Danit Tan, good girl turned thug with a penchant for athletics and knife-fights
(Note: Character sketch courtesy of Tony Steele.)
Dani Tan never knew her mother, but grew up very much loving her father, Jon Tan, a respected sergeant in Drakeport's city guard. Thanks to her father, Dani received a little more than the rudimentary education given to most of the common children of Drakeport. In addition to what little he knew about numbers and reading and writing, Jon Tan taught his daughter to fight and imparted a fair amount of folk wisdom and problem solving ability upon her.
As Dani developed into a teen, she chaffed under the watchful eye of her father. She started to run with the Broken Blades, one of Floattown's notorious gangs, going so far as to date several of the gang members. Dani has just started to cross the line from drinking, brawling, and picking pockets to more serious crimes like mugging and racketeering.
Dani typically wears knee breeches in tan or black, a halter style top, and a broad, red sash. She keeps a kukri, her gang's favored weapon, tucked in the sash. Like many of Floattown's citizen's, Dani disdains shoes, finding that she runs, climbs, and swims far better in bare feet. At seventeen years of age, Dani is tall and athletic. She has long dark hair that she wears in matted dreadlocks and a colorful sleeve of tatoos extending from her left shoulder to wrist. The top of her right ear is missing, having been bitten off in a fight.
-2 (plus any lost and not recovered from first encounter) Wound Points (need to calculate total)
Brawler (d4)- extra basic damage from unarmed attacks
Enhanced Movement (swims at land speed, d2)
Enhanced Movement (climbs at land speed, d6)
Fast on your Feet [speed plus 5', d2)
Hardy Constitution (d2)- bonus to resist alcohol, drugs, poisons, radiation, toxins, and dangerous atmospheric conditions
Lightning Reflexes (d2)- bonus to initiative and rolls to react quickly to danger
Sure Footed (d6)- bonus to balance
Criminal Past (known gang member, d6)
Dead Broke (d4)
Duty (Broken Blade thieves' guild, d8)
Rival (either a member of a rival gang, perhaps even the one who bit off Dani's ear, or a law-abiding member of the watch who views Jon Tan as a father figure and mentor, d2+)
Melee Weapons [d6]
Unarmed Combat [d6]
Advancement Points: 5
Plot Points: 4
Last edited by copatt; 05-04-2011 at 04:12 PM.
Name: Jasper Teague.__________________
Jasper is a handsome devil. Medium length brown hair and mustache along with sky blue eyes. He wears naval leathers over a colorful tunic and breeches with high leather boots. A wide brimmed hat sits atop his head. A sword hangs at his belt. Some call Jasper a liar, a cheat, a drunkard, a womanizer and a goldbrick. And those would be his good qualities.
Jasper was once a crewman aboard the Drake Sail ship Resolute. Captain Draven accused Jasper of having a dalliance with his wife Esdamona. Jasper of course denied it as any gentleman would. The argument escalated and unfortunately resulted in the good captain being thrown overboard and Jasper being thrown in the brig.
Once ashore he spent a few days in the cells awaiting an unpleasant fate until the guards somehow got the impression that Jasper had the pox. He was promptly released. Since that time Jasper has made his way about the Docks, Backdagger and Severed Limb living off the kindness of strangers. Mostly strangers with far too much gold and not nearly enough wit or steel.
Since his 'discharge' Jasper has found that he sometimes goes out of his way to 'inconvenience' any representatives of the corrupt Concillia or other 'authorities'. Not that he is an idealist, messing with them simply amuses him.
Plot Points: 9
Advancement Points: 3
Endurance V + W ( d8 + d6)
Initiative Ag + Alt + LR (d8 + d6 + d4)
Life Points V + W (14)
Resistance V + V (d8 + d8)
Melee Weapons d6
Ranged Weapons d6
--Throwing Knives d8+d6
Unarmed Combat d6
Allure d4 (Jasper is a charming devil)
Combat Ready d10 (Jasper has a few reasons to keep his guard up)
Lightning Reflexes d4 (Jasper can beat a jealous husband to the window)
Talented (Brawling, Dodge) d6 (Jasper has started a brawl or two . . .)
Talented (Swords, Throwing Knives) d6 (Jasper is rather good with blades, especially when sober)
Addiction- Alcohol - d4 (Jasper likes his liquor, and yours too)
Amorous d4 (Jasper likes the ladies, and they like him too, when he has the gold )
Criminal Past d6 - (Jasper dunked a Drake Sail officer, but just the one)
Duty - Stick it to the Powers that be - d4 (Jasper likes to upset corrupt authorities, that seems redundant)
Forked Tongue - d6 (Jasper had nothing to do with that, honest)
Lazy - d4 (Jasper will gladly help you out after he finishes his drink, which he left in the other room)
Memorable - d2 (There is just something about Jasper)
Arming sword, 5 throwing knives, 1 dagger, leather armour, 2 Guilders (Gp), 24 Shillings (Sp), and 30 copper bits.
Last edited by Paladin of Light; 11-14-2010 at 09:27 PM.
A member of the priviledged class with a passion for all things hidden and especially all things pleasant.
Silvester comes from a wealthy family and as such does not need to do much to earn his living. He is an associate in the family’s deals but does not have any duties. A signature, a request, a handshake... that’s always enough to keep the cogs turning.
He does not want power, wealth or even pleasure. If anything he wants to feel stimulated, and this is how he picked up several ‘bad habits’. It would seem that he spends increasing amounts of time in the ill-famed quarters of town but he does not yet have the mentality of an addict or an utterly debauched individual. He does strive to preserve his good-name and his connections in the bodies of government, guilds etc., but that life stimulates him less than his ‘expeditions’.
His dark-alleyway persona (Ansil) is usually cloaked in discretely coloured robes and plays the role of a guild-member looking for some relaxation. He is tall but neither lank nor of a massive built. Silvester's facial hair (which is sometimes shaven clean, otherwise styled to some fashion, but never too bushy), as well as his shoulder-length swept-back mane, are dark brown with auburn hints. His eyes are brown with green shards. When about town, Silvester wears excellent quality clothes, but nothing too flashy, as expected from someone of his status.
Endurance V + W ( d6 + d8)
Initiative Ag + Alt (d6 + d8 )
Life Points V + W (14)
Resistance V + V (d6+d6)
Alternate identity d4 (he is one person in the city and another in Floattown. he is by no means notorius, but he knows enough people in both worls to need to be careful)
Contacts d6 (family members in the Concillia)
Higher education d4 (a noble’s studies)
Addiction d8 (needs opium once a day, otherwise becomes tense and gets headaches and other aches. it is never a terrible case of withdrawal, only it messes with his mental attributes.)
Amorous d6 (if a brothel holds a new attraction he needs to...examine it. if there are no new attractions he needs to find one)
Rival d2 (enmity between him and another young noble. no active threat though. might be romantic in nature)
- disguise +d2
- conversation +d2
- administration +d2
- culture +d2
- law +d2
- intuition +d2
Ranged weapons d6
- bows +d2
Melee weapons d6
Unarmed combat d6
- pressure points and joint locks (+d2)
Last edited by Django; 10-28-2010 at 03:52 PM.
Concept: High class young noble who enjoys the finer pleasures of life__________________
Name: Aston Howes
Background: Aston was born into a fairly well to do family, one of property, owning farms, small businesses, a finger in almost every pie. He rarely saw his mother and father (Lady Jezel and Lord Charlton) apart from the social events they dragged him to, wheeled out like some prize calf. He was raised by a team of nannies, wet nurses, cooks, butlers and maids in the family household, tutored by the famous DelRivo, though he yawned his way through most of the classes, escaping at every opportunity, prefering to run around, climb trees, explore the unknown parts of the house, go swimming, steal cakes from the kitchen, anything but lessons. He had a childhood sweetheart when he was 16, her name was Emily; a fair brunette with pretty eyes, giving him even more incentive to run away from the house, soon after their first kiss she disappeared, he never saw her again, and shortly afterwards he fell ill, he was bed ridden for months. When he was 17 he collapsed in the middle of the street and was diagnosed with chronic tiredness (Chronic Fatigue Syndrome) and was told by the doctor not to exert himself too much for fear of collapsing again. Aston has a large social circle, attending every party, matinee, ball, play and social event he hears about, decked in his finest clothes, reciting poetry, anecdotes and doling out the smiles and winks to pretty girls, he is the soul of any party with many friends, though few he would call close. He is part of a group of young, like minded nobles which call themself "The Drones" each has a militaristic nickname, his is "cavalier" something of a mockery due to the fact that almost all animals hate him (after he accidently kicked the cat and it attacked him, he has never been the same since) and due to his gentlemanly and chivalrous nature.
Personality: Some would call him foppish, overly indulgant and extravagent to an extreme, combined with the wit and humour of a dying lepar. Others would call him charming, caring, generous and witty. Aston is a man who likes to be liked and a true gentleman, almost nothing is too much hassle for a lady. At home his personality simmers slightly, when he is always cautious of exerting himself too much.
Life points (vit+will-Trait): 14 (12: 2 stun)
Initiative (agil+alert+Trait): D6+D8+D2
Endurance (vit+will): D6+D10
Resistance (vit+vit): D6+D6
Air of Mystery: Poetry always adds a little something to a man (free)
Allure: Aston has a silver tongue (D6)
Blue Blood: Aston is a noble through and through (D4)
Fast on Feet: You have to be fast to outrun the cook when stealing a cake (D2)
Good Natured: Aston likes to believe that honest human nature rules (D2)
Lightning Reflexes: Dodging the cooks pots and pans becomes an art (D2)
Reputation: Due to recent events Aston has become something of a local celebrity (D4)
Steady Calm: Aston has seen enough to be aware when things are going wrong (D2)
Talented: Aston has a silver tongue and a fond smile (D4)
Wealthy: Almost every noble has a pot of family money somewhere (D4)
Addiction: Aston has always loved a social drink or two... or three (D6)
Duty: Aston believes in the highest principles of being a gentleman (D8)
Fragile: Illness means Aston isn't as strong as he could be (D4)
Hooked: Balls, dances, dinners, even a social drink, Aston wants to be anywhere that is anywhere (D4)
Illness: Chronic Fatigue Syndrome (D4)
Memorable: Who can forget Aston? (D4)
- Poetry: D8
- Politics: D8+D4
- Conversation: D8+D4
- Seduction: D8
- Culture: D8
- History: D8
- Politics: D8
Melee Weapons: D4
- Oratory: D8
Allure: Add to appearance based rolls against those who find Aston appealing Plot points spent increased by +2 step
Blue Blood: Add to social interactions
Fast on Feet: Base speed +5
Good Natured: Add when cheerful nature helps
Lightning Reflexes: Add to initiative and to rolls to avoid danger
Reputation: Add to Influence rolls for nobles and the upper classes
Steady Calm: Add against being intimidated or frightened
Talented: Add to (Influence) Conversation and Politics
Wealthy: Add to bribes and batering
Addiction: Possibly add to difficulty of social situations of those who find drinking repulsive (must drink alcoholic substance at least 1/day)
Duty: Word of a Gentlemen: Never dishonour a lady, never hit a lady, never hit a man from behind, never attack an unarmed man, never hit a man while he is down, always try to keep ones word.
Fragile: Add to difficulty to avoid slipping unconcious due to pain, effects of fatigue or injury. -2 Life Points
Hooked: Must attend social events (of the upper classes) whenever possible
Illness: Add to difficulty when symptoms are an issue. (Chronic Fatigue Syndrome)
Memorable: Add to difficulty of not being identified
Plot Points: 6
Advancement Points: 8
01: Rise in Majesty: Aston finds his friends unconcious, kills a man and sees Siana being captured, before being knocked out himself
02: Sink into Despair: Aston becomes a begrudging member of the Equitas, goes on a mission to save Siana and ends up fleeing from Siana's newfound passion for Sharla
03: Safe in Harbour: Aston attends the judge's ball and almost has a psychotic episode, is offered a full time post at the Concilla
04: Instruments of Darkness: Aston is sent to his Grandmother in the country, to recover from his poor health
Last edited by Naresh; 03-09-2011 at 05:27 PM.
Akira Shinto's family has historically not been a very, productive family mainly just staying in the same family business. However, Tim is determined to break this cycle though education. While in the past he simply intended to get a better job than his family's business or drastically improve it, something that he learned has changed his goals.
Akira is a young man, just going into adulthood. He keeps neat and does everything possible not to get dirty, but is willing to if the situation clearly calls for it. His black hair shows signs of being attempted to be combed down, but always ends up sticking up a little, a clear sign of him middle-class past.
Life Points (Vit+Wil): 14
Initiative (Agi+Ale): d6 + d6
Endurance (Vit+Wil): d4 + d10
Resistance (Vit+Vit): d4 + d4
Traits: *some say DM approval / discussion away, so it is apparently a rough draft*
Contacts [d6], thinking 2-3 teachers, but will obviously need to talk about it and range of influence
Higher Education [d4]
Duty [d4], acting on the information that he learns (whether we determine what that is out or possibly even in game)
Pacifist [d6], one who focuses on learning isn't really a good fighter
Stingy [d4], a student needs to budget
Athletics [d2] (Tried and failed to run away from jocks)
-Persuasion[d10] (when logic works)
-Tactics[d10] (just because he isn't good at fighting, that doesn't mean he doesn't know the theory behind it, he happens to have memorized Sun Tzu's The Art of War)
Patrice “Rock” Richelieu
Patrice grew up in a rather small home in the Narrows. His mother was a kind soul that always tried to make the best for Patrice, but his father didn’t help. Patrice’s father was a hard working man, but he also had a taste for the fights. Many coin had been spent placing bets on the fights, with very few coin ever making it back into the man’s pocket. The boy’s father would take all his money from his carpentry work with him, and only come home with what little he managed to not spend. Patrice was a guest at these fights numerous times with his father. Looking back on it, his mother probably would have wished her some be one of the gamblers than one of the fighters.
Patrice’s fight career started early. He was a young man then, and strong as an ox. With heavy hands, Patrice did well in his first fight, eyeing the attention of a certain old trainer. Now Patrice wasn’t the brightest piece of chalk in the box, but he had his talents. The man that took him under his wing wasn’t just any small time promoter, but one that worked for a powerful man in the Night Guild. Lucky for Patrice, this would come back to help him later in life. The promoter was a smart man, luckily, and decided that Patrice, even though being a fine name, wasn’t the kind of name that was going to bring in crowds and bets. After a few training sessions, the man told Patrice that he would be called Rock for when he hit a guy, it was like his hands were rocks. Really though, it was because the kid was about as smart as one. Nevertheless the name stuck.
Rock did well in his first few fights and started to gain quite a following. As he aged, he got tougher and stronger, but took his beatings. This fame would not last forever though, because soon another tough young fighter was coming up, gaining a reputation, and soon was standing over Rock as his hand was raised. The defeat was the end for Rock’s luxurious fighting career at the moment, but new opportunities would present themselves. Working with those of a shady nature will usually end up driving a man to the same. Rock started as simple muscle, protecting those that wish not to be bothered, but soon would graduate into such endeavors as beating and stealing. He was a puppet, working for those that would pay well enough to keep a roof over his head and food in his belly.
Rock’s willingness would cost him dearly though. His last job was one he was conned into by a rather intelligent and attractive woman. Women had always been Rock’s downfall, but this one would cost him more than any before. The job seemed simple, break into this rich guy’s house and take what you could see of value. Thinking not much of the job, Rock took it on without hesitation. The night of the burglary would not go as planned though.
It was dark that night thanks to an overcast sky, and Rock was able to get into the lavish house with ease. His approach was a bit crude, but kicking in a backdoor had its advantages. With sack in hand, he started grabbing items like silverware and small pieces of art. While looking through the main room, he opened up a small cedar box to find a velvet lined box that was meant to hold a peculiar shaped object, one that Rock had not seen before. Suddenly the creak of floorboards came from behind him. Spinning around, he found the owner of the home holding what looked to be some kind of miniature cannon on him. He went to rush the man, but a loud explosion and an immense, shooting pain in Rock’s leg took him to the ground. As Rock grabbed his leg in pain, every guard in the area seemed to rush in the doors and take him into custody.
The trial was short. Rock didn’t have the benefit of being part of the Night Guild and was one course to see the noose by the next afternoon. Someone had remembered him as a young boxer and decided that maybe his past deeds were enough to keep him from dying. A sealed scroll was handed to the magistrate, and after a short read the official looked down upon Rock and dismissed the hanging punishment in favor of a five year stretch in the jail. To put it simply, five years in those conditions was a long time for any man, but as it was meant to do, would calm the man down. Five years gave Rock plenty of time to think about what had happened, make friends, and generally become a better criminal. His the prison, he found his place by using his size and strength to take what he wanted. Most others would be out in much less time, and learned it was easier to just give in to the man.
As a freshly released man, Rock found out quickly that there was no chance of him getting any honest work and fell back into his old ways. Prison had made him mentally tough, giving him a renewed vigor in life. Small fights here or there, acting as his own promoter, netted Rock some coin, but not enough to survive. When not fighting or training, he was doing the same old hired-muscle jobs he had done before, earning some reputation in the criminal world that wasn’t part of the Night Guild. He was reliable and strong, which was useful to most, but him being a known criminal didn’t mean much in the way of rewarding work. For six months straight, it was the occasional fights and beating up old men for the small amounts of coin they owed the bookies.
Rock is on the taller side of average standing six-one. He weighs in at a lean two hundred pounds with very little in the way of flub on his body. His face was once boyishly beautiful, but after so many fights, it has become rough and ragged, seeming much more average with the dark light scruff and shirt dark hair he sports. Both of these are a result of his career as an amateur fighter. Besides that, his style of dress and overall appearance are rather average for those of Drakeport. He may a bit paler than some, but it’s just his fair-skinned heritage poking through.
Life Points 18
Combat Ready d10
Formidable Presence d4
Steady Calm d4
Anger Issues d2
Criminal Past d6
Rotten Luck d4
Melee Weapons d6
Unarmed Combat d6