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Fantasy The Crimson Order | D&D Campaign Character Sheet

OOC
Here

Ryse

Junior Member
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"To survive her own darkness, she strangled the stars for their light~"

Name: Vanessa V. Valentine
Alias: The Black Wolf
Race: Shadar-Kai
Age: Thirty Eight
Gender: Female
Homeland: Shadowfell
Loyalties: Unknown
Class: Blood Hunter
Occupation: Huntress



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Oh tortured soul, a heart once pure of gold; Sorrow and grief have tarnished a once pure hope with the intoxicating bite of poisoned hate. Lethargic, the enigmatic presence bleeds through, corrupting, tearing asunder the perfected veil of purity and allowing the burning gire to seep within stalwart grace. It claws, digs to fester and bury deep under the skin, glissading skeletal fingers through malign carcass to permeate and destroy the innocence lost in cruel rapture. Though radiant and scorching upon first approach, malignant and vexing at a glance, there is still an unwavering kindness about her soul. Though she may try to be harsh, to be a thorough monstrosity for the simple sake of survival, she is unable, incapable within her programming to destroy so freely, to act so harshly to those who she seeks to guard even in her self imposed path to destroy herself. The noose around her neck as she succumbs to her dark impulses.

The fearful souls...those with no weapons to wield. She would so willingly become a martyr for them, a sacrificial lamb to be lead to slaughter to save but a single face, a solitary name and shield from the hardships which she herself once faced. Loss is something that never truly heals, an instigating pain that is never satiated by the passing ripples of time as so many assure. Comforting lies and fables are sweetly fallen from her devilish lips, along with bitter truths of the melodious affliction that slowly eats away at the spirit and weakens the body and poisons the mind.

Yes, she lies, she lies about her past, her present, and her future. She lies about her desires and she lies about her pain, thousands of stories to be told and very few of them ever being true. Though her masquerade hides well what lay 'neath the surface where she furiously struggles to simply stay afloat. Sleep eludes her, staying just a single step, tauntingly out of her desperate grasp some nights. It leaves her thoughts raw, each one like raking nails over open flesh to claw at the nerves hidden just out of sight.

Her mind is cruel, a sick repetition of traumatic nights playing without mercy in each dream she dares to seek. No longer does she yearn for the escape of reality, no longer does she wish to open her eyes to a new day, another wretched moment within this existence. A once pure and holy thing was stripped bare, ravaged ruthlessly by those that would see her perverted and destroyed; her hope, The loyal optimism had been torn from her youthful frame, a far more devastating occurrence than that which marred her flesh. Her body had mended, healed and all that remained upon it was the thin, ropy scar. Childish wonder and bemusement, however, had been slain in cold blood, a murder most foul.

In the end...we're all just...monsters, aren't we?








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Purity of light with a gentle kiss; Malicious artistry, ephemeral strokes of magnificent alabaster upon the bleached surface of grinning bones. Malignant remnant of era past, primeval, elegant gore beneath the savage light of the swinging pendulum, silver, ethereal within the bruised ombre of the gluttonous skies. Wisps of honey dipped-gold, embellished in a flurry of silk strands, grasping, entangling languid paramour with the silent begging, the whispers of longing, groans of deceit. More, more, more! Elusive vixen, Mistress of avid affections, the immaculate tongues of devils doth traverse, wander over perfected flesh and a flawless gaze.

Misty, deep like the ocean, dewy under the gaze of watchful, observant eye spying havoc upon little light. She bleeds immortality; she sings hymns of the divine. She, an idol of righteous purity and martyrdom, a solitary flaw. Spider veins wept, tears of malice, of sanguine wine upon the bare of her fair porcelain back, china cracked and irrevocably repaired over the span of years. Still, the imperfection lies, nestled endearingly upon the slight dip betwixt lithe, feminine shoulders.

Many have always questioned the carnal shape of a beast, the glorious platinum gleam, swathed in the golden strands her eyes are sharpened into sun-like fervor which pierce the skies gaze with an attentive precision granted by the animalistic instincts which so furiously take one over. That birthmark placed upon her round cheeks as if distinguishing the woman from all others. Eyes so warm yet so very distant, A body so fragile it is akin to glass...the creature is sometimes mistaken for a pup, soft to the touch and pretty to look at...a flaw in her design? Or perhaps a genius evolution of the beast. After all, who would fear a monster if it was disguised as an angel?





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Vanessa Valentine | The Huntress

STRENGTHS & ABILITIES



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Thrill of the Hunt

Vanessa possesses both the curse of vampirism as well as lycanthropy, an affliction she was born with as well as other members of the Valentine Family. As a result of this unholy merging Vanessa has gained a keen sense of smell and hearing, these traits mainly hailing from her Lycan blood. Her ability to identify and track targets is akin to that of a bloodhound, capable of following scents that are days old and smelling a drop of blood from miles away. Her senses are what make her such an effective hunter but this also becomes a double edged sword. Her senses are dialed to eleven and thus foul, rotten scents and loud, mind ringing noises are both effective weaknesses to the huntress. She becomes incapacitated when high pitched noises hit her ears and extremely nauseous and dizzy when met with unpleasant scents.


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The Black Wolf

When shifted into her Lycan form Vanessa takes the shape of a malevolent, feral beast. Being so young and often resisting the monster within her she has yet to master herself and tame her curse and as a result when she does shift she becomes completely crazed and turns into a feral monstrosity. Her instinct to hunt, kill, and stalk overruns her logical mind and makes her a prisoner as the wolf takes over. This makes her both a danger to not only her friends or whatever allies may be around her but also to innocent civilians who may end up prey to the beast. While in this form Vanessa gains increased strength, stamina, and speed. Not to mention the size of her wolf form rivals that of a fully grown man, making her an effective killing machine. However, while in this form she is particularly vulnerable to pure silver weapons and wolfs bane, a plant that can infect her with a horrible sickness that kills her slowly overtime and prevents her from shifting back to either form.


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Born by Blood

In relation to her vampire curse Vanessa has the unique ability to consume the blood of other humanoid beings. When said blood is consumed she gains physical benefits or weaknesses depending on the health of the individual she devours. For example, if feeding from a strong, healthy human she will gain increased senses, become faster, stronger, and more 'alive', also healing mortal wounds that may be killing her and very rapidly. However, should she feed from someone with an illness or dirty blood, she becomes severely sick and physically weaker as a result. However, when biting an individual she has the chance to 'sire' another hybrid like herself should she decide to infect them, however, the process for becoming a hybrid is a very painful and agonizing transition and very, very few have ever been known to survive the ordeal. Vanessa herself however never, under any circumstances feeds from humans, choosing to simply save the blood of animals within flask and creating 'blood tablets' via alchemy to keep herself sustained. Which brings us to another major flaw of this ability. Should Vanessa fail to consume blood for longer than a couple days she becomes 'feral', this is connected to her Lycan curse. Failure to feed will trigger an involuntary instinctual response and she will be forced into her Lycan form to feed. This is also triggered should she devour too much and over indulge which will give her an uncontrollable bloodlust.



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Command & Obey

Upon direct eye contact Vanessa can compel a humanoid upon direct eye contact. Those she attempts to compel however can easily resist this and it works ideally on those who are distressed, unfocused, or emotional. It is much harder to compel someone who is in a clear state of mind and completely calm and thus it becomes less effective in certain settings. Additionally, those with strong minds and powerful wills cannot be compelled at all unless forced into situations where their will is broken. Once compelled the target follows the order and intent of Vanessa to the very best of their ability, regardless of the order. But should said order be something so completely against their nature such as commanding a honest, kind woman to murder an innocent child the compulsion can be resisted and potentially broken should they fight hard enough. On top of that, overuse of this ability can result in severe migraines and crippling internal pain. Certain herbs can break a target out of this trance as well, such as garlic and holywater.


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Mindbenders Ambition

Vanessa is capable of ensnaring the minds of others and making them see, feel, smell, or taste whatever she can project on them. Possibly her most potent ability and also the most versatile she will often use this power to incapacitate foes or fool them so she may avoid direct conflict. The complexity of her illusions are high given her mental prowess and she is capable of fully trapping someone within their own mind, putting them in a coma-like state. However, overuse of this ability causes a bleeding effect where she herself will begin to suffer vivid hallucinations which bleed into her own reality, confusing her and making it difficult to function. Continued overuse of this will also cause semi-blindness as her sight gets darker and darker until eventually completely blinding her for extended periods of time.


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The Sight

An ability that Vanessa shares with her familiar, she is capable of linking her mind with her familiar and seeing through the eyes of her companion. This unique ability also links itself unto whomever she may feed off of should she decide to inflict it upon the unfortunate soul. This ability was taught to her by the Nightsisters and it is effective for recon and scouting ahead without endangering oneself. This allows V to get a leg up on those who may be attempting to flee from her as well as help her keep an eye out for potential danger when alone. The downside to this specific ability is she is mentally linked to her familiar, and thus any damage it sustains she also will feel and the loss of her familiar can result is severely damaging physiological harm.

WEAKNESSES & FLAWS


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The Daywalker

While Vanessa retains her ability to walk in the light and not take damage from direct sunlight like other full fledged vampires, she is however put at a heavily disadvantage for physical activity. She becomes slower, weaker, more frail and easily exhausted. This effect is negated when in the shadows or not under direct sunlight. Additionally, while her skin takes no damage from sunlight she can be burned by special forms of light projected through different objects. Such as when light shines through certain crystals or stones, should the light be put on her it would do significant damage.


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Lust for Blood

As mentioned above when failing to feed for longer than two days upon the blood of a sentient creature Vanessa gains an unquenchable thirst and is forced into a frenzied state and is naturally forced into her wolfskin as a primal instinct. She then prowls in search for blood and will only turn back when consuming the life of another. Additionally, there is a balance to this. While a lack of feeding forces her into a feral state, over indulgence will also do the same and consuming more than a gallon of blood at once will force her into a frenzied bloodlust.


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Silver Lance

A weakness inherited by her Lycan blood, Vanessa gains an increased vulnerability to weapons made of Silver which cause extreme pain when piercing her skin and entering her bloodstream, causing her to become crippled and poisoned. This can be negated if she consumes the blood of a 'humanoid' but her chance to do so might not be so easy considering her stance on feeding from humans.


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Bright Eyes

Similar to Daywalker, while her body takes physical disadvantage when in direct sunlight Vanessa' eyes are *extremely* sensitive to all forms of light. When her glasses are removed and her eyes are exposed if a bright light is shined into her eyes she is completely blinded and suffers excruciating pain, additionally, constant exposure to light will force her into a semi-state of blindness, making everything blurry and out of focus which can impair her ability to function as a normal person.


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Arcane Silver Blade

A weapon enchanted via ancient runes designed specifically for the slaying of beast. Increased damage against fiends, demons, spirits, undead, and supernatural creatures from other realms. The blade takes the shape of a Rapier which she keeps concealed within her Cane, the sword itself is arcane by nature and can be detected by spells such as 'detect magic'. This serves as Vanessas main weapon of choice in most combat scenarios.

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Oathkeeper Crossbow
Serving as an alternate weapon to the Silver Blade, this special crossbow has the unique trait of shooting silver arrows enchanted by magic much like the sword Vanessa possesses. This weapon however is large and two handed and thus it remains locked away within The Sanctuary until the need arises where she may need a long range weapon. This item also hymns with arcane energy and can be sensed by 'Detect Magic'.

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The Sanctuary
A mysterious item that Vanessa has possessed since she began her career as a Huntress is an innocent looking briefcase that, upon first glance, looks innocent enough. However, after being activated by Vanessa or anyone else who knows the special word the suitcase opens a small portal into a large room within the briefcase. This room serves as a Sanctuary for Vanessa and possesses all of her spare weapons, traps, books, study, and other useful items that she carries around with her. The Sanctuary is large enough to fit other people but to V it is a closely guarded secret considering all her skeletons are buried within The Sanctuary, including her stash of blood tablets which keep her sustained.


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Hunter Traps
Buried within The Sanctuary is a collection of traps that may prove useful during her hunts. Snares, bear traps, spike traps, ect. There are only a few of each and she tends to replenish them often if they are used considering how often they come in handy. Things like rope are also held within the sanctuary as well as her blood tablets and alchemy station.


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Valentine Family Bestiary
A collection of books, journals, and manuals written by the Valentine Family through the generations documenting their struggles against the creatures of the night. These books serve as a basis for lore regarding Fiends, Undead, Demons, Spirits, and Supernatural creatures and explain their strengths, weaknesses, patterns, and other useful facts and serves as an excellent guide to hunting beast. The collection however lies within The Sanctuary and Vanessa herself only possesses a single journal on her person documenting her own personal experiences.




OOC:

TurboAutism69 TurboAutism69
High5ives High5ives
Evanjolyne Evanjolyne
Xio Xio
Blitzer Blitzer
Cosmos Cosmos
Probably George Probably George
deadly king deadly king
RoninN7 RoninN7
Nomad_Queen Nomad_Queen
Stitches and Patchwork Stitches and Patchwork

Alright everyone, these here is basically the CS. You don't have to mimic my template exactly but the information on there and the way it is written should help you all understand how to begin your CS's. I do not require long histories either since half the fun of RPing is discovering backstories together organically, however, feel free to send me the basics of your backstory in a DM if you'd like something from your past to creep up back on you and i can DM it to the best of my ability. Furthermore, i do not mind characters starting off a little strong, just remember to counterbalance them with weaknesses that can be exploited and flaws much like how Vanessa herself is designed.

And most importantly...have fun kids.
 
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"Light dwells within every spark of life. A warrior of light exists to defend light. Therefore, a warrior of light must defend life in all it's forms. As such, the opposite is true; to mindlessly kill, even in the name of the light, is to become a warrior of darkness."

Name: Ulyna Caldwell

Gender: Female

Race: Aasimar

Age: 22

Occupation: Missionary

Personality: Ulyna would be a great adventurer if she ever considered herself an adventurer. Her soul is filled with kindness and empathy, traits that make her incredibly helpful and terrible in combat. The joy and pain of others resonates in her heart as if she felt their emotions herself. Because of this she hates the idea if hurting anyone, which paired with her cowardice leads her to run from most fights. She refuses to use weapons, despite their widespread use by other clerics of her order. This stems partially from a somewhat naive view of the world; to her hurting someone is bad, regardless of the reason. The only true evil in this world exists in monsters. However, the other part of her heart is too scared to think about taking a life. Even outside of combat she's skittish, often worrying about letting other people down or being misunderstood. She tends to speak slowly and clearly in order to avoid this, though her attempts to hide herself in her own robes tends to muffle her words sometimes. However she spends more time listening and acting, placing more weight in deeds than in words. In spite of her shy nature she is trying to be more confident. The thrill of new experiences has helped her come out of her shell. She is often one of the first to try something new, so long as her and the people around her's safety is assured.

Appearance:
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Despite her divine power, Ulyna's appearance is hardly intimidating. She is a petite woman who only stands a couple inches above five feet tall. Her slight body is usually hidden under a thick layer of warm robes over the dark vestments of a priestess of Eldath. The only mark of her heritage is her snow-white hair, which she keeps meticulously groomed even on the road. Bright blue-green eyes shimmer beneath the short locks, standing out against her pale skin and slender face. In spite of her size her voice echoes with the strength and rythmn of a practiced singer.

Inventory:
Book of Prayers
Book of Hymns
Eldath charm necklace
Robes
Vestments
Portable Altar
Sketchbook
Notebook
Graphite
Traveler's rations (4 days)
Waterskin
Bedroll+Blanket
Walking Stick
3 gold

Skills/Weaknesses:

+Religious Scholar
+Amateur sketch artist
+Skilled choir singer
+Observant
-Physically weak
-Has little actual arcane knowledge
-Terrible poet, but writes anyway
-About as dexterous as a horse

Spells:

Purity: A passive ability that is always active. Sensitive creatures such as animals, spirits, diviners, celestials, and demons can sense Ulyna's divine aura. How they respond is up to them. Additionally because her magic is derived from her own abilities magic-dampening effects will make her physically weak in addition to preventing her from casting spells.

Duty: Anability some of Ulyna's spells possess. By expending extra energy, she can enhance the properties of certain spells. However, doing so expends so much magic that she becomes unable to cast magic for some time after until she gets at least one hour of rest.

Hope: An orb of light appears in the air, shining a light with comparable brightness to a torch. Ulyna can control the movement of the orb, but the orb passes harmlessly through objects. The spell is simple enough that it can be used in conjunction with other spells. She can use Duty to cause the orb to explode in a flash of light, blinding nearby creatures and damaging unholy creatures.

Mercy: Ulyna touches one living target and restores a small amount of vitality. It also repairs basic wounds such as fractures, small cuts, and bruises. She can use Duty to increase the power to heal a single major affliction such as a mundane disease, a broken bone, or a major cut.

Patience: This spell heals more serious afflictions such as deep cuts, shattered bones, and diseases. However, the healing takes anywhere from hours to days depending on the severity of the affliction. Ulyna can also focus Patience on multiple targets, but each additional target decreases Patience's effectiveness. She can use duty to prevent Patience from become less effective when casting on multiple people. She can use this version of the spell for up to 8 hours. Unlike other Duty abilities, the length of the exhaustion equals two hours for every person past the first. Healing more than four people uses so much energy that she spends the exhaustion period unconscious. Healing more than six people in this fashion is extremely dangerous.

Passion: Ulyna focuses her energy on a living target, temporarily enhancing its physical abilities and restoring their stamina. She cannot target herself with this spell. She can use Duty to fill the target with divine power, creating an aura that dampens damage taken while filling their attacks with radiant light.

Faith: Generates a dome of force around Ulyna. The dome can be made small enough to only hold Ulyna or large enough to hold herself and three other people. The barrier acts as a physical object and prevents anything from entering or leaving for as long as Ulyna maintains concentration. However the shield is not invincible and enough force will shatter it. She can use Duty to improve the range of the shield to a 15 foot radius while improving its strength. She can focus on this version of the spell for up to 10 minutes before becoming exhausted.

Contemplation: By focusing, Ulyna can sense nearby auras. She can detect if they are living, magical, celestial, demonic, or undead in nature as well as the strength of that aura within 30 feet of her. However, she cannot otherwise identify auras (such as between two different people). She does not need to be able to see the sources to detect them. She can use Duty to increase the range to 200 feet from her in a single sonar-like ping.

Penance: Ulyna focuses her power into a single beam of radiant power. The beam burns the outside of anyone caught inside, but is incapable of killing most creatures without prolonged exposure. However, the radiant energy of the beam does more damage to and can potentially destroy undead, demons, and other unholy creatures. The beam is only wide enough to cover a human torso. She can use Duty to increase the width of the beam to around 3 humans wide while improving the power to potentially kill non-unholy creatures. Unlike other Duty abilities, Ulyna falls unconscious after using this version of Penance.

Remorse: Ulyna creates a bola of pure light and flings it at a target. The bolas paralyze the target on contact. The target is held in place, even if they are off the ground. All movement save for necessary bodily functions is also stopped. However, using enough strength or interrupting Ulyna's concentration cancels the spell. She can use Duty to seal up to 8 targets or one larger target, but seals herself in the process. She can focus on this version for up to 10 minutes before becoming exhausted.

Grace: Ulyna sprouts spectral wings for a short period of time, allowing her to fly at a moderate speed. Unlike other spells, she can use Grace in conjunction with other spells. However, she cannot use Duty while in this form. After spending one minute with her wings summoned, Ulyna goes into an exhausted state as if she had used a Duty ability. Destroying the wings ends the spell early and immediately puts Ulyna in her exhausted state.
 
575316"Give! Dink stab stab!"
Name: Dink

Race: Kenku

Gender: Male

Class: Arcane Trickster

Occupation: Performer and thief

Age: 14

Size: 4'2, 68 lbs

Personality: As the thief he is, Dink is obsessed with anything and everything shiny. He'll politely ask for it before stabbing you for telling him no. When he isn't busy with the bugging and mugging, Dink can be found performing in the streets for money. Often times, while doing a performance, Dink would bring himself into other's pockets. Although he doesn't always get away with it, but running away is Dink's specialty. Don't get distracted by his looks. While you're in awe of his cuteness, he's picking your pocket with one hand while stabbing you with the other.


Inventory:
Various spell ingredients
Dagger x2
Rapier
Various gems and metals. Mostly worthless.
Rubber Ball x3
Sack of steel marbles
Travel bag
Flask of unknown liquid
Gold piece x14

Spells and Abilities:
Mislead
: Dink goes invisible and creates a clone who can only perform simple actions such as run or jump. If a living being attempts to touch the clone, it vanishes and Dink reappears. Duration: 1 minute.

Passwall: Dink gains the ability to phase through walls. Duration: 10 minutes

Sleep: After performing a ritual, Dink can put any living being within 3 feet to sleep. Duration: 5 minutes

Confusion: Dink assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Duration: 1 minute.

Casing the joint: Dink has been through quite the bit of burglaries, so he's learned where people usually hide their valuables.

Conjure illusion: Dink creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 10-foot cube. Duration: 1 minute

Mimic: Dink can mimic any sound he hears, although he cannot mimic ones he hasn't. Due to this, he cant say words he hasn't heard. Dink can only create simple sentences on his own.

Street Performance: Dink can do a variety of entry level spells, such as making small objects vanish or teleport a short distance, as well as simple light displays.

Evasion: Dink has been around enough fights to know how people swing, and can dodge accordingly.

Charm: As well as being a cute lil bird, Dink can attempt at charming any living creature.

Flaws:
Short tempered
Can't speak, only mimic
Bird brain
Physically weak compared to humans
Forgetful​
 
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575475


Varimal Telgin
Born to human parents, Varimal had an interesting upbringing in the port town. With his flightiness and his desire to adventure as any Sylph has, he grew used to dodging through the port town discovering the secrets of shipping and dashing through ships stealing away from home often for months before returning having learned a new skill. His extreme natural dexterity and daring touch, enable him to be very slippery. His parents honestly with a brood of 10 other normal children didn’t care to give him much time and with his propensity to return with some sort of loot or prize from his adventures and daring raids of his own sort gave him a freedom. Not that he didn’t love his parents, he really did, but being tied down was not for him. At age sixteen he finally left home searching for somewhere to belong travelling over the lands.

Extremely attune to the winds, Varimal spent four years travelling finding other Sylphs and dancing tunes with them seeking them out making some enemies and some friends while learning about the air and the elements and playing them into his sword style. However, just before he continued his dive into spells and magic, he discovered guns and they absolutely fascinated him. Swiftly he found the daring men that wielding them, swashbucklers and began to train how to use them using his natural dexterity and weapon skills to become a formidable swashbuckler. He also gained a companion recently a…. Now with his new found skill, his blade, and his flintlock pistol, he braves out deeper into the world.

Animal Companion: In his travels, he picked up an lone hawk offspring, he is able to speak to this animal and see through her eyes. Her name is Fair Winds.
Weather Savvy: Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph’s prediction is always accurate but cannot account for spells or supernatural effects that might alter the forecast.

Like the Wind: Sylph trait making them extremely fast wit higher than average base speed.

Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining an advantage in brushing aside nonmagical attacks.

Cloud Gazer
Benefit: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses
from such effects. If the effect is created by magic, this instead triples the distance you can see without penalty



Airy Step Benefit: Allows better ability to dodge elemental attacks and normal attacks. You may ignore the first 30 feet of any fall when determining falling damage.



WINDY ESCAPE

You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly

through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack. You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spelllike ability, or using any other magical ability that provokes an attack of opportunity when used.



Skills: (based on the Swashbuckling skills, can use 4 time per day plus kills made)

Opportunity parry and riposte: Enables using Panache to parry and attack instantly within an enemies attack.

Dodge: Immediate five step movement to dodge an enemies attack. (Panache)

Menacing swordplay: Enables intimidation after striking an enemy. (Panache)

Precise attack: Double damaged strike (panache)



Swashbuckler Finesse

Nimble charmed life
: Rather quick to dodge away and has greater chance to avoid attacks.

Quick draw: He can instantly draw his weapon and make a surprise attack.

Quick reload: He can reload his pistol swiftly and surely.

Gunsmith: He can repair any firearm, and also can create ammunition and bullets with materials.

Pinpoint shot

Equipment:
Swashbuckling Double barrelled pistol: This pistol rarely misfired crafted exquisitely is unable to be thrown out of balance and assists the balance of the shooter increasing accuracy of all shots.
Dry load Powderhorn

Camp equipment

Gunsmith kit (dry load)

Bullets

Fine Rapier

100 gold

Basic item.

Wing Cloak: This strange piece of equipment only works for sylphs and similar creatures, whose light, airy bodies can be borne upon the winds. Looking like a fine silk traveler’s cloak, a wing cloak is secretly reinforced with a series of wooden struts that, when locked into place, stretch the cloak’s fabric into a rudimentary wing. Allows falls from high places to be ignored as it acts like a glider.
 
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Name:
Vrutha of the Skullsplitter Tribe
Gender: Female
Race
: Orc
Age: 27
Occupation: Survivor

Personality:
It's easy to see an orc on the surface. Vrutha is gruff, often short-tempered, easily riled and not terribly subtle. She's also quieter, softer and kinder than anyone might suspect an orc could be, especially to children and the defenseless. Several years among humans have taught her a much and she's surprisingly polite when she tries. Possessed of a keen intelligence (by orc standards), she's cunning in conflict and observant if not especially well spoken in social settings. She has courage in battle but bears the easy smile of a warrior who no longer needs to prove herself.

Backstory:
Vrutha was born to the Skullsplitter tribe, a savage and bloodthirsty band of orcs that dominated a section of coastline. Despite their hunger for battle, the Skullsplitters were surprisingly good fishers and Vrutha like many of their women grew up tending nets, hauling catches of fish and crewing boats while the men were off to war. By the time she was an adolescent, her tribe was locked in a fierce but slowly losing rivalry with the Bonecrushers to the north. As their men fell faster than could be replaced, the women were pressed into service. Vrutha took up the sword and spear for her tribe, studying and mastering her grandfather's poleaxe at the feet of the crippled former weaponsmaster of the Skullsplitters, the only male orc who could be spared to train the women. By the time she reached her twenties, the Bonecrushers had taken most of her tribe's territory and were steadily pressing the borders of their ancestral port itself. Vrutha fought in bloody offensives in a last-ditch attempt to break the enemy lines and shake their nerve.

It wasn't enough. Four years ago, the Bonecrushers broke the lines of the Skullsplitters and put the whole port city to the torch. She fought tirelessly and with phenomenal skill but one warrior couldn't defeat an army, no matter how naturally the poleaxe came to her. At the last, the Bonecrushers withdrew back to their own lands...leaving behind the wrecked, burned ashes of everything Vrutha had ever known. Her tribe was extinguished. She was left with nothing except her strength, her poleaxe and her rage.

Much of that rage was spent in one bloody conflict or another over her first two years in human lands, serving as a mercenary, fighting for orcs or humans or whoever had the coin to command her services. At first indifferent to the pain she inflicted, the orc warrior softened after aiding one band of humans against another band of humans. Seeing the burned tents, hearing the wails of their women and children, it reminded her of all she'd lost, all that'd been inflicted upon her. And so she left their service, spending a few months living off of her coin and taking the occasional bodyguard or escort work that came her way.

Appearance:
Tall, slim for an orc but unquestionably strong, the orc radiates confidence. Used to the coastal breezes and the sea spray, she wears a long leather coat with tall wrapped boots for easy sprinting across rough terrain. What pieces of armor she sports are sturdy and well cared for, as is the savagely shaped poleaxe she wields. Her skin color and protruding tusks make it impossible to pass as anything but an orc, even with her pointed ears, but she's less misshaped than most.

Strengths:
Strength Itself. Born an orc, Vrutha's inherited musculature was forged by years of hard labor on the sea before being honed by the fires of a fierce war for survival.
Battle Mastery. She's received years of direct training from her tribe's former weaponmaster, which she put into bloody practice on a daily basis for several more years. Vrutha's greatest experience lies in single-unit fighting (i.e. dueling without rules) but she has experience with formation fighting, ambushes and basic tactics and strategy. She's good with the sword, spear and bow but unquestionably exceptional with the poleaxe.
Intelligence. For an orc, Vrutha's practically a genius. Compared to humans, she's a bit smarter than average. It's a trait that's let her pick up new skills quickly and it's the single thing most non-orcs underestimate about her.

Weaknesses:
Sole Survivor. Vrutha's tribe was decimated in battle against the Bonecrushers, leaving her the last of her line. She has no resources except what she carries on her. No family except what she carries in her heart. And no friends or allies beyond those she can make for herself.
Orc! Functionally an outcast in orc society due to having no tribe, Vrutha's spent the last few years operating wherever she's tolerated (never welcomed). She's subject to pervasive discrimination, mistrust and fear from those she encounters as a result.
Afraid of the Dark. Despite the excellent nightvision common to orcs, Vrutha doesn't like being out at night without a light source. She's disciplined enough to work through it when necessary but she's turned away jobs before where nighttime operations were standard practice.

Abilities:
Fantastic at fighting with the poleaxe.
Adept with the sword, spear and bow.
An experienced survivalist, used to foraging for food and shelter on her own for years.
Experienced tactician, if not well trained. Her grasp of strategy and tactics comes from years of warfare and the experience of a hundred battles rather than through deliberate schooling and study.
Fluent in both orc and the common tongue; has virtually no accent (to the surprise of most).
Familiar with human customs, town navigation, making and spending money, etc.
A good sailor, up to and including the ability to do basic navigation, run sails and conduct basic repairs on boats.
A very good fisher particularly with nets.

Inventory:
The Skullsplitter, a tribal heirloom poleaxe once wielded by the champion of her tribe. Now wielded by her as the last surviving member. The legendary weapon is enchanted, though Vrutha herself barely comprehends the centuries of tribal magics bound up in it.
A suit of chainmail worn underneath her leather coat.
A backpack stocked with a tent, a cooking pan, and the basics for surviving in the wilds for weeks.
 
27b8d0cc737093f62cb7ff2ac3db3657.jpgName: Breebi Berrybeam
Gender: Female
Race
: Gnome
Age: 238
Occupation: Archaeologist

Personality: Breebi Berrybeam is a ray of sunshine and optimism that can shine through the darkest of times. She always looks on the bright side of life and stays positive no matter what happens. After all, everything has a silver lining, to her at least. She is always sweet and kind, and despite her supreme intellect, she never looks down on nor talks down to other people. She's the type of person to treat you like a friend despite having no prior interactions with you. And despite her vast intelligence, she is quite naive, gullible, and easily manipulated. After all, she has a hard time seeing anyone as being any less kind or truthful as she is. She also happens to be a bit of a coward, and will more likely run and hide behind someone bigger than her than get into an altercation herself. Although that's not to say she won't defend herself. If her life or the lives of her friends depend on it, she'll fight back. She'll just do it through tears.

Backstory: Breebi Berrybeam had a pretty normal early life. She was born to two Gnomish parents in a little town not far from a major city. As she grew up, she always had her face buried in any book she could get her hands on. It didn't matter what type of book it was, she just had to read it. Anything from fantastical tales of adventure and wonder, to historical retelling of long lost civilizations, to complex mathematical theorems. And it was due to the types of things she was reading and comprehending as a child that it was clear that she was extremely smart, even by gnomish standards. And as she grew older, her natural talent for tinkering was unmatched by her peers. Using the concepts that she read about in all sorts of things she read as a child, she crafted many useful gadgets to help her throughout her daily life.

Although it was also those books that got her to venture out and become an archaeologist once she was mature enough to go out into the world on her own. For it was those books of adventurers and books on lost civilizations that led to her exploring countless ruins and uncovering long lost technologies and adapting them to a more modern and practical design. Things like miniature portable electric generators and a small machine used to amplify the kinetic energy of an object. To more utility focused gear like goggles that allowed her to see through thick smoke and fog unimpeded and a grappling hook capable of folding away into her belt and retract itself.

Appearance:
Breebi Berrybeam looks like what you'd expect from a typical Gnome. She is a minuscule 3' tall and weighs no more than 35 lbs. Her long, wavy, light brown hair is almost always kept up in a neat pony tail and out of her rosy face. She's not one to wear armor and prefers to wear light fashionable clothing instead. Things like bright colorful scarves and blouses with intricate patterns and designs stitched in.

Strengths:
Intellect Above All Else: Gifted with a superior intellect, she uses her mind to get herself out of trouble or craft things to do that for her.
Master Tinkerer: A very skilled inventor capable of crafting something wondrous from scrap and whatever she can get her hands on.
Avid Historian: Extremely knowledgeable on the history of the world, particularly on civilizations past.

Weaknesses:
Too Trusting: Without a doubtful or insightful bone in her tiny body, Breebi is extremely trusting and will believe almost everyone is telling the truth unless proven otherwise.
Cowardly: When going gets tough, she gets going.
Maybe This Was Lost For A Reason: Sometimes, her wonderful inventions and gadgets malfunction and/or break at the worst of times. Hey, no one said adapting long lost technology would be easy!

Abilities:
MacGyver: Breebi can MacGyver herself up almost anything that can apply to the current situation.
Sage: If she doesn't know something when it comes to history or science, she sure as hell knows where to get that information.
Artificer's Lore: When it comes to magic items, alchemical objects, or technological devices, she can find out what makes it tick in no time.
Gadgetsmith: She has a whole backpack full of useful inventions of her own creation that prove to be quite useful.

Inventory:
Grappling Hook
Portable Shock Generator
Impact Gauntlets
Smoke Bombs
Sight Lenses
Striding Boots
Smoke Cloak
Tent
Mess kit
Bedroll
A good bit of rations
 

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