This brings up important plot related questions about that drunken ship captain that brought us all here.
Oh. Also, something I missed before and didn't even realize until now (when I'ma editing my old character sheet for my own reference). Iron Chief mentioned that "Moubu will always gain 1 point for free in the learning attribute, to demonstrate his newfound thoughtfulness (maybe)." So, Moubu is at learning 1 now I guess?
He should be. I've been trying to keep all the sheets upgraded by updating the last page they were on...haven't done anything for Caern yet.
Players
Hero Name: Anders N'thlei
Archetype: Innsmouth Assassin
Level: 1
Player: Draignean
Physical Description: Gaunt and slightly stooped, this man carries a feeling of distinct age despite his physical youth. He would be exceptionally tall if he stood straight, and his entire body seems stretched, with his arm in particular peculiarly long and of... unseemly proportion. His shoulder length black hair, despite the application of any product or heat, behaves as though perpetually damp. His face is angular and particularly distasteful, with a too-wide mouth and large, almost bulging grey eyes that tend to go forego blinking for disturbingly long period of time.
Bio: Anders was once thought of as a miraculous child, the product of the long assumed barren marriage between a well-to-do fishmonger and a weaver. Yet, though the friend's of the couple rejoiced at the happy emergence of a scion, the fishmonger and the weaver always seemed to hold a sort of reserve around the boy. They doted on him. They loved him desperately. Too desperately.
As a child, Anders was beautiful, a normal boy any regard. As he grew, he began to... change. After puberty, he began to take on many of the features that now seem so characteristic of him. The lankness of hair, the overlong limbs and spidery fingers, the wide mouth and singularly bulging eyes... The emergence of these features was slow, but nonetheless sufficient to make the others of his small town step quickly around him. He learned quickly, exhausted what knowledge there was in his little fishing village and mastering reading and writing to a degree that neither of his parents had ever managed. Anders was often described as soft-spoken, but there were few who would engage him in conversation for more than a few minutes at a time. Most had the disconcerting feeling that there was something... else whispering in their ears whenever the young boy talked to them.
As a young man, Anders habits made him a pariah. He enjoyed fishing, and had an aptitude for it that surprised even his father, but the thing that he seemed to enjoy most was watching the process of life leaving a body. It fascinated him, and drove everyone else away. A past-time of his, in they way that a man might skip stones, was to pick up crabs from the rocky shores and pull their legs off, one by one. He'd then set the body down and watch the doomed creature's eyes, trying to find the exact moment that life left the body.
Leaving his small town was an inevitability. He was not driven out, he didn't murder his mother and father, he didn't leave the village a smoldering ruin behind him. Perhaps he sensed that the growing darkness in him would need a more satisfying repast than the lives of fish and crabs and left in order to protect the few people he might have cared for, but that would be far too optimistic an approach.
Attributes
Attribute Points Remaining: 6 (Max Rank=5)
Physical
Agility: 5 (2d6)
Social
Deception: 4 (1d10)
Mental
Logic: 3 (1d8)
Will: 2 (1d6)
Supernatural
Influence: 2 (1d6)
Movement: 2 (1d6)
Feats
Feat Points Remaining=2
Lethal Strike (3)
Evasive Footwork (2)
Combat Momentum (1)
Race
Deepspawn Hybrid Perfectly Normal Human
Racial Ability: Dagonspeak/You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM’s choosing about the creature.
Equipment
1. Hand Crossbow
2. Short Bow
3-7. 4xDagger
8. Leather Armor
9. Rogues Pack (Bulky)
10. Howler Wings
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Blind
Demoralize
Disarm I
Forced Move I
Immobilize
Incapacitate
Persistent Damage II
Phantasm II
Silence
Slow
Stun
Boons
Haste
Hero Name: Emilia Reginleif
Archetype: Own Empress
Level: 1
Player: UXLZ
Physical Description: Beautiful and young with pale skin, straight crimson hair, and piercing cyan eyes, Emilia would be a head turner almost anywhere in the world. She wears the armor of a fighter or knight, but does not seem to carry any weapons.
Bio: Found as a baby near a strange shipwreck one night by a kind-hearted couple as they walked along a stormy beach with a white feather clutched to her chest, Emilia was taken in and raised as their own daughter. Despite the strange circumstances, initially she seemed like any other child, but over time they began to notice something strange. Rocks she stood on would disappear, only to later be found in her crib. Food she did not want to eat would vanish entirely, cutlery would disappear into the ether for days. At first they were baffled, but after seeking the advice of a wondering wizard discovered that she could shunt objects into a pocket dimension and withdraw them at will. He offered to take her to a magic academy where her gifts might be further developed, but they declined. It was obvious, they said, that by looking at how she so cheerfully watched the guardsmen practice that she wanted to be a warrior, not a mage.
As time went on the girl began to wonder about her past. She loved her adopted parents dearly, but also felt that it was not her fate to live out a humble life in their small village. She was older now, and knew how to fight, how to use her gifts. Many years of practice had seen to that. Still, they did not listen, they did not let her go. It was too dangerous, she would die or worse, they couldn't bear to see their daughter leave. Many days and nights of arguing eventually culminated in her running away on a stormy night much like the one on which she had been found. Her worried mother and father searched desperately high and low, until they found her crying by an old and decrepit tree. A flash of lightning, a strong gust of wind, and down the tree came toward's the young girl's head, crashing to the ground. Miraculously, she emerged relatively unharmed, with only cuts and bruises to show for what most certainly should have been her end. In the distance unbeknownst to Emilia, her parents noticed a feather floating off in the wind, and the ghostly image of a blonde-haired woman dressed in furs and armor, white wings spreading from her back. It was then that they realized their daughter was truly special, and together they decided to support her whatever the future may bring.
Notes: Emelia is the name her parents gave her, but her last name came from the hull of the broken ship.
=Stats=Attribute Points Remaining: 2 (Max Rank=5)
PhysicalAgility: 5 (2d6)
Fortitude: 3 (1d8)
Might: 1 (1d6)
SocialPresence: 3 (1d8)
MentalWill: 3 (1d8)
SupernaturalMovement: 4 (1d10)
FeatsFeat Points Remaining=2
Boon Access (Absorb Object)
Combat Momentum
RaceRace: Celestial
Racial Bonus: Divine Intervention/Once per day, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
Equipment1. Longsword
2. Glaive
3-15. 12xDagger
16. Scale Shirt (Heavy)
17. Adventurers Pack (Bulky)
18. Howler Carapace
19-20. 2xHowler Stinger
Heavy Item Maximum: 1/2?
Bulky Item Max: 1/1
Wealth level: 2 ($$)
BanesBoonsHero Name: Jao Feng Ling
Archetype: Elderly Bard Git
Level: 1
Player: Lawas
Physical Description:Jao is short, stumpy, and fairly wizened. He’s an old and unremarkable Halfling, with bushy eyebrows and deep scowly wrinkles. He dresses like a dull scholar of geography, or an off-duty alchemist, in clothes that weren’t actually fashionable several decades ago, and have numerous patches in now. He also smells a bit like steamed broccoli, with flat kind of eyes and a mouth that seems to snarl when its owner might want to smile. Which he doesn’t ever, so it’s neither here nor there.
Bio: Jao Feng Ling is a fine example of the triumph of persistence and… well, that’s it, really, over mediocrity, lack of talent, and lack of that wow factor that a bard should, perhaps, possess. He has a thousand poems and only a single fan, although in his darkest nights even Jao himself has begun to doubt his genius.
Jao is from the Dragon Archipelago of the Far West, a scattered collection of small islands on the edge of the known seas. Legend has it that they are so named because the First Dragon, having been created and not sprung from an egg, didn’t know how to care properly for an egg – and so she dropped them all into the sea, where the land beneath the sea took pity on them, and roosted them itself. The earth grew slowly in mounds over the eggs, and eventually broke the surface. And thus, thousands and thousands of years later, from time to time a dragon emerges fully formed from under the waves, and brings terror upon the islanders, until a Dragon Speaker rallies to the misfortune, and persuades the Dragon to leave for the East, where the creatures are larger and, indeed, tastier, and more likely to sustain a glorious and regal creature such as you, m’lord Dragon.
This raises two interesting cultural points about the Dragon Archipelago. Dragon Speakers are their Bards and their Elders: repositories of ancient knowledge and ancient tales, and of course vital in stopping the entire adult population being eaten alive every century or two.
And the Dragon Archipelago is entirely populated by Halflings – a sturdy breed of Sea Halflings, who spend as much time at sea as on the steep mountain slopes of their island homes. They are comfortable at sea and on slope, but not so much in the company of larger folk – that is to say, anyone other than a Halfling.
When Jao was younger, it was his dream to follow in the footsteps of his elder brother and become a trainee Dragon Speaker. He loved the old tales, and he loved to spin new ones. But his brother’s mentor would not accept him as a student – Jao just didn’t “have it”, he said. He never explained what Jao never had, and Jao could never work it out. The problem was, Jao just wasn’t a performer. He didn’t have that starry sparkle, he had no rapport, he had no connection with the people he spoke to. In fact, despite being able to come up with the most outlandish – or even true – tales, he just didn’t have a way with words. To be quite blunt, many people found him incredibly boring.
So as a wandering self-taught Dragon Speaker in training, he came upon rejection after rejection; at street corner after street corner he went home with no takings in his busker’s hat; nowhere would people listen to more than a minute of his carefully crafted but exceedingly dull stories. Nobody cared about his tired, clichéd, awful poetry describing the wonderful mundanities of life on the dusty road, and nobody cared for his stilted, nasally delivery during which he forgot most of the words.
He decided, eventually, that this was because Halflings are idiots and that the Halfling culture they cherished was a bag of nonsense, and no one alive had actually seen one of these so-called dragons anyway, and he took a rare ship to the East. Here he spent years more wandering, travelling, through countrysides and towns that were, to him, unimaginably vast – and he spent years and years dangerously close to starvation. Nobody bloody cared, and he was incapable of making a living as a professional bard. Jao began to feel somewhat bitter towards the whole world, and not just towards the average eejit of a Halfling.
He started looking into methods of forcing people to like his work – he began searching out libraries of rare oeuvres where he could examine the esoteric mysteries of enchantment, and mind control. And he began to be less idealistic – and indeed positively pragmatic, as time went further by – and steal for food, or pick a pocket for drink, or kick a child for fun. Everywhere he went he would steal, lie, and cheat, his complete lack of personality and interest playing considerably in his favour as no one would suspect such a nonentity to be capable of anything other than nothing. He’d typically be forgotten minutes after he passed.
But they were all Wrong. Someday, Jao would make entire towns of people sit down and listen to his orations – and by the gods, they’d enjoy them. And applaud. And give him money.
He dreamt of that day nearly every night.
In the meantime, he criss-crossed New Miriam, running errands that were somewhat below the greatest story teller of his generation, but at least earnt more than his poetry ever did.
=Stats=
Attribute Points Remaining: 6 (Max Rank=5)
Physical
Agility: 3 (1d8)
Fortitude: 2 (1d6)
Social
Deception: 3 (1d8)
Mental
Learning: 3 (1d8)
Logic: 1 (1d4)
Perception: 3 (1d8)
Will: 3 (1d8)
Supernatural
Influence: 3 (1d8)
Feats
Feat Points Remaining: 2
1. Supernatural focus - voice - Influence
2. Lightning reflexes - Int+1
3. Well Rounded
Race
Race: Halfling
Racial Trait: Lucky/Once per day, in a moment of need, you can call on luck shine to upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a town guardsman decides to overlook your crime because you happen to have grown up on the same street.
Equipment
1. Club
2. Shortbow
3. Dagger
4. Leather Armor/Hat
5. Adventurers Pack (Bulky)
6.
8.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Banes
Boons
Hero Name: Wen-Tsu the Moon Rabbit
Archetype: Moon Rabbit
Level: 1
Player: Gig
Physical Description: A short woman, a perfect five foot tall. She wears a white thigh-length robe, the left arm blue, the right arm red, with the colours flipped for her leggings. Her feet are bare. Her hair is long, a platinum colour, and spills down over her shoulders. A pair of rabbit-like ears rise from her head. Her eyes are a pinky-red.
Where she steps, she leaves the tracks of a rabbit, not a person.
Bio: Wen-Tsu has come from the jade palaces of the Lunar-Fey. From their tranquil gardens, they look to the world above. Many travel to the world through great rituals, that teleport them through the empty void, in order to find love and interesting stuff on the world. Should they find a lover, they return with them to the moon, where they raise a family - Moon-fey only ever have daughters, who look to the world above... Such has it been for a long, long time.
Wen-Tsu made the journey down, having heard from her mother countless tales of the world. She loved listening to tales of the world, so different from the serene, safe palaces of the moon. She's determined to find a heroic love, and thus enlisted in the hero's guild to help that come to pass - and see as much of the world as possible.
Bio:
=Stats=
Attribute Points Remaining: 4 (Max Rank=5)
Physical
Agility: 2 (1d6)
Social
Presence: 3 (1d8)
Persuasion: 3 (1d8)
Mental
Will: 1 (1d4)
Supernatural
Influence: 4 (1d10)
Alteration: 4 (1d10)
Movement: 3 (1d8)
Feats
Feat Points Remaining: 2
1. Lucky
2. Boon Focus (Regeneration)
3. Untrackable
Race
Race: Lunar Feytouched
Racial Trait:Fey Aura. Your fey blood gives you a compelling quality that can affect even the coldest of hearts. Once per game session, you can leverage your fey aura to turn an enemies mood in a certain way. Note that such magic is subtle, like a chisel, and can't be used in the fashion of a battlehammer-you cannot convince someone to commit obvious suicide, or otherwise force them to do something entirely out of their character.
Innocence: You radiate an aura of childlike, pure innocence. The enemy might choose to help you out of pity, look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities.
Friendship: You radiate a nimbus of camaraderie and trust. A chosen target usually views you as a good friend, and is willing to help you if it's reasonable.
Romance: If the target would otherwise be attracted to you, that feeling is amplified to what they feel is true love. They will do almost anything for you not against their nature, but such a strong emotion can be difficult to control.
Wrath: You compel a great and terrible anger in your target. It is difficult to control this rage once unleashed, so you have better have a good target in mind.
Attractive:Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Equipment
1. Shortbow
2. Quarterstaff
3. Hatchet
4. Leather Armor
5. Howler Wings
6. Vial of Howler Venom
7.
20.
Heavy Item Maximum: 0/1
Bulky Item Max: 0/1
Wealth level: 3 ($$$)
Banes
Boons
Name: Caern
Appearance: Caern is young and friendly, with a jovial smile full of white teeth. He's dark-skinned like his father, his black hair is kept short, and his square-jawed face is always clean-shaven. He has thick lips and a wide nose, and his eyes are medium brown. His most easily-discerned quality is the fact he's is built like a brickhouse. The lumberjack's son is tall and muscular, but he can only pass off as a normal human with some effort. Shiny white material that gives off the impression of polished marble, inscribed with runes that glow softly on occasion, has replaced much of his flesh. White gold, mythril and other metals and materials are woven and shaped here and there to work as replacements for tendons, ligaments and bones, connecting and supporting alabaster muscle. Both of his arms and legs are gone, replaced with the golem implants, as are a few of his internal organs. Part of his spine appears to be exposed, displaying the same materials as his limbs but with a larger concentration of metal. Even parts that keep the original human flesh display several scars and growths crossing the dark skin due to the necessity to repair more than just his limbs. He usually wears roomy linen trousers held in place by a simple belt, a blue linen shirt (short or long sleeved), and leather boots.
Backstory: Some children dream of becoming heroes, and since a young age, Caern had a good role model in the figure of his father. "Big Papa" Bern was a strong, hard-working lumberjack who had married his teenage sweetheart and followed his ancestors' calling. He enjoyed moderate renown around Western Samara thanks to several victories in strongman competitions held during annual harvest festivals, with a mean winning streak in weight-lifting. His wife, Sersi, was a skilled carpenter who sold sturdy, well-made furniture and wooden utensils to the neighboring villages, complementing her husband's work and occasionally helping him at work thanks to her own strength.
The family didn't face too many financial hardships, only encountering the usual hardships whenever a region-wide crisis sparked. Rationing and hunger could happen, but those occasions were mercifully rare. All of the children helped in the household's day-to-day activities, and though they couldn't provide much assistance when it came to felling trees, there wasn't a dearth of other small tasks suited for eager hands. Caern wasn't the oldest child but was competitive, occasionally beating his older brothers in strength-based tests, though those had to be supervised after a small incident involving a far too heavy branch. Naturally, the young boy wanted to be like his father and grew with that objective in mind. His brothers and sisters were the perfect competitors, and they grew together in an environment of friendly rivalry.
Years passed and Caern grew strong and able. He helped his parents cut down trees and trained his muscles by lifting the logs, hoping his father would keep the winning streak until it was time to pass him the title. Big Papa Bern was proud of Caern and the villagers themselves predicted it wouldn't take many seasons before the son succeeded the father.
A bountiful year's peace was broken by rumors of strange monsters taking residence in a nearby village's abandoned mine. The gossip began to spread at an alarming rate and rose to near-hysteria when mutilated animal corpses were replaced by human ones. Adventurers were summoned, and unfortunately for Caern they passed by his village on the way to the mines. Interested in making some extra coin (the pay was good, the adventurers were expecting loot), he was hired as a porter thanks to his bulk and endurance.
The expedition wasn't a total disaster, but it certainly changed his life. He left the mines horribly crippled, dragged by the party's survivors. There had been stiff resistance and traps and Caern was said to have saved lives thanks to his strength. Healing magic only went so far, specially with the limited abilities of the group, and they left. Those were Caern's darkest times, when days turned into weeks and then months with him unable to move by his own power, missing or wounded organs and limbs making even the most routine of actions hard or impossible to perform. His proud muscles were no more, and even after so much healing the pain was a reminder of his weak state as he shriveled up. With his body broken, his mind might have had taken the same path hadn't his family kept him comforted.
His story is, however, proof that good deeds don't always go unnoticed. Several months after the incident, he woke up in a dark, stormy day to find out he had visitors. The adventurers he'd saved had connections, means and the intention to help him. Though they weren't rich, they had managed to receive a grant to use him as an "experiment". The risk existed but it was low, and since he had no other choice, Caen readily accepted. Though the procedure that followed was painful, he was ultimately thankful when he was finally able to walk after so long unable to do as little as standing up. Much of his body was replaced by golem-based artificial substitutes, and though it took a while to get used to his new arms, legs and organs, he didn't waste any time during the recovery.
Watched by apprentice (intern) mages, Caern resumed working and exercising in order to regain muscle mass. Thanks to the unnatural replacements theoretically giving him an unfair edge, he would never be able to gain a strongman title like he'd always dreamed. He did know they gave him a golden opportunity, so he toiled until he was used to his new body and then began taking adventuring quests in the region, sending almost everything he earned to his family to compensate for what was spent keeping him alive. Living a normal life after what he'd been through seemed impossible, and in the end he elected to take the leap and join the League.
Now and then he still struggles with his new body, which only capitalizes on his clumsiness. It was thanks to a friendly advice from an apprentice mage that he began crafting, making use of his artificial limbs' advantages over natural ones—no trembling, shaking or wavering—and their inherent magic to build or mold items while training his dexterity. Despite all of the changes to his life, Caern still exercises enthusiastically, and he flexes like few. His artificial enhancements develop alongside his natural muscles, and allow him to see improvement, even if slower than normal.
Hero Name: Moubu Karthela
Archetype: Front Line Commander
Level: 1
Player: Criptfeind
Physical Description: Moubu is a physically imposing specimen of half orc, standing at roughly seven feet in height and with well developed muscles under his dusky gray skin. He has spiky short black hair, and often cultivates a goatee or beard. His face is often hard set, with a serious expression and intense green eyes.
Bio: Moubu was born to the Karthela tribe in a seemingly endless stretch of plains and scrub lands of the eastern expanse. Like many of the seemingly countless numbers of eastern tribal people he had a nomadic lifestyle, his tribe traveled endless miles hunting and gathering and making war on clans that roamed the expanse. Moubu grew up learning how to survive in this rugged environment, how to ride a horse, shoot a bow and hunt with a spear were all part of his childhood. As he grew into a teenager he was trained in the ways of a Karthela warrior, to fight with weapon and shield alongside other members of the tribe and to call upon the strength of the tribes ancestors to bless him and his allies with strength and speed. He found that he excelled as a warrior, he was skilled with shield and spear and by virtue of his strength became somewhat a leader among the other youths of the tribe. As Moubu grew into an adult and warrior, the tribe continued their migration though the expanse westward, eventually coming in contact with a number of kingdoms on the western edge of the expanse. The eastern tribes had a complicated relationship with the more organized and advanced kingdoms, some of the tribes would raid and pillage the lands of the kingdoms, whereas other tribes, including the Karthela, would find work as mercenaries, their cavalry and horse archers especially prized as swift, powerful, and expendable troops. Many of the young warriors of the tribes left for the kingdoms to seek their fortunes as mercenaries in the kingdoms, and Moubu was among them.
Moubu took part in a few small campaigns, leading a small group of young warriors from his tribe. He quickly found that the mercenary life was quite enjoyable to him, seeing new lands and new peoples that he had heretofore not dreamed of. He decided he wanted to see more of the world, and to prove himself within it, and so when his first terms of service were completed he declined renewal or returning to his home, and instead headed off to the west, drifting though the world, taking what jobs he could, and eventually landing in New Miriam, where he joined The Legendary League.
Attributes
Attribute Points Remaining: 1 (Max Rank=5)
Physical:
Agility=3 (1d8)
Fortitude=4 (1d10)
Might=5 (2d6)
Social:
Presence=3 (1d8)
Mental:
Perception=1 (1d4)
Will=1 (1d4)
Learning=1 (1d4)
Supernatural:
Alteration=3 (1d8)
Feats:
Feat Points Remaining: 2
1: Battlefield Defender
2: Defensive Reflexes II
Race and Bonus:
Equipment
1. Wahammer
2. Shortbow
3. Large Shield (Heavy)
4. Scalemail (Heavy)
5. Greatsword (Heavy)
6. Adventurers Pack (Bulky)
7-13. 5xHowler Chitin
14-16. 3xHowler Wings
17-20. 4xHowler Venom Vial (3/3 uses remaining)
Heavy Item Maximum: 3/5
Bulky Item Max: 1/1
Wealth level: 2 ($$)
Boons and Banes: (no idea if I got them all to be perfectly honest)
Banes:
Demoralized
Disarmed I
Forced Move II
Intimidated I
Immobile
Knockdown
Silenced
Slowed
Stunned
Boons:
Haste I
Regeneration II
Resistance I
Shapeshift I
Transmutation I
Edit: Was removing Balecar, removed Moubu too