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Fantasy King or Kingpin? Character sheets

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Snackofthefuture

A lil Woozy right now
Roleplay Availability
LAW ENFORCEMENT.
HUNTER-DEALERS/GANGS OF THE CITY.
INDEPENDENT/UNAFFILIATED.

Let me know if you have any questions about crafting your character.

A normal CS will look like this: One photo/drawing is required at the very least.
Name:
Aliases:
Gender:
Species:
Age:
Appearance:
Role: (A kind of tarot card like title to describe your character)
Personality:
Motivation: (What drives your character forward)
Alignment:
Weapon:
Abilities:
Skills: (Non-combat related abilities and talents)
Equipment:
Other:
Strengths:
Weaknesses:
Theme: (A song that you like for your character, describes them or just fits them in a way)
Bio:
Symbol: (If your character had a banner or flag what would it look like)
 
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Melissa Young
Aliases: Chief, Miss Ruthless, Cap​
Gender: Female
Species: Half Moon Elf, Half Human.
Age: 77
Appearance: Faye Redraw by AfuChan on DeviantArt
d9f37us-ab69da51-24ea-4101-9ce7-cdd22f4be07c.jpg

Role: Captain Of The Guard.
Personality:
  • Stoic
  • Driven
  • Obsessive
  • Idealistic
  • Compassionate
Melissa graduated from the Guard Academy swinging, with an ambition that would throw Glarehold’s criminal underground into chaos. The daughter of a previous Guard Captain and a talented private investigator, she was raised with discipline and curiosity alike. Skepticism and carefulness were traits her parents cultivated with ease. Melissa was happy to carry the torch of policing for the ones that raised her.
She does like cooking however and can often be found in the 3rd District dining quarters, whipping up fairly decent meals for the veterans and experimental dishes for the newer cadets.
She would never neglect her main occupation however, despite how much she enjoys her culinary hobby and has more than once been found pouring over recently found criminal data while an unfinished dish turns the kitchen into a raging inferno.
Not great at multitasking but like a star driven lance when given an objective to accomplish, the captain of the 3rd District Guard has cracked more cases then officers double her age.
Motivation: To bring Glarehold peace and organization.
Alignment: Lawful Good.
Weapon: -Crane Edge- An old blade gifted to Melissa by her now deceased mentor after graduation. The weapon is fairly ancient and its original smith has been forgotten. Being perhaps almost 400 years old the weapon is known for being imbued with a magical property that allows for limited flight and controlled descents.
Abilities:
-Master Swords-woman
-Excellent Detective
-Adept in Ice Magic
-Adept in Wind Magic
Skills:
-Speaks fluent Elvish, Common and Old Imperial.
-Can remember a large slew of Imperial Theater facts for some reason.
-Can hold her breath longer than the average person.
Equipment:
-The usual equipment for a Glarehold Guard plus extra due to her high status
-Was gifted an eternal lantern after being given command of the 5th District Guard 4 years ago. The flame can be controlled via impulse.
-A bronze necklace gifted to Melissa from her mentor
Other: The scars on her back are a mystery to all but Melissa. Don't even think of asking.
Strengths:
-Unbreakable willpower
-Sharp intelligence
-Excellent eyesight
Weaknesses:
-Stubborn
-One track minded
-Work distracts her easily
Theme:
Bio: Melissa Young’s parents were both in the occupation of bringing the scum of Glarehold to justice and met in the process of doing that in the 13th district redlight district. Both were undercover at the time so of course, shenanigans ensued with them meeting again months later after a prolonged battle with a notorious gang known as the Red Moon Cultivators. They subsequently began dating and were married after 2 years of hard work and romance fueled detective work. Their daughter inherited many of their best traits and after helping her get through the academy and into the Guard, they both decided to retire and travel. Graduating at 20 years of age, with another 35 years of hard work in the streets of Glarehold, Melissa is a model lawkeeper. She has been a Glarehold Guard Captain for 22 years, now having worked her way up to the 3rd district. As captain of the 3rd District City guard, Melissa is often enveloped and drowning in paperwork, organizing her force constantly to keep up with the criminal elements of the city. She prefers to be on the ground herself however, dealing out the justice necessary to keep the city on the right track. At her rank she is nowadays too busy to deal with much of the more menial tasks of a police job and has servants for many of the daily chores of life. Melissa is alone in Glarehold now, Captain of the 3rd district guard company and driven to succeed no matter the circumstances. With the Magic Drug Trade being revolutionized by the introduction of magic items into production, Melissa now finds herself fighting against a rapidly swelling, veritable horde of gang activity. Despite the flood of work however, Melissa finds herself smiling more and more, eager to continue her endless crusade for justice.
Symbol: A black 3 on a blue field with 3 stars above and below.
 
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Shox Fulldrenn

Aliases: Lieutenant, Furs, Stripes​
Gender: male
Species: Half High Orc, Half Blood Dwarf
Age: 52
Appearance: Hunter concept by skitalets on DeviantArt
6'7
266 lbs
Role: The Bitter Son
Personality:
  • Proud
  • Vengeful
  • Sharp
  • Studious
  • Uncaring
Shox is a man in the business he loves. He knows he could be higher up in the business he loves, but he's still got some time to get there. The son of a stonemason orc and a Dwarven Spellsword mother, Shox’s bloodline has a lot of history and violence embedded in it. His father and mother were close and tried their best to raise Shox to be an upstanding, law-abiding man; It didn’t really work as they ended up dead in an alleyway one night while Shox was being watched by a friend of theirs. Shox never learned what really happened and retains trust issues and a slight obsession because of it. I mean, who wouldn’t? One night you’re laughing, playing with your neighbor, waiting for your parents to come home from returning some tools they had borrowed. And the next day you’re being put in the care of your sketchy uncle after being told they had been gutted. A lot of things about the crime scene never added up for Shox and he believes the City Guard to have covered up the details of the whole situation. He swears he’ll find out what really happened to them, but it’d be tough to get him to admit he hasn’t gotten very far, despite his best efforts.
Motivation: To make them(?) proud
Alignment: Lawful Evil
Weapon: -StoneShear- An old Longsword given to Shox by his Uncle. A little over a century old of Orcish and Dwarven craft. Bears an enchantment that allows StoneShear to cleave through many types of minerals with ease.
Abilities:
-Professional Longswordsman
-Skilled and experienced criminal
-Adept Stonemason-
-Professional Liar-
Skills:
-Near professional at crossword puzzles.
-Good at judging the exact time based on the sun. Down to the minute.
-Damn good at whittling as well as sculpting.
Equipment:
-His father’s hammer and chisel. Self explanatory.
-A bag with hidden pouches enchanted to seem less bulky than it actually is.
-His mother’s ring.
-His Uncle’s waterproof pocket watch.
Other:
Strengths:
-Disciplined in his workout regimen. Can out-bench most other people.
-Good with his words, even if he doesn’t say much most of the time.
-Will never give in, even if all he has is ashes.
Weaknesses:
-Can be rather arrogant.
-Harbors a severe authority issue.
-Can’t swim well at all.
-Hopelessly addicted to Muscleweed. Turning his memory into malleable clay.
Theme:
Bio: Shox was raised in the 10th district by his father and recently retired mother. The two loved him dearly for the 8 years they got with him, trying their best to have him follow in his father’s footsteps even if he was always reaching for his mother’s bastard sword. After their brutal and unsolved murders, Shox was given to his uncle and to give him credit, he did try his best. Shox’s uncle was an adventurer however, and was one of the earliest Hunter Dealers in Glarehold, so Shox inevitably ended up learning the tricks of the trade. And he learned them damn well if you ask Shox. Shox’s uncle passed away more than a decade ago but The Lieutenant still remembers him fondly, not knowing that his parents would have despised the road he’s on.
But he’ll never know that now. Shox is an HD for life baby. Born to deal, bred to hunt, addicted and ravenous for cash. Shox has been in the employ of the BWMA ever since they contacted him 2 years ago, suspiciously a year before the Madrug boom. But Shox isn’t gonna look a gift horse in the mouth and is glad to work with professionals like BlackWing and he’s sure they’re glad to work with him.
Symbol: A Black Bear skull on a white field with vertical red stripes.
 
Name: Troy Bakersfield

Aliases: "The blind eye of justice" and "Deal maker"

Gender: Male

Species: Elf

Age: 30

Appearance: c569523351339328f5cbb6cadb7d53b9.jpg
(Shown above, subduing a resisting criminal)

Role: The corrupted guardian

Personality:
• Prideful
• Greedy
• Slothful
• Good listener

Motivation: Money. Money. Money. It makes the world go round, it's why people do anything for anyone, and it's the name of the game we call life and while lots of things can be said about Troy, you can't say he doesn't love a good game.


Alignment: Lawful Evil


Weapon: A pair of curved kukris enchanted with the ability to stop any cut from clotting. In other words, unless healed by an item or spell, the victim will never stop bleeding until they expire from the blood loss.


Abilities:
• "Wolf in sheep's clothing": When triggered, the user exudes a calming aura that inspires trust and confidence. This ability does not work on victims who have recieved a negative encounter from the user previously or have a high mental resistance.
• "Judgement of corruption": This ability allows the user to ascertain if a specific target is open to a deal.
• "Silver tongue": This ability corrupts the targets hearing. Essentially making them hear what they want to hear in the moment, irregardless of what the user actually says. This ability can be broken if the victim has either a high mental resistance or has been targeted by this skill repeatedly within a short timeframe.

Skills: Sleight of hand. Lock-picking. Proficient at lying. Good cook.

Equipment:
Standard issued equipment of the guard such as anti-magic handcuffs, shortsword, and uniform.

Other: Troy dreams of retiring in wealth and luxury.

Strengths:
Troy is emotionally intelligent and can quickly judge what a person is feeling just from the way they carry themselves.

Troy has deep connections with the criminal world that he has earned from years of turning a blind eye. This enables him to go to places in the city guards normally couldn't, as well as obtain information guards wouldn't have access to.

Troy can recognize any type of bird at a glance. This is due to his years of bird-watching.

Weaknesses:
Troy is greedy and is shortsighted because of it, it is possible to trick or trap him using this information.

Troy is blind in his left eye, he can be ambushed if stealthily approached from that direction.

Troy is prideful and can be manipulated by playing to his ego.

Theme: "Judgment of corruption" vocaloid song

Bio:
The orphanage told him that he was left on their doorstep with no explanation and a single note that only read his name. That was the eventful beginning of Troy Bakersfield.
The orphanage, so charmingly named "Mother abandoned" or "MA" for short was a terrible place to grow up. For starters, the orphanage was terribly underfunded so the staff decided to force every child to work multiple jobs for both seedy and downright criminal organizations.

For second, the mortality rate was impressively high for an orphanage, even considering that they were deep downtown. Every second friend that Troy made either died or "disappeared" to make MA slightly richer.

Long story short, it was terrible. However, it was just slightly less dangerous than sleeping on the street, so Troy decided to keep his head down and pray for someone to adopt him before he met the same fate his other friends did.

Fate would prove to be a more fickle mistress than he would have guessed, for he never was adopted. Yet he was fortunate enough to never be killed, arrested, or "dissapeared". No, he was lucky enough to get out of that hell hole in the most mundane way possible, he aged out of the system.

Now 18 and kicked out of the orphanage, he had four choices before him. He could join the army, likely die in the meat grinder they call their wars. He could join a gang, likely die in one of their territory disputes. He could join the city guard, who were currently desperate for new recruits. Or, he could just lay down and die.

In hindsight, he didn't really have a choice.

He began with good intention, honestly he did. The guard publicly preached justice and valor in every poster and speech they made and Troy bought into it. He believed that the guardsmen were incorruptible and unshakable.

He was proven wrong much sooner than he expected.

After graduating the academy, he spent his first few weeks on duty watching his fellow guardsmen buying drugs, taking bribes, and even flat out ignoring crimes done in plain view. Troy was shocked and reported this to his lieutenant, but was told to not "rock the boat" and "be a team player".

Nevertheless, he was undeterred and decided to spend his early career trying to do what was right despite what was happening around him. He busted local drug dealers, he drafted reports about his corrupted colleagues, and even arrested some notable members of BWMA

However, no good deed goes unpunished. It was just two months into his active service when the lieutenant and a couple of his more loyal lackeys cornered Troy and beat him senseless. Near the end of the savage beating, the lieutenant himself used his short sword to carve out Troy's left eye as a permanent reminder to never mess with the status quo again.

The official report drafted by the lieutenant said that Guardsmen Bakersfield sustained his injuries during an arrest gone wrong.

Successfully cowed, Troy spent the next few years staying complacent with the system as it was. That was until that destined day, the Marceago drug bust.

They had recieved direct orders from the, at the time, chief to raid a drug den that was selling highly illegal madrugs. Troy knew for a fact that the lieutenant and other dirty higher-ups had ties with that madrug den for years, taking both a cut of the drugs and money for themselves. However, nobody could disobey a direct order from the chief, so his squad went to break down their doors.

During the chaotic fighting between the madrug enchanced addicts and guardsmen, Troy found himself alone on the roof of the warehouse. There he found an influential politician that just so happened to be a powerful wizard. They both knew that this would be the end of the wizard's political career if he was caught, so he offered Troy a deal. "Forget what you saw here today and I can grant you special abilities".

Troy, for a fleeting second, thought about saying no and doing the right thing...

Then he remembered the jeers and laughs from his fellow guardsmen as his left eye was being carved out.

He accepted and was gifted his three special abilities, custom made to charm and trick people. With this newfound skill, he quickly went to work getting his revenge.

Troy spent the next two years after the bust consolidating power and favors with the guard and the local gangs. He bent the rules, he looked the other way, he became exactly like them. Eventually, he had enough power to set up an ambush for the lieutenant and cover it up within the department afterward.

Last that Troy heard, the lieutenants hollowed out skull serves as a random madrugs addict's cup.

Nowadays Troy enjoys being the guard captain of the 14th district of the city, tasked with overseeing the elimination of the gangs and restoration of law and order. Of course, he doesn't do any of that. Instead, he enjoys taking bribes, arresting threats to his power to make quotas, and keeping up a squeaky clean image for those in power.

"I might be able to look the other way, for the right price that is."

Symbol: A white snake eating it's own tail.
 
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Name: Bruno Lannister
Aliases: "Ether walker", "Seer"
Gender: Male
Species: Human
Age: Unknown
Appearance:
OFoiJfroeXglVXxKtFBl07RtuoqoXfCgg3XQi9httQDxKk9N9fHR__tNgRNlIwngro16BHalyKL44QmLuO6bRwL_G-2-k4GfjzOx6Gkbeb3LWNuuyM6sREJupX5FALR0faNc4TxmJFZK-yNiuXIGK4IdtYEN4yRpeBDSSrX3fKop9gRSvFsnCf9jvYcMmA


Role: The old wizard
Personality:
  • Introverted
  • Kind
  • Impish
Motivation: to prevent an unknown catastrophe in his visions
Abilities:
  • Stargazer - can see into the future (How far and clear depends on the drug used)
  • Ethereal jump - being able to freely travel though his own and others dreams (can manipulate dreams to an extent)
  • Far-reacher - like telepathy but the user must be at least semi unconscious to communicate with anyone he is somewhat familiar with
  • Dream projector - can create hallucinations for one or multiple targets
(powers can be blocked by targets with a strong enough mental for fortitude)

Skills: Has an academic level of literacy; Can read peoples emotions, intent and personality by at least viewing them for a short period of time
Equipment: Old books and tomes on magic history; a set of vials and glass tubes; a small gold cauldron and smelling salts for rituals
Strengths: Knows a great deal of the old and modern practices of magic from years of study and research
Weaknesses: Is fearful, gullible and not very charismatic
Theme:

Bio: Bruno has one simple mission - to prevent a future where hundreds or maybe thousands die.
Years ago, he accidently meditated while burning the wrong type of drug for a ritual which foretold him of the very end of the world.
People thought he had gone mad...
People thought he had gone crazy...
But he knew he had to find away to use his powers to ,if not save everybody, then at least prevent some from suffering a horrible fate. Because of this he was forced down a path to find the one that gave him that vision and do research on any he came across. He was and is still adamant on finding it, even if it meant breaking laws to do so.

Symbol: 3 stars falling into a bed of clouds and smoke
 
WIP
f27cc830bfcbe75187c5c62aebb2aa18.jpgName:
Honeyrose

Aliases:
None

Gender:
Female

Species:
Florian

Age:
195

Role:
A walking talking drug plant

Personality:
Honeyrose is hard working, kind, charming, and optimistic. She can also be playful, and somewhat sassy. Though generally childlike and gentle, Honeyrose can also be assertive, with an authoritative nature. Due to her strong sense of kindness and goodwill upon others, she can at times be gullible and easily manipulated. She can also be childish and easily angered sometimes.

Motivation:
Her curiosity of the outside world.

Grass like texture
Alignment:
Neutral Good

Weapon:
None

Abilities:
Plant Manipulation

Skills:
wip

Equipment:
none

Strengths:

Weaknesses:
Theme:

Bio:
Symbol: (If your character had a banner or flag what would it look like)​
 

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