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Dice Righteous Fiends - Characters

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Grey

Dialectical Hermeticist
COMPLETE RULES AND SETTING INFO HERE

All Attributes start at 1. You have 60 Attribute XP. You may raise Physical Attributes and Bearing to 5; all others are capped at 4.
You can spend it according to the chart below.
Level Cost
1 0XP
2 3XP
3 6XP
4 9XP
5 12XP

All Skills start at 0. You have 60 SKill XP. Skills are capped at 6
You can spend it according to the below chart.
Level Cost
1 2XP
2 1XP
3 2XP
4 3XP
5 6XP
6 9XP
Note that Skills are general until level 3. From level 4 onward, choose a Focus - a particular area of the Skill where your character has put in extra practice. You can have multiple Foci, and the cost is the same every time you buy a new one.

Next, choose 3 Advantages. These are reflections of your background, education, and social role.
For your Familiarity, choose 3 Social Skills and a situation in which they are specially honed - for example, Courtly Manners or Criminal Gangs.
For your Knowledge, choose 3 Mental Skills and a field of study or academic practice where they are particularly focused - for example, Manatech or Crime Scene Investigation
For your Training, choose EITHER 3 Physical Skills and a particular style of engagement (or disengagement) where they're most practiced - for example, Sniping or Brawling
OR choose a Martial Art that you qualify for and select the appropriate Techniques.

Finally, apply static values like Health, Condition, or other and calculate derived stats like the combat block according to the below list. Choose 3 Gifts and apply bonuses. Apply any Living Armour bonuses.

Defence
Defence: Dexterity + Defence
Parry: Defence + Parry Focus, etc
Evade: Defence + Evade Focus, etc
Block: Defence + Shield Focus, etc

Offence
Melee: Dexterity + Melee
Ranged: Intuition + Ranged
Unarmed: Dexterity + Unarmed

Speed: Fitness + Athletics
Initiative: Speed + Composure
Combat Pool: Speed + Dexterity
Physical Soak: The lower of Fitness or Strength
Magic Resistance: = Willpower + any special traits
Health: 10 Condition: 20
 
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(WIP)

Levenat Perison Rahu, or, to his friends, Rahu, or, to his peers, Surgeon Levenat, or, to anyone who's seen him perform a vivisection, Crybaby

Rahu is an odd bird, even in the Church of Vasnok. His piety and his tie to the Living Goddess are beyond dispute; those who've walked in on him at his work often find him praying over it, or, somewhat alarmingly, whistling melodies they've only heard in their sleep. But his zeal is oddly calm, to the point of sometimes seeming discordant. He weeps for the subjects of experiments even as he cuts them open; every blow he lands in a sparring match is followed by an apology. He asks questions about scripture with the same ease as asking about the weather. Were he not so unconditionally kind, willing to aid his brethren without ever being asked and devoting much of his free time to caring for the sick or injured of the Day Caste, he might seem creepy.

His family don't know quite what to make of him, consisting mostly of Guards with the occasional Shade cousin. One day, should he live long enough, he'll likely be the eccentric bachelor uncle at family gatherings – he shows little interest in serious courtship, though he flirts, in his odd way, with anyone who'll reciprocate without expecting anything to come of it. Mostly, though, he's devoted to his art, be it the pursuit of a perfectly-shaped beast or the droning veneration he offers with his sitar. Much of his work in flesh, when not done for the war effort, is remarkably mundane. He keeps a large cage full of light-brown mice, all of which have grown increasingly similar over time; his goal, he says readily enough, is to create or recreate the mouse, the mold from which all other mice were cast. How will he know when he gets there? He will, he assures his questioners with a smile. And what use is the ideal mouse? None whatsoever, he admits. But if it can be found, then perhaps next will come the ideal dog, or ox; something more useful. And from there, the ideal human.

In terms of appearance, Rahu combines the natural softness of a body more accustomed to the labors of the mind and body with a level of intentional marbling that gives him a somewhat effeminate appearance – a small mark of dedication to Vasnok's aspect as mother and creator. He's not unhealthy or unfit, but his limited musculature is concealed, making him less threatening-looking than any of the Guards or Shades, as well as any of his fellow Surgeons who opt for more alien or austere aspects. All of his Gifts are internal, as premeditated a decision as his pudge – he has wanted for years to go forth outside Kroms' borders in service to the Living Goddess, and it is harder to persecute a human face than a betentacled, insectoid colossus. At least, harder on the spirit.

Significant Beliefs
Rahu regards the persistent authority of more martial castes as an unfortunate atavism, both in Kroms itself and abroad. Certainly, the people of the Goddess need to defend themselves from the H'Kaeri threat, but his admittedly-finite access to H'Kaeri reading material leads him to the conclusion that they have the exact same stance. The problem self-reinforces. Eotrans and Venics might always despise the Living Goddess and Her chosen people, but to everyone else, they could at least prove useful allies and potential trade partners.

He also, privately for now (though a treatise on the idea sits half-finished in his desk), advocates for the existence of a fourth caste for those less favored by Vasnok than the Savaan, but already burdened with more knowledge and prowess than the Ker Viteur are expected to display – a caste for immigrants; mages or that exotic brand of dangerous transient that occasionally crosses the border onto the peninsula, the "adventurer." Without a place for those who don't worship Vasnok, his logic goes, Kromsian society will never be able to prove its justice and goodness to those beyond its borders. Besides, the elites of other lands should not be punished for their ancestors' treachery; just because they don't have the Goddess' favor in their veins doesn't mean they haven't earned their status.

Rahu has also publically argued that eating meat is a mild blasphemy. Just because humans are more loved by the Goddess than base animals doesn't mean the latter are beneath her protection; in a time of famine, eating meat would be acceptable, but in times of plenty, the desecration of a living form for the sake of a full belly is abominable.

..
Attributes

Physical
Strength 2
Dexterity 2
Fitness 2

Mental
Intellect 3
Intuition 4
Willpower 3

Social
Bearing 2
Guile 2
Composure 3

Skills

Physical
Awareness 3
Athletics 2
Melee
Ranged
Unarmed 2
Defense 2
Stealth 2
Thievery

Mental
Academics 2
Administration
Artisan 2
Medicine 4 (Field Surgery)
Craft
Lore 3
Survival 2
Investigation 3

Social
Persuasion 2
Subterfuge
Empathy 3
Mingling 1
Perform
Animal Handling 2
Language 2 (Kromsian, H'Kaeri)

Advantages
Familiarity: Bedside Manner (Empathy, Persuasion, Animal Handling)
Knowledge: Healer (Medicine, Survival, Investigation)
Training: Surgeon (Awareness, Defense, Stealth)

Gifts
Living Apothecary
Breath of Night
Cerebro-Hematic Index

Defence
Defence: 4
Parry: -
Evade: -
Block: -

Offence
Melee: 2
Ranged: 4
Unarmed: 4

Speed: 4
Initiative: 8
Combat Pool: 6
Physical Soak: 2
Magic Resistance: 3
Health: 10 Condition: 20

XP Log

Attributes – 60XP total
All to 2 (3x9) = 27
Intellect, Intuition, Willpower, and Composure to 3 (6x4) = 24
Intuition to 4 = 9
27+24+9=60

Skills – 60XP total
1 skill at 1 = 2
15 skills at 2 or greater = 3x15 = 45
5 skills at 3 or greater = 2x5 = 10
Medicine at 4 = 3
2+45+10+3=60
 
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Saturninus Vallista Vorkerrigan
(living doc)

1597861515397.pngDescription:
Since her youth two things have consumed Vorkerrigan, daughter of the vaunted Vallista, training to execute the wrath of Vasnok's righteous fury and studying Prophecies for clues of threats to her home and goddess.

Like her mother Vorkerrigan gazes upon the world through ice-blue eyes set among all the trappings of beauty - high cheek bones, arched and delicate eyebrows, raven black hair, a strong jaw line, and a softly dimpled chin. But she does not concern herself with her appearance - her hair is close cropped, and spiked up to keep it out of her eyes. A smile rarely graces her features and when it does - it does not bode well for the recipient. Her usual garb is a mirror of her armor in mundane and functional materials of leather and chainmail. She is unlikely to catch the eye of dewy-eyed artists on the prowl for their next model.

When not in training or on duty as a Twilight Guard you are most likely to find Vorkerrigan stalking the haunts of scholars and theologians, making a study of Prophecy. She was captivated by the notion as a child and her relentless drive to serve and protect causes her to devote hours of if not productive and insightful study, at least diligent and determined study. Stalking is an apt word if you ask those scholars and theologians as they liken her scholarly pursits to a bear on its predacious way through a forest.


Significant beliefs
“The Goddess protects” - Vorkerrigan sees herself as a fist of Voskan, gifted with a fragment of Her power as a living shield for Her people. She believes that unyielding Faith will see her through any challenge.

“You carry the Goddess's will as your torch, with it destroy the shadows.” - The Righteous Path destroys the tyranny of the false gods of the other people. As the LIving God struck down the architects of the world, so too must Her children destroy the shadows of ancient tyranny poisoning the world.

“Knowledge is power. Guard it well." - The ancient Devas hid warnings and clues to the return of Voskan the Destroyer in the form of prophecies. Likewise, priests of Her enemies hid their secrets in the mad ravings of their debased soothsayers. Both must be studied to aid in the coming struggle.

“No brother falls forgotten.” - Vorkerrigan’s trust of and loyalty to her battle-brothers is absolute. This has been drilled into her by her mother, a well regarded Twilight Guard, and is part of the fabric of her character.
Attributes

Physical
Strength 3
Dexterity 4
Fitness 3

Mental
Intellect 2
Intuition 2
Willpower 2

Social
Bearing 3
Guile 2
Composure 2

Skills

Physical
Awareness 3
Athletics (Endurance) 4
Melee
Ranged 1
Unarmed (Striking, Grappling) 5
Defense (Parry) 4
Stealth
Thievery

Mental
Academics 1
Administration
Artisan
Medicine 1
Craft
Lore (Prophecies) 4
Survival
Investigation

Social
Persuasion 2
Subterfuge
Empathy
Mingling 2
Perform
Animal Handling 1
Language 2 (H'Kaeri, Old Imperial)

Advantages
Familiarity: Order of the Living Fury of Voskan (Mingling, Persuasion, Empathy)
Knowledge: Ancient Prophecies (Academics, Investigation, Lore)
Training: Awakened Titan Style (Awakened Titan Stance, Earth-Shattering Blow, Sky Supporting Mettle, Unstoppable Force)

Gifts
Additional Heart:

Adds +2 Fitness
Incompatible with Auxillary Heart

Self-Repair Matrix
An organ which can rapidly heal the Savaan using Blood from their reservoir.

Grafted Musclature (Armor)
Pre-requiste: Additional Heart
By the Surgeons integrating muscles excised from alpha predators into your armor the wearer can enhance the benefits of your Additional Heart. Using 1 point of blood from the reservoir you gain an additional +2 Fitness for the turn.

Defence
Defence: Dexterity + Defence = 8
Parry: Defence + Parry Focus, etc = 4
Evade: Defence + Evade Focus, etc = 4
Block: Defence + Shield Focus, etc = 4

Offence
Melee: Dexterity + Melee = 4
Ranged: Intuition + Ranged = 5
Unarmed: Dexterity + Unarmed = 9

Speed: Fitness + Athletics = 7 (9 with Additional Heart, 11 with Grafted Musculature active)
Initiative: Speed + Composure = 9 (11, 13)
Combat Pool: Speed + Dexterity = 11 (13, 15)
Physical Soak: The lower of Fitness or Strength = 3
Magic Resistance: = Willpower + any special traits = 2
Health: 10 Condition: 20

XP Log

Attributes – 60XP total
All to 2 (3x9) = 27
Strength, Dexterity, Fitness and Bearing to 3 (6x4) = 24
Dexterity to 4 = 9
27+24+9=60

Skills – 59XP total
Awareness, Athletics, Ranged, Unarmed, Defense, Persuasion, Mingling, Animal handling, language, academics, medicine, lore to 1 (12x2) = 24
Awareness, Athletics, Unarmed, Defense, Persuasion, Mingling, language, lore to 2 (8x1) = 8
Awareness, Athletics, Unarmed, Defense, lore to 3 (5x2) = 10
Athletics, Defense, Unarmed, lore to 4 (4x3) = 12
Unarmed to 5 (1x6)= 6
24+8+10+12+6 = 60
 
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Name: Raaye, Shade of the Divine

Raaye has always held themselves to a particular standard; they are acutely aware that nothing comes easy for them. So what they lack, they make up for with sheer determination. This single minded focus, whether in academics or combat (with the former being more of their interest), singled out Raaye for the potential Path of the Shade. One must be uncompromising in their own standards if they are to watch over the flock... or mingle with those outside of it.

Upon hearing that this option was available to them, Raaye became determined to prove themselves worthy of it. Their focus, already unwavering, somehow grew. It was only some gentle guidance that pointed out Raaye's deficiencies in the more social aspects required some attention. Grimly, Raaye improved what they could. They had no particular enjoyment in conversing with others, but faking it for long enough meant that it would become second nature. Raaye learned to turn down their intensity and appear merely uncharismatic and bland, both to their fellow Savaan and outsiders. (Handy for assassinations and missions that required secrecy.) Every so often—mostly in the presence of blasphemy—the switch flips, and the unwavering intensity makes itself known again.

Raaye has a deep appreciation for music of all kinds, including the more blasphemous sort. You likely won't catch them singing those songs, though they're categorized in the back of their mind anyway. They will often burst into song, making use of their wide vocal range. Unfortunately, being able to hit very high and very low notes doesn't mean that they hit the right ones. No matter. Eventually, Raaye will claw themselves up to adequacy, as they always have. The self- and path-imposed limitations that Raaye has have made them, secretely or not so secretly, rather lonely. Rather than as a flaw to be corrected, however, Raaye takes it as a sign that they're doing something right.

Significant Beliefs:
  • Firmly believes that every person has their place and purpose. Events happen because the Goddess wills it so and don't if She doesn't. It's not Raaye's place to figure out what Her will is, just to obey it. Each individual has the responsibility to push themselves to their truest potential as to best obey the Goddess's desires. Not doing so is borderline blasphemous in their eyes.
  • Has a deep, grudging respect for their enemies and the H'kaer in particular. Raaye know that they're foul heathens, but despite the lack of advantages from the Goddess (or other gods), the H'kaer have molded themselves into truly formidable enemies, a worthy test for the Goddess' Chosen. Raaye has spent enough time among them that they know that the H'kaer... do consist of people. And that their music is quite nice. Raaye has no doubts as to the necessity of their task, but every so often, they have to squash the sympathy that inevitably grows out of understanding. Sometimes, this requires taking a harsher tack than what might seem necessary.
  • Gets easily frustrated with other people, especially if the other isn't trying hard enough, but is good at hiding it.
  • Contrary to popular belief, actually does have a sense of humor. It's a very stupid sense of humor, unfortunately. It consists of dumb puns and surrealist comments.
  • Likes children, but children do not like them.
  • Has a older sister and nephew who they keep an eye on. They're Raaye's main familial connection.

Gifts

Cunning Infiltrator Configuration

This Gift permanently resculpts the armour and is given to Shades of the Divine. It bonds to them permanently, as if Venerable Armour.

The Soak is reduced to 2, but in return the armour is outfitted with an advanced stealth and survival package, providing +2 Stealth, Survival, and Speed. It also comes equipped with the Guileful Imitation Graft, allowing the Shade to assume the shape of anyone they have seen. The disguise is imperfect, as emulated fabrics have a curious texture, and costs 1 blood per day to maintain. The armour also has a self-repair matrix, allowing it to regenerate 2 Con per 1 blood, and a Retribution Core.

It can only be further upgraded with Graceful Divinity Apotheosis.

Divine Vision
A improvement to the eyes and brain of the Twilight Caste which affords them better nightvision,
+2 dice on sight-based Intuition rolls, and a limited ability to see Magic use.

Weapon Integration:
Replaces a hand, or tips an additional limb with an organic weapon, such as a bone blade, mace, or fanged mouth. Can be integrated into the body, making it hidden and allowing it to be extruded at will for use, without impairing ordinary function.

[Bone blades that extend from the center of the palm. Don’t let Raaye pat you on the back.]


Martial Art:

Flickering Shadow Style

Fear is the weapon of the downtrodden, cunning is the shield of oppressed. Those who hide behind walls of stone and steel and seek to strike down the chosen are not protected from a shadow. Shadows may slip around their armour, avoid their weapons, outpace their hunters, stalk their lost and foolish. A righteous man has nothing to fear; the unworthy must be wary of the dark.

Flickering Shadow Stance
Form Technique
The shadow assumes a fluid, mobile stance.
Add +1 to Dodge rolls, +2 against Ranged attacks.

First Technique: Spiteful Bite
The shadow melts away from blows and strikes unexpectedly.
After any successful Dodge, the martial artist may make a 2-die attack against that enemy. Usuable a number of times per Round equal to Dexterity.

Second Technique: Bloody Flight
A flickering shadow cannot be struck, ephemeral and quick.
The martial artist may move to their maximum Range Band without spending Combat Pool as long as they make an attack. They add +2 dice to this attack if they’re moving up to their full Speed range.

Third Technique: Wicked Talon
An expansion of Spiteful Bite, the shadow carefully positions themselves to truly punish an enemy for their hubris.
Use of Spiteful Bite removes 2 Combat Pool from the target, and can either reduce their Speed or Offense by 2.

Final Technique: Crow's Feast
With a graceful leap, the Savaan consigns their enemy to wander eternally in sacred darkness..
Roll up to five dice from your Combat Pool. On a success, permanently blind the target. You may make no more attacks this Round, except for Spiteful Bite.


Stat Block

Attributes
Intellect Intuition Willpower 1 2 3 Bearing Guile Composure 1 3 3 Strength Dexterity Fitness 2 4 3

Skills
Mental Academics 3 ¬ Administration 2 ¬ Artisan ¬ Craft ¬ Investigation 4 ¬ Lore 4 ¬ Medicine ¬ Survival 5 Social Animal Handling ¬ Empathy ¬ Mingling 3 ¬ Perform ¬ Persuade ¬ Subterfuge 4 ¬ Languages 3 (to be selected) Physical Athletics 2 ¬ Awareness 3 ¬ Defend 3 ¬ Melee 2 ¬ Ranged ¬ Stealth 5 ¬ Unarmed 2¬ Thievery 4
Knowledge - Rail against Blasphemy (investigation, lore, academics) Familiarity: Shades of the Divine (mingling, subterfuge, languages) Training - Flickering Shadow Style



Combat Block
Offence Melee: 6 ¬ Ranged: 2¬ Unarmed: 6¬ Defence Defence: 7¬ Parry: 3 ¬ Evade: 3 ¬ Block . Speed: 8 Initiative: 11 Combat Pool: 10 Physical Soak: 2 Magic Resistance: 3 Health: 10 Condition: 20
 
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WIP
Callisto Edit.jpg

(Also there's a third eye in her forehead.)
Name: Seronet Andaradaughter Callisto
Title: Twilight Guard
Info:
Callisto is the eldest of four children, (her oldest sibling being 8 years younger than her,) and the only woman. She grew up in a household where her parents were always far too busy in their positions to really expend much energy into raising their children, so Callisto had to pick up the slack. She did well enough, although since she didn't want to have to abandon her own pursuits, she might have taken on a slightly militant persona with them. It was something she had learned from her own parents, and from her own training. It kept her idiot brothers in line, at least.
Whilst training she was constantly asked to help the others in their own training, something which she welcomed as she found that drilling techniques into the heads of others helped to further cement them into her own brain.
Once her brothers were older and in training of their own, she was given the opportunity to fully throw herself into her studies/training. So she did so with renewed vigor, determined to make up for lost time.
Now in between dull patrols she can be found either studying, training, or being a drill sergeant for her brothers.
She tends to be rather serious, and some have said her presence to be rather intimidating. Overall, she is a pious woman, devoted to her service to the Living Goddess and her Saavan brethren.
Attributes:
Strength - 4
Dexterity - 3
Fitness - 3
Intellect - 2
Intuition - 2
Willpower - 2
Bearing - 3
Guile - 2
Composure- 2
Skills:
Physical Skills
Awareness- 3
Athletics- 3
Melee- 5 -
Focus: Sword
Ranged- 1
Defense- 5
Focus: Parry

Social Skills

Persuasion- 3
Empathy- 1
Language- 1

Mental Skills
Administration- 4
Focus: Tactics
Survival- 2
Advantages:
Familiarity: Eldest Daughter
(Persuasion, Empathy, Mingling)
Persuasion: Anyone Younger than her
Empathy: ^^^
Mingling: ^^^

Knowledge: Parenting Skill Maxed By 18
Administration: Tactics
Medicine: First Aid
Artisan: Storytelling

Training: Laughing Blade Style
Laughing Blade Style
The Savaan are the chosen of Vasnok and his finest warriors. Lesser fighters are fools to consider standing before them, as if they were equals. Those Closest to God teach a lesson in humility with their laughing blades.

Laughing Blade Form
Stance Technique
The Savaan has no need to fight such pitiful enemies – let their foe tire.
Gain +2 Parry dice

First Technique: Mocking Grin Deflection
Some brutes are relentless, and require extra incentive to simply give in.
Roll a 1-die attack after any successful Parry.

Second Technique: Mirthless Smile Infliction
Lacking the time to toy with foe, the Savaan seeks to break their resolve.
A Called Shot to the face without penalties, which cannot inflict more than 2 Damage. The target loses 2 Offense for 2 Rounds

Third Technique: The First Breath
Patiently, the Savaan waits and watches, learning flaws in their opponent's form.
Whenever the Martial Artist successfully hits an enemy, they add their successes to a Mockery Pool. Each 2 Mockery Dice increases their Parry value by 1.

Final Technique: The Last Laugh
Tired of the charade, the Savaan puts an end to proceedings.
The Martial Artist unleashes a torrent of blows by rolling Mockery Dice instead of Combat Pool, each die representing a guaranteed 1 Damage attack
Gifts:
Weapon Integration:

Replaces a hand, or tips an additional limb with an organic weapon, such as a bone blade, mace,
or fanged mouth. Can be integrated into the body, making it hidden and allowing it to be extruded at will for use, without impairing ordinary function.
[She has a fanged mouth. For the chomps.)

Toxin Sacs
Small sacs that a Surgeon can fill with toxins, allowing them to spread venom through a bite or implanted weapons. [So she can poison people. With the chomps.)

Keeper's Eye
This is a heavy modification to the brain of the Savaan, resulting in a third eye on their forehead. It is given to those Savaan intended to lead their brethren, as possession of the eye allows them to feel the presence and health of their allies within forty metres – and to allow their allies the same ability.

Combat Block:
Melee: 8
Ranged: 3
Unarmed: 3
Speed: 6
Initiative: 8
Combat Pool: 9
Physical Soak: 3
Magic Resistance: = 2
Health: 10 Condition: 20
XP Log:
Attributes 60
27(all 2) 18(St, Dx, Ft, Be to 3) = 51
51 + 9 (St to 4) = 60

Skills 60
20 (10 to 1) + 7 ( 7 to 2) = 27
27 + 8 (6 to 3) = 39
39 + 9 (3 to 4) = 48
48 + 12 (2 to 5) = 60
 
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Palreis Yeldeme TonzaelTwilight Guard
5ed29dfe3961e1020229d18d5d5579e3.jpg


health bar


condition




  • Attributes
    Strength - 4
    Dexterity - 4
    Fitness - 3
    Intellect - 2
    Intuition - 2
    Willpower - 2
    Bearing - 2
    Guile - 2
    Composure - 1
    Physical Skills
    Awareness (Ambush) - 4
    Athletics (Endurance) - 4
    Melee (Daggers)- 4
    Ranged
    Unarmed
    Defense
    Stealth (Sneaking)- 4
    Thievery (Pickpocket) - 4
    Social Skills
    Persuasion
    Subterfuge (Lying) - 4
    Empathy
    Mingling
    Perform
    Animal Handling
    Language (Kromsian)- 1
    Mental Skills
    Academics
    Administration
    Artisan
    Medicine
    Craft
    Lore
    Survival - 1
    Investigation (Traces of the Unnatural) - 4
 
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