝐃 |
List Weapons, Armor, and Other that your character has at the ready.
𝐒𝐓𝐀𝐒𝐇𝐄𝐃 |
List Weapons, Armor, and Other that your character can use, but isn't at the ready.
𝐁𝐀𝐂𝐊𝐏𝐀𝐂𝐊 |
Just a list of items your character would carry, these don't count against what you would have to think about hoisting around. They just tell us more about your character.
| 𝐑 𝐄 𝐋 𝐀 𝐓 𝐈 𝐎 𝐍 𝐒 𝐇 𝐈 𝐏 𝐒 |
CHARACTER NAME[color=their color]| [/color] Your character's opinion. Copy & Paste as many times as needed.
[center][h1][color=white] | [/color][color=gray]𝐆 𝐑 𝐄 𝐘 𝐖 𝐀 𝐑 𝐃 𝐄 𝐍 𝐀 𝐑 𝐂 𝐇 𝐈 𝐕 𝐄[/color][color=white] | [/color][/h1][hr ][sup][sub][h3][i]"Insert Character Quote Here."[/i][/h3][/sub][/sup][/center] [center][img]Character Image[/img][/center] [hr ][sup][sub][h2]| [color=white]𝐂 𝐇 𝐀 𝐑 𝐀 𝐂 𝐓 𝐄 𝐑 𝐈 𝐍 𝐅 𝐎 𝐑 𝐌 𝐀 𝐓 𝐈 𝐎 𝐍[/color] |[/h2][/sub][/sup] [indent][indent]𝐍𝐀𝐌𝐄 [color=white]| [/color] [color=gray]Make sure it matches your race/origin.[/color] 𝐀𝐆𝐄 [color=white]| [/color] [color=gray]18+[/color] 𝐆𝐄𝐍𝐃𝐄𝐑 [color=white]| [/color] [color=gray]As it says, and include pronouns.[/color] 𝐑𝐀𝐂𝐄 [color=white]| [/color] [color=gray]Easy enough.[/color] 𝐎𝐑𝐈𝐆𝐈𝐍 [color=white]| [/color] [color=gray]Choose one from the list, but feel free to get more detailed if you wish.[/color] 𝐖𝐀𝐑𝐃𝐄𝐍 𝐑𝐀𝐍𝐊 [color=white]| [/color] [color=gray]Grey Warden (Acolyte for Mages) or Warden Recruit. I'll accept one Senior Warden as the group's leader.[/color] 𝐇𝐄𝐗𝐂𝐎𝐃𝐄 [color=white]| [/color] [color=gray]The color code you're using in this sheet.[/color][/indent][/indent][hr ][sup][sub][h2]| [color=white]𝐂 𝐇 𝐀 𝐑 𝐀 𝐂 𝐓 𝐄 𝐑 𝐀 𝐏 𝐏 𝐄 𝐀 𝐑 𝐀 𝐍 𝐂 𝐄[/color] |[/h2][/sub][/sup] [indent][indent]𝐇𝐄𝐈𝐆𝐇𝐓 & 𝐁𝐔𝐈𝐋𝐃 [color=white]| [/color] [color=gray]As it says. Because asking for someone's weight is rude.[/color] 𝐂𝐎𝐌𝐏𝐋𝐄𝐗𝐈𝐎𝐍, 𝐄𝐘𝐄 & 𝐇𝐀𝐈𝐑 𝐂𝐎𝐋𝐎𝐑 [color=white]| [/color] [color=gray]Just a brief run down.[/color] 𝐃𝐈𝐒𝐓𝐈𝐍𝐆𝐔𝐈𝐒𝐇𝐈𝐍𝐆 𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒 [color=white]| [/color] [color=gray]A place to put down scars, tattoos, and the lot. You can also include horn shape and ornaments if you're a Qunari. Vallaslin if you're Dalish. Casteless markings if you're dwarven. Etc.[/color] 𝐖𝐀𝐑𝐃𝐄𝐍 𝐎𝐔𝐓𝐅𝐈𝐓 [color=white]| [/color] [color=gray]What do your character's clothes look like? I'm not mandating that they all be in matching Warden uniforms, but your character can wear one. As long as they have the symbol on them, somewhere. Incorporate your armor and weapons into this. You can use pictures but mostly use your words.[/color] 𝐌𝐀𝐍𝐍𝐄𝐑𝐈𝐒𝐌𝐒 [color=white]| [/color] [color=gray]If someone approached your character, what would they notice about their stance? Attitude? And the like? You can tell a lot about a character just by the way they hold themselves.[/color][/indent][/indent][hr ][sup][sub][h2]| [color=white]𝐂 𝐇 𝐀 𝐑 𝐀 𝐂 𝐓 𝐄 𝐑 𝐈 𝐍 𝐍 𝐄 𝐑 𝐖 𝐎 𝐑 𝐊 𝐈 𝐍 𝐆 𝐒[/color] |[/h2][/sub][/sup] [indent][indent]𝐌𝐎𝐓𝐈𝐕𝐀𝐓𝐈𝐎𝐍𝐒 [color=white]| [/color] [color=gray]What drives your character? What leads them to fulfill their duties as a Grey Warden? Altruistic? Self-serving? Self-Sacrificing? Suicidal? Atonement? Etc. Why is your character here, and why will they continue to be here?[/color] 𝐂𝐀𝐏𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 [color=white]| [/color] [color=gray][list][*]Consider these your positive traits. [*] [*] [/list][/color]𝐅𝐋𝐀𝐖𝐒 [color=white]| [/color] [color=gray][list][*]Consider these your negative traits. [*] [*] [/list][/color]𝐕𝐈𝐂𝐄𝐒 [color=white]| [/color] [color=gray][list][*]At least one. Everyone has a "sweet tooth" so to say.[/list][/color]𝐅𝐈𝐍𝐀𝐋 𝐓𝐑𝐔𝐓𝐇 [color=white]| [/color] [color=gray]I'm not going to tell you what this means. Everyone's answer will be different. What is your character's lasting and final thing that is true to themselves? This is their line.[/color][/indent][/indent][hr ][sup][sub][h2]| [color=white]𝐖 𝐀 𝐑 𝐑 𝐈 𝐎 𝐑 - 𝐑 𝐎 𝐆 𝐔 𝐄 - 𝐌 𝐀 𝐆 𝐄 (Just Leave your Character Class)[/color] |[/h2][/sub][/sup] [indent][indent]☐☒ 𝕮𝖔𝖒𝖒𝖚𝖓𝖎𝖈𝖆𝖙𝖎𝖔𝖓 [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] ☐☒ 𝕮𝖔𝖓𝖘𝖙𝖎𝖙𝖚𝖙𝖎𝖔𝖓 [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] ☐☒ 𝕮𝖚𝖓𝖓𝖎𝖓𝖌 [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] ☐☒ 𝕯𝖊𝖝𝖙𝖊𝖗𝖎𝖙𝖞 [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] ☐☒ 𝕸𝖆𝖌𝖎𝖈 [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] ☐☒ 𝕻𝖊𝖗𝖈𝖊𝖕𝖙𝖎𝖔𝖓 [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] ☐☒ 𝕾𝖙𝖗𝖊𝖓𝖌𝖙𝖍 [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color] ☐☒ 𝖂𝖎𝖑𝖑𝖕𝖔𝖜𝖊𝖗 [color=white]| [/color][color=gray][b]#[/b] [i]List Focuses Here[/i][/color]
𝐒𝐏𝐄𝐂𝐈𝐀𝐋𝐈𝐙𝐀𝐓𝐈𝐎𝐍 [color=white]| [/color] [color=white][b]Name it Here[/b][/color] [color=gray][indent]Here tell me how your character has earned this specialization and use it in and out of battle.[/indent][/color] 𝐓𝐀𝐋𝐄𝐍𝐓𝐒 [color=white]| [/color] [color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]►[/color] Journeyman [color=white]►[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color][color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]►[/color] Journeyman [color=white]►[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color][color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]►[/color] Journeyman [color=white]►[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color][color=white][b]Name of Talent[/b][/color] [color=gray][indent]Novice [color=white]►[/color] Journeyman [color=white]►[/color] Master [hider=Description]Copy and Paste from the subtopic "Talents."[/hider][/indent][/color] 𝐒𝐏𝐄𝐋𝐋𝐒 [color=white]| [/color] [color=gray][list][*][u][b]Arcane Lance[/b][/u]: A bolt of arcane energy flung from your hands or staff. All mages have this ability.[/list][/color][color=white][b]Name of School[/b][/color] [color=gray][list][*]Spell Name[*]Spell Name[*]Spell Name[/list][/color][color=white][b]Name of School[/b][/color] [color=gray][list][*]Spell Name[*]Spell Name[*]Spell Name[/list][/color][color=white][b]Name of Specialization[/b][/color] [color=gray][list][*]Spell Name[/list][/color] [/indent][/indent][hr ][sup][sub][h2]| [color=white]𝐄 𝐐 𝐔 𝐈 𝐏 𝐌 𝐄 𝐍 𝐓 & 𝐁 𝐄 𝐋 𝐎 𝐍 𝐆 𝐈 𝐍 𝐆 𝐒[/color] |[/h2][/sub][/sup] [indent][indent]𝐄𝐐𝐔𝐈𝐏𝐏𝐄𝐃 [color=white]| [/color] [color=gray][list][*]List Weapons, Armor, and Other that your character has at the ready.[/list][/color]𝐒𝐓𝐀𝐒𝐇𝐄𝐃 [color=white]| [/color] [color=gray][list][*]List Weapons, Armor, and Other that your character can use, but isn't at the ready.[/list][/color]𝐁𝐀𝐂𝐊𝐏𝐀𝐂𝐊 [color=white]| [/color] [color=gray][list][*]Just a list of items your character would carry, these don't count against what you would have to think about hoisting around. They just tell us more about your character.[/list][/color][/indent][/indent][hr ][sup][sub][h2]| [color=white]𝐑 𝐄 𝐋 𝐀 𝐓 𝐈 𝐎 𝐍 𝐒 𝐇 𝐈 𝐏 𝐒[/color] |[/h2][/sub][/sup] [indent][indent][b]CHARACTER NAME[/b][color=their color]| [/color] [color=gray]Your character's opinion. Copy & Paste as many times as needed.[/color] [/indent][/indent][hr ]