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  #1  
Old Jun 2nd, 2022, 10:01 PM
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The Character Repository

Hi everyone,

I'll be storing copies of character sheets here for reference and tracking purposes
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UTC +10. Apologies for the delays! Back home now and catching up on writing.
GM: Rise of the Redscales - Fraillie Farm - Forbidden Lands - Shivery Times
PLAYER: D&D - Ebonclad - Village Survival - The Yondering Lands
Scum and Villainy

Last edited by 97mg; Jun 3rd, 2022 at 12:08 AM.
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Old Jun 2nd, 2022, 10:09 PM
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Below is a quickie template that I'll use to help track the characters, and you're free to use it for making your PCs too.
Sorry it is a little ugly

 
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UTC +10. Apologies for the delays! Back home now and catching up on writing.
GM: Rise of the Redscales - Fraillie Farm - Forbidden Lands - Shivery Times
PLAYER: D&D - Ebonclad - Village Survival - The Yondering Lands
Scum and Villainy

Last edited by 97mg; Jun 7th, 2022 at 06:39 PM.
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Old Jun 7th, 2022, 12:43 AM
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Oniver Stramont
Kin Profession Age
Human (Galdane) Peddler Adult (33)
Pride Dark Secret
I have a dashing smile with perfect teeth. I got caught conning the wrong person and have made an enemy of them.

Attribute Rating Damage Skills
Strength 3 0 Might 0 Endurance 1 Melee 1 Crafting 0
Agility 3 0 Stealth 0 Sleight of Hand 2 Move 0 Marksmanship 0
Wits 3 0 Scouting 0 Lore 0 Survival 1 Insight 2
Empathy 5 0 Manipulation 3 Performance 0 Healing 0 Animal Handling 0
Other Stats
Experience 0
Willpower 0
Reputation 0
Max Weight 9
Consumables
Food d8
Water d8
Arrows -
Torches -
Currency
Copper 0
Silver 8
Gold 0
Other -
Conditions
You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. Being SLEEPY has several effects: ✥ You cannot recover Wits, except through magic. If your Wits are Broken while SLEEPY, you must sleep for at least one Quarter Day to get back up again. ✥ You take 1 point of damage to your Wits each day. If this damage breaks your Wits, you collapse and sleep for at least one Quarter Day. ✥ As soon as you have slept for at least a Quarter Day, you are no longer SLEEPY, and you can recover Wits normally.Sleepy
You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. Being THIRSTY has several effects: ✥ You cannot recover any attributes, except through magic. If you are Broken, you need to drink water to get back up again. ✥ You take 1 point of damage to both Strength and Agility every day. If either of your Strength or Agility are Broken while THIRSTY, you die after another day without water. ✥ As soon as you drink, you are no longer THIRSTY, and you can recover your attributes normally.Thirsty
You must eat a ration of food at least once every day. After a day without food, you become HUNGRY. Being HUNGRY has several effects: ✥ You cannot recover Strength, except through magic, but you can recover other attributes. ✥ You suffer 1 point of damage to Strength per week. If Strength is Broken while HUNGRY, you die after another week without food. ✥ As soon as you have eaten, you are no longer HUNGRY, and you can recover Strength normally.Hungry
When the cold is bitter and you don’t have enough shelter, you have to roll ENDURANCE regularly. The colder it is, the more frequently you need to roll. A chilly fall day requires a roll per day; in the depth of winter, you might have to roll once every hour. Extra protection, like a blanket, can give you Gear Dice to roll. If you fail your roll, you become COLD. Being COLD has several effects: ✥ You immediately take 1 point of damage to both your Strength and Wits – as the cold seeps into your body and makes the blood run slower to your brain, you are unable to think clearly. ✥ You can even hallucinate, causing you to act irrationally – details are up to the GM to decide. Some say that when you are close to freezing to death, you feel a strong burning sensation that can make you tear your clothes off. ✥ You must keep rolling ENDURANCE at the same interval, and with the same effect if you fail. If your Strength is Broken while you are COLD, you die the next time you have to roll. ✥ You cannot recover Strength or Wits. Only after you have warmed up again, if only by a campfire, are you able to recover those attributes.Cold
Injuries
-
-
-
-
Weapon Bonus Damage Range Weight Features
Knife +1 1 Arm 0.5 1H, Light, Pointed
-     
Armor Rating Body Part Weight Features
Leather Vest 2 Body 0.5
-    
-    
Items (Weight, Quantity, etc.)
Pack-of-Many-Things (2) ; knapsack (1) ; waterskin (1) ; backpack (–1)
Large Tent (2) ; Lantern (0.5) ; Lamp Oil (0.5)
-
Talents Rank
Spend a Willpower Point when you are about to roll for a skill, then roll for any skill of your choice to achieve the same result.Adaptive n/a
Spend Willpower Points to find an item from the list of trade goods. Cannot be HEAVY and cannot cost more than 1 piece of silver per WP spent.Path of Many Things 1
Carry two additional items without being encumbered.Pack Rat 1
Inflict 1 point of damage to Empathy on your opponent per extra success on a MANIPULATE roll.Sharp Tongue 1
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Profile
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Oniver is a rather unremarkable man, being neither particularly handsome nor particularly fit. But with his sauntering gait and wide toothy grin, he commands attention in whatever space he occupies. For Oniver, you see, is an accomplished peddler, a wanderer and collector who makes a living selling items both exotic and mundane alike. His cheery disposition may only be a façade, a tool to engage with customers, but the traditions of his people has instilled within him a fierce loyalty to friends and family.

But there is a darker side to the man. Many of his wares are ill-gotten, having been swindled or stolen from from those too sweetened by his honeyed words to recognize what was happening until too late. However, Oniver has standards and rules of engagement. He never steals from those he considers his friends.

Relationships
(Entries subject to change)
✥ Stahl and Oniver share more than just a common lineage, they also share an insatiable wanderlust; a desire to brave the unknown and see new things. Although, the rider's impersonable attitude makes him a poor conversationalist.
✥ Old Dog needs to have an eye kept on him. He's deadly with a sword, and he seems loyal enough, making him a great companion to have in a battle... but many dogs have bitten the hand that feeds them.
✥ The village's lone resident goblin is approachable enough, but Oniver is concerned Hemdan is a powder keg waiting to blow. Though his yearning for magical secrets is admirable, does the youth have the wisdom to use it responsibly?
✥ The half-elf seems to be a loner, preferring the quiet of a hunt to the bustle of a town. At least the party isn't likely to starve...

Last edited by Effete; Feb 7th, 2023 at 05:00 PM.
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  #4  
Old Jun 7th, 2022, 05:47 PM
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Stahl has been moved to the archives. Fare ye well rider, may you ride on to many mysteries!
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Last edited by 97mg; Jan 3rd, 2023 at 08:18 PM.
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  #5  
Old Jun 7th, 2022, 06:09 PM
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Old Dog has been moved to the archives. His yelps and keen nose will be sorely missed. Enjoy your new den, my friend.

Last edited by 97mg; Jan 3rd, 2023 at 08:19 PM.
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  #6  
Old Jun 8th, 2022, 12:22 AM
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Name: Phol
Kin: HalfElf
Profession: Hunter
Age: Adult

ATTRIBUTES & SKILLS
Strength: 3 (Might__ Endurance__ Melee__ Crafting__)
Agility: 4 (Stealth 2 Sleight of Hand__ Move__ Marksmanship 3)
Wits: 4 (Scouting 2 Lore__ Survival 3 Insight__)
Empathy: 2 / 3 (Manipulation__ Performance__ Healing__ Animal Handling__)

CONDITIONS
Sleepless__ Thirsty__ Hungry__ Cold__

TALENTS
1 Psychic Power - 1st Willpower spend counts as 2
2 Path of the Arrow I - When hit spend Willpower to ignore armor
3 Sixth Sense I - SCOUT roll +1 when enemy ambush/sneak attack
4 Herbalist I - SURVIVAL roll +1 when FORAGE

WILLPOWER: 2
REPUTATION:__
PRIDE: My arrow always finds its mark
DARK SECRET: I am an outcast of two races, it is better for all if I remain alone.

WEAPONS
Long Bow - Bonus 2 - Damage 1 - Range Long
Name - Bonus - Damage - Range
Name - Bonus - Damage - Range

ARMOR
Helmet Type Open Helmet Rating 2
Armor Type Leather Rating 2
Bonus___

EQUIPMENT
Sleeping Fur (+2 vs Cold, Normal)
Flint and Steel (+1 Making Camp, Tiny)
Sendillberries (make paralyzing poison)
Leather Armor (Normal)
Open Helmet (Light)
Longbow (Normal)
Carrying Capacity: 3.5 / 6

CONSUMABLES
Food d8 Water d6 Arrows d10 Torches__
Gold__ Silver 1 Copper__

Last edited by DBCowboy; Feb 21st, 2023 at 08:22 PM.
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  #7  
Old Jun 8th, 2022, 01:20 AM
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Name: Hemdan Whitefingers
Kin: Goblin | Profession: Sorcerer | Age: ~20



ATTRIBUTES & SKILLS
Strength: 3
Crafting: 2 | Might:__ | Endurance:__ | Melee:__

Agility: 4
Sleight of Hand: 1 | Stealth:__ | Move:__ | Marksmanship:__

Wits: 5
Insight:2 | Lore: 2 Scouting:__ | Survival:__

Empathy: 3
Manipulation:1 | Performance:__ | Healing:__ | Animal Handling:__

CONDITIONS
Sleepless:__ | Thirsty:__ | Hungry:__ | Cold:__



TALENTS
After rolling for STEALTH, you can spend Willpower Points which are turned into extra 6'sSneaky (1)
The hairs on the back of your neck stand up when enemies lurk in the bushes.

RANK 1: Your SCOUT roll is modified by +1 when an enemy tries to ambush you or performs a sneak attack.
RANK 2: When you spot an ambush or a sneak attack, you also see how many the attackers are, what kin they belong to, and what weapons they use.
RANK 3: You can add a D8 Artifact Die to your SCOUT roll when you try to spot an ambush or a sneak attack.
Sixth Sense (1)

Path of Signs (1)



WILLPOWER:__
REPUTATION:__
PRIDE: Nothing scares you, as you have seen the world behind the veil.
DARK SECRET: Your yearning for more magical power is stronger than anything else.



WEAPONS
Staff: Bonus: 1 | Damage: 1 | Range: Near

ARMOR
Helmet Type__ Rating__
Armor: Leather Vest | Rating: 2
Bonus__



EQUIPMENT Capacity: 6
Chalk
+1 HuntingSnares
-
-
-
-
Knapsack
Waterskin

CONSUMABLES
Food: D6 | Water: d8 D6
Arrows:__ | Torches:__
Gold:__ | Silver: 2 | Copper:__

About Hemdan
Originally brought up with a Goblin clan in the woods some way from the village Hemdan was always a little 'odd' by Goblin standards. Doodling with chalk as a child this obsession eventually earned the disfavour of the goblins of the village as it ultimately led to Hemdan accidentally paralyzing an elder after an unpleasant screaming at. After receiving a severe punishment Hemdan left the clan immediately and settled in the village mostly living on the outskirts looking for 'others' that can feel the world he does. After a while it seemed there were none and the yearning only grew and struggling with a Goblins nomadic nature and vigor of youth it was inevitable that the lifting of the mists would trigger the wanderlust.

Relationship suggestions:

Based on watching those looking most likely to leave, Hemdan has tried to build some level of camaraderie with them.
- Oniver has been buying camping gear and as a trader might be moving on as well as possible access to sources of knowledge
- Old Dog looks capable and dangerous, a perfect companion in the dark places
- Pohl and Stahl look like they know about the area beyond the village and the goblin woods and how to handle

Perhaps Hemdan has been overheard talking about legends he knows from the Goblins and some people are intrigued.
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Last edited by psuedenim; Jun 30th, 2022 at 11:52 AM.
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  #8  
Old Jan 16th, 2023, 06:29 PM
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Aelys
Kin Profession Age
Half-Elf Rogue Young (20)
Pride Dark Secret
No one has a softer step than me. I often take to the bottle to chase away the memories of my fallen brother.

Attribute Rating Damage Skills
Strength 3 0 Might 0 Endurance 0 Melee 1 Crafting 0
Agility 5 0 Stealth 2 Sleight of Hand 2 Move 2 Marksmanship 0
Wits 3 0 Scouting 0 Lore 0 Survival 0 Insight 0
Empathy 4 0 Manipulation 1 Performance 0 Healing 0 Animal Handling 0
Other Stats
Experience 0
Willpower 0
Reputation 0
Weight 5.5/6
Consumables
Food d6
Water d6
Arrows -
Torches d6
Currency
Copper 0
Silver 1
Gold 0
Other -
Conditions
You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. Being SLEEPY has several effects: ✥ You cannot recover Wits, except through magic. If your Wits are Broken while SLEEPY, you must sleep for at least one Quarter Day to get back up again. ✥ You take 1 point of damage to your Wits each day. If this damage breaks your Wits, you collapse and sleep for at least one Quarter Day. ✥ As soon as you have slept for at least a Quarter Day, you are no longer SLEEPY, and you can recover Wits normally.Sleepy
You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. Being THIRSTY has several effects: ✥ You cannot recover any attributes, except through magic. If you are Broken, you need to drink water to get back up again. ✥ You take 1 point of damage to both Strength and Agility every day. If either of your Strength or Agility are Broken while THIRSTY, you die after another day without water. ✥ As soon as you drink, you are no longer THIRSTY, and you can recover your attributes normally.Thirsty
You must eat a ration of food at least once every day. After a day without food, you become HUNGRY. Being HUNGRY has several effects: ✥ You cannot recover Strength, except through magic, but you can recover other attributes. ✥ You suffer 1 point of damage to Strength per week. If Strength is Broken while HUNGRY, you die after another week without food. ✥ As soon as you have eaten, you are no longer HUNGRY, and you can recover Strength normally.Hungry
When the cold is bitter and you don’t have enough shelter, you have to roll ENDURANCE regularly. The colder it is, the more frequently you need to roll. A chilly fall day requires a roll per day; in the depth of winter, you might have to roll once every hour. Extra protection, like a blanket, can give you Gear Dice to roll. If you fail your roll, you become COLD. Being COLD has several effects: ✥ You immediately take 1 point of damage to both your Strength and Wits – as the cold seeps into your body and makes the blood run slower to your brain, you are unable to think clearly. ✥ You can even hallucinate, causing you to act irrationally – details are up to the GM to decide. Some say that when you are close to freezing to death, you feel a strong burning sensation that can make you tear your clothes off. ✥ You must keep rolling ENDURANCE at the same interval, and with the same effect if you fail. If your Strength is Broken while you are COLD, you die the next time you have to roll. ✥ You cannot recover Strength or Wits. Only after you have warmed up again, if only by a campfire, are you able to recover those attributes.Cold
Injuries
-
-
-
-
Weapon Bonus Damage Range Weight Features
Dagger +1 1 Arm 0.5 1H, Light, Edged, Pointed
Throwing Knife +1 1 Short 0.5 1H, Light
-     
Armor Rating Body Part Weight Features
Studded Leather Cap 1 Head 0.5 Light
-    
Items (Weight, Quantity, etc.)
Backpack (0) ; Lockpicks (0) ; Simple Clothes (0) ; Chalk (0) ;
Flint and Steel (0) ; Bandages x 1 (0) ; Blanket (.5) ; Metal Plate (.50 ;
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Talents Rank
Every time you spend one or more WP to activate a talent, the first WP count as two. If you spend two WP it counts as three, and so on.Psychic Power n/a
Spend a WP and prepare for a moment to assume the appearance of another person, but not their voice or demeanor. The person must be the same sex and kin. Anyone who knows the person and sees you at NEAR range can discover your ruse by rolling insight. Every extra WP you spend when you create your disguise modifies any roll to see through it by -1.Path of the Face 1
You can Dodge for free once in every round of combat. The extra Dodge doesn't count toward your actions in the round.Fast Footwork 1
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Profile
right-aligned image

Aelys stands at just below average height at only 5'3" with a subtle athleticism complimenting her willowy feminine frame, well proportioned to her stature. She might be mistaken for a human if it weren't for the points of her ears poking out from her dark honey-blonde hair and the relatively unblemished state of her ivory-hued skin. While she physically carries herself with the grace of her elven blood, her attitude does not carry that same sense of regality. She can certainly be warm and affable towards those she considers friends, but she is quick to come to trading barbs and insults. She can be rather self-centered, and she would rather spend her copper on a drink for herself than on a starving beggar.

Unfortunately, Aelys has trouble staying away from any sort of alcohol. She blames herself for the death of her brother, and drinks to forget and to punish herself. It isn't uncommon for her to join drunken brawls, to part with most of her coin, to wake up in jail, or to wake up next to a strange man. While she will certainly make an effort to remain sober if she needs to for a job, the temptation to continue down her self-destructive path will always be there.

Relationships
(Entries subject to change)


Last edited by smeowlin; Feb 1st, 2023 at 06:01 AM.
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  #9  
Old Jan 17th, 2023, 10:44 AM
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Aegis Aegis is offline
Player Four has Entered
 
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Greyland Mane - Human - Minstrel
Pride: Your songs can bring warmth to the coldest of hearts.
Dark Secret: Former Best Friend killed someone close to him and now he seeks revenge or answers. They hunt each other.
Relationships:
Ravgore Kinslayer is doomed. It’s only a matter of time.
Aelys is the hero of your chronicle, but does not realize it.

left-aligned image

Face: Pleasant and rakish. Warm brown skin with warm brown eyes taht can easily go cold.
Body: Fit. Athletic, lean and nimble
Clothing: FIting. Casual but warm and worn clothing. Not very flashy.

Gear: Lute, knife, Spy Glass, D8 Silver.
Resource Dice: Food D8, Water D6

Adult: 27
Attributes: (14)
STR:2; AGI:3; WITS:3; EMP:6;

WP: 0/10

Skills: (10)
Might (STRENGTH)
Endurance (STRENGTH)
Melee (STRENGTH) - 1
Crafting (STRENGTH)
Stealth (AGILITY) - 1
Sleight of Hand (AGILITY)
Move (AGILITY)
Marksmanship (AGILITY)
Scouting (WITS)
Lore (WITS)- 2
Survival (WITS)
Insight (WITS) - 1
Manipulation (EMPATHY) - 2
Performance (EMPATHY) - 2
Healing (EMPATHY) - 1
Animal Handling (EMPATHY)

Talents: (2)
Kin:Humans are new to the Forbidden Lands and are seen as intruders by the other kin. But no other kin can adapt to new situations and living conditions the way the humans can. If you spend a Willpower Point when you are about to roll for
a skill, you can roll for any skill of your choice to achieve the same result. You must be able to motivate how you use the chosen skill. The GM has final say, but should give you some leeway.
Adaptive
Profession:Your songs can help your comrades get up on
their feet, even in the heat of combat. Using the talent in combat counts as a slow action.
✥✥ RANK 1: You can help a Broken comrade within SHORT range to get up on her feet. For every WP you spend, your comrade recovers one point of the attribute that has been reduced to zero.
PATH OF THE HYMN
T1You are lethal with a knife in hand.
✥✥ RANK 1: Your attack rolls are modified by +1 when you fight with a knife or a dagger.
Knife Fighter
T2You are a master at formulating scathing abuses that can unhinge even the most steadfast of enemies.
✥✥ RANK 1: When you MANIPULATE someone, and roll more x than you need to win the opposed roll, you can inflict 1 point of damage to Empathy on your opponent per
extra x.
Sharp Tongue

Conditions
Sleepless [] Thirsty[] Hungry [] Cold []

Gear
Weapons
Name | Bonus | Damage | Range | Comment |
Knife | +2 Attack | 1 | Arm | Default |
Armor

Last edited by Aegis; Jan 18th, 2023 at 02:46 PM.
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Old Jan 17th, 2023, 10:49 PM
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Palliven Palliven is offline
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Ravgor is the rarest of things - a dwarf who despises his clan. Hypocrites that spoke of community but shunned him, just as they boasted of craftsmanship but dismissed his magic. Would they deny a stonemason his chisel or a smith his anvil? Never, but they shackled him and tossed him in a deep cell when he dared to craft his magic. By imprisoning him and showing there was nothing for him there any longer they removed the only reason he had to temper his magic. Some had died as he broke free but that bothered him not at all. What mattered was that they had learned the power he commanded that day.

His name was stricken from the clan records, never be be spoken again. Forever after his clan would only name him Kinslayer. The coffers were opened, and a price of gold placed on his head. His people sought to shame him for using his gift. They hoped to cow him for daring to be who he was. They would fail. He would never bend knee again, never fall in step or seek to fit in. With each heavy step away from the clan his determination strengthened but he was not foolish enough to think they would stop searching for him.

He made his way to a smugglers’ den of a village where he worked at becoming lost among the cutthroat and bandits. At first his plan was to hide but on hearing the Blood Mists had lifted his mind turned to more than just survival. He had heard tales of places like Straya with its marbles and colored stones. Places where an ambitious and determined dwarf could forge his own place in the world. His destiny was out there somewhere but going into the Forgotten Lands alone would be a quick end, to him and to his plans. He had noted a couple of people in town that he thought he could coerce into coming with him. He was not looking to make friends but could play the part if he needed to. And if they proved useful beyond helping him survive, all the better.


Stat BlockRavgor Kinslayer | Race: Dwarf | Profession: Sorcerer | Age: Adult (52)

Attributes - Strength: 4 | Agility: 2 | Wits: 5 | Empathy: 3 |Reputation: 1 |Willpower: 0

Conditions - Sleepless: | Thirsty: | Hungry: | Cold: | Critical Injuries:

Appearance - Face: Stern. Bald with tattooed lines. Long, braided beard of auburn. | Body: Solid, wide shouldered. Scarred| Clothing: Fur lined cloak. Quilted linen shirt.

Pride: Whoever threatens my life or plans will die a painful death.

Dark Secret: I shall knee to no king, jarl or dane ever again. I will not rest until I lord over my own domain.

Skills: Might(Strength) 1, Melee (Strength) 1, Crafting (Strength) 3, Move(Agility) 1, Insight (Wits) 2, Manipulate (Empathy) 2

Talents: Can push a dice roll multiple times by spending Willpower Points. Every point spent allows you to push the roll one more time.True Grit 1, Stone singing originated among the dwarves, and helps them shape the bedrock of the world according to the mission from their god Huge. The discipline has spread from the dwarves to the elves and humans, who have also found good use for this form of magicPath of Stone 1, DRAW OR CARVE: Symbolism requires no in gredients apart from the symbols themselves. If they are carved or drawn in any way, they count as ingredients from a rule standpoint, meaning that the Power Level is increased by one. Drawing a symbol takes a few minutes and cannot be done in the heat of battle. Carving a symbol into stone takes one Quarter Day or more. The Sorcerer decides when the symbol is activated. Even a drawn or carved symbol only works oncePath of Signs 1, You know the art of hammering coarse iron into lethal blades and protective armor. ✥ RANK 1: You can use the CRAFTING skill to make any close combat weapon, shield, or metal armor from the weapons tables in Chapter 5, with normal stats. You can also turn IRON ORE into IRON at a FORGE (see page 167). ✥ RANK 2: You can make weapons, shields and metal armor with a Weapon Bonus or Armor Rating that is one point higher than normal. This takes twice as long, and your roll is modified by –2. ✥ RANK 3: You can make weapons, shields and metal armor with a Weapon Bonus or Armor Rating that is two points higher than normal. This takes four times as long and your roll is modified by –4.Smith 1

Spells: Rank 1: RANK 1 ✥ RANGE: Arm’s Length ✥ DURATION: Quarter Day ✥ INGREDIENT: Piece of chalk Using this spell, you protect a person or a lo cation (no bigger than a human) from magic. The Power Level of any spells cast against that person or place during the Quarter Day is decreased by the Power Level of the MAG ICAL SEAL. Magic Seal RANK 1 ✥ RANGE: Short ✥ DURATION: Immediate ✥ INGREDIENT: Divining rod As a sorcerer or druid, you automatically sense whenever someone uses magic within SHORT range or if an item you hold is charged with magical power. If you want to know more about what kind of magic is involved, you must cast the SENSE MAGIC spell. Using this spell is also required to detect OBSCURED mag ic (see below) – your Power Level must then be equal to or higher than the Power Level of the OBSCURE MAGIC spell Sense Magic RANK 1 ✥ RANGE: Short ✥ DURATION: Immediate The symbol lures the victim, who must make an INSIGHT roll with a negative modification equal to the Power Level. If the roll fails, the victim must RUN to within ARM’S LENGTH of the symbol, spending all their normal actions to do so (bonus actions from talents can still be used normally). When the victim reaches the symbol, or if the symbol is moved, the effect is broken. No effect on monsters.Entice RANK 1 ✥ RANGE: Short ✥ DURATION: Immediate The symbol awakens a deep fear in the victim, who suffers damage to Wits equal to the Power Level. No effect on monsters.Horrify RANK 1 ✥ RANGE: Short ✥ DURATION: Immediate The hypnotizing power of the symbol mesmerizes your opponent. At Power Level 1, the victim loses their fast action in the round, or in the next round if they have already used it. At Power Lev el 2, they lose their slow action. At Power Level 3, they lose both actions, and at Power Level 4, they also lose any bonus actions from talents. The spell has no effect on monsters.Paralyze RANK 1 ✥ RANGE: Near ✥ DURATION: One round ✥ INGREDIENT: A fistful of sand The spell blows a thick cloud of rock dust from the ground to cover the Zone you are in. The dust blocks sight through the Zone and lets you flee combat (see page 89) without rolling for MOVE. This spell can only be used in the MOUNTAIN terrain type or inside a CAVE.Dust From The Deep RANK 1 ✥ RANGE: Short ✥ DURATION: Immediate ✥ INGREDIENT: Horn Your mighty voice is so strong that people around you are stunned. Your song causes 1 point of damage to Agility per Power Level. You can distribute the damage across as many opponents as you want. The targets may at tempt to resist the effect by rolling for INSIGHT – each x rolled negates 1 point of damage. No effect against monsters.Stun RANK 1, RITUAL ✥ RANGE: Varies ✥ DURATION: Quarter Day ✥ INGREDIENT: Flute You can speak to the mountain and listen to its words. The mountain can answer simple ques tions about what has happened at the location before (events over the last day require Power Level 1, events one year back in time require Power Level 2 and events even further back in time require Power Level 3) or what is happen ing in the area right now (SHORT range requires Power Level 1, LONG range Power Level 2, any thing within the map hex Power Level 3). Un fortunately, the mountain speaks very slowly and therefore this spell works like a ritual. This spell can only be used in the MOUNTAIN terrain type or inside a CAVE.Voice Of The Mountain

Armor Worn: Studded Leather Cap (1)

Weapons: Knife

Gear: Backpack. Waterskin. Large Tent (Heavy) +2 Make Camp. Blanket (Light) +1 Cold. Flint & Steel (Tiny)

Consumables: Food: D6| Water: D8| Arrows: | Torches:

Coins: Gold: 0| Silver: 1| Copper: 0

Carrying Capacity: Total: 8| Current: 3

Relationships:
half-elf rogue with guilt issues Aelys Her desperation to forget her guilt makes her easy to manipulate. Build her up, fill her with doubt and she will stay loyal.
Human minstrel, mix of hope and vengeance fills heart Greyland Mane It will interesting to see which he will lose first, his hope or his life.

Last edited by Palliven; Jan 17th, 2023 at 10:50 PM.
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  #11  
Old Apr 26th, 2023, 02:37 AM
Woland Woland is offline
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Halinne Rain-goer
Kin Profession Age
Human Druid Young (23)
Pride Dark Secret
I am a cut above the rest: smarter and better educated, though sometimes a bit smug about it. I am obsessed with the Blood Mist, and eager to search for answers now that it has been lifted.

Attribute Rating Damage Skills
Strength 2 0 Might 0 Endurance 1 Melee 0 Crafting 0
Agility 4 0 Stealth 0 Sleight of Hand 0 Move 0 Marksmanship 1
Wits 4 0 Scouting 0 Lore 1 Survival 2 Insight 0
Empathy 5 0 Manipulation 0 Performance 0 Healing 2 Animal Handling 1
Other Stats
Experience 0
Willpower 0
Reputation 0
Weight ??/6
Consumables
Food d8
Water d8
Arrows -
Torches d6
Currency
Copper 0
Silver 1
Gold 0
Other -
Conditions
You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. Being SLEEPY has several effects: ✥ You cannot recover Wits, except through magic. If your Wits are Broken while SLEEPY, you must sleep for at least one Quarter Day to get back up again. ✥ You take 1 point of damage to your Wits each day. If this damage breaks your Wits, you collapse and sleep for at least one Quarter Day. ✥ As soon as you have slept for at least a Quarter Day, you are no longer SLEEPY, and you can recover Wits normally.Sleepy
You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. Being THIRSTY has several effects: ✥ You cannot recover any attributes, except through magic. If you are Broken, you need to drink water to get back up again. ✥ You take 1 point of damage to both Strength and Agility every day. If either of your Strength or Agility are Broken while THIRSTY, you die after another day without water. ✥ As soon as you drink, you are no longer THIRSTY, and you can recover your attributes normally.Thirsty
You must eat a ration of food at least once every day. After a day without food, you become HUNGRY. Being HUNGRY has several effects: ✥ You cannot recover Strength, except through magic, but you can recover other attributes. ✥ You suffer 1 point of damage to Strength per week. If Strength is Broken while HUNGRY, you die after another week without food. ✥ As soon as you have eaten, you are no longer HUNGRY, and you can recover Strength normally.Hungry
When the cold is bitter and you don’t have enough shelter, you have to roll ENDURANCE regularly. The colder it is, the more frequently you need to roll. A chilly fall day requires a roll per day; in the depth of winter, you might have to roll once every hour. Extra protection, like a blanket, can give you Gear Dice to roll. If you fail your roll, you become COLD. Being COLD has several effects: ✥ You immediately take 1 point of damage to both your Strength and Wits – as the cold seeps into your body and makes the blood run slower to your brain, you are unable to think clearly. ✥ You can even hallucinate, causing you to act irrationally – details are up to the GM to decide. Some say that when you are close to freezing to death, you feel a strong burning sensation that can make you tear your clothes off. ✥ You must keep rolling ENDURANCE at the same interval, and with the same effect if you fail. If your Strength is Broken while you are COLD, you die the next time you have to roll. ✥ You cannot recover Strength or Wits. Only after you have warmed up again, if only by a campfire, are you able to recover those attributes.Cold
Injuries
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-
-
-
Weapon Bonus Damage Range Weight Features
Staff (walking stick) +? ? Arm ? ?
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-     
Armor Rating Body Part Weight Features
- - - - -
-    
Items (Weight, Quantity, etc.)
Knapsack (0) ; Waterskin (0) ; Simple Clothes (0)
-
Talents Rank
If you spend a Willpower Point when you are about to roll for a skill, you can roll for any skill of your choice to achieve the same result. You must be able to motivate how you use the chosen skill. The GM has final say.Adaptive 1
Rank 1.Path of Healing 1
Rank 1: Your Survival roll is modified by +1 when you Forage during a journey.Herbalist 1
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Profile
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Background: Unlike other villagers in Fort Straya, Halinne comes from a place of privilege, being the daughter of a respected elder and druid in the community. Growing up, her position did not necessarily translate to much greater wealth, but she never went hungry, and received what many would consider the best education available in the village.

Curious and outgoing, she was a well-known bibliophile even from a young age. When the Blood Mist suddenly lifted, the change was inexplicable and incomprehensible, and though most were content with this new development, she was not satisfied. Why did this happen? How? What were the reasons behind it? Did the timing mean anything? And, last but not least, what could be done to ensure that it would not return again? Such questions plagued her, stealing her sleep-they still do. And though she has limited herself to books thus far (she is only a young apprentice, after all), she is beginning to exhaust the village's pool of knowledge, and is determined to seek answers elsewhere...

Personality: On normal days, Halinne treads a fine balance between two aspects that, though antithetical, are both integral to her personality and sense of self. On the one hand, she tries hard to be kind and empathetic and understanding: it is one of the many duties of the druids, after all, to look after the meek. Yet her education and cleverness make her occasionally seem arrogant or even smug; accusations not entirely without merit. Most of the time, she can keep those aspects hidden and well-controlled, but her reserves of patience are not limitless. There are times when she will not gladly suffer fools, and she is no stranger to the occasional bout of misanthropy.

Her other distinguishing traits are deep curiosity for almost anything that there is to be learned, and inexhaustible energy to pursue any and all means necessary to reach answers. Within reason, of course. She is no fool herself. No, that is a descriptor reserved for others.

Appearance - Face: Pleasant, youthful, gentle features. Blue, striking eyes. Long hair, decorated with flowers and trinkets (when she can get them). A kind smile. Or is it mocking? It's hard to tell sometimes... | Body: Slim, but not malnourished. Slightly above average in height. Smooth movements, though not well-practiced. | Clothing: Simple robes. Clean and well-looked after, without a speck of dirt. Though that may be about to change. Many trinkets and components, some fastened on a belt, others hanging from pouches. Herbal scents emanate from within. Tall boots-not new, but neither weather-worn. She is new to this adventuring business.

(Character art credit: Isabell Bartnicki)

Relationships
(Entries subject to change)



Starting silver:
Dice * Silver:
1d6 3

Purchases: Sling (-1 silver)
Backpack (free starting Trade Good)
Knapsack (free starting)
Waterskin (free starting)
Clothes (I assume free starting)
Bandages (-6 copper)
Flint & Steel (-2 copper)
Torches (-5 copper)
Left: 7 copper

Last edited by Woland; Apr 26th, 2023 at 02:38 AM.
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  #12  
Old Sep 17th, 2023, 07:58 AM
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writelite writelite is offline
same, different
 
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I d e n t i t y
Name: Daneil -- Nickname: none

Kin: Human, Alderlander -- Age: 34 (Adult) -- Profession: Fighter

XP: 0 -- Reputation: 0

J o u r n e y
Season: Spring -- Day Quarter: Morning -- Light Level: ? -- Hexagon Terrain: ?

Forced March: no -- Activity: ? -- Activity: ? -- Activity: ?

C o m b a t
 

C o n d i t i o n s
Willpower: 0

Cold: no -- Hungry: yes --Sleepless: no -- Thirsty: no

Afraid: no -- Diseased: no --
source: x, damage: x
source: x, damage: x
Non-typical: no -- Poisoned: no

Aid, receiving: no -- Critically injured: no -- Pushed: no -- Swimming: no

Carried: 7.41 (about 3.51 without the luggage) -- Encumberment: 8 -- Over encumbered: no

A t t r i b u t e s -- a n d -- S k i l l s
Strength: 4 ( 4 ) -- Endurance: 2 -- Melee: 2 -- Might: 2 -- Crafting: 1

Agility: 4 ( 4 ) -- Move: 2 -- Marksmanship: 0 -- Sealth: 0 -- Sleight of Hand: 0

Wits: 3 ( 3 )* -- Scouting: 0 -- Survival: 1 -- Insight: 0 -- Lore: 0
* When suffering from painful recollections, which usually happens at nightfall, his Wits drop 1 point.

Empathy: 3 ( 3 ) -- Healing: 0 -- Manipulation: 0 -- Animal Handling: 0 -- Performance: 0

T a l e n t s
Adaptive (Kin Talent), 1 -- Effect: spend 1 WP to change skill used

Lucky (General Talent), 1 -- Effect: reroll once when critically injured; take lower value

Wanderer (General Talent), 1 -- Effect: +1 to Endurance when force marching

Path of the Blade (Profession Talent), 1 -- Effect: spend 1 WP to ignore armor

W e a p o n s
Name: Longsword -- Melee -- 1H -- Attack Bonus: +2 -- Damage: 2 -- Edged, Pointed; Parrying -- Range: Arm's Length -- Weight: 2, Heavy -- Where: in hand

Name: Knife -- Melee -- 1H -- Attack Bonus: +1 -- Damage: 1 -- Pointed (I'd like it to have an edge as well) -- Range: Arm's Length -- Weight: 0.5, Light -- Where: at belt

A r m o r
Body -- Name: Studded Leather -- Armor Rating: 3, Normal -- Weight: 1

 

E q u i p m e n t -- o t h e r
 

C o n s u m a b l e s
Water: d10 -- Food: 0 -- Fish: 0 -- Meat: 0 -- Vegetables: 0

Ammo: 0 -- Torches: 0 -- Iron: 0 -- Leather: 0 -- Wood: 0

C o i n s
Copper: 0 -- Silver: 2 -- Gold: 0

M o u n t
 

A p p e a r a n c e
 

P e r s o n a l i t y
 

A d v e n t u r e -- C o n n e c t i o n
 

B a c k s t o r y
 

N o t e s
 

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  #13  
Old Sep 18th, 2023, 08:49 AM
Thebardstale Thebardstale is offline
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Evelyne
Kin Profession Age
Half-Elf Sorcerer Adult (37)
Pride Dark Secret
I have I have studied death and the undead for centuries. I feel more comfortable around the dead (or undead) than other people.

Attribute Rating Damage Skills
Strength 3 0 Might 0 Endurance 0 Melee 1 Crafting 2
Agility 3 0 Stealth 1 Sleight of Hand 0 Move 0 Marksmanship 0
Wits 5 0 Scouting 0 Lore 3 Survival 1 Insight 1
Empathy 3 0 Manipulation 0 Performance 0 Healing 1 Animal Handling 0
Other Stats
Experience 0
Willpower 0
Reputation 0
Max Weight 6
Consumables
Food d6
Water d8
Arrows -
Torches -
Currency
Copper 2
Silver 0
Gold 0
Other -
Conditions
You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. Being SLEEPY has several effects: ✥ You cannot recover Wits, except through magic. If your Wits are Broken while SLEEPY, you must sleep for at least one Quarter Day to get back up again. ✥ You take 1 point of damage to your Wits each day. If this damage breaks your Wits, you collapse and sleep for at least one Quarter Day. ✥ As soon as you have slept for at least a Quarter Day, you are no longer SLEEPY, and you can recover Wits normally.Sleepy
You must drink a ration of water at least once per day. After a day without water, you become THIRSTY. Being THIRSTY has several effects: ✥ You cannot recover any attributes, except through magic. If you are Broken, you need to drink water to get back up again. ✥ You take 1 point of damage to both Strength and Agility every day. If either of your Strength or Agility are Broken while THIRSTY, you die after another day without water. ✥ As soon as you drink, you are no longer THIRSTY, and you can recover your attributes normally.Thirsty
You must eat a ration of food at least once every day. After a day without food, you become HUNGRY. Being HUNGRY has several effects: ✥ You cannot recover Strength, except through magic, but you can recover other attributes. ✥ You suffer 1 point of damage to Strength per week. If Strength is Broken while HUNGRY, you die after another week without food. ✥ As soon as you have eaten, you are no longer HUNGRY, and you can recover Strength normally.Hungry
When the cold is bitter and you don’t have enough shelter, you have to roll ENDURANCE regularly. The colder it is, the more frequently you need to roll. A chilly fall day requires a roll per day; in the depth of winter, you might have to roll once every hour. Extra protection, like a blanket, can give you Gear Dice to roll. If you fail your roll, you become COLD. Being COLD has several effects: ✥ You immediately take 1 point of damage to both your Strength and Wits – as the cold seeps into your body and makes the blood run slower to your brain, you are unable to think clearly. ✥ You can even hallucinate, causing you to act irrationally – details are up to the GM to decide. Some say that when you are close to freezing to death, you feel a strong burning sensation that can make you tear your clothes off. ✥ You must keep rolling ENDURANCE at the same interval, and with the same effect if you fail. If your Strength is Broken while you are COLD, you die the next time you have to roll. ✥ You cannot recover Strength or Wits. Only after you have warmed up again, if only by a campfire, are you able to recover those attributes.Cold
Injuries
-
-
-
-
Weapon Bonus Damage Range Weight Features
Knife +1 1 Arm 0.5 1H, Light, Pointed
-     
Armor Rating Body Part Weight Features
-    
-    
Items (Weight, Quantity, etc.)
Tunic
Backpack
Sleeping Furs
Oil Lamp; Lamp Oil; Flint & Steel
Parchment; Ink & Quill
Needle & Thread
Talents Rank
Every time you spend one or more Willpower Points to activate a talent or cast a spell, the first WP count as two.Psychic Power 1
You can cast rank 1 and rank 2 spells from the Death Magic discipline.Path of Death 2
With a successful CRAFTING roll, you can turn up to D6 units of WOOL into CLOTH.Tailor 1
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Profile
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Evelyne remembers little from before the cave. She remembers she was travelling with her master when the orcs captured them, but his face is but a blur in her mind. Then the orcs threw her broken self down into the cave when she could no longer do any slave labor and they discarded her like so much waste; bit it's been a while since they threw anyone or anything else into the cave, they too are but a blur now. Then time passed and she didn't die in the cave so she managed to pick herself back up and keep going. However, there was no way out of the cave so all Evelyne could do was to keep studying; although without her master she had to figure everything out on her own and that wasn't easy, but there was a lot of time to make up for that drawback. Now the results of all the time spent researching are showing themselves, but she knows there is little else she can learn on her own.

The half-elf looks quite young still, like she's in her mid thirties, and she looks healthy as well. However, her skin looks awfully pale and her hair is white as snow, which makes her blue eyes stand out even more. She wears a simple tight-fitting black tunic that looks like it was made with pieces of other clothing items sewn together; it's hard to say if that was designed on purpose or if the original tunic was simply patched a few times too many.

Relationships
(Entries subject to change)
✥ Place holder 1
✥ Place holder 2
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  #14  
Old Nov 2nd, 2023, 07:49 PM
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PapaHuck PapaHuck is offline
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Phineas Taylor

Human Peddler

Age: 32 (Adult)

Pride: There is no circumstance that I can’t turn to my advantage.

Dark Secret: I made a deal with a demon to escape justice by being transported to the Forbidden Lands. I not only owe the fiend my immortal soul upon death (as long as said fiend does not cause my death, of course – standard exception), but am compelled to provide some as-of-yet unspecified favor to this fiend, at its convenience, or have my soul immediately forfeit.

Relationships:

Azizella has claim to his immortal soul upon death, and right to one favor.
Others: TBD with GM

Reputation: 1

Attributes

Strength: 2
Agility: 2
Wits: 4
Empathy: 6

Skills

Manipulation: 3 (9)
Insight: 3 (7)
Lore: 1 (5)
Performance: 1 (7)
Healing: 1 (7)
Move: 1 (3)

Talents

Adaptive
Path of Gold (1)
Pack Rat (1)
Fearless (1)

Gear:


Knife (Light)
Sleeping Fur (Normal)
Lantern (Light)
Lamp Oil (Light)
Silver:7
Food: D8
Water: D8

Encumbrance: 4.5/6

Prelude to a Humbug


Just bad luck. That’s what it comes down to.

Unused to physical exertion, Phineas Taylor’s heart felt near to bursting in his chest as he threw himself against the door and dropped down the bar. His peddler’s eyes couldn’t help but note the fine craftsmanship of the portal, despite the mortal danger he was in. Tersian Oak, I believe?

His mind was quickly drawn to the present, as he could hear Haggar’s men knocking on doors and roughly searching the other houses in the tiny village. Damn! It won’t be long until they’re at the door now. Think, Phineas!

He cast his eyes about the room. Clearly the owner is somewhat prosperous. Well made cookpot. Wool rather than straw mattress. Surprisingly luxurious leather armchair. But nothing that will help me out of this fix . . .

BANG, BANG! "Open up, thief! We know you’re in there!" But do they know, really? Phineas holds his breath and does his best to be silent.

"You two, get this door open!" THUD, THUD! Damn. Axes.

Well, doing nothing will clearly get me nothing.
Phineas clears his throat. "Oh, gentlemen, excuse me. Did you knock earlier? I didn’t hear. And is that Toric the Furious I hear out there? I always liked you, you know, Toric. Struck me as such a . . . clever fellow.

Listen, friends. There’s no need for rash deeds. We all know Haggar has a price on my head. No need to belabor that point. But what a waste, what a waste – all that treasure lost forever!"
THUD . . .THUD. Is that a slowing of the axes? Dare I to hope?

"Yes, not only Haggar’s chest do I have buried away, but a great deal more, besides. And none but I know the placing of it." In truth, Phineas had long since spent Haggar’s hoard, and had none but the few silvers in his pocket. But, why trifle with details?

"Don’t listen to him, you fools! He lies!"

"You wound me, Toric. But I can be a bigger man. All I’m saying is this, friends: does it have to be exactly my head that you bring back to Haggar? Why, this very morning, I passed by a dirt farmer just outside of town that had more than a passing resemblance to me. Wouldn’t his head serve just as well. I truly doubt he’s using it much anyway.

And then I would be alive, and able to tell you noble sirs the location of all of my buried gold!"


"Oh, I’ll do more than wound you thief! It’s a tempting offer, but I think I’ll just take your head instead, this time. Fire!"

The door was holding up remarkably well to the axe blows, but now Phineas could catch the sickening smell of thatch starting to catch flame. He’d always been good at talking. Trouble was, Haggar’s men just weren’t in a talking mood, that’s all.

Could this really be it? Like many a man before him in this sort of situation, Phineas felt the powerful compulsion to self-bargain. "Gods above and below! I would do anything, anything to get out of this!" Shadows danced across the room from the play of the fire in the roof. The air began to fill with thatch smoke. And something else. Is that the smell of a fine cigar? Do I go mad?

"Hmm. I find surprisingly few people can live up to promises like that. Anything is such a broad claim."

The oversized chair before the fireplace swiveled around to reveal a figure casually smoking a cigar, as if perfectly at ease amidst the bedlam. The voice was husky and mocking. The form of the speaker was concealed in smoke. But was it female?

"What the hell?" This room was empty!

"Yes, quite. Listen, Phineas Taylor. We, or rather, you don’t have much time." THUD, THUD! "You can live today. But you must agree to my terms, quickly!"

The figure placed a contract and writing quill out on a low table. The desperate peddler picked up the parchment and began to scan. I’ve always been a very fast reader.

"Hmm. The terms are insufficient."

"Oh really?"

"Yes. Materially. I will require to be transported to a land with ample opportunity for financial gain. Preferably one in which I am entirely unknown."

The seated figure makes a lazy gesture with their hand, and the contract is altered.

"And I shall require a well-tempered riding horse."

The head is shaken “no”.

"Very well, then I shall require a warm fleece. And . . . a knife!" Why did I include that? I never carry a weapon. Maybe that’s my problem. . . .

The seated figure makes a small shrug, and the minor alterations appear on the parchment. Splinters of wood from the yielding door fly across the room and strike Phineas in the back. Without another hesitation, he grabs up the writing quill and makes his mark with a flourish.

The fireplace in the little house suddenly bursts to life, and strange waves of crimson light begin to swell out of its opening.

"Very good. Now just walk into the fireplace, and you will be saved." The figure rolls the contract up and turns the chair around.

Phineas balls up his fists and summons his courage. Taking his hat in his hand to prevent losing or soiling it, the saved damned merchant yells at the top of his lungs as he plunges headlong into the fire.
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  #15  
Old Aug 12th, 2024, 03:48 PM
Cap Ut Cap Ut is offline
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Posts: 1,626
Name: Brunhilt
Kin: Orc
Profession: Fighter
Age: Young

ATTRIBUTES & SKILLS
Strength: 6 (Might__ Endurance__ Melee 3_ Crafting__)
Agility: 3 (Stealth__ Sleight of Hand__ Move 3_ Marksmanship__)
Wits: 4 (Scouting 1_ Lore__ Survival__ Insight 1_)
Empathy: 2 (Manipulation__ Performance__ Healing__ Animal Handling__)

CONDITIONS
Sleepless__ Thirsty__ Hungry__ Cold__

TALENTS
Unbreakable
Path of the Blade 1
Fearless 1

WILLPOWER: 0
REPUTATION: 0
PRIDE: I have been made into a most mighty warrior by a most excellent mentor.
DARK SECRET: I need to show valor and heroism at every opportunity, because I feel that only this way will people truly accept me.

WEAPONS
Broadsword - Bonus +2 - Damage 2 - Range Arm - Features: Edged, Pointed, Parrying

ARMOR
Studded Leather - Rating 3
Studded Leather Cap - Rating 1

EQUIPMENT
Carrying Capacity: 6.5/12
Broadsword [1]
Food [1]
Knapsack
Room for six. Gear Bonus +2 to Making Camp during journeys.Large Tent [2]
Studded Leather [1]
Studded Leather Cap [0.5]
Water [1]
Waterskin

CONSUMABLES
Food d8_ Water d6_ Arrows__ Torches__
Gold 0_ Silver 0_ Copper 0_



BACKGROUND: It was a particularly ghastly and gloomy night, yet hazy and distant in those faint memories from her infancy, when she reached the woody edge of Kiersap. She was found the following morning, unscathed, spared by the Blood Mist, shielded by what remained of her guardian.
She was an orc child, but the village orcs wanted nothing to do with this small stranger from an unknown clan, believing she was unharmed because she was cursed, and such rejection, from her own kind, didn't alleviate the suspicions of many others. Thus, she was taken under the care of a compassionate human priestess, who saw it fit to celebrate the miracle of her life by naming her after a legendary hero, Brunhilt.
Over time, the good-natured and spirited kid won over also the priestess' brother, a knowledgeable warrior devoted to their family's old military tradition: he saw in her strength and heart, and as soon as she was ready, he took it upon himself to nurture that interest and that aptitude in the art of combat she so precociously manifested, teaching and training her to the best of his ability.
Years later, she's now one of the best fighters of the village, despite her young age, and the utmost pride of her mentor. Nevertheless, she's still the Child of the Mist in the mind of many, as if there was nothing she could do to wash that night away. Nothing within the boundaries of a peaceful Kiersap, perhaps, but the world has suddenly become larger with the retreat of the Mist: ready or not in the eyes of those who raised her, she'll follow the example of those first brave new adventurers and set out to prove to everyone and herself that she has the makings of a great hero.

Last edited by Cap Ut; Sep 10th, 2024 at 05:44 AM. Reason: Swapped Spyglass for Large Tent
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