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Name:
Alison Walker(?)

Age:
35

Country on Earth:
United States of America

Appearance:
Stands around 5'8, lean build. Typically, she keeps her hair in a messy ponytail as pictured. She is perpetually tired and unkempt due to constantly flying around the world and the nature of her job.

Personality:
Alison Walker is a ruthless operative in the CIA, known for her pragmatic approach and willingness to bend ethical rules to achieve her objectives. Confident and assertive, she commands authority in high-stakes situations and operates in morally ambiguous territory. Her methods can be harsh, but she also shows a protective side toward her team, balancing strategic calculation with a sense of responsibility. Ultimately, Alison believes in going to any lengths to protect the ideals, goals, and achievements her country strives for, even if she must do so outside the very rule of law she seeks to preserve.

Brief Backstory:
Alison Walker grew up in a modest, working-class neighborhood in the city of Norfolk, Virginia. Her father was a dock worker, and her mother was a nurse, both instilling in her a strong work ethic and a sense of determination. Her parents were of Polish descent, and made sure to instill in her the value of their new homeland, and how important it was to participate and give back to the nation. Needless to say, civil service was a given for her future. After high school, Alison took on various jobs to support her family and pay for college, where she studied criminal justice.

After graduating, she began to work with civilian law enforcement but increasingly became frustrated, never losing the feeling that they were merely reactive at worse, and at best, treading water to keep from drowning in the ever-escalating violence of the drug trade. This drove her into contact with people outside of the Department of Justice, and she soon transferred to the DOD as an "intelligence analysis advisor". Despite the mundane name, she became increasingly involved in the nation's more clandestine operations to combat the rise of the cartels across the border, and other key international drug operations abroad. This time further hardened Alison into what she is today, seeing the kind of monsters she had to take down.

Drives in unmarked SUVs, hours watching drone footage, hostage taking, and so on became a regular part of Alison's life. Through successful operations she garnered a reliable, if controversial, reputation in her department, soon running her ops and taking the lead. She was no full-on door kicker, she had a team for that. Her job was to get her superiors results, put bad guys in the ground, and create a semblance of control over a rapidly deteriorating security environment. It was finally the sort of freedom she wanted to go after the people who threatened the country she loved so dearly.

And so it went, thousands of miles traveled, takedowns planned, raids executed, and until one fateful day. Of all things to bring her down, to remove her from the mortal realm, it was not a gunman's bullet, a car bomb, or anything exciting like that. No much like the rest of us, it was painfully mundane. She would pass after getting into a serious car accident on the way home one night.

Adventurer Class:
Rogue

Starting Common Gear:
Crossbow, a quill of bolts, a dagger, padded leather, cloak, thieves tools, spyglass, and a scarf. Various poisons and potions.

Special item:
A cloak of invisibility. A magical item that blends light to blend the wearer into their surroundings.

Notable skills or abilities:
While fairly capable in a fight, Alison's true strengths lie in her previous job. She possesses in-depth knowledge of how asymmetric warfare works, and how a state can be torn apart from the inside. She knows which bones to crack to get you to talk, or if a more psychological attack will be more effective to get the intel that she needs. This is further enhanced by the world she now finds herself in, with the imbued skills of her class providing the talents of lockpicking, thieves cant, and more. An operator, intelligence gatherer, and analyst who can help put together a strategy to truly defeat an enemy.
Very good, I'll get a character sheet up soon! I've been reading some of the lore and whatnot, but would anyone mind summarizing the situation? Also, just from some brief skimming, I'm seeing lots of cool classes outside of typical DND stuff. Any specific restrictions? Like, how would, say, an Artificer or something similar work?


Hey brother!

I've sent you a PM, so we can go through the process there. Thanks for you interest!
@SaiyanThat reminded me of The Simpsons. "Hi, I'm Troy McClure. You may remember me from such things as..."

Haha, Zell is a fool!




Thanks to the hard work of the thousands of men and women in the industrial sectors, both skilled labourers and support roles alike, the mage-unit platforms were beginning to take shape and take shape swiftly. Foundational scaffolding had been put into place on all buildings that stood across the road from the north and eastern city wall. And on some of the buildings, the full-sized elevated platforms had already been built.

Once finished, there would be room for all magical units to stand above and behind the military blocks on the city walls, with each platform linked by small interconnecting bridges of rope and wood, enabling Druids, Wizards and Clerics to manoeuver wherever they were needed most, and use their vantage to attack over the wall or see what soldiers needed their support.

Taosi, Daughter of Iskara and Goddess of Crafts and Craftspeople - blessings and prayers from Clerics and worshippers alike supported the project, with Valhiem’s most skilled craftsmen managing to direct buildings and structures with accuracy and speed that would make Alaric the Architect proud. Blacksmiths and volunteers grinded out hundreds upon hundreds of nuts and bolts, and repurposed iron and steel beams. Michael Fern's direction of Golden Tree Park could not be ignored, nor could the inspiration of one Adam Phillips, who, by leading from example, had motivated Druids and lumberjacks alike to put in overtime to make sure the architects and builders had the quality lumber they needed to do their part.

By the end of tomorrow, Valhiem's magical branch of the defenses would be ready to deploy in support of the wall.



While Zell Brooks was discovering enlightening information about his 'person of interest' (and just in time, too,) the Ambassador, Malcom Crane, happened to be on his way back to the house, having realised that he misplaced some reports at home and needed to retrieve them. He arrived at the house and let himself in, going straight up the stairs to his floor.

The only hiding place available to the 6' 2" man in armour, was a tight squeeze into the small wardrobe in the bedroom. With what sensitive information the Ambassador was keeping in this place, his reaction to finding Zell here would likely not be good.
Will post tonight, got a couple stuations IRL these last days


No problem, brother. I've been swamped these last few weeks myself. Thanks for your efforts!
I'm going on a vacation for a week so I will probably miss one deadline. I'll be back to posting Thursday 5th.


Okay Lok, thanks for letting me know, have a great time!
Hi guys,

Could you please delete this post please - roleplayerguild.com/posts/5549272

To be more specific (in case the link doesn't work):

Casual Board - The War for Mytheria - And it's the 2nd-to-last post in the IC - User name; @Ghosthowl

________________________

I believe the user is connected to one of our players, in the RP, but does not have permission to post and clearly does not know the rules. Thanks for your help.


A City Under Siege: Valhiem - Day 5 of 9


The Enemy Encampment: The General's Pavillion


General Saladin stood in front of the small portal, his head bowed for the entire duration of the end of his meeting.

"Understood, Your Majesty. A thousand apologies, once more.......... yes, of course......... it won't happen again, I assure you..........Ye- ...........I-"

The portal, looking like a magic mirror floating in stasis, suddenly disappeared before Saladin could speak again. He finally lifted his head and just stood there for a moment. The only sign of his nerves was the quick adjustment of his collar that was starting to feel a little too tight.

He called for his two best mages. One an expert in Divination magic, the other in Alteration. He also called for his Under-General. He ordered the tent to be magically sealed away from outside Source. Then he had the tent swept for anything that didn't belong.

Afterwards:

"We have a leak." The two mages' eyes widened. His Under-General bared his teeth with quiet anger, showing the fangs of a vampire. "The enemy knows the day we planned to attack. It is undetermined how much information they have gleaned of the specifics." His eyes flicked to each one with the natural suspicion of a man who has lived amongst evil for many years. Then he turned his back on them and folded his arms behind his back. "But not to worry. We will use this to our advantage. And our new plan will stay between us only. So..." He turned his head slightly. "...if anything else gets out, I only have to kill you three."

"We should attack tonight," the Under-General mused. "The looks on their faces would be worth it alone."

Saladin knew he still wanted to drain the overall magical capability of Valhiem's forces. But it wasn't a bad idea. "Patience, Viktor. We will shatter their expectations and their morale. But not yet. Listen closely..."

The City of Valhiem


While overall spirits were dwindling as the countdown to war continued, there were several bright candles in the dark that brought the light of hope.

Word of the young Druid, Adam Phillips had spread across Golden Tree Park and the Industrial Complex. The foreigner's commitment to honest, hard work was respected and inspiring to all. The other Druid's had begun to follow suit, little by little, over the last couple of days, taking up axes and helping load carts when their magic had run out. Michael Fern, leader of this branch of the defense, was more than impressed and had even mentioned Adam in his evening report to The Citadel, noting with some amazement that Adam alone had boosted wood production by more than 10%. In terms of tree growth, he was the equivalent of 5 Druids.

James had gone from being sneered at when he first arrived, to being greeted at the entrance of The Academy on arrival each morning, to see if he wanted a coffee, breakfast or required any extra tools or materials for his experiments. All the people relevant to Clarissa knew him by name, and those not familiar addressed him as Mr Sirius. The Heads of the Departments and the President all were putting their hopes in the genius and intuition of their new tag team: Shields and Sirius.

Across the Military Centre and all the way up to The Citadel, it had become well understood that the most powerful Captains of the Garrison were the four members of Second Chance. While the very new Adventurer Party had only just reached Silver Rank, this piece of information was easily identifiable as the least pertinent fact about them. What mattered more was that they'd completed a Gold Ranked Contract. What also mattered was that there were no other Adventurers in the city who could claim they had won a Platinum Bounty. Barracker Kassel, Fenna Postma, MacKensie Trydant and Zell Brooks were boosting morale across the rank-and-file and up the chain of command.
So many amazing posts for Day 2 of the preparations! I've been floored by every one of you. Fantastic work, guys.
Please, I need to know the DC for the Finsiraya persuasion check! And the roll result too, please xD


This "negotiation for a discount" has escalated wildly! Lol.

Alright:

-Starting DC for the potential shortcut to an end-game weapon (yes, I see your agenda) Finsiraya: (20)

-No notable persuasion or charisma attributes alluded to in bio, but an established inability to lie and endearing sense of honour and honesty (DC -1)
-Totally not leaning on Gildor because of the siege :P (DC -1)
-Extremely cool, unique and well described weapon (DC -1)
-MacKensie lagging behind all of her companions in overall power. I'll give you (DC -2) for this.

-Final DC of (15) to pass.
-Very creative idea of "a loan contract through the Adventurer's Guild" to justify this entire thing (Roll with Advantage)

Drum roll.....................

D20 dice roll. First attempt:

(13)

Ouch!

Second attempt:

.

.

.

.

.

.

.

:O

:O

(2)

Wow. Sorry about that, Zool. If it's any consolation, you passed the check on the cheaper crossbow. We should be able to work something out for Finsiraya, later down the line in the story.

Sorry again!
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