Char Gen January

Be sure to read and follow the guidelines for our forums.

load previous
Jan 11, 2025 7:13 pm
#9: Epyllion
https://i.imgur.com/psTV23M.png
The Warrior
YOU ARE NOBLE and strong. Dragonia is your home and you fight to defend it. You are an inspiration to your fellow dragons, but don’t try to take on too much by yourself. Your friends are strong and capable; give them a chance and they will surprise you.

Name: Vera
Colors: Purple, Yellow, and Black
Look: sleek, elegant-bodied with shiny black and purple scales, a narrow head with a long snout, curling horns, feathered crest running down her neck, whip tail, sharp dark claws

Stats
Charm +0 | Courage +2 | Cunning -1
Virtue: Daring

House & Obligation
BRYNBAK, The House of Steel
Destroy an unnatural menace born of Darkness.

Warrior Moves
SCALES OF HONOR: You have dedicated your life to the betterment of Dragonia. Choose one boon:
A mark of lunar authority; take +1 ongoing to call upon the Moons.
A voice that penetrates the Darkness; take +1 ongoing to act despite danger in the face of the Darkness.
A lineage that commands respect; take +1 Charm (max +3).
An heirloom from the War of Shadow; take +1 ongoing to stand up to an older dragon.
A large and valuable hoard; take +1 ongoing to give into the Darkness.

Mark a Shadow each time you conceal or hide one or more of your boons.

Signature Move Advancement: Mark a new boon. Tell the DM which of your adventures has earned you such an honor.


AND CHOOSE ONE MORE

BATTLE PLAN: When you face an enemy in combat, roll +Courage. On a hit, you can ask the DM questions. Whenever you act on one of the DM’s answers, take +1.
On a 10+, ask 2. On a 7–9, ask 1:
• Which enemy is most vulnerable to me?
• What’s my enemy’s true position?
• Which enemy is the biggest threat?
• What’s my enemy’s mission or objective?
On a miss, they catch you off guard. Take a -1 ongoing until you can assert your dominance or rally your allies.

DRAGONHEART: You are a true friend to your Clutchmates; you may give Gems to characters that act according to either of your virtues (Daring or Humor).

ALL FIRED UP: Once per session, you can return a Friendship Gem to act despite danger with a 10+.

LIES DO NOT BECOME US: When you speak frankly with a character, you can ask their player a question from the list below. If they answer it truthfully, they may then ask you a question from the list. You must answer truthfully.
• Whom do you really serve?
• What do you most desire?
• What do you most regret?
• Who have you truly wronged?
Shadow Track
THE SHADOW TRACK represents how much hold the Darkness has on your dragon.
ANGER
• Lash out at a friend.
• Break something valuable
• Escalate a delicate situation

SHAME
• Blame a friend for your mistakes
• Mock or belittle someone vulnerable
• Seek isolation or solitude
Doubt
• Question a friend’s loyalty
• Steal something valuable
• Reject a tradition of Dragonia

FEAR
• Hide something from your friends
• Avoid a difficult task
• Exaggerate the danger of the situation
You can mark Shadows in any order. When you mark a Shadow, you must take the action associated with the Shadow. When you mark the last Shadow, you lose yourself to the Darkness and become your Shadowself. While you are lost to the Darkness, do not mark any further Shadows, even if a move asks you to do so.

Shadowself YOU ARE UNSTOPPABLE, a hurricane whose might will singlehandedly shatter the Darkness. Dragonia must be protected and no one else is strong enough to help you. Make sure the clutch knows you are the only one who can save Dragonia. You are The Warrior. Return from your Shadowself when a friend convinces you to ask your Clutch for help.

Fellowship
__ has recently joined your Clutch and you are training them in the art of capital politics. Take a Gem from them.
__ has stood by your side in a fight against a monster of the Darkness. Explain how they exemplified your virtue. Give them a Gem.
__ was there when you were most vulnerable. Give them a Gem.

Adult Advancement
THERE ARE FIVE AGES of a dragon lifespan. Each time your XP track fills, select an advancement from the list and erase your XP track. When you have taken all three advancements, you grow into your next age.
As you grow your connection to the Moons changes and shifts. Every time you take an Adult advancement, cross off one moon. You can no longer call on that moon for strength.

Raw Scaled Drake Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

Winged Drake Moons +0
take another move from your playbook
take +1 to any stat (max +3)
advance your signature move

Long-Toothed Dragon Moons +1
take another move from another playbook
take +1 to any stat (max +3)
advance your signature move

Bearded Dragon Moons +2
take a ritual of your House
advance your signature move

Elder Dragon Moons +3
your House dedicates a stronghold to you
retire your character; arise as a Mystic or Ancient
Jan 12, 2025 7:26 am
#10: Coyote & Crow
https://i.imgur.com/qqpEb4q.png
Character Information
Name: Anka Skywatcher
Age: 32
Archetype: Seeker (Explorer, Adventurer, and Knowledge Seeker)
Path of the Falcon
Motivation: Curiosity

Short Term Goals:
Uncover an Ancient Artifact: Anka is eager to find a significant piece of lost history. She’ll focus her efforts on exploring ruins or sacred sites to recover an artifact that might bridge past and present knowledge.
Benefit: Gain a rank in the Lore skill upon completion.
Strengthen Her Connection to the Spirit World: Anka wants to deepen her understanding of her Spirit World Connection Gift by seeking guidance from a spirit or shaman.
Benefit: Gain a rank in Survival or Ritual skill.


Long Term Goals: Decipher the Star Glyphs and Their Meaning: Anka’s recurring dreams of the void and her fascination with the stars drive her to uncover the meaning behind an ancient set of glyphs she believes are tied to her visions. She suspects this knowledge could reshape her understanding of the balance between science and magic.
Benefit: Gain a new Gift (custom: Starbound Wisdom) upon completion.


Background: Born into a thriving Sky Lodge community nestled in the towering forests of the Pacific Northwest, Anka grew up surrounded by tales of the old world and the wisdom of the stars. Fascinated by the blending of magic and technology, she became a Seeker, traveling across Makasing to uncover lost knowledge and bridge the gaps between ancient wisdom and new innovations.

Gifts & Burdens
Spirit World Connection (Level 2 Gift) Anka is finely attuned to the spirit world, able to sense and interact with spirits during her travels. This connection aids her when navigating ancient ruins or interpreting omens.
Effect: -2 to Success Numbers (SN) when interacting with spirits or deciphering spiritual phenomena.
Animal Connection (Level 1 Gift) Anka has a natural affinity for birds and other forest creatures, often using their behavior to predict weather or danger.
Effect: -1 SN for social interactions with animals.
Companion: Skyhawk (Level 1 Gift) Anka has a trained skyhawk named Sora, who assists her in scouting and delivering small items.
Effect: Sora provides minor assistance, such as scouting ahead or retrieving lightweight objects.
Echo of the Void (Level 2 Burden) Anka’s recurring dreams of emptiness between the stars often leave her shaken and questioning her purpose.
Effect: +2 SN on Will checks when facing uncertainty or supernatural fear.

Stats
STRAGIEND
243

INTPERWIS
564

SPICHAWLL
323
PDBodyBody (Cur)
799

MDMindMind (Cur)
101515

SDSoulSoul (Cur)
577
Legendary Ranks:
Initiative Score: 12
Abilities: Hawk's Eye - Activation: Secondary Action, 1 point of Soul, Dice Check: None
States & Effects:
Skills
General SkillsStatRankTotal
Art314
Athletics325
Ceremony*426
Charm617
Coercion33
Computers516
Cooking55
Crafting617
Cybernetics*5-
Deception33
Farming55
Herbalism*617
Husbandry415
Investigation639
General SkillsStatRankTotal
Knowledge527
Language*6-
Medicine*5-
Melee Weapons33
Music617
Performance314
Piloting55
Ranged Weapons628
Science*617
Skulduggery66
Stealth415
Survival437
Tracking628
Unarmed Combat55
Specialized SkillsStatRankTotal
First Impressions (Charm)628
Soul Concoctions (Herbalism)628
Folklore (Knowledge)538
Belongings
Enhanced Clothing 1 (+1 PD vs Environmental Damage)
Adornments (Choker, Bracelets)
Niisi
Ceremonial Kit
Herbalism Kit
Stabilizers x1
Knife (+1, Concealed)
Recurve Bow (+2, +1/-1/0)

KCC

Jan 12, 2025 10:25 am
#12: R’lyehwatchhttps://i.imgur.com/6u6oDrf.jpeg
Name: Eddie Van Buren

"Hey, I’m Eddie Van Buren. I’m an agile veteran, with a pretty sweet speedboat. People tell me I’m brash sometimes. It a little thing called ‘getting results!’ Sorry, not sorry!"

Chief Stat: Agile - Agile characters are often dexterous, quick or stealthy.

Role: The Veteran - You’ve served as lifeguard longer than anyone, and people know they can count on you. You’re a hero, a legend, but you might have to prove you’ve still got it.

Perk: Speed Boat - A souped-up bay boat that can reach 65 mph. Cup-holder and cooler included.

Quirks: Brash - We’ll cover more ground in this abandoned asylum if we split up!

Slow Motion - The monstrous influence of elder gods bends time in dramatic ways. When you take advantage of that, narrate how you look amazing as time slows.

Luck: 3
Grit: 3
Last edited January 12, 2025 12:12 pm
Jan 12, 2025 12:51 pm
I'd totally never be able to do this, but just want to say it's turning out to be a beautiful showcase of different character and systems for everyone who's interested in trying new games :D

Well done guys !

PS: could eventually make them work with [charsheet=] later and add to the public repository (maybe in february xD)
Jan 12, 2025 3:50 pm
I might be putting more into the layout than into character generation. I'm weird that way.

...and I now want to play some of these characters very badly.
Jan 12, 2025 4:40 pm
#11: Here There Be Monsters
https://i.imgur.com/m4aA5VV.png
Character Information
Name: Jinx
Background(s): Drag Queen, Changeling, Witch

HAVE: stage paraphernalia, translucent dragonfly wings, familiar, broom, witch stuff, fae artifact
BE: shiny, graceful
DO: fly, dance, sing
MAGIC: EMOTION SPARKS (witchcraft), SKIN (fae touched glamour)
WANT: to fit into both realms, to show them all my true self
NEED: accept myself

Group/Organization Name: Haven

Traits. You...
1. are a secret outside the underworld.
2. are close-knit.
3. are already targeted by some faction.

Group NPCs
1. Alyx, a flirty kung fu wizard who loves taking psychedelics.
2. Luz, a shy medium who tends to the spirits of lost birds.
3. J. Muppet, the mysterious benefactor. The closest you have to a ‘boss’.

Features
Haven is a trailer park. Each individual trailer has a door inside that can only be opened by members of the group and leads to the actual Haven which exists in its own pocket dimension. Everyone enters in an area called "The Mezzanine", an intermediary location between all the other areas of the Haven.
Locations include a cluttered library, steampunk lab, gothic ready room/monitoring station, kitchy gaming lounge, organic bar, retro kitchen/food, alien garden.

Jan 13, 2025 2:12 am
#12: Star Wars: Edge of the Empire
https://i.imgur.com/J7oDgts.jpeg
Character
Name: Tess Kalar
Species: Twi'lek
Career: Smuggler
Gender: Female
Age: 26
Height: 5' 8" (173 cm)
Build: Lean and athletic, with a toned physique
Hair: Light blue lekku (head-tails) adorned with subtle, intricate tattoos
Eyes: Golden with a soft, piercing intensity
Notable Features:
- Faint scar above her left eyebrow from a bar fight gone wrong.
- A small tattoo on her wrist of a stylized starship, representing her first successful smuggling run.
- Her lekku tattoos shimmer faintly under certain lighting, giving her an almost ethereal appearance.

Characteristics
BRAWNAGILITYINTELLECTCUNNINGWILLPOWERPRESENCE
232223


Skills
General SkillsCareerRank
Astrogation (Int)X1
Athletics (Br)
Charm (Pr)1
Coercion (Will)
Computers (Int)
Cool (Pr)X1
Coordination (Ag)
Deception (Cun)
Discipline (Will)
Leadership (Pr)
Mechanics (Int)1
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Piloting - Planetary (Ag)1
Piloting - Space (Ag)X1
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will)
Combat SkillsCareerRank
Brawl (Br)
Gunnery (Ag)X1
Melee (Br)
Ranged - Light (Ag)
Ranged - Heavy (Ag)


Knowledge SkillsCareerRank
Core Worlds (Int)
Education (Int)
Lore (Int)
Outer Rim (Int)
Underworld (Int)
Xenology (Int)
Other:


Custom SkillsCareerRank
Talents and Special Abilities
NamePageAbility Summary
Galaxy Mapper (5 XP)Reduce the time and difficulty of astrogation checks.
Skilled Jockey (5 XP)
Remove a setback die from Piloting checks.

Motivations
Primary Motivation: Ambition - Freedom Tess values her independence above all else. She despises being tied down, whether by debts, governments, or relationships that limit her freedom. The thrill of flying through uncharted space and making her own choices is what keeps her going.
Secondary Motivation: Cause - Anti-Authority Tess has a natural distrust of large organizations, especially the Empire and crime syndicates. She often takes jobs that involve undermining such powers, even if it puts her in danger.
Secondary Motivation: Ambition Wealth Though she loves freedom, Tess understands that credits open doors. She’s driven to secure financial stability, not for luxury, but to ensure she’s never at anyone’s mercy again.
Secondary Motivation: Connection - Crew Loyalty Tess views her crew and companions as her chosen family. While she may act self-reliant, she’s deeply loyal and will risk everything to protect those she considers part of her "pack," including Grax.
Secondary Motivation: Thrill-Seeking Tess lives for the adrenaline rush of danger. High-speed chases, smuggling runs through Imperial blockades, and risky bets in seedy cantinas make her feel alive.

Obligations
Criminal (10 Obligation): Tess is wanted by the Empire for smuggling and evading capture during a high-profile job. Her record makes every encounter with Imperial forces a potential disaster.
Addiction (Gambling) (5 Obligation): Tess struggles with a gambling addiction, constantly chasing her next big win. This habit has led to financial trouble and put her in dangerous situations.
Favor (5 Obligation): Tess owes a major favor to a powerful figure, such as a Hutt crime lord, a legendary smuggler, or a Rebel leader. This person could call in the favor at any time, potentially derailing her plans.

Weapons
WeaponSkillDamageRangeCritSpecial
Blaster Pistol6Medium3None


Equipment
Blaster Pistol
Flight Suit
Utility Belt
Comlink (Handheld)

KCC

Jan 13, 2025 5:34 am
#13: Dark Streets and Darker Secretshttps://i.imgur.com/z2kKisA.jpeg
Name: Liam Flint
Concept: Street Punk Firestarter

Attributes:
Physique: 13
Agility: 10
Intellect: 7
Willpower: 10
Vitality: 15
Sanity: 7
Luck: 3


Prime Attributes: Physique & Agility.

Archtype: The Tough - You are the strongest and most resilient person you know. Well, at least thats what you want everyone to believe. You take pride in your physical prowess and usually prefer melee combat over ranged weapons. You may say it is because of some honor code, but the truth is you're just much better with your fists or a baseball bat than with a rifle.

The Tough is a character focused on physical strength and constitution. They are excellent combatants and soldiers, being able to sustain punishment strong enough to bring down many others. They excel in close combat, physical effort, and rapid recovery, making them ideal warriors and defenders of any adventuring party.

Recovery Roll: 1d6+2

Special Abilities:
Too Tough to Die: Once per adventure, upon reaching 0 Vitality, The Tough immediately regains 1d6+Level Vitality points. This represents the character's strong resilience and unfaltering determination. This Archetype also gets an extra Vitality point per Level (effectively giving them 2 additional points per Level).

Feel the Pain: No one strikes as hard as The Tough. All melee damage inflicted by the character is increased by 1 (so if the weapon's normal damage is 1d6, The Tough would cause 1d6+1 points of damage when using that weapon).

I Can Take Em: The Tough knows how to take advantage of their superior combat prowess. The character can automatically inflict 1d6 points of damage to any Opponent in close range for each Level they have above the highest HD Opponent in close distance of them.

That’s my Favorite: The Tough chooses one particular type of melee weapon as their favorite. When using weapons of that type, the character rolls a Positive Die when attacking.

Complication: Enemies with a mob boss. I got one the wrong side of the Green Knife Crew. Fire-bombed a couple of their shipments and they haven’t forgotten about it.

Gear:
Baseball Bat,
Iron Knuckles,
Gasoline,
A Light,
Bone Knife.

KCC

Jan 13, 2025 12:03 pm
#14: Koriko - A Magical Yearhttps://i.imgur.com/eiwk4J8.jpegFrom this day forth,
I shall be called a wanderer,
Leaving on a journey,
Thus among the early showers…

My name is Robin. I'm a sixteen-year-old witch-in-training, and when you first see me you'll probably notice my piercing stare, chewed lip and fiery red hair. I wear a grey sweater and a tall pointy, black hat and carry an old, metal lantern with me pretty much everywhere.

You’ll probably also notice my familiar, Whisper. They’re the hot-headed, ginger cat that never leaves my side. Our bond is so strong that we can even talk to each other - though you probably won’t understand us!

Most folks from my village would say I’m dull, I think. The people close to me make it clear that I should always be honest. As for me, I think I’m modest and I’d really like to be more helpful.
I’m writing this from Rosehall, the quiet little village I’ve lived in all my life. I live here with Yarrow, the village witch. She’s our leader.

People in the village say she’s stern, but she can actually be forgiving when it’s just us. Since I decided to become a witch they’ve acted as my mentor, teaching me the basics of the old ways.

We’ve learned a lot together, but now it’s time for me to put it into practice on my own, far from their guiding hand.

Me and my familiar will be leaving on the next full moon, just two days from now, to spend a year away. I hope to hone my magic into something special, but also want to prove that my mentor, Yarrow, made the right choice.

When I dream about my new home, I wake up with lingering memories of droning voices chanting scripture and a spire of silver and glass piercing the sky
Jan 13, 2025 2:46 pm
#13: Pokémon Cortex
https://i.imgur.com/oBSgA1E.png
Character
Name: Kai
Gender: Male
Description:Kai is muscular and fit and keeps himself in good shape. His dark hair is worn in "Pokemon Trainer" style, and he is energetic and loud.


Distinctions
d8 Background: Black Belt from Viridian City - Kai grew up training in a martial arts dojo with his father. This instilled in him a strong sense of discipline and a deep respect for tradition. He prefers a hands-on approach to problem-solving and is quick to resort to physical force when necessary.
SFX: Hinder: Gain 1 PP when you switch this Distinction's d8 for a d4.

d8 Motivation: Prove Himself as the Strongest Trainer - Kai wants to prove himself as the strongest Pokémon trainer in the world. He's driven by a desire to be the best and to test his limits. This ambition can sometimes make him reckless, as he is willing to take on any challenge, no matter how dangerous.
SFX: Hinder: Gain 1 PP when you switch this Distinction's d8 for a d4.

d8 Talent: Aura Sensitivity - Kai can sense the auras of living things, including Pokémon. This allows him to anticipate their movements and react accordingly. He can also use this ability to sense the emotions of others, which can be useful in social situations.
SFX: Hinder: Gain 1 PP when you switch this Distinction's d8 for a d4.
SFX: Aura Sensitivity: Spend 1 PP to step up Supernatural by one step for a roll to sense another creature's emotions or intent.
Signature Assets
d6 Training Weights
d6 First Aid Kit
Bag
3d6


Roles
d10 Trainer
d4 Expert
d6 Influencer
d6 Ranger
d6 Gangster
d8 Supernatural
Specialties
d6Martial Arts (Gangster)
d6Pokemon Training (Trainer)


Values
d6FriendshipReal friends will always have your back.
d6AdventureA little danger makes life more exciting.
d4KnowledgeThere's always something new to learn.
d10DeterminationNever give up, no matter what.
d8GloryVictory is the only thing that matters.
d6Justice Strength should be used to protect the weak.
Relationships
Relationship



Pokemon
d6 Riolu, Nickname: Champ, Type: Fighting
d10 Physical | d6 Special | d8 Status
Ability SFX: Steadfast: When this Pokémon takes mental or emotional stress, step up Physical for one roll.
Signature Move SFX: Force Palm: On a hit, spend 1 PP to step up the target’s Physical stress.

KCC

Jan 14, 2025 3:49 am
#15: Cloud Empresshttps://i.imgur.com/4rn3c8w.jpegName: Hannalore - The Hero of Perrytown

Stats:
Mind: 52
Heart: 36
Strength: 23
Speed: 39

Saves:
Reality: 24
Fear: 28
Body: 64

Age: Old - +20 Mind, -10 Strength. There are no old magicians.

Job: Sellsword - +30 Body. When your nearby friends see you Panic, they must make a Fear Save or Panic too.

Skills: Blades, Street Savvy, Dueling, Drinking.
Sellsword:
Under the buckles, bandoliers, swords, and pistols, Sellswords are disposable things. Violence is a buyer’s market. In the summer, you stand in the square with five other Sellswords.

A patron measures your bicep. An old Farmerling apologetically inquires about your experience killing Imago for an hour, before signing the gun to your right. Next summer, a Lordling hires you with a single gesture, never turning back to make eye contact.

You live in their dwellings, eat their food, chop their wood, and put them at ease, but you are not their kin. You are a tool to them. Their kindness diminishes with their winter food stores, and l you’ve been sent off into the snow one too many times. A full stomach and a warm place to lay down is enough for most Sellswords. Is that enough for you? Do you crave your fortune, or seek to test your prowess?

Ambitious Sellswords grow rich and die young, but the sorriest lot are the old hands. Warriors past their prime bleat in the village streets for supper. They swear up and down they can still swing a sword smarter than fighters half their age. "So you might, so you might," you say, tossing them your last piece of cheese.

What Were You Doing Last?: Freezing on a mountainside.

Gear: Fur-lined battle casing (5 AP), a folding utility shovel, climbing cleats, 50 ft of climbing rope, frostbite (start with 3 Damage), a stick of chalk, a sack of onions (4 servings). Spells: Throw Flame.
Jan 14, 2025 4:35 am
#14: Star Trek Adventures
https://i.imgur.com/quZ3II2.png
Starfleet Personnel File
Name: Korath Drin
Species: Bajoran
Rank: Lieutenant J.G.
Environment: Homeworld
Upbringing: Starfleet (A)
Assignment: Chief of Security
Traits: Bajorn


Attributes
11Control
10Daring
11Fitness
8Insight
9Presence
7Reason

Disciplines
4Command
4Conn
4Security
2Engineering
1Science
1Medicine

Values
Good leaders get their hands dirty.
You must walk barefoot in the dirt to really understand a world.
The mission comes first.
Push me too far and you'll see my ugly side.

Determination:
Talents
Dauntless
Orb Experience
Mean Right Hook
Untapped Potential

Focuses
Starship Recognition
Astronavigation
Starfleet Protocols
Composure
Hand-to-Hand Combat
Diplomacy

Stress




Injuries


Attacks
5Unarmed Strike
Qualities: Knockdown, Vicious 1, Non-lethal
7Phaser Type-2
Qualities: Charge
Equipment
Uniform
Communicator
Tricorder
Jan 14, 2025 5:15 pm
#15: Spire
https://i.imgur.com/SBaE5oh.png
Bio
Name: Thren Lialith
Class: Lahjan
Durance: Temple Acolyte – Thren served in a secluded temple to the Moon Beneath, learning sacred rituals and the art of spiritual healing.


Skills
Compel
Deceive
Fight
Fix
Investigate
Pursue
Resist
Sneak
Steal


Domains
Academia
Crime
Commerce
High Society
Low Society
Occult
Order
Religion
Technology
Knacks

Abilities
RITE OF RESPITE [Divine] You create a place of stillness and healing.
MOONLIGHT [Divine] Limyé’s light shines forth from you.

Equipment
• Ceremonial robes
• A set of wooden and silver jewelry including bracelets, anklets, earrings and circlets.
L’od Nansan (The Order of Blood) Knife (damage D3, Concealable) and Healer’s kit

Refresh
• Help those who cannot help themselves.

Bonds
Kaelen Morve is an herbalist and lay healer who supports Thren’s revolutionary goals because he believes the Moon Beneath calls for the liberation of the drow people. In return, he seeks protection and guidance from Thren as he secretly provides healing salves and potions to the injured revolutionaries.
• You have a bond with a PC who you’ve helped overcome sickness, injury or
addiction in the past. Say who it was, and what the problem was.

Fallout
Jan 15, 2025 3:52 am
#16: Briar & Bramble
https://i.imgur.com/JNw7tqw.png
The Scout
When there’s wilderness to explore we’ll find you leading the way or in the trees looking ahead for our new home.

Name: Tassy Tumblewhisk
Animal: Dormouse
Character Concept: A timid and resourceful dormouse who serves as the community's lookout.
Backstory: Tassy lived a solitary life before the human encroachment forced him from his home. He is still adjusting to community life and struggles to assert himself. However, his sharp eyes and keen senses make him a valuable asset as a scout.


Stats
FierceReflexSenseSocialHarm (6)
+0+2+1-10



Moves
Vantage Point
When you find yourself at an elevated position that allows you to survey the surrounding area, you can ask the Narrator "What points of interest can I see from up here?"
Finder of Food
When you attempt to find food for your Community, roll +Sense.
On a 10+, you manage to find more than enough food for Everyone. Each member of your Community gains a +1 forward.
On a 7-9, you will be able to find enough food for everyone, if you allow the Narrator to make a move.
Shelter Seeker
When you attempt to find a temporary shelter for your Community, roll +Sense.
On a 10+, you manage to find a temporary shelter for your Community.
On a 7-9, the shelter you find is currently occupied but there is room for more here.
Danger Sense
When you make the "Lay of the Land" basic move, you have the option to ask "What is the biggest threat to our Community here?"
Superior Senses
Whenever you roll the Lay of the Land basic move, you can always ask +1 question.
Wayfinder
When you discover a new Environment declare what this Environment has in abundance and what predators lurk here.


Defining Moment
My whole life has led up to this moment.
This move must be unlocked during play when you finally locate a place your Community could call home. Tell everyone how far away it is and add it to the map then pick 3 of the following options. Any option you do not pick is not true.
No other Communities currently occupy it.
No other Communities plan on taking this land as their own.
The land is not inherently dangerous.
There is no looming Human threat.
It has space for everyone in your community.


Community Tag
Curious: This Community is intrigued by the unknown.
Move: Investigate something interesting.
Related NPC: Cinnamon Quickstep, a curious fox who has to investigate everything.

KCC

Jan 16, 2025 6:52 am
#16: Thousand Year Old Vampirehttps://i.imgur.com/zxJRQpn.jpegMemories:

One:
• I am Amalgaid, born in sight of Tara in the 6th Century of Our Lord. I serve Cormac Ulfada, the High King of Ireland.



Two:
• Cormac gifts unto me a horse on the day I pledge my family to his service. The beast is both gentle and obedient.



Three:
• Having worked our small parcel of land in preparation, my father and I lay the first stones of what would become my family’s home. Being so far away from his own lands hangs over the man’s head.



Four:
• My wife insists I try on my arms and armor the night before I ride away to battle. Seeing their quality eases her fears regarding my return.



Five:
• Our forces are routed from the fight As I lay wounded, a dark creature slips onto the field and feeds on those too feeble to put up a fight. I don’t know why the grotesque, miserable creature spared me. It fed, but I did not die. I changed, and became something like it. Or perhaps how it had once been…



Skills:
• Fighting
• Riding
• Diplomacy

Resources:
• My humble family home.
• My horse, on which I ride to battle.
• My arms and armor, which have seen much use.

Characters:
• Cormac Ulfada: My Lord and the High King of Ireland. A brave and strong man to whom my family owes everything.
• Fiadh: My wife. A beautiful woman who has given me two strong sons.
• Diarmuid: My father. A proud man struggling to settle into our family’s new-found favor with the High King.

Marks:
• Beneath a full moon, I can do nothing to hide my affliction. My eyes are those of a cat’s - glinting and dancing in the darkness!
Last edited January 16, 2025 12:38 pm

KCC

Jan 17, 2025 2:00 am
#17: Teenage Mutant Tunnel Goonshttps://i.imgur.com/Mfbe791.jpegName: Ramsey
Mutation: Chicken (Move +1)
Personality: Athlethic (Muscle +1)
Hobby: Gutter Ball. (Muscle +1)

Hit Points: 10
Mind: 0
Move: +1
Muscle: +2

How I Got Radical: Broke out of the science lab after ingesting strange ooze!

My Master: Infamous Graffiti Artist (Frog) - Paint Marker.

My Human Homie: Rebellious gutter-punk and their (non-mutated) dog!

How I Roll: Skateboards!

My Crib: Out of Order Subway Station - Appropriately covered in spray paint projects.

Weapon: Sports Stick. Roll Muscle to attack.

Inventory:
1. Spray Paint
2. Junk Food - Popcorn
3. Red Bandana
4. Sport’s Stick
5. Ball
6. Second-Hand Leather Jacket
7.
8.
Jan 17, 2025 1:36 pm
#17: The Magical Year of a Teenage Witch
https://i.imgur.com/oKCDDdt.png
Teenage Things
Name: Esme Chauderon

Description: Esme is a skinny, fair-skinned 17-year-old young woman with a dusting of freckles across her delicate features. Her green eyes see more in those around her than even she realizes. She has dyed her shoulder length hair light purple.
Skills
Cooking
Hiking
Keen Observation
Resources
Small Backpack
Roll of Cash to get me started
Magical Charm Bracelet


Witchy Things
Powers
Abilities
Telekinesis
Spells
Recipes
Spellbook Entries


Memories
Fire Memories
(passion, motivation, confrontation)

That time I snapped at Nyssa for trying to make me talk to boys
Nyssa tried to nudge me into talking to a group of boys in the park. When I refused, she teased me mercilessly, and I snapped at her. Our argument, and the later apology I made to her, helped me confront my fear of rejection and realize how deeply it held me back.
Water Memories
(compassion, expression, generosity)

That time I nursed a strange scaled creature back to health
While hiking in the foothills back home, I found a small, injured creature with scales like molten gold and sad, scared eyes, its body trembling with exhaustion. I took it home and fed it drops of honey, giving it a nest of old towels, and sang to it while I rested. In a few days it regained its strength and vanished into the night, leaving behind a single shimmering scale.
Earth Memories
(growth, stability, wisdom)

That time Aunt Cassie gave me my charm bracelet
Aunt Cassie gave me a charm bracelet for my sixth birthday. Every year, she makes another charm, explaining that each one represents a lesson I will learn during my Magical Year. When I wear it I feel a sense of grounding, as if my path is connected to hers through time.
Air Memories
(curiosity, openness, intuition)

That time I discovered a hidden door
While cleaning my tiny studio apartment in the old brownstone, I discovered a door hidden behind peeling wallpaper. It was locked, but it seemed to hum faintly when I uncovered it. Nyssa insisted we leave it alone, but I pressed my ear against it and swore I could hear whispers calling my name. None of my keys unlock it.
Light Memories
(innocence, discovery, empathy)

That time I moved to the big city all by myself
I am Esme Chauderon, the "once per generation" witch from an otherwise typical suburban family. I grew up in the town of Orchard Hollow, but I am starting my Magical Year in an old brownstone in the Rosebriar Heights neighborhood of the oceanside city of Port Sortalis. The witches in my family have come here for generations to experience their Magical Year in a city brimming with ancient history and clashing cultures. A distant relative may still own this building, but I only have access to a small studio apartment on the fourth of five floors. My one, tiny window opens onto a fire escape with a view of a small garden nestled between row houses and the back alley below.
Dark Memories
(mystery, creativity, introspection)

That time I encountered a mysterious stranger
When I was just into my teens, my family visited Standing Stone Park. I remembering seeing a cloaked figure in the distance, watching me. I turned away for just a moment, and when I looked back, they were gone. This happened three times in the park, each time the stranger seemed closer than the last. But I never saw them again, leaving me with more questions than answers.


People
Familiar: Nyssa Sylvienne is a radiant six-inch-tall fairy with shimmering violet and silver butterfly wings, an opalescent sheen to her skin, and cascading lavender hair adorned with tiny flowers. She is flirtatious, brimming with playful confidence and a knack for nudging Esme into exploring the magical and romantic possibilities of life.

Mentor: Aunt Cassie, Cassandra Lee Chauderon. Cassie is the black sheep of the family, an outsider and rebel, but she is well-respected among witches even if she bucks tradition. She has black hair and amber eyes and is strikingly beautiful. She dresses in a cross between witch couture and steampunk princess, with a dash of punk rock rebel thrown in for good measure.

Non-Magical Character: Mateo lives across the hall from Esme. He is tall and lean with tousled dark hair, warm brown eyes, and an easygoing charm. He is kind and helpful and filled with an infectious enthusiasm for life, exploration, and creative endeavors.


Locations
Standing Stone Park is a park in the foothills of the mountains to the east of Port Sortalis. There are many standing stones erected long ago for unknown purposes. It is said to be a place of power.

The Old Tunnels under Port Sortalis are said to cover the entire city and hold unknown secrets. They have fascinated Esme since she heard of them.

The Old Brownstone is Esmes' new home, and owned by someone in her family. The witches of her family have used it for their magical year for generations, and she is certain they share information with each other. If only she knew where to look.

KCC

Jan 18, 2025 1:28 am
#18: Notorioushttps://i.imgur.com/Q6YJuMR.jpegName: Picto Klikk
Species: Lek’Tok

Nomad: The Brute - Your fearsome appearance and intimidating glare hide a feral cunning and fierce dedication to your craft.

Success often lies in relentlessly hunting your quarry, then overpowering them with ferocious attacks and outsized weaponry.

Attributes:
Favor: 0
Notoriety: 0
Motivation: 0

Loadout:
Ranged: Rapid-fire Laser Rifle (+1 Attack Modifier for the first roll. Then +2 Attack Modifier)
Melee: Power Hammer, Natural Strength (+4 Attack Modifier)
Outfit: No helmet, chest bandolier, ill-fitting jumpsuit (+1 Defense)

Origin: Raised on your peaceful home planet, long since lost to the war. They made me this… molded me into this. Now I’ll turn it against them.

Scar: There’s a crescent shape bite mark on your torso, caused by a carnivorous beast. Damned beast didn’t know that he was dancing with death that day!

Trigger: You spent years being paraded as a fighter in the gladiator pits of a mining planet. Years to hone my craft, and turn it on them… when the time is right!

Personality: What do you constantly complain about? - The stench. They all stink! The Ghol, the Valk, Murian and Cherrin! It matters little! I could hunt them down, across a thousand worlds, with my eyes closed!
Last edited January 19, 2025 12:27 am
Jan 18, 2025 7:51 pm
#18: Night's Black Agents
Here's a blank copy with no fields if anyone wants it.
[ +- ] Night's Black Agents
https://i.imgur.com/Nl7oVzM.png
Agent Record Sheet
AGENT
Agent Name: Mara Voss
Drive: Nowhere Else to Go
Professional Role: Wetwork
MOS: Shooting
Patron:
SOURCES OF STABILITY
Symbol: 4 Month Sobriety Token
Solace:
Safety:
TRUST
● 3 - <character name tbd>
Tag-Team Benefits:
Special Weapons Training:
Cherries:
Special Gear:
Other:


HealthStabilityHit Threshhold
44-1 Exposed 0 +1 Full Cover


Skills
ACADEMIC ABILITIESRank
Accounting
Archaeology
Architecture1
Art History
Criminology
Diagnoses
History
Human Terrain1
Languages3



Law
Military Science1
Occult Studies
Research1
Vampirlogy1

INTERPERSONAL ABILITESRank
Bullshit Detector1
Bureaucracy
Cop Talk
Flattery2
Flirting2
High Society
Interrogation2
Intimidation2
Negotiation2
Reassurance
Streetwise3
Tradecraft2

TECHNICAL ABILITIESRank
Astronomy
Chemistry2
Cryptography1
Data Recovery
Electronic Surveillance1
Forensic Pathology
Forgery (untouchable documents ↓ )



Notice2
Outdoor Survival2
Pharmacy
Photography
Traffic Analysis
Urban Survival (familiar cities ↓ )2


GENERAL ABILITIESRank
Athletics6
Conceal6
Cover (identities ↓ )10



Digital Intrusion
Disguise
Driving (additional types ↓ )



Explosive Devices
Filch
Gambling
Hand-to-Hand6
Health4
Infiltration3
Mechanics
Medic
Network (contacts ↓ )15



Piloting (small boat)2
Piloting (light aircraft)
Piloting (additional types ↓ )



Preparedness4
Sense Trouble5
Shooting *MOS*15
Shrink
Stability
Surveillance5
Weapons10


Background
Mara Voss was a legend in the shadows, the kind of operative whispered about in intelligence circles. Precision was her trademark, infiltrating high-security compounds, eliminating high-value targets, and vanishing without a trace. Mara was unstoppable. Her cold professionalism masked a need to prove herself against impossible odds.

After being disavowed by her agency, Mara spiraled into a self-destruction. Untethered from the structure and purpose that once defined her life, the weight of her past actions bore down on her and she was consumed by guilt. Drugs became her escape, dulling the nightmares of faces she couldn’t forget, while reckless sexual encounters filled the void left by a life of calculated isolation.

Mara burned through her savings and pawned her possessions, taking on increasingly dangerous and risky jobs to fund her addiction. Seedy motels and back-alley deals became her new battlefield, and the line between predator and prey blurred when others saw her as broken and exploitable. Her physical health deteriorated, her reflexes dulled, and the once razor-sharp operative became a shadow of herself, teetering on the edge of oblivion.

She likely would have died but for an old teammate who recognized her behind the gaunt face of an addict and bailed her out of a fight she couldn't win in a seedy bar. Mara's journey out of addiction was a grueling battle fought as fiercely as any mission she had undertaken in her prime. The physical toll of withdrawal tested her endurance, while the mental struggle to confront her past and resist old habits pushed her to the brink. Guided by the purpose offered by her teammate, she channeled her rage and regret into relentless discipline, rebuilding the body and mind she had nearly destroyed.

Though the scars of her past linger, they fuel her resolve. Mara fights with unyielding determination, knowing the stakes are higher than ever, that failure isn’t an option, and that no one is there to bail her team out if they should fail.
Last edited January 18, 2025 8:03 pm

KCC

Jan 19, 2025 11:10 am
#19: Trophy Darkhttps://i.imgur.com/TayBNna.jpegName: Ifori

Occupation: Astrologer - Kalduhr stretches the continent. And yet… there is something more above and beyond this great green…

Skills: Darkness, Stars, Symbols, Illusions.

Background: Unmasked Faeborn - Man would see us skitter and slink through the shadows. That may be the lot of some faeborn, but not I.

Drive: Take Cyrus’s place at the Earthen Council - Cyrus the Conjurer. No. Cyrus the Fool. I shall encourage an appreciation of all things you celestial within the council.

Ruin: 2

Rituals:
Writhe - Transform sticks and branches into serpents which follow your command.
Leviathan - Draw forth a creature of the deep.
load next

You do not have permission to post in this thread.