Active Characters:Name = Joe
Gender=Male.
Appearance = Disheveled man with long hair and tattered clothes. Smells like booze.
Attributes:
str = 3
spd = 7
agi = 5
tou = 4
per = 4
will = 3
Skills: Drinking, firing the minigun
Abilities: Magically regenerates on a cellular level from kicking living animals, transferring the cell damage to the target in the process.
Inventory: A minigun that fires Gamma radiation, but pumps some back into the user. wearing three damaged guard uniforms atop each other.
Name: Pantagruel
Gender: Male
Appearance: a small, quite obese individual, he has an alcoholic's complexion and a flushed, very expressive face. He is also completely hairless from head to toe, though you wouldn't know it by looking at him - he always wears a full suit of finery to most occasions, sometimes layered with armor.
Attributes:
Str: 5
Spd: 4
Agi: 4
Tou: 6
Per: 5
Will: 6
Skills: he is quite the avid reader, and can get through books and other manuscripts rather quickly. This also means he is quite well-read.
Abilities: Pantagruel's physical size grows in proportion to his fame. Thus, if he becomes world-famous, he will presumably be very large indeed.
Inventory: a gentleman's walking cane. a pocket full of vertebre, and a handful of bones down his pants.
Name = Renard
Gender = Male
Appearance = He's a reasonable 1.75 meter tall, wiith very short brown hair and a neatly trimmed beard. His eyes are a pale grey. He bears a burn scar over his entire left arm.
Attributes:
str = 3
spd = 6
agi = 6
tou = 4
per = 4
will = 5
Skills:
Sneak thief: Years of living on the street have thought him much about going unnoticed, taking what isn't his and entering where he shouldn't go.
Priest of the nameless god: Renard is a priest of the nameless god, the crooked warden.
Back-alley fighting: Growing up on the streets isn't easy, sometimes things get physical. Easily concealed weapons, dirty tricks, nothing he hasn't done before.
Bard: Renard has extensive knowledge of many musical instruments.
Abilities:
Blessing of the crooked warden: Can attempt to call upon his patron god for magical assistence, be it in the form of concealment from his enemies or a quick paralyzing spell. Does not work in broad daylight, only in relative darkness.
Lockpicking: Really, why do people even bother anymore?
Sleigh of hand: Wether it be slipping poison into someone's coffee, picking their pockets or cheating at cards, if it requires fast hands he's all over it.
Inventory: Lockpicking set, dagger x2 (one concealed up sleeve and one strapped to boot), kukri (worn on the back, concealed by cloak), cloak (covers back, with hood to cover most of head), quality leather gloves, globe of pocket sand x3 (A small ceremic sphere filled with a mixture of fine sand and crushed glass, can safely be carried around but is easily broken by crushing it with your hand), guitar (with carrying case), bow with broken bowstring, quiver with 6 arrows.
Renard had a good life. Emphasis on had. Everything was good in Verrar, there was a certain honour amongst thieves and as a priest of the nameless god he was held in high regards by every disreputable man in the city. He had coin in his pocket and friends at his side, until one night someone finally broke the secret peace. The secret peace between the nobility and the criminals, no nobleman would be robbed and no criminal would be harmed. It worked, until one dense idiot accidentally killed the wife of a general. Troops were mustered, hideouts raided and nooses were tied. Renard barely escaped with his life, but now he was known to the law, and the law reaches far. So he comes to this doomed city, the cursed city filled with dark magicks and the foul undead. He can go back to his old life, all he has to do is save an entire mega-city. No sweat, right?
Female
A little girl, looking five years old or perhaps a little younger. (Being an elf, she is a bit older.) A couple inches past three feet, auburn hair, blue eyes, green robe, matching oversized cap.
Str 1
Spd 3
Agi 4
Tou 2
Per 4
Wil 5
Skills:
Abilities:
Innocence: Angel is immune to seduction and any related abilities. For instance, incubi would be nearly powerless against her. (Assuming they exist.) More usefully, only
less moral opponents will want to hurt her in any but the most dire circumstances.
Witchling: Angel has magical potential. She has yet to properly train this potential, however, and can only consistently cause fairly minor effects. (Not that she can't
try to do more, she's just unlikely to succeed, and likely to exhaust herself and/or be terrified by whatever
"success" she has unleashed.)
Background:
Angel was born in a little village in the boughs of a mighty forest.
Inventory:
Dark Gray Heavy Wool Blanket
Name = Raynen
Gender = Male.
Appearance = Considering he's stuck as a robot, Raynen's body was designed more for function than flash. It's humanoid, roughly 5 and a half feet tall, is more or less completely dull-grey in color, with a rectangular "pack" in the area that a typical person might wear a backpack. Several places bear large "scars", that is, where the original metal was removed/destroyed, and a patch of metal clearly from some other object welded over it. The overall impression is a robot that's been through far more than it's designed to, but extensively repaired using whatever might be on hand at any given time. The facial area is similarly simple design , with a red (and slightly cracked) visor substituting for eyes, and a small speaker a few inches beneath it serving as a mouth.
Attributes:each point in an attribute gives +1 to that type of die roll, starting from a -5 for having 0 points in a stat. average humans have a 4 in all stats.
str = 3
spd = 8
agi = 7
tou = 2
per = 5
will = 5
Skills:
Expert Repairman:
Raynen is extremely good at salvaging any sort of technology he can find, and extracting usable parts from broken equipment.
Adept Tinkerer:
Raynen is decent at designing new equipment of his own, but typically has better results modifying a design he already has on hand, simply due to a lack of parts, tools, and the fact that he really hasn't spent much time on that sort of thing.
Abilities:
Standard Generator:
Raynen's chest/torso area contains his generator, which is the main thing that keeps all of his equipment running, including the life support that keeps his brain alive. Thing is, it's the one thing Raynen can never open up to modify (at least, not on his own), and it's typically only powerful enough to power one or two pieces of equipment at a time.
Capacitor Cannon:
One of a few custom things Raynen's integrated into his system, this is essentially a single use laser. When his power pack isn't being used to power other equipment, the excess energy gets funneled into the capacitor powering this weapon, which when fired, unleashes all that charge in a single blast. The only problem is, recharging it is a question of hours, meaning it never comes into play twice in the same fight. (The charge works on a diminishing returns system. A 2-hour charged blast is nearly twice as powerful as a 1-hour charged blast, but a 5 hour charge isn't notably more powerful than a 3-hour charge.)
UV Rifle:
Raynen modified the standard wrist-mounted blaster many robots use into this. It's still semi-automatic fire, but Raynen made the simple adjustment of adding a collapsable scope, and moving the light it emits into the ultraviolet range of the spectrum at the cost of a little power. Since the weapon's sound isn't particularly loud, this has proved to be a fairly effective way to snipe at anything without upgraded vision.
Boost Pack:
With the sheer firepower available these days, trying to block or survive everything is typically suicidal. So instead, Raynen's designed miniature thrusters in his hands and feet, best used for short bursts of speed in any direction required. (essentially why his speed score is so high) They're not quite powerful enough to allow full flight, but it IS enough to let him hover or make surprisingly far leaps.
Emergency Shield:
In addition to a space for storage, the "pack" Raynen carries includes a forcefield generator, for those things you simply can't avoid. However, since it has to run off of his power supply, it doesn't block all that much, and being a two way forcefield, firing while it's active tends to be counter-productive. Still, considering how some of the equipment Raynen carries can blow up spectacularly, this is still a very important piece of equipment.
Inventory:
Pack of Random Explosives:
Raynen has a decently sized stockpile of various grenades and other ammunition he's taken from robots he's defeated. Problem is, he doesn't really know what they do, and he doesn't want to really risk opening them up and setting them off. These are stored in his pack, and typically for used for those situations where randomly applying high explosives can't make things worse. He tends to go through them fairly quickly.
Elastic Cable:
This comes in the form of a small (roughly the size of a quarter) black box, containing roughly 10 feet of cable that can be pulled out of either end. Each end of the cable itself has a miniaturized "hook" that can be attached to various objects. The main point of this is that the cable itself is so small as to be extremely difficult to spot (nearly impossible if you aren't actively looking for it), while being surprisingly strong. Raynen typically places this at about knee height in key exits (for practical uses), or occasionally in crowded public places (for fun). Raynen currently has four of these cables on him, and he tries to retrieve them when possible, since they're not particularly easy to replace.
Bow with no bowstring
Shortsword
Quiver with 14 bodkin arrows
Background:
Raynen's original goal in life was to become a cutting-edge scientist, particularly in the area of robotics. To that end, he enrolled in a prestigious local university, encoring heavy debt in the process. However, that goal was cut short when the power supply to a robot he was building exploded right in front of him. Nobody's completely sure of the cause, be it a defective part, intentional sabotage, or a really bad practical joke. With his healthcare being what it was, once a few medics arrived, they promptly took his vital organs, deposited them in an archaic life support system, and charged him a small fortune for the service. Once they were certain he had nothing left to steal, the staff proceeded to place what was left of him in a run-of-the-mill robot, and sell him to the RDL (Robotics Destruction League), where all sorts of robots and cyborgs fight to the death (over the course of several weeks) to amuse and line the pockets of whoever entered them. However, being a scientist who actually specialized in robots, Raynen had the unique advantage of being able to repair himself and even slowly upgrade his system using parts from fallen competitors. Unfortunately, given the way his debts were set up, he could only earn enough money to pay off the interest, and so was continually forced to re-enter the event. After surviving no less than seven different games (and even winning two), Raynen decided to volunteer to investigate the coastal super-city, seeing it as a way to escape the cycle, and hopefully make it out of this mess alive.
Gender = Female
Appearance = In the physical sense, Akari is humanoid, with features of a fox--tail and ears, relating to what mythology calls a Kitsune. She is a woman in her youth, with a light complexion and a slender body, standing at about six feet in height. Her face is angled in appearance and dark hair falls to shoulder length, being a lighter color from her skin. She has deep blue eyes and one long fluffy tail.
Attributes:
str = 3 spd = 3 agi = 3 tou = 3 per = 4 will = 5 | Each point in an attribute gives +1 to that type of die roll, starting from a -5 for having 0 points in a stat. average humans have a 4 in all stats. |
Skills:
Freelance Theurgist/ Being a spiritual being, Akari knows 'powers outside of the mundane' as rumored onto her abilities, and is able to draw 'supernatural' spheres or illusions at whim. In truth, she knows little among the occult practices, and keeps to a naturalist concept--honing her knowledge in the modern field of medicine and healthcare, as well as veneration of the beings which hold power over the lands, and keeping respect towards others.
Seeker of Knowledge/ Given her origin and current state, Akari has over the period of her life here, developed a certain inquisitiveness towards the world around her, and its characteristics including that of her own prowess and potential. She has great control of her body and mind, and knows how to focus. On a different note, this also pertains to her mental personae, of varying kinds.
She can also speedread and has a vested interest towards anthropology and human anatomy, physiology and the cultures of the world.
Abilities:
Conjure 'Minor' Cantrip/ Magic. Supernatural. Adjectives given to the art which Akari finds herself using in times most needed. Since childhood, she has been studying optics -- the study of light and interaction with matter -- during her long periods of curiosity, and has learned to create simple tricks of the eye and ear that matters "in the trivial times" as she says to herself.
Intuit/ Intuition. What is known to be the silent truth in thought, or the vigilant warning before danger is more apparent to one who knows him or herself. An innate ability to say the least, its uses are minor and mostly trivial, but useful nonetheless if detail was to be gotten.
Healing magic
Flame magic
Inventory:
Small Opalescent Orb - hung around the neck by a silver chain as a lucky amulet
Crescent blue traveling garb - An assortment of thick yet light clothing. The set is generally described as hard fabric, with the inner layers comprised of an interweave of different textiles, usually forming the hardened layer giving the clothing its sturdiness and weather-proof characteristic. It has several pockets set within.
Rey's Anatomy - A book on anatomy by Rheny G. Rey, widely regarded as an extremely influential work on the subject, and has continued to be revised and republished from its initial publication to the present day. Personal notes and scribbles are found on the pages with diagramatic and illustrative parts of the human body, generally along the changes and deviations in the skeleton and composition of the body.
Coin Pouch - A pouch located in the righthand area on the internal region of Akari's wear, it contains a padded interior made to contain considerably jingling metal and snuff out noise, hiding the presence of any would-be-noisy currency.
Yummy Sandwich - A meat and cheese sandwich wrapped tightly and compactly with reusable foil. It resides safely within a side pocket.
Pencil and paper - A stray 2B pencil is kept snugly in one of the many pockets along with its corresponding paper, all rolled up neatly.
Money: 1 Gold Piece
MIA characters:Name = Sue Merik
Gender = Male, at least, principally. (See below)
Appearance = Tall, lean, scarred, and exceptionally ill tempered looking. A particularly vicious old wound across his face runs from his right temple to the point of his chin, bisecting both his eyebrow, nose, and lips. Your mark I eyeball looks away hurriedly.
Attributes:
str = 4 (3)
spd = 5 (4)
agi = 7 (5)
tou = 4 (4)
per = 6 (8 )
will = 2 (4)
Skills:
Exceptionally Ill Tempered,
Sue is tempermental to the point that it really can be considered a skill. He's easy to put in a killing mood, and not terribly quick to get out of either. Charming, Calming, sedating, consoling, or other similar attempts to placate Sue, through magical, chemical, or mundane ends, don't work terribly well.
Duelist Elite,
Sue Merik has become a skilled, hardened, and particularly vicious duelist in the surprisingly long years he's fought. (Surprising becase, by rights, someone should have killed him by now.) Merik has no small amount of fame because of this, but, more importantly, his skill when fighting opponents that are roughly humanoid and attack in roughly humanoid ways is peerless.
Seamster/tress,
Sue can knit/sew/etc proficiently in nearly all fabrics.
Don't bring it up.
Abilities:
Were-Woman
Every night, when the sun goes down, Sue Merik transforms into a beautiful woman. This is, naturally, rather awkward for Sue. He retains all of his memories in this state, and most of his skill, but the changed body is slower and less agile than his daylight, battle hardened, body. (Alternate stats are indicated in parentheses) However, with long years of practice, Sue has gained control of his ability to transform. While he must transform each night, he can control the shape of the woman he turns into, and he can shift shapes at will.
Were-Immunities
Like all were-beasts, Sue is difficult to kill. Decapitation followed by burning, or a fatal wound inflicted by a silver weapon are the only sure ways to go. However, he still feels pain quite normally, and can be incapacited just as easily as any other human by injuries. Only death comes slowly.
Honestly, that's kind of a blessed with suck situation.
Inventory:
Master's Dueling Blade: A lightweight, tapered blade made from faerie silver. It is functional looking and unadorned.
Duelist's Coat: A leather coat, sewn with light metal plates that don't show from the outside.
Dresses: (Hidden in bags) A collection of rather lovely dresses.
Money: 9 electrum
Courier Satchel
one Wheel of cheese.
four Loaves of bread.
Quiver with 20 bodkin arrows.
bow.
spare bowstring.
Waitlist:Name = Prosecutor Pyrope
Gender = Male
Appearance = Well dressed, middle aged man that wears glasses and a coat. He has to use a walking cane due to a leg injury. His cane also doubles as a sword.
Attributes:
str = 5
spd = 4
agi = 6
tou = 5
per = 6
will = 6
Skills:
Decision making: Due to working in a court, the Prosecutor can handle life and death decisions more easily.
Fencing: The Prosecutor has taken classes on fencing in the past.
Knowledge of Law: Being a prosecutor, he presumably knows a thing or two about law.
Abilities:
Mind reading: The Prosecutor can concentrate to read other people's minds.
Manipulative: The Prosecutor can manipulate people easily due to his natural charisma, which is further augumented by his psychic powers.
Inventory:
Walking cane-can double as a sword
Glasses
Gentelmanly coat
Name = Rune
Gender = Masculine!
Appearance = A tall, slim man, such a horrendous sight to a Mk1! However a true Mk2 Could surely see below the cloak and know the troubled man within!
Attributes:each point in an attribute gives +1 to that type of die roll, starting from a -5 for having 0 points in a stat. average humans have a 4 in all stats.
str = 4
spd = 4
agi = 2
tou = 2
per = 6
will = 6
Skills:
A man who is good at hacking the more advanced mechanical contraptions, and jamming the other ones! What with, you ask? Usually a rock. If he particularly hates the person he may stuff a good stick of explosives in it, though!
Abilities:
He can phase in and out of sight- Only a truly trained Mk4 eyeball could seem him when he does it! That was a joke... He's invisible to everything! He can't do it for long, though. And it hurts. Alot.
Inventory:
A classy umbrella that doubles into miniature helicopter blades, <Cell phone missing - GM theft>, a stick of ye old dynamite, a couple pebbles, and a pistol. Mebbe a couple rounds.
Idle Waitlisters (passed their turn):Name = Senith Solstice
Gender = Male
Appearance = A man of 21 years, about 1.7m tall with a slim build. Long black hair that reaches to his shoulders. Sharpish face that ends in a pointy chin. Blue eyes.
Attributes:
str = 2
spd = 7
agi = 4
tou = 2
per = 4
will = 6
Skills:
Experienced Shepherd/
For over 7 years, Senith has been in charge of keeping the family's sheep (and goats) in line. After the sheepdog disappeared into a foraging troll's mouth, Senith struggled with making sure the sheep behaved and went where he wanted them to. This led to a slow discovery of 'communication' with them, using a series of brays and whistling. Senith used this to make the livestock trample the village bully once.
Cooking/
Making all sorts of feats from the bounties of the forest is always fun. Even more so when you accidentally mix foxglove in your porridge!
Abilities:
Unrefined Magic/
Born on crossroads of three leylines, Senith has a wellspring of magical energy circulating inside him. While this is invaluable for a mage, this boon is not very helpful for a peasant farmer. This is especially so when you get so mad at your sheep and they suddenly turn inside-out. On the bright side, magic-overloaded meat is two times as delicious and filling. The bones do get everywhere, though.
Other than blasting objects into smaller chunks, Senith has no idea how to control his magic.
Running away from things very fast/
He runs away from things very fast.
Inventory:
Trusty Shepherd's Staff/
Years of loyal service. Strong, sturdy, and smells faintly of mutton.
Small gold pouch/
Contains a kingly amount of 5 silver.
Traveller's backpack/
Spacious. Contains two days worth of bread and cheese.
Dark Gray Heavy Wool Blanket
Name = Lacri Ventose
Gender = Female
Appearance = Pretty and very youthful, with bright emerald eyes and faintly green hair. Since she's also rather short, one might easily underestimate her... which is exactly what she wants. Dressed in traveller's clothing, since that's what she does most of the time as a travelling merchant dealing in expensive trinkets.
Attributes:
str = 3
spd = 4
agi = 5
tou = 3
per = 6
will = 5
Skills:
Merchandising: Lacri is a shrewd merchant, so naturally she excels at not just the buying and selling part, but also all the other little tricks a merchant learns over time. Gathering information, reading people, sensing the signs of trouble brewing and the general mood of a town, extensive political knowledge and contacts in a lot of major cities... the list goes on. Naturally, such a shrewd merchant would embark on this sort of fateful journey because of the benefits and totally not because her latest deal went south hard and basically half the established guilds are after her head now.
Tinkering: Lacri enjoys crafting and tinkering around with machinery as a hobby, and an additional source of income. This also means she tends to understand how machinery works, and how to disable or disassemble it should she need to, and has at least rudimentary knowledge of forging as she needed to create custom-made parts a few times in the past.
Bluffing: Supposedly, there are honest merchants in this world. Lacri isn't always, though the wares she deals with are usually genuine. However, she has learned to lie, swindle and make things up on the spot to get by, and is also rather adept at creating forgeries and disguises (and seeing through them).
Lesser Runemage: Asking where she has learnt this ability from is a... touchy subject and never met with a straight answer. Usually with anger. Anyway, should she have enough time to remember and correctly inscribe a rune, she can imbue objects with some useful properties, although she isn't well versed in this art beyond simple reinforcement, detonation-on-touch, paralyzation-on-touch and illusion runes.
Abilities:
Charismatic: Lacri has a natural talent for the whole talking, convincing and charming thing - this comes from both personality and looks, so she has an easier time sweet-talking men.
Inventory: Merchant's Greatcoat (complete with lots of pockets, some of them hidden), traveller's clothing (worn), rucksack, some currency, pen and paper, chalk, crossbow + 20 bolts, dagger, tinker's toolbox, expensive silk garments.
Dead Characters: