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Old 07-08-2016, 02:15 PM
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Aethera Aethera is offline
for the love of kittehs
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Cast of Characters

Please post your character outline here for reference. You can post as much or as little as you like, provided you post at least the basic details relevant to meeting your PC on the street and seeing what they look like and how they act. Everything else is up to you.

Character CreationStarting Level: 4

Allowed Material: SRD, 13th Age Lores (core book), 13 True Ways, Book of Loot
Potential Material: Bestiary 1 and 2, Deep Magic, other sources -- run it by me first, please

Magic Items: Choose two items central to your character, I will hand out a third free early on (probably during a story scene you roleplayed especially well, or when you encounter a minor character who could offer such a thing). You can make suggestions in your private threads if there's a third in particular you'd really like, but that third one is my choice. More than those three will require cashing in an Icon success.
Equipment: Characters start with the armor and weapons listed in their class, any standard traveling gear you want, the two magic items above, plus items approved by the GM. If your background/history suggests you might have more money than those things alone, I will award gold on a case-by-case basis. I won't make you track consumables like rations or arrows as long as you start out like you're fully prepared.

Campaign ID: 535. From the character Profiler, go to Edit the sheet your character, and enter 535 in the "join a campaign" box. This helps me keep easy access to all your sheets in one place.

PlayerCharacterConceptUnique ThingIcons
RoekahsBazzioxunorthodox mentor dragonbornAware of the Sands of TimeArchmage+ Prince+ Emperor+ Priestess~
GC13Scabbmonk support for heroShadow from Darklight RealmCrusader~~ Druid~
AwesomeEliEmakfifth wheel lizardwoman bardGuythraxix the Apex Predator of Intelligent TomesThree+++
CharlesMBreezeCapricious SidekickUnintentional Chaos MagicPrince~ Archmage- Priestess+
GrenadierTelUnlikely HeroStarry-Eyed AstronomerElf+ Archmage~~
GrimbreathKerrReluctant CompanionBlooded SwordPriestess~ Wyrm+ Diabolist-

Imperial Princess MaelonaGwir, Maelona's friendGuythraxix, Emak's companion
Quest PurposeFlavorOne Unique Thing


Last edited by Aethera; 04-29-2020 at 01:51 PM.
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Old 04-04-2019, 08:37 PM
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LittleBlueNA LittleBlueNA is offline
The red pandas are coming
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Last edited by Aethera; 07-10-2019 at 04:32 PM.
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Old 04-05-2019, 07:44 AM
Roekahs Roekahs is offline
I'm your huckleberry
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The Mentor/The Unwitting Martyr
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Name: Bazziox Drelgaks Ziucnanaex Bazziox has gone by many different monikers with two of the more popular being ‘The Aberrant’ and ‘The Peculiar’. Underwhelming monikers to be certain, so Bazziox rebranded himself ‘The Enigma’. The Enigma
Novel Role: The Mentor/The character that She Who Writes intends to kill off for the hero to succeed ... BUT, once he learns his fate, he won't be super accepting of this roleThe Martyr
Race/Class Concept: Dragonborn/Cleric; Domains: You gain 4 additional background points that must be used somehow in relation to knowledge or lore.Invocation of Knowledge/Lore: You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.Knowledge, Once per battle, as a quick action when you are engaged with an enemy, roll a d20 (your ‘trick die’).

As a free action before the start of your next turn, give your trick die to a nearby ally or enemy who is about to make an attack roll. The trick die result becomes the natural result of their roll instead.

Invocation of Trickery/Illusion: This battle, attacks against you by enemies that moved to engage you during their turn miss on natural odd rolls.
Trickery, Once per level, you can generate a one-point conflicted relationship with a heroic or ambiguous icon you do not already have a relationship with. The relationship point remains with you until you gain a level, and then it’s time for another one-level relationship.

Invocation of Love/Beauty: As a free action, at some dramatic moment, you or an ally of your choice can roll for one icon relationship that might have an effect on the battle. Rolls of 5 and 6 are beneficial as usual, though the GM will have to improvise what that means in the middle of combat. The invocation’s advantage does not occur the moment you roll initiative; wait for a dramatic moment instead.
One Unique Thing: I am able to track time precisely and I know that time sometimes flows in ways that should not be possible.

Description/Personality:Bazziox is clearly from the line of The Gold, however, his scales take on a darker hue than the Great Wyrm. The exact cause of this difference is unclear. Perhaps it is just natural variation; perhaps there is more to it. Bazziox is a tall, thick dragonborn and his equipment is usually stained from his travels. He rarely bothers to clean any of it, unless there is a Royal function that he is required to attend. Even then, the armor hardly gleams and anyone looking at any of the cloth can still readily make out the faded stains. Aside from the lack of maintenance, his clothes are fairly nice and he does replace them when they become too worn. The only possession that Bazziox has with him at all times is his pipe. It is thin, long-stemmed, and black with a trail of smoke (almost) always curling out of it.

Bazziox’s personality shifts with the topic at hand, swinging from serious to lighthearted or relentless to aloof with just a simple shift in discussion. Bazziox’s current debt to the forces of Light, and specifically The Priestess, keeps his more … fringe … behavior in check most of the time. Still, he is not opposed to justifying the means by the ends and won’t hesitate to propose options that may not be ‘Imperially’ sanctioned.

  • The Archmage/Pride, 1 complicated~: Bazziox was working a new lead toward manipulating time when some of the Archmage's agents appeared. At first it was a complete rush to have drawn the attention of the Archmage, but all Bazziox remembers after that is waking up aching everywhere with his 'lab' in shambles and the Archmage standing in the wreckage, giving him a complicated glare.
  • The Prince of Shadows/Greed, 1 positive+: Traveled as a part of the Prince of Shadows retinue for a time and amassed a great deal of wealth. While Bazziox still yearns for this life of shadow, he was removed from that path and has remained a valiant defender of the Light. Of course, he is still willing to cross lines that probably shouldn't be crossed from time to time.
  • The Emperor/Civilization, 1 positive+: Bazziox has served the Empire from time to time and has been a strong ally for the Emperor. However, his exceptionally unorthodox style does not always gain him the most approving of receptions ... especially when it pertains to one of the Royals. Regardless of his style, however, he is viewed as a reliable mentor and is often called upon when there is no other choice.
  • Temporary - from Love/Beauty DomainThe Priestess/Kindness/Envy, 1 conflicted~: Bazziox was saved from the Shadows and brought back to the kindness in life. Yet, his past deeds and sporadic desires contradict these tenets too frequently.

  • Druidic Shaman of the Forest +4
  • Competitive Knowledge Seeker +4
  • Former Shadow Agent, Saved by the Light +5

Three Big Challenges
  1. Even the debt owed to The Priestess
  2. Eldin The Brilliant, a senior advisor to the Emperor, has admonished Bazziox for his unorthodox ways and has declared that the dragonborn is a liability to the Empire. The declaration has not taken full root yet, but Bazziox must prove him wrong before concerns spread ...
  3. Regain some level of his All of his possessions were forfeit to the Priestess as initial penance for his transgressions, including his amassed wealth (which was quite vast)lost wealth, possibly even through legal means this time ...
The Encounter

And on an OOC NotePreferences for the game: Definitely want to see some humor, goofy or otherwise. I always enjoy a good ‘mystery’ and of course plot twists.

Status: Settled into a new routine as good as can be expected
GM: Sky Realm (FATE) | Magic Rising (FATE) | Blackbrooke (PbtA)
Playing: Cinch (SR) | Bazziox, Imperial Advisor (13th Age) | Cassia(13th Age)

Last edited by Roekahs; 04-04-2020 at 12:10 PM.
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Old 04-10-2019, 04:41 AM
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AwesomeEli AwesomeEli is offline
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Will Be A Real Man-Eater
Emak the Meek
Bringer of Book

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Full Name: pronounced EmahkEmak GoodMan
Titles: The Meek

Race: Lizardqueen
Class: Bard
One Unique Thing: Carries Guythraxix the Apex Predator of Intelligent Tomes.

Favorite Items: "Her" book, Guythraxix
Favorite Hobbies: Reading
Least Favorite Taste: Musty book bindings
Least Favorite Sensation: Being suspended upside-down

Physical description: The wonderful Emak is petite and small for a lizardfolk, a smidgeon under four and a half feet tall and not breaking the 60 pound mark. The tan scales that wrap around her body are accentuated quite well with pale off-white scales that coat her underside. Two crests of small, polished horns run back over her scalp and down her neck a bit, smoothing down to a single subtle ridge that continues down her spine before becoming a subtle row of spines across her tail, which she often has curled up around her waist, under her skirt. She wears an ankle length skirt and baggy shirts, with lots of various sized pockets stitched into them for holding stuff. Her often upward gaze of vibrant orange eyes is often enough to draw attention away from her humble dress and odd tools of the trade though.

Personality: Demure to a fault, Emak is kind but often has a tendency to accidentally fade into the background, busy fiddling with things or cracking open the big tome she totes around. Not to say that she doesn't do anything, though - she has an extensive knowledge of various magics, picked up from things she's read and heard, and when pressed can put on rousing performances and weave enthralling yarns. Her time in the stacks, and the misadventures therein, have left her with a well rounded skillset that often finds itself useful out in the real world, something she's very thankful of.



Three Big Conflicts1) Find some more books to feed Guythraxix, preferably on a budget

2) Work up the courage to say no to an inconvenient request made of her (but not one that's important of course - we're being reasonable here)

3) Find other Intelligent Tomes

Feel free to join us at the unofficial discord server or the Solo Bazaar!
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Old 04-10-2019, 08:12 PM
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Name: Scabbard of Iron
Role: Hero's Bodyguard
Race/Class: Human/Monk
One Unique Thing: My shadow isn't from around here; it's from a realm where the balance between light and dark has been broken.
Icon Relationships: ~~Crusader, -Orc Lord
Theme Relationships: ++Discipline, +Temperance

+5 Monk of the Heavenly Valley
On his sixteenth birthday (the earliest and most common time) he chose to enter the monastery. After two years of training he was made a brother and chose his temple name, Scabbard of Iron. Training in the monastery never stops, however, and since then he has continued bettering himself while acting to protect the Heavenly Valley from those who would prey upon the helpless.

+3 Son of a Cobbler
Before entering the monastery, Scabbard of Iron had an ordinary name and an ordinary family in one of the settlements in the Heavenly Valley. For sixteen years he had plenty of time to experience the kind of life he now seeks to protect for others, and while he's left it behind he carries the skills with him.

Scabbard of Iron's head and face are clean shaven as is the custom of the monks. His body is unadorned with any tattoos, meaning he has not yet performed any deeds or devotions he wishes to immortalize on his flesh. The clothing he wears is simple but effective, allowing him full freedom of movement and presenting a respectable image while not requiring great attention to be placed on appearance.

Last edited by GrandCommander13; 06-07-2019 at 07:02 PM.
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Old 04-27-2019, 02:09 PM
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Kapera Kapera is offline
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Out of commission until after Covid settles down. Sorry all, miss you guys.

Last edited by Aethera; 07-10-2019 at 04:32 PM.
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Old 07-10-2019, 05:35 AM
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CharlesM CharlesM is offline
The Puppeteer
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Touched by Chaos
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Name: Vancoril "Breeze" Murnig
Role: Capricious Sidekick
Race/Class: Gnome/Chaos Mage
Description: Breeze is 4' 4" tall and weighs 83 pounds. He has copper-colored hair and there is a seemingly perpetual glimmer in his green eyes. He bears a Lichtenberg Scar across his shoulders and back which he does his best to keep hidden to avoid the inevitable questioning from others when they notice it. As far as he knows it has always been there.

In spite of being surrounded by other children in the orphanage, and the kindness of the many people whose generosity kept him from starving or freezing to death when he ran away from there, Breeze has always felt alone in the world. He wants nothing more than to be part of a family and sees that possibility in everyone he meets. There are no strangers in his eyes. When he is threatened he would rather run than fight, but if he is cornered he will defend himself.

One Unique Thing: She Who Writes did not intend for Breeze to wield chaos magic. His ability to do so came from someone, something, or somewhere else.

Icon/Theme Relationships:
  • Prince of Shadows/Anarchy (or Civilization?) - Conflicted (1 point)

    The Prince of Shadows keeps an eye on Breeze looking for ways to exploit the chaotic events that tend to occur around him.

  • The Archmage/Scholarship - Negative (1 point)

    Breeze enrolled in the Imperial School of Wizardry in the hope of learning to control his ability. Unfortunately, the disciplined, formulaic approach to magic that was taught at the school mixed with his natural ability like oil with water. Failure piled on top of failure until Breeze eventually realized that the instructors at the school could not help him and he ran away. He blames his failure on the methods of the Archmage that were espoused by his instructors.

  • The Priestess/Kindness - Positive (1 point)

    Breeze ran away from the abusive custodians at the orphanage to a more dangerous life alone on the streets of the city. His natural ability with magic earned him a place in the Imperial School until his repeated failure nearly broke his spirit and he ran away from his life there, too. Regardless of his circumstances, though, he has always shown kindness to others. The kindness he shows others, even when faced with great adversity, has not gone unnoticed by those who serve the Priestess.

  • Runaway Orphan (4 points)

    Breeze doesn't remember his parents. He was an overworked and underfed orphan who was often told that he wouldn't amount to anything without the support of a family. In spite of putting his best foot forward whenever a couple who was thinking of adopting came to the orphanage to visit the children, he was always passed over in favor of a human child. Eventually, Breeze decided he could do better for himself. He ran away from the orphanage and set out to find a family on his own. He hasn't found a family, but he has learned how to survive on the city streets.

  • Student at the Imperial School of Wizardry (4 points)

    Breeze's ability to work magic developed quickly. Since he was unable to fully control his power he drew unwanted attention to himself and, occasionally, produced results that landed him in trouble. He went to the Imperial School of Wizardry seeking help and was accepted as a student because of his natural ability. While there, he learned how magic was supposed to work (in theory), in addition to receiving a general education in language, writing, mathematics, and history. His instructors didn't give up on him, so much as he gave up on them.

I have sworn The Oath of Sangus.

Status: Posting on schedule.

Last edited by CharlesM; 07-11-2019 at 05:22 PM. Reason: She Who Writes not available as Icon at present.
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Old 07-15-2019, 07:20 PM
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Grenadier Grenadier is online now
Wizards Only, Fools
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Name: Telephus "Tel" Lorre
Novel Role: Unlikely hero.

Race/Class Concept: A temperamental half-elf sorcerer that does what you least expect, even when that means doing the right thing instead of the wrong one.

Appearance: Telephus is an average sized man. He's a bit robust for a man with scholarly pursuits, particularlly across his shoulders. His hair is a shade of dark copper, and he wears it quite long. The actualy length various a good bit, as he sporadically has it cut after periods of months. He usually keeps his beard a bit better, although it is prone to scraggily periods. Likewise, his sense of fashion usually varies between rakish and unkempt, even when he regularly wears the same thing.

His most noteable features are his eyes. They are usually a light shade of blue, which suggest a softness that belies his gruff exterior. However, in dim light, his eyes appear to be a midnight blue, and the stars overhead can be been seen as shimmering specks of light. Telephus often invokes this quality through the use of the hood of his cloak.

Personality: Telephus is a contrarian by nature. At times, he can be surly and at times he is quite giddy. He often confounds others by spending days in bed and then greeting them at sunrise with warm breakfast. Over time, there almost seems to be a method to his madness, but Telephus does not let most people get close enough to recognize it. Instead, most people consider him flighty and reckless.

One Unique Thing: You can see the stars in my eyes, but only in dim light.

Theme Relationships:
Elf Queen & Reverence - Positive
The Archmage & Sloth/Diligence - Double Conflicted

Expelled Astronomer - 3 + 2
Although Telephus was born among the wild elves of the Queen's Wood, he was apprentinced to one of his father's former colleagues when he was still very young. He studied at the Arcane Observatory in Horizon until he was expelled for violating the terms of his academic parole.

Traditional SkillsI imagine this background most encompasses Knowledge skills including Astronomy, Geometry, and Arcana. Likewise, it should include sight base observation or perception, as well as insight on individuals that he can completed a horoscope.

Wayward Tearaway - 5
Telephus is something of a highwayman, spending his days traveling between taverns. He has all charm and temper to cause trouble, and most of the skills necessarily to avoid it.

Traditional SkillsThis would include primarily social skills, such as Bluff, Intimidate, and Persuasion, and perhaps underhanded tactics such as stealth and subterfuge.

Goal: To complete an accurate starmap.

"I'm not going to be the ref! I'm a villain! Don't you see?!"
-Frank Reynolds, It's Always Sunny in Philladelphia

Dim the Drowned|Telephus Lorre
Tribulations of the Stag

Last edited by Grenadier; 08-21-2019 at 04:42 PM.
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Old 07-22-2019, 10:58 PM
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Novel role: Cynical Veteran / Reluctant companion

Race/ Class: Human Paladin

One Unique Thing:
Kerr was cursed by the Diabolist to never be able to sheath his Paladin's sword, once drawn, till it has taken a life.

Themes / Icons
Conflicted (1 points) Reverence / Priestess

Kerr has grown weary and cynical after years fighting evil; he doubts whether the forces of Light even care anymore about defeating evil.

Positive (1 points) Diligence / Great Gold Worm

Kerr looks on a world in which there seems to be no hope and yet continues to "stand at the gate" and protect those who need help

Negative (1 point) Anarchy / Diabolist

Kerr hates the anarchy and disorder caused by the Diabolist, who placed the curse on him. He would love to see that Icon forever destroyed.

Inquisitor– (4 points) trained in the art of detecting evil when he served as an Inquisitor, Kerr is skilled in observation; some say he can read the hearts of men.

Vigilant Templar - (3 points) Kerr spent time as a Templar, protecting Pilgrims on the roads. He learned to treat injuries and illness with natural remedies.

Scholar - (1 point) Kerr secretly has a scholar's heart and loved the hero tales of old before he learned to realize that they were just tales; there are not heroes.

Goals: 1. To lift the curse that the Diabolist placed on him.
2. Kerr has always felt that there were other reasons for the Diabolist to place a curse on him. He enshrines truth and so wishes to someday discover why he was targeted.
3. In his role of an Inquisitor, he has been tasked with accompanying Bazziox the Enigma and ensure that the dragonborn remains on the side of the light.
__________________________________________________ _____________________________________

Description: The years have not treated Kerr well. Though still young even by human standards, Kerr Ironheart wears his scars like other men wear a cloak. His dark hair and beard, now prematurely flecked with grey, surround a craggy face. The perpetual scowl on that face seems to warn others to keep their distance. His armor is practical, not ornate but well maintained, while the longsword strapped to his side has clearly seen much use. Few knew of the curse that rested on any weapon he wielded, a curse placed on him by the Diabloist: that he could never sheath his sword until it had taken a life. Because of the curse, he carries a heavy, iron-shod club to use in place of the greatsword that he would normally wield as the Paladin's mark of honor.

He was once idealistic, full of noble ideas about how the forces of Light would vanquish the Darkness. But time and again he fought little battles only to realize that the war was no closer to being won. He began to doubt that the forces of Light really did not have any power to vanquish evil, and yet he still had to fight his little battles; in his heart, he believed that a Paladin must still stand in the gap to defend those who could not help themselves.

Kerr Ironheart had served the Light for years. Once upon a time he believed in what he fought for; but times change. As a Templar he'd protected many pilgrims to the Golden Citadel from the predations that arose from the nearby Abyss. He did his job so well that he eventually came to the attention of the Diabolist, who placed a curse that his sword can never return to its sheath until it has taken a life. Unable to find a way to lift that curse, he gradually became bitter and resentful.

As he began to distrust others, Ironheart gave up on protecting travelers and joined the Inquisitors. He discovered that he was a natural at determining the truth and falsehood, and soon became one of the most feared of that order.

Kerr was called by the Great Gold Wyrm to keep an eye on Bazziox the Enigma and ensure that the dragonborn cleric fulfills his vows to return to the Light.
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