Name: Drubjarred, the silver of life.
Occupation: Retired Guardsman/Drunkard.
Race: Dwarf
Hit Points: 7
Strength: 3
Dexterity: 3
Intelligence: 1
Skills
Swordfighting
Improvised Combat
Throwing objects
Special Ability: Magical throw: Can throw most objects, including liquids, at velocities capable of injuring. Actual throwing weapons do more damage, and non weapon items deal some slight damage as well as applying special effects.
Weapons, Armor, and Equipment:
Thick cloth armor
Steel Sword
Boots
Waterskin full of beer
Bedroll
Money:12 copper. Beer is expensive and dwarves can't live without!
Character Background: Former guardsdwarf and hammerer of the fortress Routedmansions, He set off as an adventurer... and found himself getting drunk too often to make any money. so here he is, being hired for some sort of company for extra profit.
I like this and have no changes to request. You're in.
Name: Falvar Forgan
Occupation: Self-Tutored Alchemist
Race: Human
HIT POINTS: 5
STRENGTH: 1
DEXTERITY: 2
INTELLIGENCE: 4
Skills:
Ingredient Appropriation (the ability to use unconventional or inedible items in potion creation)
Poison Odor Detection (works on food and drink only)
Barren Taste Buds (can consume things that would otherwise be prohibitively unpleasant in taste)
Special Abilities: Iron Stomach (suffers reduced negative effects from consuming rotten, poisonous or otherwise unhealthy food or drink)
Weapons, Armor, and Equipment: Flashy red hooded robe, bread knife, complementary bootstraps
Money: 13 pieces of silver
Character background: Ever since the first time he put an insect in his mouth as a wee child, Falvar has had an unhealthy obsession with orally-administered medicines, potions and concoctions. Lacking the funds to seek professional tutelage in the field, he instead dedicated his younger years to teaching himself the best potion recipes he could come up with. With no man other than himself brave enough to test his ill-conceived tinctures, he drank all of them himself, eventually developing a knack for both polishing off the foulest of brews and being able to sniff out his more lethal creations before having to consume them. Though he's made great advancements in his ability to mix together useful healing brews and the like, he still hasn't been able to get them to taste bearable...
He received a notification of his presence in Violaceous Turaco's will in the same pile of mail as an eviction letter from his landlord, who evidently could no longer bear the smell of Falvar's laboratory-slash-kitchen. Currently owning nothing to his name other than the things he managed to scrape up on the way out, he's hoping that this venture will finally get him the cash he needs for some real potion-making equipment.
This is excellent, and pretty much exactly the level of power I'm looking for. In.
I suppose I'll be first in the wait list. PM me once it's time, sil vous plait.
Name: Seven
Occupation: The Worst Poet In The World
Race: Mostly human. His mum... altered herself, and some of that trickled down to Seven, although not as much as his siblings. The only notable differences between Seven's species and that of an ordinary human is that his eyes have golden irises and he has zero alcohol tolerance. One sip of the lightest of white wines will end with him being unconscious for hours. He definitely got the short end of the stick compared to his siblings(who have everything from semi-useful bestial features to natural magical powers to the ability to breath out poison gas to natural stealth talents). Then again, his atrocious poetry might stem from his species. Only Mum knows...
Hit Points: 4+1=5
STRENGTH: 1(Seven definitely got the short end of the stick. On average, his siblings are much better than him with regard to STRENGTH. The only exception is capable of raising armies of the undead using his spit, so it doesn't matter so much...)
DEXTERITY: 2(Seven's dexterity has definitely improved. Mostly because of the many assassination attempts tried on him by his siblings since Mum ordered him killed)
INTELLEGENCE: 4(Seven is a lot smarter than his siblings. It's rather strange that he can't consciously use that to make his poetry better.)
Skills:
Lethal Poetry: Seven's poetry is so bad that it can be lethal(or cause injuries). Most of a time directly reading this is necessary to get the effect, but every once in a while... one day, Seven wrote a poem so bad that it killed anyone who read it via internal bleeding and spasms. Other than himself. That day, a lot of people died after reading the news. How, exactly, he managed to get it into the newspapers is still unknown. Pity none of his siblings died from it.
Psychological Warfare Poetry: Other times... it's not so lethal, and more like just plain mind breaking. One Tuesday... let's just say Mum didn't want Ten behaving like a muskoxen, and Three being unable to speak her native language... and Nine becoming convinced that banana creme pie was poison...
Art of Oration: Seven has managed to improve his diction, at least. When he speaks, especially to read poetry, it's going to be loud and clear.
Special Abilities:
The WORST Poetry: Seven is mentally incapable of writing "good" poetry. Whenever he writes a poem, the entirety of his mental capabilities are devoted to making it BAD, no matter if he wants it to be good or not. He can control, partially, how it's bad, but just how bad it is varies. The only way Seven's going to write "good" poetry is if he becomes stupid.
Unfortunately, his dream is to be the best poet in the world.
It's also worth noting, that, for some unfathomable reason, he is completely unaffected by the horribleness, lethal or otherwise, of his poetry. Which just makes him more willing to try again and again to write a good poem.
Weapons, Armor, and Equipment:
His clothes, boots/shoes/whatnot... pocketknife... possibly cursed... rotting dignity...
And a somewhat large and mostly blank book labeled "Booke of Poetry", which he only writes the absolute worst of his poems in. Maybe one day he'll have a good poem to write in this book... but for now, it's basically his arsenal.
Money:
13(or 12, if the book's really that expensive) pieces of silver.
Character Background:
Mum. That was the first word of Seven. And that of his other(sixteen) siblings.
When Seven was six, Mum's birthday came around, and like every one of her birthdays, she told her story, only this time Seven remembered it.
"Once upon a time, there was a princess, a prince and a king. Now, the princess wanted to be the queen, the ruler of the kingdom! But no- the king decided that he wanted the prince to be king. As always. But this time, this princess didn't take the pain, she didn't surrender. She sought out a magic, the magic called Improvement. And she ate it, as it was meant to be used. And it made her better. Teleportation! Shapeshifting! Horrendous scars! Independent thought! And she wrought a coup! But unfortunately, she failed. Despite her heroics in the pursuit of becoming the queen, she failed. There were simply too many guards protecting the king and prince. And with that, the foolish king sentenced her to exile. And now- you see me. I've had children! And my Improvement has passed down to you! Each and every one of you is gifted, in different ways, sure, but all useful, all worthy of being my sons, daughters, and future nobles! And sooner or later, there will be enough of us! And we will take back the kingdom! Together!"
It took a while for Seven to realize that his Mum was a bit crazy.
It took longer for him to escape the insane household he previously lived in.
A long time later, Two, sent him a message(in partial violation of Mum's orders).
"Seven. Mum's putting her plans in motion. And part of them requires eliminating or brainwashing you-she can't have you spoiling them by explaining things to the King. Now, if you surrender to us and rejoin us, I might be able to convince her that execution or brainwashing of you is a bad idea, and we can rule together. Please don't make this difficult."
Now, Seven needed to get stronger, more powerful, more horrid of a poet. And he needed allies. He knew he couldn't stop Mum and her Family from taking over [insert kingdom name here] unless he had more skill and allies. Hence, he came here.
Your special ability is very powerful, but it's also interesting, you have no skills that do anything other than support it, and you have a backstory full of potentially interesting complications. You're in without changes. And yes, the book is that expensive. But it's a pretty nice book, really. It's really thick, the pages are an attractive cream color and very supple, and the binding is excellent. A great poet needs great materials. Which I suppose means you should be writing on toilet paper. But you have this book, so you don't have to.
You're in. I was planning to introduce you soon after the others got their operation up and running for the sake of the narrative, since it would justify your knowledge of their existence and motivation in seeking them out. If you'd much rather start immediately rather than be first on the waitlist, let me know.
Character sheet:
Name:Laura Ravencroft
Occupation:Great Lord heir to the throne Your job title. You will sometimes receive circumstantial bonuses related to your job.
Race:Rugged human:an usually sturdy and strong people at the cost of being slow and brash!
Hit Points:8These start at [4 + Strength].
The following three statistics all start at 1, but you have 4 points to distribute between them. A score of 1 is below average, impaired but not necessarily disabled. 2 is about average. 3 is a very capable person. 4 is notably superior. Very strong, graceful, or with a shining rapier wit. 5 is almost freakishly good.
STRENGTH:4
DEXTERITY:1
INTELLIGENCE:2
Skills:Advanced wilderness survival Etiqute and proper lordly behaviour and battle axe training.Choose 3 skills. These can be very specific, like Cake Decorating or Dire War Weasel Training, or they can be very broad and generic, like Combat or Knowledge. The more specific and niche they are, the greater their benefit will be in applicable situations. Anybody can decorate a cake, but your cakes look like the Sistine Chapel and have buttermilk frosting florets and people have to drape a napkin over their face to eat them so God doesn't see them destroy something so beautiful. It's like that. Knowledge of magic goes here.
Special Abilities:Blood of the mountains:when fighting agasint any who tarnish or insult her family or homeland or injure her people her strength is doubled. Your character has at least one special talent that makes them unique. Venomous Saliva? Mustelid Empathy? Unusually Likeable? Preternaturally Good At Breaking Things While Drunk? Make something up. Things like spontaneously arising magical powers and talents go here. If you want, it can be something that has some kind of effect on your statistics. Be creative.
Weapons, Armor, and Equipment: You arrive in the Immortal City of Ronke with the clothes on your back, a pair of bootstraps, a small knife that is probably unsuitable for anything but eating, and your dignity. If you want to start with more stuff that you bought or already owned before you arrived, tell me and I'll tell you how much to deduct from starting money for it.
Don't worry too much about making sure you have all the gear you want right out of character creation. Everyone you've talked to says that Ronke is pretty safe. You'll definitely have an opportunity to go shopping once you get there, and you might be able to get a deal on some things you want.
Money:25? You start with [9 + Intelligence] pieces of silver, unless your occupation or background make sense for you to start with more or less.
Character background:Brash crude and I'll tempered Laura is the heir to her kindons throne she met the poor dead guy 5 years ago and truly enjoyed his company they ended up penpals and she wrote to him as often as possible really being one of her only friends upon hearing the news she was reported to have broke down sobbing before with some of her father's money and some quality weaponry and armory and with his blessings was sent to visit her dear friend and retrieve what she is being given. Feel free to write as much or as little as you want for a background. It can be anything from one line about how Bob the Cruel decided to become a fighter because he enjoyed hurting things, to a short novella about your character that ties them into this situation and fleshes out the world, to a link to a html version of the play Equus. Whatever.
Cool, well written, believable or interesting backgrounds might get some ingame bonuses, but writing them is totally optional.
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OPTIONAL: Setting fact:There is a kingdom called Asturia past the mountains it is a strong rugged Monarchy with only one heir it is known to be rich in metals and gems and for its strong people and huge military.
Please clean this up a little and remove my notes as to how to fill out fields on your character sheet.
The whole royal heir thing is kind of crazy, but I can totally work with it. Going berserk over things is also fine as a special ability, but you are not going to magically get literally twice as strong because somebody said something bad about Asturia.
You're in, but I'd like to bump down your amount of starting money a little, in light of you bringing along some basic weapons and armor. I have a plan for your character already.
Put me on the Waitlist ! Capitalism Ho !
Name: Merenio Estobari
Occupation: Monstrologist
Race: Human
Hit Points: 6
STRENGTH: 2
DEXTERITY: 1
INTELLIGENCE: 4
Skills:
-Suspiciously Specific and Passionate Monster Girls Extensive Knowledge :
He specialized himself in Monster Girls Studies... For reasons. If there is something to know about a "Monster Girl", you can be sure he knows it !
-Monster Communication :
As a monstrologist, he knows how to communicate with all kind of monsters ! From slimes to undead to lamias... he knows them all ! (Most of them actually. Monstrology is a never ending pursuit of knowledge !)
-Passionate Speech :
When it comes to speaking of his passion, he has no equal !
He can unleash his love of monsters and all sort of creatures upon humans or intelligent beings in the form of a never-ending flow of words ! Neophytes will usually get stunned by such passion and information, but some may understand the greatness of monstrology...or not.
Special Abilities:
-Monster Girl Lover :
If a Monster Girl is in deadly danger, the "Monster Girl Lover" within him awaken, giving him an incredible boost in STRENGTH and DEXTERITY ! Beware if someone or something ever kill an innocent Monster Girl before him for no reason...
-Peanut and Bee Stings Allergy :
He is allergic to peanuts and bee stings. If he ever eats a peanut or get stung by a bee... you can be sure this is going to end badly for him.
Weapons, Armor, and Equipment:
-Clothes on his back
-Small Knife
-Dignity
-Book: "Monster Girls Studies Collection"
-A magical pen that never runs out of ink
-A very large notebook
Money: 13 Silver Coins
Character background:
Merenio Estobari was always fascinated with monsters lives and ecology, ever since he was a little boy. In his home village of Porut, he loved to hear the stories of adventurers passing by, asking all kind of questions about the monsters they vanquished. Also when he could, he went on escapades in the local forest to observe the monsters there...
Revealing himself a promising student, he managed to enter the renowned Velbacia's Monstology Academy at the age of 16, thus fulfilling the first step to his dream and passion : to become a Monstrologist. He studied with fervor and passion, surprising his teachers and fellow comrades.
Then when he was 18, something happened between him and a mermaid. He never told anyone what happened. After this event, he became overcome by an unhealthy obsession with monster girls, and specialized in the studies of these female partially humanoid creatures.
Finally he obtained his Monstrologist License and Diploma at the age of 26, and left in the hopes of deepening his knowledge of monsters...
I want you to know that what your character did to that mermaid was horrible, and also a sin against nature.
If whatever licensing body you fall under ever finds out about this, you can kiss your Monstrologist's License goodbye. Also, people will react accordingly if they ever learn about it, or if they come to believe that you are the sort of person who does these sort of things.
I like the inclusion of a negative special ability, that's cool.
You can start with all of your fancy expensive books and magic pens and all that, but you will have very little money left over. Which is probably good for the story and driving motivations and all that, I suppose. It's mostly because you have a magic pen that never runs out of ink.
You're in. I plan to add you to the wait list and introduce you at a narratively appropriate time.
Name: Noah Bominati
Profession: Scientist/Engineer (focusing on biology, machines, and, to a lesser extent, alchemy)
Race: Half-(High) Elf, Half-Dwarf (+magic, +machines, -fortitude, -charisma)
HP: 5
Strength: 1
Dexterity: 2
Intelligence: 4
Skills: Alchemy, Creating Mechanical Devices, Surgery
Special Ability: Is much better at finding, repurposing, and scavenging materials
Equipment: Alchemy Set, Donkey and Cart, Food and Water for Said Donkey, Surgery Equipment
Money: 13 Silver
Backstory: Noah is a... doctor. He seeks to become greater than the puny mortal form he was born into, and hopes to bring others along the path to ascendance as well. In other words, he gives creatures flesh grafts from interesting monsters and robotic limbs.
Would you be alright with dropping the alchemy set and keeping the surgical equipment to a very basic set? I'd like to have things like full sets of alchemy equipment as a short term goal for the group, rather than something somebody starts out with. Besides, alchemy equipment is expensive. You totally can't get a full alchemy lab for 13 silver. Or a full set of surgery equipment either, probably. Or a donkey cart. You got a deal on this one because you raised this donkey with love and your own two hands from when it was a tiny, shivering foal.
I like the fleshgrafting and mechanical limbs aspect. In on the waitlist.
((I wish I'd posted earlier, but it took me a while to think of a character worthy of the premise. Keen for this!))
Name: Jalak "The Camel" Sinostri Pyotr Alameus III
Occupation: Bandit, highwayman and burglar Chamberlain of a small castle somewhere East of Ronke
Race: Human
STRENGTH: 3
DEXTERITY: 2
INTELLIGENCE: 3
Skills: Lying, stealing and gambling.
Special Abilities: Your character has at least one special talent that makes them unique. Venomous Saliva? Mustelid Empathy? Unusually Likeable? Preternaturally Good At Breaking Things While Drunk? Make something up. Things like spontaneously arising magical powers and talents go here. If you want, it can be something that has some kind of effect on your statistics. Be creative.
Weapons, Armor, and Equipment: Default gear and a slightly tattered letter addressed to Pyotr Alameus III from the desk of Turaco himself.
Money: 12
Character background: A
Cool, well written, believable or interesting backgrounds might get some ingame bonuses, but writing them is totally optional.
_______________________________
OPTIONAL: PM me a fact about Ronke or the setting that is true, a fact that is false, and a fact that could be true or false. This is open to people who aren't submitting a character. I reserve the right to be selective.
I see nothing wrong with playing a character that has both of these names and identities simultaneously, for the record.
Name: Carlyle von Ronke
Occupation: Noble/Feather Sheep
Race: Winged Human (? ? ?)
Hit Points: 6
STRENGTH: 2
DEXTERITY: 2
INTELLIGENCE: 3
Skills:
Running away from things: Carlyle has had many people try to kidnap and/or murder him due to the lucrative feathers that grew from his wings, meaning he's been quite literally on the run for a significant part of his life.
Educated: Using the enormous wealth obtained from shearing his son's feathers, Carlyle's father was able to afford good tutors to educated his son. As a result, Carlyle is as generally knowledgeable as any noble out there.
Merchant: Carlyle's father also made sure to teach him his own trade.
Special Abilities:
Wings!: Carlyle can fly! Well...sorta. With his wings, he can glide or flap them to jump somewhat higher or longer, but flying remains out of his reach. Maybe it has something to do with how they slightly glow in the dark? Fluffiest. (Flying locked until Strength 4 or ? ? ?)
Weapons, Armor, and Equipment:
-Excellent clothes
-Finest boots (bootstraps included)
-Forged steel sword
-Forged steel knife
-Dignity
-Detailed map of Ronke
Money: 30
Character background: Carlyle was found near a stream by a kind-hearted peasant couple one fine spring morning. They saw his wings and knew that he was special, thus they vowed to take care of him as best they could. Unfortunately, they were dirt poor and soon realised they couldn't take care of him on their own. When a travelling merchant came by, they begged him to take the boy and look after him in their stead. At first the merchant was hesitant, but after holding the baby boy in his arms, he agreed and promised that he would treat him as his own son. While the merchant - Orteal was his name - had indeed grown to love the boy over the years, whether he truly did it out of the kindness of his heart is up for grabs. Only one thing is for certain: as soon as he held that boy and felt the nigh-supernaturally feathery softness of his wings, the canny merchant knew that he was holding in his hands a fluffy, feathery goldmine.
The boy had a name prior to being adopted by Orteal, but Orteal thought it was too "peasanty" for a merchant's son and gave him a new one - Carlyle. Orteal did as promised and raised the boy as his own son, teaching him to walk and speak, training him in his trade, and selling his quickly-regrowing wing feathers for the creation of artifact-quality pillows like any good father would. The sale from these wonder pillows netted Orteal a fortune, the nobility buying up all his stock in every town, city, and castle he visited. He attended noble balls, hired the best tutors for his son, and lived life in the lap of luxury. Carlyle himself was popular with the children of other nobles due to his wings, but he spend most of his time studying, reading up on various topics which might shed light on his true nature.
The name and wealth the pair had made for themselves drew much attention to the pair - the wrong kind of attention. Jealous pillow-makers everywhere sent mercenaries and henchmen to throw Orteal out of business. Many sought to kidnap the young Carlyle so they could themselves sell the boys feathers while other simply opted to have him killed. Had Orteal known of the cut-throat world of pillowcraft, he may have been more careful about the secret of his be-winged child, but alas, he and his son were forced to travel from town to town, always on the move lest they be caught and meet a terrible fate.
In time, the pillow-makers had finally had enough and joined forces, united in taking down their common rival. Mercenary companies became involved on both sides when the newly-minted Pellowes Gilde (pillow-makers cannot into spelling) decided they had had enough of the duo and decided to up the game. One day, they received a note from an anonymous messenger bearing an unknown wax seal, telling them to go to a far away city called Ronke where they would find sanctuary. Tired of their lifestyle, they decided to take the risk and travel to Ronke. Everything seemed to be rather normal; they parked their wagon outside an inn, paid a couple of guard to keep watch over them and the wagon over the night, and rented out a room to sleep in. During the middle of the night, there was a knock on the door of the two's room. Opening it, Orteal met face to face with a servant of Ronke's baroness who told them that she's heard of their plight and being moved by the story, is offering them sanctuary at her manor where they might stay in secret. Finally, at long last, Orteal and Carlyle - then aged 16 - could finally rest a while.
Orteal and the Baroness Quille Ren von Ronke quickly became friends in the first week of their stay and quickly transitioned to something more. A mere six months later, Orteal used most of his remaining fortune to buy noble titles for himself and his son and married the kind Baroness. Not eight months later, Carlyle met Lirielle, his new baby sister. She was followed by Flyria a year later. A beautiful wife, a noble title, security, grand wealth, and three wonderful children, Orteal had rather definitively won at life and now enjoys his retirement raising his two daughters.
As for Carlyle? With the Pellowes Gilde far away and a new freedom to do as he wishes with his coming of age, he's decided it's time to search out and finally uncover his own past and maybe deal with some of the monsters bandying about his new home. Perhaps not the best use of his merchant talents, but as a noble that was rather beyond him now anyway. It's time for him to set off on his own adventure.
Well...this kinda got away from me. And here I was just trying to justify playing a character capable of flight.
I like this concept, and I like the character backstory. I feel like you have a lot of resources between the 30 silver and the useful and wealthy family connections, but I don't think it'll be too much by the time you're introduced. You're in on the waitlist.