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Fantasy Unferth's Dungeon Clearing Company -- Character Sheets!

Beckoncall

World-Weaver and servant to the most-holy PC
Supporter
Please see instructions on main thread

https://www.rpnation.com/threads/unferths-dungeon-clearing-company-hi-speed-dungeon-crawls.352971/

to find directions on making your character.

Post Drafts of characters to this thread and I or another GM with review/revise the character sheet with and/or for you.

Feel free to ask questions in this thread as desired, once characters are complete you can join the adventure discord channel and hang out in the tavern to discuss contracts and share adventures!


  • IMPORTANT: Post your OCs here and they will be reviewed by a GM for revision and/or acceptance. PM Beckoncall Beckoncall with questions, or post them here! Follow these steps:


    1) What race or races would you be interested in playing? What are your reasons for these choices? What might they bring to your hero that is an advantage?

    Presently race choice is basically only restricted by the player's imagination and it should not be OP. A good rule of thumb is a “Hero” is somebody who could conceivably win a fight against five trained combatants, and truly kick ass in the presence of unskilled mooks and lowlifes. If you want to rip a giant's head off with a boot-kick, scale it back.

    Some sample races are (but not limited to): Humans, Elves, Halflings, Dwarves, Beastmen, Nomads, Hivers (insectoids), Lizardmen.. what have you!


    2) Who and What kind of character is your hero? What class or classes do you see them being? This world has both clerical and arcane magics -- most character archetypes should be acceptable. Besides race and class share a little bit about them, maybe a potential hook or two about their past, special perks or weaknesses they might have... anything else that might give your character color. Suggestions include why the character needs the gold adventuring brings, or what goals motivate them to adventure. What are their goals and ambitions?


    3) Most if not all adventuring and tavern carousing will take place on a dedicated discord chat server. This is a chat-centric game. This is what allows for fast paced adventures and hopefully a thrilling game. Forum posts will likely be a fine element as well, but discord chat is the major medium for this game. Please don't let that stop you from having a good time with us!

    DISCORD LINK: https://discord.gg/u3dvXn


    4) What about this campaign peaked your interest? (So I can be sure to "give the player what they want"), what aspects of RPing do you most enjoy? Diplomacy? Exploration? Getting Loot? Hack and Slash? Intrigue? Stealth? Mystery? Whatever attracts you the most -- If there are common favored themes I will be sure to put more thought into those aspects. Any of the above may be a part, though needn't necessarily be. There is definitely an emphasis here on hack and slash and kicking down doors, and examining treasure LATER rather than sooner while there are monsters to fight.


    5) PM (or Post) me your age and a little about yourself, I'll share right back to "meet you." Makes sense when making friends, yes? Don't worry about judgement on the basis of age -- maturity, interest, and consistency are are the mainstays of any game I find.


    After these steps are completed and suitability to participate as well as the core concept of the character is hashed out (in PM or in the chat/forums) you will be called upon to start your adventures and introducing your hero here!:

    Character thread link: https://www.rpnation.com/threads/unferths-dungeon-clearing-company-character-sheets.352982/


    FINAL NOTE: The inclusion of (additional) players is subject to how fast (or slow) the game is moving and whether adding them is best for the game. If other GMs join me in helping to move the game forward it may enable the game to carry more players, or for existing ones to move faster.


    IF INTERESTED IN BECOMING A GM (add'l GMs may or may not be a thing) PM me and we'll talk about it, probably long and serious-like. We'd have to be really compatible, you'd have to be able to mesh your vision of the game you'd like to run in the context of the existing world (which is pretty broad and nebulous, actually) -- and you'd have to gel well with the other players. It's something I'd consider if there were interested parties.
 
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Kifte - human druid
Kifte has always lived in the forest as its guardian, but feels restricted in its relative smallness. She knows there is much more beyond the walls of branches and vines and wants to learn so she can bring knowledge back to her home and develop an even higher capacity to protect it and help it flourish. She doesn’t spend a lot of time with other humans, so her communication skills are a little lacking, but she’s very capable of living off the land and protecting herself. If her personality gets her into trouble, she’s a brilliant escape artist, but can usually move about human towns and cities without trouble. She takes on various contracts in order to gain experience with other races and to see as much as the world as possible.

Sverka (Sver) Desterus - Beastman monk
Sver is gloomy and confident, but it developed as a coping mechanism in response to the loss of his family when he was a child. Unlike most beastmen families, they did not live in the woods but on a small farm near a town due to his mixed parentage. When he was orphaned after a raging sickness took his family, nobody would take him in because of his shape-changing ability, so he had to survive on his own. He’s had a rough childhood, but he’s also stronger and more capable because of it. He sought education as a monk in order to calm his raging inner anger, but also to hone his strength and fighting talents. He has a kind heart to those in need, but if someone were to get on his bad side, the feral animal in him will show itself. He still searches for acceptance and to prove himself, which is probably why he chooses a life of adventure.

Crags of Sement
Bastion of Beasts
Isle of the Dead
Trial Renovation
Korvus Ice Shelf
Up To No Good
Sunken Swamp
105 pouches?
Pyramid of weapons (decoded)
Slow-acting poisons (tranquilizers - 4 flasks)
Daggers (x2)
Harp of Sleeping
Vial of thallium
Skin drum (human)
Phosphorescent torch (10 min. of light - 1 click on/2 clicks off)
Stilts
Glass marble (crystalline creature inside)
Steel coin (x16)
Royal jelly
Ivory chalice with zircon stones (always has a sip of water in it)
Wreath of iron leaves (lucky)
Oxygen crystals (x3)
Giant swim bladder
Reaction pump
Climbing/rigging equipment
Liche dust (1 pouch)
Allflame cinder (will not remember until an undead attempts to strike dead)
Stock in mining company (haha)
Snowbear coat (blessing removed)
Bottled eternal flame
Stakes/pinions/bear traps (?)
Sleeping bag
Wendigo bone flute (shaman magic)
Flesh to Stone (x2)
Moon-shaped (warmth)
Green (slick)
Amulet of the Masters (x2)
Wishing Ring (Gold - Silver -)
Ring of Rime
Ring of Vulcan
Ring of Fate
Ring of Aquahelm
Ring of Sense Motive
Brooch of Poison Needles
Necklace of Strangulation
Charm of Reflection
Tiara of Teleport Control (not teleport)
Wendigo bone necklace (shaman magic)
Orca statue necklace (blessing removed)
Wolf claw ring (blessing removed)
Ruby
Pearl
Onyx
Jacinth
Jet
Agate
Emerald
Diamond
Zircon
Sunstone
Laboradorite
Sodalite
Kylie Jack
Duro (metal bird)
Gunther (Kreetox)
Manty (the cuddly manticore)
So-Ut
Shaman Questionable Ideas
Penguins-Make-Love-For-Hours
Sharing One (polar worm idol)
"If you ever face the Narvik, let them know of the blue promise."
Remember the freezing night to save higher against cold
 
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Kifte - human druid
Kifte has always lived in the forest as its guardian, but feels restricted in its relative smallness. She knows there is much more beyond the walls of branches and vines and wants to learn so she can bring knowledge back to her home and develop an even higher capacity to protect it and help it flourish. She doesn’t spend a lot of time with other humans, so her communication skills are a little lacking, but she’s very capable of living off the land and protecting herself. If her personality gets her into trouble, she’s a brilliant escape artist, but can usually move about human towns and cities without trouble. She takes on various contracts in order to gain experience with other races and to see as much as the world as possible.

Sverka (Sver) Desterus - Beastman monk
Sver is gloomy and confident, but it developed as a coping mechanism in response to the loss of his family when he was a child. Unlike most beastmen families, they did not live in the woods but on a small farm near a town due to his mixed parentage. When he was orphaned after a raging sickness took his family, nobody would take him in because of his shape-changing ability, so he had to survive on his own. He’s had a rough childhood, but he’s also stronger and more capable because of it. He sought education as a monk in order to calm his raging inner anger, but also to hone his strength and fighting talents. He has a kind heart to those in need, but if someone were to get on his bad side, the feral animal in him will show itself. He still searches for acceptance and to prove himself, which is probably why he chooses a life of adventure.


Try https://discord.gg/u3dvXn
 
Lothar Wolff:

The 2nd born son of the House Wolff of the Kingdom of Attolia. House Wolff is a cadet family of the Attolian royal family, which has remained relatively powerless in the court as the royal bloodline in House Wolff has been diluted through generations of political marriages that the royal family used House Wolff for. As the 2nd son, tradition in Attolia has it that Lothar be raised and live his life as a soldier in service of the Kingdom who protects his family. Thus, Lothar was born to be a Knight and had been sent to War College to learn the wisdom of the Kingdom's wisest generals and leaders. He has recently graduated and has set off on a "quest" a period of time where new Knights go off to make a name for themselves and their family.

Loot:
70 Gold Bags, Sacred Blacksilver Enchanted Spear, Silver Helmet of Clairvoyance, Scrimshaw Wand of Minor Healing (burned), Royal Jelly, Vial of Thallium, Silver Locket w/ Picture of Attolian Lady, Weapon of Ego (Sword/Saber), Platinum Flute, Brass Lantern with Green Allflame, Cockatrice Helm

Property:
Stock in Mine (Passive income)
Shares of Beachside Resort
Grave Next to the House Narvik
Allflame Cinder
Blue Promise
 
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Taleon- Human male
Taleon is a gunslinger with an alcoholic ferret-monkey named Coy, who reloads the masked musketeer's flintlocks. Taleon is kind and will always puts himself last. His only flaw is his hatred for naga which is rooted in their pointless slaughter. When he was a child, Taleon was bitten by a vulpus naga named dahani, who's venom converted the left side of his face and his left arm to golden scales. Coy's species found him past out in a swamp and stopped the venom's spread.
 
Dune Drygale - Fairy Knight
Dune is a fresh graduate from the Fae Academy of Arts Magic & Warring. Like many Fae, he has an affinity with one of the elements of nature, namely wind, but also a tinge of fire mixed in. Dune is originally from the Eastern Deserts of Mul'fona. Riding the winds, he has traveled quite far from his home and school. Mingling as he can with the local folks, he was directed to the DCC.

As a fairy knight, he is capable in armed combat and can cast enhancements upon himself and others. Having lineage to sylph and salamander, he excels in wind and fire magic. Coupled together, he can create quite fearsome gusts of blazing wind. As a fairy, his stature is quite small. Fae are capable of flight and enhanced with magic, he can hold the presence of a full sized human. Thus, he is not knocked around as easily as someone of his size might be. As a knight, Dune dawns Fae styled armor magically woven from metals and fibers. His choice weapon is a petrified branch from a tree of Galan. Little more than a twig to a human, the branch holds a hidden power usable by Fae. Honestly the twig has nothing special aside from being durable, it's more a conduit for magic. Dune himself, or rather most fairies are around the same size as an adult human head.
 
Soph'ana Airanisté Noblesse - Exorcist Apprentice
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Heir to the aristocratic family of the House Noblesse, Soph'ana is a headstrong young woman who seeks justice and balance in the world, as is her heritage. In the small kingdom from which her family hails, the Noblesse family has long been respected as notable sorcerors and exorcists in service to the crown, using their ancient magical arts and hereditary prowess in combat to protect the living by hunting undead monsters, quelling ghostly hauntings, and guiding the souls of the departed on their path to a peaceful afterlife. Some rumours abound that House Noblesse lineage is not entirely human, and that the taint of undeath in fact dwells in their blood, which could explain how they are so effective at their practices where normal men may falter. Soph'ana is the eldest daughter of the House and soon to inherit the mantle of her family's heritage on her young shoulders. She has set off on her coming-of-age journey in which she seeks out meaning and putting her training into practice without the restraints of the rest of her House to guide or influence her.

Soph'ana is trained in the Noblesse arts of combating undead both physically and magically. She is strong and agile, quick on her feet and reasonably skilled with a variety of weapons, as she was trained to make use of any available resource or tool to complete her tasks. The Noblesse family magic tends to lean towards near-mysticism, manifesting mostly as divinations to detect and confront spiritual beings, and astral projections, fragments of the caster's own essence formed into spells and tools for their use. Most notably is their capacity towards exorcism, the ability to capture and contain spirits they have defeated, imprisoning them within a puppet-doll that obeys and fights for the Noblesse it is fashioned after. Soph'ana's doll is brand new, a recent gift from her parents as a testament to her coming of age and a tool for her to use on her journey. She manipulates the puppet-doll and the flowing wires attached to it as her instruments and weapons both, hidden coiled in the long right sleeve of her coat with the strings attaching to her fingers on specially-crafted rings created specifically for the task by years of Noblesse experience and training. Along with these weapons, she carries her spellbook satchel over her shoulder and a small holster at her hip with a set of enchanted wands for performing her magic, each one able to contain a few uses of one of her spells at a time, giving her access to a handful of useful magic at any given instance.
 
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