Fortune's Favor — OOC

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Scratcherclaw
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Fortune's Favor — OOC

Post by Scratcherclaw »

Image

Hook

Like a siren luring in sailors to their fate, the sweet calls of Teiros beckoned to you. It is the city where fortunes are made, the city where excitement is to be had, the city where all your worldly problems can be forgotten, at least for a time. Many others have heard this call before you, and many will heed it after you. Few strike it rich, winning purses of gold at the city’s many casinos. Most, however, end up with lighter pockets and a lesson learned about fiscal responsibility.

Some, however, fall even further down on their luck, with pockets emptied and gold still owed. Unfortunately, you’ve found yourself in this position. Perhaps you lost all your money gambling, or maybe you were robbed blind by a vagrant pickpocket. Or did a conman cheat you out of your earnings? Regardless of how you ended up in this dire situation, certain eyes have taken notice. You return to your lodgings to find a strange note shoved beneath your door.
A Mysterious Note
 

Code: Select all

          Your empty pockets make more noise than full ones would.
              We know not of how it happened, nor do we care.
        We do know of your predicament, though. Perhaps we can help.
       We have a proposition for you. A favor for a favor, if you will.
                 Find us at Democles’ Redoubt, 7pm on Mardia

          Not all who come here are lucky, but who says you need luck?
          Fortune favors the bold. We shall see if you are bold enough.
                                    - Sal
You set the note down, eyeing your deflated coin purse. You know not what to expect, but do you have any choice?

Well, you think, it’s worth the chance.

Setting & Lore

It is the 580th year of the Fifth Era. The world has changed vastly since the beginning of the Fifth Era, and nowhere shows that change at much as the city of Teiros on the Isle of Brennis. Once a strategic naval port, the city fell upon hard times after the downfall of Brennisian dominance. The early Fifth Era saw a surge of growth, fueled by the gold of Vizidellian patricians eager for their own stomping ground. In the centuries since, Teiros has risen from the rubble and developed into a world-class city with its own degree of renown.

The city itself is widely known for its opulent casinos and for the fortunes to be made in them. But beyond gambling, Teiros is a locale of extravagant, and often risqué, culture and entertainment. A vibrant nightlife and live theatre make Teiros a travel destination whether one enjoys gambling or not. It is an illustrious place of debauchery and vice, yet it attracts thousands each year. Its people exemplify these characteristics, though are incredibly welcoming of foreigners and extraordinarily proud of their heritage.

Beneath the gilded surface lies a complex power struggle between the city’s most prominent families. Though many believe the Doge leads the government, it is truly these mafia families, and their vast coffers, that do. Corruption runs deep, tainting Teiros’ golden veins a seedy black. Iron reins are kept upon the city through threats, extortion, and even violence. Even guards may turn a blind eye to the illegal activities underway, as do the locals, whether out of fear or apathy. Most choose to simply not speak of it, and visitors who get too curious eventually learn the error of their ways.

Teiros has evolved into a destination, an experience that people from every walk of life want to see before they leave this world, regardless of the negative baggage associated with it. It is an escape and a chance at a new life. And on Voreld, most places don’t offer that chance.

Character Creation Rules

You will be playing one of the many victims of the city, whether a foreign visitor, a Brennisian native, or a Teiros local. It’s a highly-visited location, so any race and social class won’t be seen as uncommon. If you plan to make a native Brennisian, note that the island is largely made up of humans. You may be someone from any walk of life, but whatever amount of wealth you brought with you is now gone or nearly gone. How you lost it all is up to you.

You possess some degree of skill, whether martially or magically, but you’re by no means an expert. Simply put, you could hold your own against most when necessary. A mafia organization isn’t going to bring on someone who’s going to end up dead after the first scuffle.

Your characters will find themselves in the criminal underbelly of the city. While they need not have a criminal background, they should at least have some degree of moral ambiguity to agree to whatever likely-illegal tasks are assigned to them. A lawful good character isn’t going to fly very far in a criminal organization.

Given that Teiros is a global destination, Common will be the primary language of choice. Nearly all locals will know it as well, so interaction with NPCs won’t be limited in that regard. Many will still speak Brennisian though, and some older, stubborn NPCs may not even know Common. As a result, it would be wise to choose Brennisian as a second language if it fits your background. Other languages may make appearances through foreign visitors, so choosing Kurnish or Imardanian wouldn’t be a complete loss.

System: Worlds Without Number (WWN)
Level 3
Stats: Manually apply in any order (if rolling, link stats)
Race: Human, Elf, Dwarf, Orc, or any combination of the two
Class: Any published
Foci: All character gain a free Unique Gift focus, at my discretion
Language: In addition to your character's native language, all PCs should know Common. For additional languages, refer to Page 28 of the WWN Handbook or to language-related foci
Languages
Common - Common is the term used to refer to a trade-based lingua franca of Voreld. Most people know at least some of the common tongue, and many speak it fluently, but it is not the primary language of any nation or set of peoples. Those who only know Common are typically sailors, or others who have spent most of their lives traveling rather than in one place. No society holds it in high regard, though most recognize its utility in facilitating trade with foreigners.

Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom. It has many regional dialects, but the nobility all speak a common variant that is viewed as its 'true' form.

Old Serran - The language spoken in the old, now-collapsed Serran Kingdom. Very few people still speak it with any amount of regularity except for the priests and priestess of the Serran gods and the Tenants, who need to know it for many old texts.

Modern Serran – The primary language spoken by the small kingdoms of an expansive arid region known as the Serran Desert, which consists mostly of humans and orcs. It evolved from the language of the region's once-great Kingdom, which is still highly regarded if rarely spoken.

Imardanian – The official language of the Church of the Goddess and, by extension, the Arch-Bishopric of Imardin. Like Modern Serran, it developed from the Old Serran language, though with more outside influence than its sister tongue. It is spoken by most in the region, and many abroad have learned it for the cultural benefits as well.

Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula. Like Tulrissian it has many regional dialects, often one per clan, though there is a common version for communicating between clans.

Grystok - This language, the most widespread in the Gryst region, developed over time as a trade language between the Grystbehn member states. It formed as a mix of the various common native languages, primarily Modern Serran, Kurnish, and Elvish, though there are influences from Dwarven and a variety of smaller local dialects as well.

Andorian – A language that developed in the Andorian peninsula after it was settled by the Andor dwarves and became a prominent location in Voreld. It was originally a strange mix of Dwarven and Tulrissian, but has since grown into a distinct language of its own.

Native Andorian - The language spoken by the tribes native to Andor, who are often seen as bandits and outlaws by the northerners who have since settled the region. Each tribe has its own variant on the tongue, though they are, for the most part, mutually intelligible.

Kandorasian - An ancient, dead language once spoken by the natives of Kandoras, an island southeast of Andor. Though no one knows how it is spoken, the written version can be found scattered throughout ruins on the island and on mainland Andor. Most who know how to translate it are part of the Explorer's Guild, based in Fort Sakura.

Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld. The dwarves view their language as sacred, and so there is very little variation between the kingdoms. Andor was the great outlier, which eventually developed its own language through outside influence.

Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east. There were once many more than there are now, due to the elven population mostly assimilating into the other cultures of Voreld. Few still speak Elven outside of the few, small elf villages in the Serranak.

Gleiosian - A language spoken primarily on Gleios and the surrounding smaller islands it influences. It and Brennisian have influenced one another over the years, the two nations often at war with one another. It also has some loanwords from Akiran, due to the nations' historically close bond.

Brennisian - A language that originated on the Isle of Brennis, but spread after the small nation conquered a large region of the archipelago. It has since become much less prevalent than it once was.

Cru'unish - Cru'un has always had its own native language, though it's been conquered so many times that it has only recently been the island's official language. The language has evolved greatly over time as a result, having strong influence from both Brennisian and Gleiosian, its most common occupiers.

Gerrikan - Historically the island of Gerrik has spent much of its time under Gleiosian control. Before that, its people often traded with its larger neighbor, so they shared a language. However, an influx in orcs from Kurnhuelde caused a shift in both society and language, eventually leading to a Gerrikan language influenced by both Gleiosian and Kurnish.

Old Ghian - A language originating on Ghia, and spreading with its culture to the smaller nearby islands. In modern times it is not even spoken on Ghia, except by scholars and some members of the nobility. It has since given way to two child languages, the result of the great cultural and political schism that resulted after the Civil War.

Amkharan - After the Civil War, Amkhara began to distance itself from its neighbors in Ya-Jarang. They began to speak with new slang and picked up words from its neighbors in Visha, causing the speech of those in the east and west to begin to drift apart. Over time the differences became enough for the two to be considered two different, if superficially similar, languages.

Jarangi - While Amkhara was influenced by its neighbors to the south, Ya-Jarang began to pick up words and syntax changes from Akiro once it was finally conquered. The assimilation of the two societies caused the shift in language that finally pushed the two halves of Ghian language apart.

Akiran - Akiro has always had its own language, which has changed very little over the centuries. It is kept this way on purpose, as it has always been the script used in the writings of Akiran monks, and others who follow the religious spiritualism that has been adopted by Ghia and its surrounding territories.

Chathran - A language spoken primarily on Chathra and Cianthum. The originating on Chathra, as the name suggests, the people of their neighboring island have adopted it as their own for many centuries now. There are some regional variations, but for the most part the two islands speak identically.

Okani - A language spoken by the people of Mai'okon and the surrounding small islands under its influence. The people of Mai'kawa and Mai'okon once spoke the same language (now known as Kawani), but that language is all but dead in modern times. Okani continued to evolve over time, and though the two are similar they are no longer mutually intelligible.

Kawani - A language spoken by the native peoples of Mai'kawa, the island now known as D'armon. It was once a major language spoken by a regional power, but is now restricted to inland tribes descended from the old kingdom's inhabitants who fled to the mountains when the invasion forces arrived.

Vishan - The Vishan peoples once had many local dialects, and some speakers in some villages still speak these ultimately-unimportant languages. However, as the nation of Visha become a united and worldly place, the influences of more widely-spoken languages (such as Old Ghian and Chathran) have all-but erased the native aspects.
Last edited by Scratcherclaw on Sun Dec 16, 2018 8:41 pm, edited 1 time in total.
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Scratcherclaw
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Re: Fortune's Favor OOC

Post by Scratcherclaw »

A Visitor's Guide to the Most Grand City of Teiros
Paid for in part by the Teiros Visitors Bureau and the Brennisian Foreign Ministry, as approved by the Brennisian Assembly, Committee of Finance & Subcommittee on Tourism

On behalf of the entire Royal Republic of Brennis, I welcome you to Teiros! Whether you're here for the excitement, the unique culture, the world-class entertainment, or even just on business, Teiros is sure to exceed all of your expectations! Such a magnificent city can be overwhelming if you're not prepared, though. To make the most out of your trip, however long it may be, be sure to consult this guide on your journey throughout the city. Buon Viaggo! — Her Serene Highness Grand Princess Valeria

Hotels & Inns
As with all destinations, you'll need a place to stay. Your luck will begin the moment you arrive, with a multitude of world-class hotels and inns to choose from. From a simple family-run inn to the extravagant hotels with numerous amenities, the perfect lodgings will give way to the perfect trip!
Hotels & Inns
The Republic
The Republic is the finest hotel in Teiros, with elegance and grace that's unmatched by any other in the city. That's in part because it's owned by the royal family itself! Keep an eye out for any visiting dignitaries or other notable guests on your stay. Dine at its famed Cucina Republica restaurant, or dance the night away in its sprawling ballroom. A stay at the Republic is fit for a king, and anyone else.

Palazzo Lumino
If extravagance and glittering gold is what you're after, get a room at the brilliant Palazzo Lumino. You've got your wealth, so show it off to everyone around you with these accommodations! Located right next to the famed Crown Royale Casino, you'll be mere steps away from the illustrious Piazza Vittoria and all the excitement around it. What it lacks in elegance, it will more than make up in its ritzy atmosphere.

Hotel Primo
Hotel Primo is the oldest hotel in the city, and was for decades the most glamorous. Though newer hotels may be more opulent, they lack the defining history that gives Hotel Primo its own kind of beauty. Originally only the wealthiest could afford such a stay, but now its doors are welcome to all! If you want a hotel full of character, renown, and history, then pay a visit to the famed Hotel Primo.

Villa Paradiso
A historic beachfront villa, Villa Paradiso has been converted into a luxurious hotel. Being a former home, it's smaller than many of the other hotels in Teiros, but it is hardly lacking in amenities or service. While at Villa Paradiso, Empire Beach is a stone's throw away! Because of this, it's extremely popular during Carnival season, hosting parties along its own stretch of sand. Join in the fun, or just relax in the sun and sand at Villa Paradiso!

Rafael's Inn
While not large or luxurious like many other hotels, Rafael's Inn has earned raving reviews and renown from locals and visitors alike! Owned by namesake Rafael Gatti, Rafael's Inn is well-known for its incredibly hospitable staff. Guests also rave about Rafael's homecooked morning meals, offered free-of-charge to all guests! Best of all, Rafael's Inn is one that all budgets can afford. Be sure to try Nonna Rosa's cookies, fresh every morning, before you leave, but be quick! They're sold out by lunchtime!

Casinos
Hoping to try your luck and win your fortune? Visit one of the many casinos spread throughout Teiros, each more extravagant than the last. Enjoy the grand casinos in the Piazza Vittoria, each uniquely themed and a sight to behold. If you'd prefer a more intimate setting, visit one of the many smaller casinos around the city. And may Democles favor your odds!
Casinos
Crown Royale
The Barone family welcomes you to the Crown Royale Casino, the most famous and illustrious casino in the world! The Crown Royale is the largest in the city, and has seen more fortunes made than any others. With its pillars of gold and dazzling lights, it will make you feel like you've won the jackpot the moment you step inside. It may even make you feel like royalty! A trip to Teiros isn't complete without a visit to the Crown Royale.

The Carnevale
The Brennisian Carnival may only be once a year, but it never ends at the Carnevale Casino! The Buffone family invites you to try your luck all while entering a world of colors, costumes, and wonder! No other casino offers such a wide variety of entertainment, with clowns, magicians, and more performing for guests on the casino floor. Be sure to check out the Carnevale Circus, with performances held nightly in a theater within!

The Imperial Brennisian
Hoping to be whisked back in time to the ancient Brennisian Empire? The Imperial Brennisian Casino can do just that, with no magic required! With column-lined halls and marble statues, you're sure to feel like one of the ancients! Take a stroll through the Forum, where you're sure to find the finest boutiques Teiros has to offer. Take a chance, and maybe the Empire's Treasury can be yours for the taking!

La Sirena
Avast! Adventure is to be had, so climb aboard La Sirena! The high seas are full of treasure, but why risk your life out there? At La Sirena Casino, it's a pirate's life without all the danger. Here, you'll feel like you're in a pirate haven, a much cleaner one! There is plenty of gold in here to be plundered, so take a chance and earn your share. Pay up, though, or you'll be walking the plank!

The Desert Lotus
Could this be a mirage? Of course not! It's the Desert Lotus Casino. The Serran Desert is harsh and unforgiving, but you'll find this oasis in Teiros is just the opposite. Come to this land where gold is as plentiful as the grains of sand upon the dunes. Be sure to try their famed Lotus Bloom cocktail, lest the desert heat claim another!

Theaters & Live Entertainment
Take a break from earning your fortune to indulge in the vast cultural offerings of Teiros. Enjoy live theatre nightly at one of the many venues across the city, or find your way to other live entertainment! You might even find a show on the streets, with performers wowing onlookers with their extraordinary talents. Wherever you go in Teiros, you are sure to be amazed by the talent and culture around you.
Theaters & Live Venues
Teiros Opera House
Though opera is much more popular in Vizidel, you may still find such shows performed at the Teiros Opera House. If you've never experienced the pure emotion of a Brennisian opera, you are surely in for a treat you'll remember for a lifetime. The arias at the Teiros Opera House are truly magical. If you want a night of refined entertainment, the opera will not disappoint.

Tribune Amphitheater
If you're looking for a night of live theatre, look no further than the Tribune Amphitheater. It's the largest theater in the city, after all, so you're sure to find a ticket. It hosts all types of shows, but the Tribune is widely renowned for its drama productions. Brennis has a rich history with drama, so be sure to indulge before you sail back home.

Hadrian Theater
The Hadrian Theater is among the most famous theaters in Teiros, and one with the most history. It formerly showed the finest comedy plays in contemporary Brennis. Nowadays, it hosts burlesque shows. While they might be less-refined, they will make viewers laugh every bit as much! Tastes have changed in the Hadrian, but comedy is still its specialty.

Circo del Sole
A night of excitement is never too far off when you pay a visit to the Circo del Sole! At a show, you're in for a night of spectacular acrobatic tricks and dazzling spectacles, with a marvelous story weaved within. You will surely be left on the edge of your seat after the daring, and incredible, stunts. It will truly be a night of magic and wonder. Don't miss this opportunity!

Other Notable Sites
Teiros is a magnificent city with much more to offer than meets the eye, and much to see and experience before you leave. From exquisite restaurants to world-class museums to a city full of sites. Make sure to visit them all, or you'll be planning another trip back to Teiros soon!
Other Notable Sites
Dorazzo Colosseum & Horse Track
It may have once been a gladiatorial arena, but you won't find much fighting here anymore! The colosseum now holds a horse-racing track! There's nothing more exciting than a day at the races, and there's a race once a week. If you're feeling lucky, you can even bet on the racehorses. If your horse wins, you just might earn a fortune!

Democles' Redoubt
Hoping to boost your luck before hitting the casinos? Then you'll need to take a trip to Democles' Redoubt! It may look like just a ruined fort from the outside, but it is among one of Teiros' most notable landmarks. Democles' Redoubt has an extravagant shrine dedicated to the God of Luck himself, and locals and visitors alike often leave offerings to improve their luck!

Trattoria Gabbiana
No restaurant in Teiros is as well-known and beloved as the Trattoria Gabbiana. It's a local favorite, and visitors have come to love it as well. Looks are deceiving, so don't be fooled! The small restaurant serves some of the most delicious Brennisian cuisine, and all for unbeatable prices. Make sure to try one of their famed Pizza di Gabbiana. You will not regret it!

Pavona
If you're interested in the finest dining experience Teiros has to offer, look no further than Pavona. Pavona has the best food in all of Brennis, if not all of Forelle. The prices are high, but well-worth it as it'll be an unforgettable dining experience. If you're planning a visit, be aware of the strict dress code! You might not be allowed inside if it's not up to restaurant standards.

Piazza Vittoria
Piazza Vittoria has long been the gathering place in Teiros, and it's the heart of the city! Around the plaza, you can find the most famous buildings, including casinos, in the entire city. You're bound to be entertained by the myriad of street performers here too. Be sure to stop at the fountain in the Piazza. Legend says that tossing a coin in and shouting "VITTORIA" will bring good luck!

La Galleria
Brennis has had a long history with fine art, so why not sample it during your visit? La Galleria is Teiros' premier art museum, filled with some of the finest paintings and sculptures in Brennisian history. Best of all, a visit to the museum is free of charge. If you need a break from the gambling and excitement, the Galleria is the perfect destination. You'll have to plan a whole day, though. You'll need it to see all the artistic wonders!

Villa Marina
Villa Marina is among the most important buildings in all of Teiros! Not only is it the home of the Doge, but it also houses the city assembly! Not only that, but Villa Marina houses an impressive naval museum! If you're interested in learning about the history of the Brennisian Empire and its conquests, you'll want to visit this museum.

Empire Beach
Empire Beach is the largest of the beaches in Teiros, and is without a doubt the most beautiful! As you sail in from the bay, Empire Beach will welcome you with warm arms. Its white, sandy beaches and dazzling sunsets have been the subject of paintings for generations, so visit for yourself! You'll find there isn't a better place to relax and unwind than Teiros' own Empire Beach.

La Capra Vineyard
While in Brennis, you absolutely must try locally-produced wines. They're among the best in the world, after all. In Teiros, no vineyard and wineries are as famed as La Capra, located on the outskirts of the city. Stop by for a wine tasting, or even enjoy a family-cooked meal for dinner. The views from the Vineyard are spectacular, and the wines will have you yearning for bottle to take home.

Centurion Tower
If you've spent time in Teiros, there's no doubt you've seen Centurion Tower, the city's own clock tower. For generations, it's been letting Brennisians and visitors alike keep track of their day, with its booming chimes and impressive clock face. Locals have always viewed it as a Legion Centurion watching over the city, both protecting it and keeping it in order.

Festivals
Throughout the year, you might find yourself joining in celebration for the city's and Republic's festivals! During these times of the year, you'll experience even more unique customs and a world of excitement. Don't worry if you've missed one, since it will always be next year!
Festivals
Brennisian Carnival25th–35th of Fiori
The Brennisian Carnival, celebrated all across the island, is one of the most exciting times of the year! Brennisians, adorned in costumes and masks, parade around the city and dance the nights away. The Carnival began centuries ago, in celebration of a naval victory over the Gleiosians. Since then, the Carnival has been a way to celebrate Brennis' continued prosperity, all while having fun! The cities are often adorned with shimmering decorations, and music never seems to stop playing. You've never truly experienced Brennis until you celebrate the Carnival.

Graveyard Day18th of Vitalazo
Long ago, history writes that a plague befell our island, causing the dead to rise from their graves. On the anniversary of the event for years after, Brennisian men would stand watch over the graveyards to make sure they wouldn't rise again. Nowadays, the graveyards are filled with festivities instead! Live music is performed and there are food vendors aplenty as Brennisians visit the graves of loved ones. Graveyard Day is a reminder that death isn't the end, in more ways than one!

Festival of Storms70th–72nd of Vitalazo
Every year, we have the season of heavy rains and storms: Aradono, and Teiros feels these storms the most. In anticipation, we hold the Festival of Storms. During the festival, we celebrate and try to appease the Storm God Aradamus so that he may protect us from destruction. During the festival, thunderous drummers march around the city, filling the skies with echoing booms. Out on Marina Bay, the Brennisian Legion reenacts famous naval battles. Privately, many make offerings to Aradamus, all in hopes of avoiding his wrath.

Carnival of Democles13th–20th of Aradono
Unique to Teiros, we dedicate a week to celebrating the Miscreant God Democles, in hopes that he'll give us luck throughout the rest of the year. Much like the Brennisian Carnival, colorful costumes and masks are worn by celebrants, but much more whimsical! A parade, filled with musicians and street performers, begins at Democles' Redoubt and makes its way to Empire Beach for the largest celebration. You don't want to miss the wildest festival in Teiros. Your luck may depend on it!

Harvest's Bounty Festival38th–46th of Aurelina
As the weather grows cooler and the days grow shorter, our farmers work tirelessly to provide food for our hungry Republic! In the middle of Aurelina, we join together with family and friends to celebrate the bountiful harvest that has been bestowed on us. We give thanks, to the farmers, to the gods, and to everyone around us. Families join together to feast, and all are given time to rest. The festival is our last hurrah before Khlorendo's chilly grasp takes hold.

Night of the Lanterns49th of Khlorendo
Khlorendo is the season of chillier weather and longer nights, where it's easy to forget that Krymanza is just around the corner. Every year in Brennis, thousands of lanterns are released, into the sea and sky, to remind us of the warmth and sunshine that will grace our island once more! The release of all the lanterns is truly a sight to behold, and it provides a romantic backdrop for time spent with your special someone.

Your Map to Teiros
Teiros is a large and magnificent city, but it's easy to get lost on your first visit, and even your sixth visit! Local Brennisians will be more than happy to help you get where you're going, but feel free to use the enclosed map to find your way as well!
City Map
Image
Last edited by Scratcherclaw on Sun Dec 16, 2018 9:49 pm, edited 1 time in total.
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Scratcherclaw
YUO ARE SMART
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Registered for: 11 years 3 months

Re: Fortune's Favor OOC

Post by Scratcherclaw »

The Mafia Families of Teiros

Though the Doge is the city's official figurehead, the streets of Teiros are divided between many significant families engaging in illicit activity. These mafia gangs feud for control over various portions of the city. Each has a base of operations across the city, typically hidden within a casino or villa owned by the family.

Here, you can read about known families, their members, and any additional intel you may have learned on them. As little is common knowledge, this section will be fairly sparse early on and will be updated as your PCs learn more.

The Salucci Family
Known as: TBA

Newcomers in the Teiros underworld scene, the Salucci family is far from unprepared to take it on. The Saluccis were one of the original families to move to the then-decrepit city of Teiros, revitalizing it into the modern destination it is today. They are one of the few elite families to have entirely earned their fortune through honest means, though such a feat won't last for much longer. They own and operate the Imperial Brennisian Casino, one of the city's first and most renowned.

Having watched the underworld from the sidelines their entire lives, the Salucci family is keenly aware of each family's strengths, and their weaknesses. As a result of this, as well as unmatched ambition, the Saluccis are not to be underestimated. With cunning, strength, and ferocity, the family is gearing up to take Teiros by storm.

Boss: Gina Salucci
Headquarters: Villa Salucci
Known Members
Gina Salucci
Appearance
Image
Alina Salucci
Villa Salucci

The Barone Family
Known as: The Crowns

The dominant family in the city, the Barones are old money and have held the city by the reins for generations. Their "donations" line the Teiros Treasury, and the city government gives them free reign as a result. They own and operate the city's largest casino, the Crown Royale, which has been used as a front for money laundering for as long as the family has been in power. The casino's name, as well as their dominance, have given them the name "the Crowns."

The Crowns are cunning, making up for lack of strength in tactics and shear wealth. Given their dominance across the city, they've developed a superiority complex, though it's not without reason. Beyond the Legion, the Crowns are the most highly-trained force in the city and are a force to be reckoned with. They've, however, started to grow careless in their arrogance and comfort.

Boss: Ilario Barone, 'Il Barone' or 'The Baron'
Headquarters: UNKNOWN
Known Members
Ilario Barone
Appearance
Image

The Buffone Family
Known as: The Clowns

Originally an offshoot of the Barone Family, the Buffones have developed somewhat of a reputation, and not the good kind. Poor leadership and foolish decision-making have left a mark on the family and few in the criminal scene take them seriously anymore. Their collective nickname "the Clowns," an insult derived from the Barone Crowns, is an unforgiving note of this and it remains a thorn in the side of the Buffone family.

Despite their hatred for such a label, the Buffones have appropriated it in both their appearance and their demeanor. Their members can often be spotted in clown attire, blending in with the local entertainers to all but the most discerning eye. Tactically, they employ often-foolish plans that typically end in failure, but occasionally reward handsomely.

Boss: Luigi Buffone, 'The Ringmaster'
Headquarters: UNKNOWN
Known Members
Luigi Buffone
Appearance
Image

The Ferraro Family
Known as: The Firebloods

The Ferraro family has operated the largest forge in the city for generations, Fyrus Ironworks. Relative newcomers to the criminal sphere in Teiros, they rose to prominence and wealth for producing some of the best quality arms and armor in the entire Republic. Eager to earn more, though, the Ferraro family began smuggling arms to hostile forces, both domestic and abroad. Many weapons find their way to Talguta and Wastrel's Wharf, and ultimately in the hands of pirates and gangs.

With a smuggling ring to protect, the Ferraros began operating as a mafia family. Now known as the Firebloods, its members are renowned for their dangerous tempers, especially the family leadership. When anger overtakes them, they are known to enter fits of dangerous rage that don't subside until one of the parties is unconscious, or dead.

Boss: Don Federico
Headquarters: UNKNOWN
Known Members
Don Federico
Appearance
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The Leone Family
Known as: The Saints

The Leone Family has had a long history in Teiros, and has changed vastly since its inception. It was founded by a poor farmer who eventually became engrossed in a smuggling operation and struck it rich. With his new wealth, he expanded his smuggling empire. Realizing the struggles of those at the bottom, he used his coffers for charity, improving the conditions for the city's most vulnerable. As a result, he and his family became known as the Saints.

Under the current leader, the Leone family has taken a sharp turn into greed. With rival families taking much of their business, their desperation has led them to do anything for gold. They've recently become the most aggressive, cutthroat, sadistic family in the city. Their alias, however, remains unchanged, with the denizens of Teiros appreciating the not-so-subtle irony.

Boss: Maria 'Mama' Leone
Headquarters: UNKNOWN
Known Members
Mama Leone
Appearance
Image

The Moretti Family
Known as: The Spectres

While most crime families prefer to make their dominance and power well-known to all others, the Moretti Family is an exception. The Morettis operate largely behind the scenes, even within the already-hidden criminal underworld. They prefer to not be seen, though won't hesitate to make themselves heard if it benefits them. Such behavior of sticking to the shadows has caused many to refer to them as spectres, as they may as well be ghosts.

While most families rely on strength and power at the forefront, the Moretti family instead uses cunning. They rely on stealth, deception, and subterfuge to spread their influence and take power. Instead of bribery, blackmail is a favored tactic of the Spectres, with dirt gathered on nearly every powerful individual. Within the crime world, they don't pick fights they won't win and will even avoid confrontation if possible. However, they largely remain apathetic towards the other families.

Boss: UNKNOWN
Headquarters: UNKNOWN
Known Members

The Vaccaro Family
Known as: The Brazen Bulls

The Vaccaro family rose to prominence decades ago in Teiros, as they were the proprietors of the Bronze Bull Arena, a colosseum that served as the island's sole venue for bull-fighting. When bull-fighting was outlawed in 5E Y573, the Vaccaro family, rather than giving up the tradition, moved bull-fighting into the shadows. Though the city government is well aware of these activities, a steady stream of gold keeps mouths shut.

Due to the family's origin and their behavior, they've been known as the Brazen Bulls. While many mafia families prefer cunning and calculation, the Brazen Bulls prefer to take risks and charge in. Simply put, they know no fear and, as a result, should be feared. In a battle of strength, the Vaccaro Brazen Bulls will always win.

Boss: UNKNOWN
Headquarters: UNKNOWN
Known Members

The Brennisian Legion
Known as: The Legion

Though Teiros is far from the military capital that it was during the height of the Brennisian Empire, the Legion still maintains a presence, mostly defensive, in the city. They occupy and operate a handful of fortifications and outposts throughout the city, mostly along the coastline. Unlike the city guard, the Legion cannot be bribed or swayed through other illicit means. However, they have mostly ignored the criminal presence in the city, maintaining a "don't mess with us and we won't mess with you" philosophy.

Every family has held up their end of the bargain, and those that don't are wiped out quickly. The Brennisian Legion is highly organized, highly trained, and also heavily outnumbers individual families in membership. With a large supply of the best weapons and armor available, it would be smart to keep the Legion in good graces.

Boss: Legate Cassius Salonius
Headquarters: Fort Aradamus
Known Members
Legate Cassius Salonius
Appearance
Image

Turf Map

Though hardly visible on the surface, the crime families of Teiros engage in turf wars around the city, each hoping to wrest control of as much of the city as possible. Territory may change hands from time to time as different neighborhoods are fought over. It's important to be aware of whose turf you're in at all times. Otherwise, you may find yourself in deep trouble. Step carefully.
Map
Image
Last edited by Scratcherclaw on Sun Dec 16, 2018 9:54 pm, edited 1 time in total.
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Scratcherclaw
YUO ARE SMART
Posts: 3739
Registered for: 11 years 3 months

Re: Fortune's Favor OOC

Post by Scratcherclaw »

Job Board

As you guys become a more trusted asset to the mafia family, you'll have the opportunity to view the job board for more minor assignments to earn cash.

These will be shorter and simpler jobs beyond the significantly-planned major assignments you might undertake. The job board can be viewed in-game, but will also be updated here so they aren't forgotten (which is inevitable with the nature of PBP).
Job Board
  • Recover client debts
  • Disrupt Ferraro supply lines
  • Scout for intel


Intel Board

Throughout the game, you'll encounter a lot of intel as you work your way towards dominance in the Teiros underworld. Here, you'll be able to find that information again so that you don't forgot. This way include people of interest, tips, or suspicious activity. This will also function as somewhat of an activity log, similar to what Wal has in Tulrisse.
Activity Log
  • Poisoned the Cyclops & recovered Gina's necklace
  • Rescued Alina from the Clowns
  • Murdered an arcane hermit within the sewers
  • Disrupted and ambushed the Ferraro's weapon supply chain
  • Collected debts from Salucci clients (Bretz & Kazama)
  • Drugged & defenestrated Fulke at Bretz's behest
  • Drugged & kidnapped Maximus, Crown Prince of Brennis
People of Interest
Tips & Suspicious Activity
  • Strange activity linked to the Clowns; requires further investigation
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Fialova
Magical Liopleurodon
Posts: 4784
Registered for: 11 years 3 months
Location: The Great North
Contact:

Re: Fortune's Favor OOC

Post by Fialova »

Nyx, A Conquered Cardshark

Image

Disguise/Work Attire
Image
Appearance
Personality
Ten-Minute Background
Background and Concept Elements
Early Life: Nyx was born to a family of middling class in Cru'unish society. Her father was a laborer, mostly working at the docks, though occasionally working construction and courier work as well. He was a simple man who she never really related to, though he did love her all the same. Her mother was a scribe whose employer changed frequently, and who earned the bulk of the family's meager income in the early years of her life. They lived in a small hut of a single room not far from the coast, a quick walk from the markets, and as a child she'd often play with children of different walks of life who found their way to the market square, whether they were urchins or children of powerful mages, or anywhere in between.

An Arcane Realization: As she grew and developed, Nyx began to show signs of latent magical ability. The signs were small at first, such as small movements of objects or disappearances of minor trinkets, but over time it became more and more clear that her talents were natural and that, with proper training, she could be something in the world, something greater than what either of her parents could ever be.

Seeing her daughter's raw talent, Nyx's mother did what she could to improve her station to the point that she could earn a job at the Aetherial Academy. It was by no means immediate, but by the time the girl was approaching adolescence she managed to get hired to work in the campus' library, copying old tomes that were deteriorating.

The New Kid: With her new position, it did not take too much longer before her mother was respected enough to convince the Academy higher-ups to allow Nyx to attend. Instead of paying the normal tuition, the fees were merely deducted from her mother's pay, and the rate was much lower due to her being an employee of the institution.

Nyx was reluctant to join the Academy at first. Everyone knew of it, and more than anything she feared she would not fit in. She was a child of a dock-worker and a scribe, not of a powerful mage or a councilor. She expected to be treated with disdain and looked down on by her peers, and felt that the experience would alienate her from her friends. Her mother reassured her that this would not be the case, eventually convincing young Nyx to attend.

Though not as bad as her fears, Nyx was slow to be accepted by the other children. For starters, she was quite a bit older than most of the students entering at her same level. Most who attended joined the academy at ages ranging from 6-10, and here she was, nearly a teenager, being taught alongside some children half her age. She was often ridiculed by some of the children her own age, but not all. She made fast friends with a small group of others not born of magical parents who themselves had experienced a lot of the same difficulties when they arrived at the academy, and this group formed a new family for the girl

Mistress of Mischief: Though initially reluctant to attend, and slow to be accepted, Nyx would eventually come to enjoy her time learning at the Academy. She got to spend time with her mother in the library in her down time and show off the things she was learning, and her group of friends stayed close all through her years of training. On occasion her father would visit, often bringing exotic goods he'd picked from something he'd been hauling, and it always put a smile on her face.

When not around her family, though, the girl's true enjoyment came from the pranks and acts of mischief her magical abilities allowed her to perform. Every child had a specialty in magic, and her was in the manipulation of objects with her mind. Her favorite trick involved magically creating small objects - completely indistinguishable from real ones, on the surface - that she could trade with others for things she wanted. Eventually the object she'd conjured would fade back into nothing, but she'd still have what she traded for.

As she grew older, her friends began to learn various games from some of the older children. Card and dice games were a fun way to pass the time for many academy students, and Nyx quickly realized that her conjuration trick could be applied to these games as well. How best to win at cards than by stacking the hand in her favor? Better still when her fake card simply disappears from the deck later, leaving no signs of her misdeeds. She didn't always get away with the trick, since she was not the only student with such abilities, but she did so often enough to win a decent amount of coin from some of the naive children of rich parents.

A Graduation Gift: After years of hard work and dedication to her craft, Nyx eventually graduated from the Aetherial Academy at the age of 19. She was a bit older than some of the other graduates, and a few of her close friends had already graduated before her, but she was proud nonetheless. Her pride was no match for that of her parents, though, who were absolutely ecstatic that their little girl had become an Academy Mage. They had high hopes for her future, and were excited to see what she planned to do with the opportunity they'd given her.

Before her life was to begin in earnest, though, she had a gift. Her parents had saved for years to purchase Nyx something she greatly desired as a graduation present. Initially they thought that perhaps a wand, or a nice set of enchanted robes. Over the years, though, as she showed her affinity for games, they decided on the perfect gift: a trip to the famed city of Teiros. Nyx was not overly familiar, but became quite excited when informed of the city's reputation for fun and leisure. However, her parents could only afford to purchase a trip for Nyx alone.

A Trip to Teiros: Nyx was initially reluctant to travel such a long distance, all alone and having never even left her home city before. However, the more she learned from her parents and friends about the city, the more she became excited at the prospect. Large gathering halls devoted to playing the same games she so enjoyed! The chance to make a fortune! And, of course, the proverbial ace up her sleeve: the ability to cheat without getting caught. It didn't take much convincing for her to set aside her misgivings and pack for the journey. She would miss her family and friends, sure, but she would return to Cru'un a wealthy and worldly woman. She'd purchase her family a fine house, and perhaps, one day, earn a seat on the Council of her own.

Her initial days in Brennis were full of things to do, new sights to see, new food to taste. She saw what of Teiros she could, before eventually visiting one of the 'casinos' she'd heard about. The Lion's Share, it was called, a small establishment run by an elderly Amkharan man. She'd been warned to those she'd told of her plans that she should start at small establishments to make sure that her tricks would go undetected, as the city was notorious for its criminal organizations. One wrong move, and you're never heard from again.

She visited the small casino a handful of times, winning more than enough times to make a decent profit, but apparently not enough to draw suspicion. Once she felt she was good, she moved onto a slightly larger one to do the same, once more earning a tidy sum before moving on. She did this a handful of times over the course of a few weeks, slowly amassing a large chunk of money that would certainly afford her a comfortable few months on her return home. However, it was far from enough for the extravagant life-style-changing purchases she'd dreamed of making.

The Carnevale: Deciding to step up her game once more, Nyx decided to try her luck at the famed circus-themed casino known as The Carnevale. Figuring this would be her second-to-last stop, before the top dog Crown Royale, she moved in to do her thing. The first couple of days went as well as ever, and she nearly doubled what she'd made at all of the other combined in that time. However, the employees of this establishment were much more accustomed to cheats, and much better at catching them. One of the more magically-inclined dealers noticed her tactics, and alerted their higher-ups, who confronted Nyx on the floor.

The girl initially tried to run, but the clown-faced goons who'd come for her were too numerous and knew the place much better than she. She was eventually cornered and hauled to a storage closet, where she was kept for hours on end. She grew hungry and antsy, and when a more senior member of the casino came to confront her she was in no position to argue. She admitted to the fraud, and begged them not to do the horrible things she'd heard of from the fearmongers in Cru'un.

The man, who she knows now is Mr. Dimenare, laughed in her face. When through, he informed her that, contrary to her fears, they had no intention of harming her. Her skills were too valuable, after all. Most cheats used sleight of hand to manipulate objects, but she simply created them out of thin air. Those skills would be useful on the other side of the house - as a dealer - and unless she wanted her fears to come true, she'd have to work for them.

Seeing no way out, and not wanting to end up dead, Nyx reluctantly agreed. She was forced to pay back all she had scammed from the casino, which amounted to all she had scammed from all of the casinos to this point, leaving her broke. She would be made to live in a cramped barracks for the other casino employees of low stature, who could not afford homes of their own, which consisted of many dealers and performers who walked the floors, as well as servers and janitorial staff.

A Way Out: A few years have now passed since Nyx was caught and forced into servitude by the Clowns, who she now knows are an organized crime syndicate. Though grateful to still have her life, she finds her current lot in life a miserable one. Despite being a popular persona at the Carnevale - known as the Queen of Diamonds - she makes barely enough to survive on, and far less than enough to purchase passage back home to Cru'un. Even worse, she has to spend each day cheating hard-working tourists out of money they brought to spend on entertainment, all to benefit people who treat her little better than they would a slave.

She's started to lose her lust for life, and has become more cynical over the years. Initially she'd tried to concoct various plans of escape, some which included reclaiming her small fortune, some which did not, but all proved to not be feasible. Recently she's stopped believing that it is even possible to get out from under the thumb of the Clowns. That is, until receiving a mysterious note...
Goals
1) More than anything, Nyx wants to get out of her current situation working for the Carnevale, and ideally - eventually - get back home to Cru'un

2) I'd like for Nyx to eventually develop close ties with the party, enough to view them as a new family so that she no longer feels such a longing to leave Teiros
Secrets
1) Nyx often bickered with Chjara less because she truly found the girl annoying, and more as a way to hide romantic interest that had been building over the years. Afraid of being outed as a 'deviant', as the Academy referred to homosexuals, she instead kept her preferences hidden whatever way she knew how. She struggles with this still, though is unsure if Teiros will show the same disdain for such things if practiced in the open.

2) Unbeknownst to Nyx, Ngaio is a member of the mafia group that left the note for her, and was the person directly responsible for making sure said note reached her unimpeded. She was the one to suggest to her colleagues that Nyx be recruited, sensing promise in the girl. However, she will not reveal herself until she knows for sure Nyx is trustworthy.
People Tied to Nyx
Parents - Nyx's mother and father still live in Cru'un, and dearly miss their daughter. She misses them as well, and hopes they do not fear she has been killed. Her mother is a scribe working at the Aetherial Academy library, and her father is a laborer who mostly does dock work.

The Misfits - Nyx's close knit group of friends at the Aetherial Academy, who were also outcasts initially and who bonded over shared hardships, despite coming from different walks of life. In addition to Nyx, the group consisted of three boys and a girl:
* Chjara - the other girl in the group, Chjara is a daughter of a wealthy merchant who developed magical talents in early adolescence. She thus joined the academy at an older age like Nyx which helped set her apart from many other kids, along with her father not being a mage. Nyx and Chjara never got along super well, and often competed to be the best, but they still feel a closeness as fellow members of their friend group
* Ghjuvan - the other mischievous member of the group, Ghjuvan was initially a street urchin. He developed magical talents young and used them to steal for survival, and sometimes for fun. He was prevented from being imprisoned for his crimes by a young mage, fresh out of the Academy, who took pity on him and paid for his tuition to the Academy if he promised to put the crime behind him. He did not keep the promise, though his benefactor does not know this.
* Andria - born to a family of laborers, and raised to be one himself, Andria never expected to see the inside of the Academy in his life. He developed latent magical abilties as a child, but hid them from his family, who held disdain for the ruling mages of Cru'un. However, as he grew older he desired to learn more about his talents, and saved his wages until he could afford tuition. He was older than most other students, and kept working when he could to pay for everything, all of which set him apart from others at the school.
* Brion - a foreigner from Fort Sakura, Brion had always been a studious child, and learned about magic from books he'd read. He was surprised when he developed magical talents, and sought to learn more. His parents, eager to give their child a proper education, sent him to Cru'un to join the academy. His being a foreigner certainly did not help him fit in, nor did his lack of mage parentage.

Mr. Dimenare - Nyx's boss, and relatively senior member of the Clowns who oversees staffing at the Carnevale. He is a portly and serious man, always with an eye out for new opportunities for profit or places to cut costs. He, Nyx learned, is the one who suggested that employees share one cramped barracks-style room rather than having private rooms to themselves. She finds the man detestable for this, and many other reasons.

Raul - Nyx's coworker at the Carnevale, and faux spouse as the King of Diamonds. He is a muscular and - by all accounts - conventionally attractive man, but Nyx finds him very annoying both in work and in their personal lives. He was an actor in Vizidel who came to Teiros specifically to join the famed casino, having been a fan of its aesthetic since childhood. He always talks about how much worse some of the places he'd lived in in Vizidel were compared to the barracks here, something that she always finds grating and not in the least bit comforting.

Ngaio - another coworker at the Carnevale, and faux enemy as the Queen of Clubs. She is an Okani woman who was abandoned in Teiros as a child, grew up on the streets, and eventually found work with the Crowns. While she feels lucky to not be where she once was in life, she shares Nyx's desire to have a better life than this. The two have become friends in the past few years, and look out for one another as much as they are able to.
Memories, Mannerisms, and Quirks
1) Now that it is no longer a reality in her life, Nyx's fondest memories of those of the freedom of her past, especially during childhood. The few times she is allowed to stroll the city she is reminded of her times running around the marketplace with other children, or goofing off with her friends at the Academy. She misses the simple things that were possible in life when not chained to a job that comes with the threat of death if left.

2) A recent development in her life, Nyx wears a near-perpetual frown. Joy is barely present in her life anymore, and she has a hard time hiding this fact. She hates seeing herself in her Carnevale makeup and costume, and every day she works there she hates her life just a little bit more.

3) Though it has gotten her in trouble in the past, and is responsible for her current lot in life, Nyx cannot shake her mischievous streak. While she knows not to cross the Clowns, she does still play small pranks on her fellow employees in their barracks, and those pranks are most of the small moments of joy she still experiences.
Background - Family/Class/Profession/Institutions
Family: Middling-class Cru'unish. Father works in manual labor, mother is a scribe.

Class: In Cru'unish society, she is a member of the Mage class - the highest rung of society barring Council membership or Kingship, regardless of ones personal wealth. Now, though, she is a mere peasant employed by an organized crime syndicate.

Profession: Card dealer, clown, occasional dancer for special events.

Institutions: The Aetherial Academy, The Misfits, The Crowns, The Carnevale
Drives - Primary/Secondary/Tertiary
Primary: Family. Her family is very important to her. Her mother and father sacrificed many times in her life, to fund her education, to give her as good of a life as they could afford, and to provide her with the now-squandered opportunity to have a good time in Teiros. As such, she ultimately hopes to pay them back and give them a better life, if she can.

Secondary: Fun. Nyx is a child at heart when it comes to fun. She has a mischievous streak, and it shows. While not as present at the forefront of persona since her recent employment with the Clowns, it is ever present in the back of her mind, and when she has free time. She likes to explore and goof off with close friends, and is no strange to singing (poorly) or dancing (slightly less poorly) when the time is right.

Tertiary: Romance. Though never something that she has put much emphasis on in life, Nyx does eventually hope to experience a long term romance. This ties back into her love for her family, and desire to see it grow over time, though given her preferences that could become difficult.
Goals - Short-Term/Medium-Term/Long-Term
Short-Term: Get out of the Clowns

Medium-Term: Get enough money to get out of Teiros

Long-Term: Return to Cru'un and reunite with her family and friends
Character Sheet
Nyx, level 3
Human Mage
Background: Scholar
Background Effects
Gain Know-0

Growth: [1d6]=4 = +2 Mental, raising Int to 18
Learning: [1d8]=7 = gain Pray-0
Learning: [1d8]=8 = gain Convince-0
Class Effects
Arcane Tradition: High Mage

Gain Magic-0
Cannot cast spells or use arts while wearing bulky clothing, armor, or shields
Gain 4 high mage spells at creation, and 2 additional at each level-up
Gain 2 high mage arts at creation, and 2 additional at each even level
Effort equals 1 + Magic skill level + mod of Int or Cha


FINAL ABILITY SCORES
Str 9 (+0), Dex 11 (+0), Con 14 (+1), Int 18 (+2), Wis 11 (+0), Cha 15 (+1)

STARTING ABILITY SCORES
Str 9, Dex 11, Con 6, Int 16, Wis 11, Cha 15
[3d6]=16[3d6]=15[3d6]=11[3d6]=6[3d6]=9[3d6]=11
Use free 14 to change Con to 14

HP: 13 AC: 10
[1d6]=6
Physical: 12 Evasion: 11 Mental: 12 Luck: 13
Base Attack Bonus: +0
Max Spell Level: 2

SKILLS
Know-0
Pray-0
Convince-0
Magic-2
Sneak-0
Notice-0
Trade-0

FOCI
TBA Unique Gift
tba
Imposter-1
Gain Sneak-0. Once per scene, reroll any failed skill check or saving throw related to maintaining an imposture or disguise. Create one false identity of no great social importance; you can flawlessly pretend to be that person, such that only extremely persuasive proof can connect you with it. You can change this identity with a week’s worth of effort in building a new one.
Old Empire Sigilism
You can embed spells in small tokens that function as calyxes only usable by yourself. Creating such a token takes ten minutes per level of the spell and the expenditure of a normal daily spell use. This expended slot may be recovered normally. Using them takes a Main Action, but the sigil need only be presented firmly; no vocalization or gestures are required, and it cannot be interrupted by damage. Only one token can be empowered at any one time.


ARTS (Effort: 5/5)
Restrained Casting
Commit Effort for the day as an Instant action when casting a High Magic spell. You may do so in perfect silence and without need for
somatic gestures, though damage will still disrupt the casting.
Sense Magic
Commit Effort as an Instant action; while it remains committed, you can visually perceive magical energy and get a one-sentence description of the effect of any standing magics or magical items you inspect. The ambient magical energies in most areas allow you to see clearly even in conditions of perfect darkness.
Hang Sorcery
Commit Effort for the scene as an Instant action when casting a spell. The spell does not go off, but remains “hung” and waiting to be triggered as an On Turn action, with details of targeting and effect determined at that time. Damage does not disrupt a hung spell, but no additional spells can be cast until the hung spell is released or allowed to dissipate.


SPELLS KNOWN
TBA Living Missile rework
tba
Damnation of the Sense - Level 1
The caster targets a visible creature within two hundred feet. The target gets a Mental saving throw to resist; on a failure, one sense of the caster’s choice is entirely under the caster’s control for the rest of the scene, while a success leaves them bound only for the next round. Any false impression may be given, or any true one concealed, and a creature may be left effectively blinded or deafened. Distracting tactile sensations can force the victim to make a Physical saving throw in order to act each round. Blinded creatures can’t make ranged attacks and roll all melee hit rolls twice, taking the worst result. If a creature thinks itself in mortal peril its excitement allows it to make a Mental save to throw off the spell at the end of each round.
The Excellent Transpicuous Transformation - Level 1
The mage chooses up to one visible willing target per caster level provided they are within 100 feet, though afterwards the targets can separate freely. The targets and all they wear or carry become perfectly transparent. Missile attacks against invisible foes are largely impossible, and melee attacks against them usually suffer a -4 penalty to hit rolls. The spell lasts for up to an hour per caster level, but it breaks if a subject performs some violent motion, such as running, attacking, or casting a spell. Once broken for one subject, it breaks for all.
Ineluctable Shackles of Volition - Level 1
The mage targets a visible living creature within 100 feet. The subject must immediately make a Mental saving throw at a penalty equal to the caster’s Magic skill or become enthralled to the caster’s will. Such victims will obey any physical commands issued by the caster, 
barring ones that seem suicidal or patently meant to result in their murder. The caster cannot order the creature to answer questions or perform acts that require independent judgment, nor to use non-physical abilities or spells, but it will fight for the caster or to defend its own life. Enchanted victims appear torpid and dazed, and will act only to defend themselves or satisfy their needs. The spell
lasts until dispelled, or until the caster dies or releases them. Every time this spell is cast, however, all prior subjects get an immediate unmodified Mental saving throw to throw it off. If the creature has more hit dice than the caster, it gets an unmodified saving throw to end the effect the first time each day it’s ordered to do something it finds strongly objectionable.
Phantasmal Mimesis - Level 1
The mage creates a phantasmal seeming at a visible location within 100 feet per caster level. The illusion can occupy a number of 10-foot cubes equal to the caster’s level and can include visual, audible, olfactory, and even tactile elements. If onlookers have no reason to believe the illusion is false, they will unconsciously move and perceive so as to conform to its apparent physical qualities, halting before walls, reeling from imagined blows, and seeing their clothing burnt by phantasmal flames. The illusion will behave and act on its own in accordance with the caster’s intentions for it, but it cannot go more than a hundred feet from where it was conjured. Phantasmal
monsters fight with the caster’s hit bonus, do 1d8 damage, have AC 10, and vanish if struck. There can be no more than one active illusionary attacker per two caster levels. Foes brought to zero hit points fall unconscious and wake up ten minutes later with 1 hit point. Creatures convinced the illusion is false can make a Mental saving throw each round to reject its psychic influences, becoming immune to its effects. The illusion lasts until dispelled, the caster drops it, or this spell is cast again.
Imperceptible Cerebral Divulgence - Level 1
The mage focuses on a visible living creature within 100 feet per caster level. For the rest of the scene, they immediately receive an impression of the target’s surface thoughts and interests, understanding them regardless of any lack of a shared language. The caster may ask one question of the target’s memories per caster level, but doing so risks breaking the spell; the target can make a Mental save before answering each question and the spell ends if the save is successful. These questions can only query memories, not compel any exercise of judgment or extrapolation. This spell is very subtle in its casting, and can be invoked without any visible gestures or audible incantations.
Extirpate Arcana - Level 2
The caster sweeps away all unwanted magical effects and enchantments within a twenty-foot radius, centered on any visible point within one hundred feet per level. If the magical effect was cast by a creature with equal or fewer hit dice or levels, the effect is negated automatically. Otherwise, a contested Int/Magic or Cha/Magic skill roll must be made, with higher-leveled caster gaining a +2 bonus on their roll and the dispeller winning any ties. This spell is not strong enough to permanently suppress standing magical effects, and requires the aforementioned contested roll to have any chance to even temporarily suppressing them. If successful, the effect is negated for 1d6 rounds. If cast on a very large enchantment, only the portion within the spell’s zone of effect is suppressed.
The Inexorable Imputation - Level 2
The caster makes a single one-sentence statement as part of casting this spell, a process which is subtle enough to appear as no more than ordinary conversation. All who hear the caster speak within a forty-foot radius must make a Mental saving throw or come to immediately believe the statement is true unless it seems physically impossible to them or it is emotionally intolerable to believe. The listeners must be able to understand the caster’s language, and the caster may exempt up to two targets per caster level from this delusion when casting the spell, so as to avoid beguiling their companions. The spell’s effects linger for one hour per caster level, after which the believers will be no more persuaded of the fact than events or their own common sense would allow.

SPELLS PREPARED (Prepared/Cast: 4/2)
♦ 
♦ 
♦ 
♦ 

READIED ITEMS (Capacity: X/4)
♦ 

STOWED ITEMS (Capacity: X/9)
♦ 

ITEMS AT BASE (Salucci Estate Bedroom)
♦ 

CURRENCY
X Silver
Transactions
?

ADVANCEMENT
Level 2
Roll HP: [2d6]=6, same so gain +1 for new total of 7

Improve Saving Throws: Physical: 14 Evasion: 13 Mental: 14 Luck: 15 -> Physical: 13 Evasion: 12 Mental: 13 Luck: 15

Gain Skill Points: +3, spend 2 to gain Magic-1, spend 1 to gain Trade-0

Choose Art: Hang Sorcery

Choose Spells: Phantasmal Mimesis - Level 1, Imperceptible Cerebral Divulgence - Level 1

Choose Focus: Old Empire Sigilism
Level 3
Roll HP: [3d6]=13

Improve Saving Throws: Physical: 13 Evasion: 12 Mental: 13 Luck: 15 -> Physical: 12 Evasion: 11 Mental: 12 Luck: 15

Gain Skill Points: +3, spend 3 to gain Magic-2

Choose Spells: Extirpate Arcana - Level 2, The Inexorable Imputation - Level 2
Combat Block
Name in Character Color

Gender Human Class 1
Languages: Mandate
Age:
Height:
Weight:

Speed: X meters
Initiative:

AC:
Physical:
Evasion:
Will:
HP: X/X

Attack Bonuses:
Weapon: Attack Roll, Damage Roll
Unarmed: Attack Roll, Damage Roll

Ammunition Loaded:
Weapon: X/X

Active Effects: none

Consumables:
Important Features:
Feature: Description
4e Archive
Character Sheet
Nyx, level 3
Tiefling, Psion
Discipline Focus: Shaper Focus
Background: Bleakmire (Learn Draconic)
Theme: Noble Adept

FINAL ABILITY SCORES
Str 8, Con 13, Dex 11, Int 18, Wis 13, Cha 18.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 11, Int 16, Wis 13, Cha 16.


AC: 15 Fort: 12 Reflex: 15 Will: 17
HP: 33 Surges: 7 Surge Value: 8

TRAINED SKILLS
Stealth +8, Perception +7, Arcana +10, Bluff +12, Religion +10

UNTRAINED SKILLS
Acrobatics +1, Diplomacy +5, Dungeoneering +2, Endurance +2, Heal +2, History +5, Insight +2, Intimidate +5, Nature +2, Streetwise +5, Thievery +1, Athletics

FEATS
Psion: Ritual Caster
Feat User Choice: Holy Symbol Expertise
Level 1: Walker of the Dark Path
Level 2: Imperious Majesty

POWERS
Psion at-will 1: Dishearten
Psion at-will 1: Mind Thrust
Psion daily 1: Living Missile
Psion utility 2: Intellect Fortress
Psion at-will 3: Unnerving Suggestion
Equipped Items Format
 

Code: Select all

Main Hand: Dagger
Offhand:   Dagger
Body:      Cloth Armor

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    Aetherial Symbol (holy symbol)
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

ITEMS
Ritual Book, Holy Symbol, Cloth Armor (Basic Clothing), Disguise, Gambler's gear (2), Belt Pouch (empty), Dagger (6), alchemical reagents (30), deck of cards, poor quality rings from guards (2), gem encrusted guard captain's ring, Ferraro guard instructions, guard captain's private letter, 96gp
RITUALS
Sending, Silence
Combat Block
Nyx

Female Tiefling Psion 3
Languages: Cru'unish, Brennissian, Common
Age: 22
Height: 5' 4"
Weight: 120 lbs.

Speed: 6
Initiative: +5
Passive Perception: 17
Passive Insight: 12
Senses: Low-light Vision

AC: 15
Fort: 12
Reflex: 15
Will: 17
HP: 33/33
Bloodied: 16
Surge Value: 8
Surges left: 7/7
Action Points: 1

Power Points: 5/5

MBA (dagger): +4 vs AC, 1d4 damage (+1 damage against bloodied foes)
RBA (Mind Thrust): +6 vs Will, 1d10+5 psychic damage (+1 damage against bloodied foes)
RBA (dagger): +5 vs AC, 1d4+1 damage (+1 damage against bloodied foes)

Resistances:
* 7 Fire

Vulnerabilities: none

Saves: none

Active Effects:
* +1 damage against bloodied foes
* cannot grant CA until EONT when I attack with Holy Symbol
* targets I hit that have not yet acted in encounter take -4 to hit me until my EONT

Powers:

Dishearten
Mind Thrust
Unnerving Suggestion
__________________________________

Second Wind [_]
Adept's Insight [_]
Infernal Wrath [_]
Shaped Consciousness [_]
Minor Creation [_]
Intellect Fortress [_]
Walker of the Dark Path Damage [_]+
__________________________________

Shroud of Shadow [_]
Living Missile [_]

+ see important feature below for details

Rituals:

Sending [_]*
Silence

* can use for free once per day

Consumables: none
Important Features:
Class Features
Psion Augmentation: Lots of finnicky rules, see PHB3 for details.

Ritual Casting: gain ritual casting feat, ritual book, and one level 1 ritual for free. Also gain Sending ritual, and can use it for free once per day.

Racial Features
Bloodhunt: gain +1 racial bonus to damage against bloodied foes

Fire Resistance: have fire resistance equal to 5 + half my level

Theme Features
Level 1 Noble Adept Feature: gain 1 PP, can take powers that grant PP when taken in place of non-augmentable powers of the same level. Gain Adept's Insight

Feat(ures)
Ritual Casting: can master and perform rituals of my level or lower, see PHB for more details

Holy Symbol Expertise: when I attack an enemy using a holy symbol, all enemies become unable to gain CA against me until my SONT, unless I use another power or ability that specifically makes me grant CA

Walker of the Dark Path: gain a skill and access to holy symbols. Once per encounter, when I make a weapon attack with CA, target takes CHA mod extra damage from hit

Imperious Majesty: use CHA for Init. When I hit a target that has not yet acted in an encounter, it takes a CHA mod penalty to hit until my EONT
User avatar
ratwizard
A Wan Smile
Posts: 5469
Registered for: 11 years 3 months
Location: Hellworld

Re: Fortune's Favor OOC

Post by ratwizard »

Idrig Mal'talis, Alchemist, Artificer, and Ambusher

Image

Appearance
Personality
Ten-Minute Background
Background and Concept Elements
1) Durduumi Origins — The product of an affair between a Garrundi escort and a famous Durduumi researcher, Idrig grew up in a orphanage from infancy. At age seven, he was adopted by Goros and Camia Mal'talis, who themselves were childless. The Mal'talis' were a minor house within Durduum who had mostly married into other, more renowned houses.

2) Vim Balis Academy — From a young age, Idrig's intellect became apparent to his parents and his instructors. In an effort to push Idrig toward productive means and not mischief, his parents sent him to Vim Balis Academy — one of the well-known institutions in Durduumfor science, magic, and industry. At Vim Balis, Idrig met many others his age, and for once, he finally felt like he was around those of his caliber.

It didn't take long for Idrig to begin feeling urges to stand out. It wasn't good enough for him to be with the best, he needed to be the best. He picked fights, mouthed off, made rivals. He would manipulate his peers into working against each other, to his gain or simply his pleasure.

Idrig stayed at Vim Balis Academy for six years, where he learned a range of knowledge. Alchemy, chemistry, biology (cave, soil, and sea), artificing, and a smattering of other sciences. In his sixth year, at the age of seventeen, Idrig was ejected from the Academy after being the ringleader for a hazing that permanently blinded one younger boy and maimed another.

3) Scout Brigade — Being kicked out of the Vim Balis didn't deter Idrig. He continued his alchemy mastery, working side jobs throughout Durduum to afford reagents. Eventually, Idrig joined the Durduum Scout Brigade at the age of nineteen, knowing he could expand his exposure to cave flora first-hand. Here, he trained for several months in spelunking, becoming a great shot with a crossbow along the way.

Within a year, Idrig was exploring the deepest reaches of Durduum's chambers and beyond with dwarves who had served for much longer than he. He enjoyed the work. It was quiet, straightforward, and with the occasional chance to put a bolt through the brain of a cave spider. He was able to pocket strange, rare ingredients almost every single day, taking them back to his quarters to experiment during his off-shift.

At the age of twenty-two, Idrig was ejected from the Durduum Scout Brigade, after convincing one of his fellow scouts to try a handful of concoctions he had created. The other dwarf became violently ill and it led to a large internal investigation that opened up other, unrelated inquests into corruption.

A bit worried for his safety from the stir he had caused in the political and crime networks in Garrund, Idrig decided to journey above-ground for some time.

4) Superterranea — Traveling through Imardin for several months, Idrig was enjoying himself much more than he had ever done before. Life above-ground was exhilarating, with so many fascinating people to meet, and work to be done. He began a business as a hedge alchemist, roaming from village to village to peddle his wares. Business waxed and waned, but at the end of the day, Idrig wasn't doing it for profit — he was doing it for the experience.

5) Time Abroad — Eventually, Idrig picked took to the high seas to visit foreign lands and see what native flora existed. Visiting Gleios for a few years, then Talguta for a several, he slithered his way from place to place, investing whatever coin he made right back into his learning. He was committed.

It was around this time that Idrig heard rumors of legendary recipes, passed down from generation to generation. While many simply dismissed them as hearsay, Idrig wanted to know himself. Could a potion grant one near-immortality? Was there a recipe that would regrow lost limbs? Was there truly a potion that would immediately boil your insides after seemingly harmless imbibement? Even more exciting — could you affect an entire population of people through the water supply?

His logic told him no, but the whispers at the back of his mind still spurred him forward.

6) To Teiros — Idrig's travels brought him to Brennis, where he has been studying the local alchemical lore and flora for several months, logging all of it copiously. Upon staying with an escort in Teiros, Idrig's logbook was stolen from him. In a panic, he searched everywhere, only to be contacted by the Morettis. They offered him a decision — give them everything to his name, or they would destroy his research.

For Idrig, the choice was easy.

Goals
1) Idrig wants to pay the rest of his debts to the Morettis, and get the fuck out of Brennis.

2) I want Idrig to be able to establish a connection in Teiros for a business venture in shipping him some of the local alchemical supplies and native ingredients.

Secrets
1) Idrig is a textbook sociopath. Upon the surface, he is chatty, but the dwarf cares for little else beyond himself and will stop at nearly nothing in his path.

2) While in Gleios, Idrig accidentally chemically sterilized himself. To this day, he has no idea.

3) Idrig Mal'talis, almost a century later, will play a significant role in the Kelbis Mines.

People Tied to Idrig
1) Morven Fimus — After being the 'victim' of Idrig's chemical experimentation during their time together in the Scout Brigade, Morven became the focal point of a long criminal investigation through Durduum, leading to him being awarded a substantial amount of money by the government.

Morven takes Idrig's machinations in stride and looks at him fondly for resulting in the fat, dumb, and happy lifestyle that Morven can afford now.

2) Manitus Marvulis - A Cru'uni sorcerer who crossed paths with Idrig in Gleios. Manitus was contacted by Idrig to help empower a particular batch of bullyweed potions for a deal Idrig had cut with a local group of assassins. The two worked as partners for some time after that. Eventually, Manitus' research bid had ran out, and he was moved to his next assignment in Gerrik. Manitus still stays in contact with Idrig.

3) Kapurh Singal - A Vishan woman that Idrig met during his time in Talguta. They worked together, as herbalist and alchemist, for some time. Eventually, Idrig went on to betray her after he dropped the ball on a trade order for the Agrypno. The gang almost beat her to death, but instead killed her husband. Kapurh herself is shrewd, smart, and devoted to her craft.

Memories, Mannerisms, and Quirks
1) Every so often, Idrig is brought back to the time of his first kill. It was a man in Imardin named Gerard. While traveling through Dromissa, Idrig was robbed by Gerard while the dwarf was selling his wares in the backalleys of the city. In the ensuing tangle, Idrig fired a crossbow bolt at the man, splitting his head open. Idrig left the city that night, paranoid that he would be found, captured, and punished for the act.

2) Idrig Mal'talis suffers from a mix of disorders, including what would be known in our world as antisocial personality disorder, combined with schizophrenia. From a young age, he has been high-functioning and incredibly intelligent, but lacks the awareness, empathy, or common thinking that most others have. He is commonly gripped by delusions of grandeur, which have pushed him to continually perfect his grasp over alchemy and the arcane.

3) Idrig is a collector of many things — but not a hoarder. He is interested in scents, alchemical solvents, and, to some extent, blood. He wishes one day to have a vast library or laboratory dedicated to storing and cataloging the many different ingredients and tools he has found.

Background - Family/Class/Profession/Institutions
Family: Orphaned, then part of the Mal'Talis family — a minor house in Durduum.

Class: Idrig used to be part of the upper-middle class in dwarven society, but now he is much more akin to a vagrant.

Profession: For the last several years, Idrig has worked as a hedge alchemist, traveling from town to town and selling his concoctions.

Institutions: Previously, the Vim Balis Academy, and the Durduum Scout Brigade

Drives - Primary/Secondary/Tertiary
Primary: Himself. At his core, Idrig is a selfish individual who will step on anyone to get ahead or avoid defeat.

Secondary: The Lost Recipes. Idrig feels that he has been put on Voreld to discover, claim, and master the recipes that have been lost to mortalkind.

Tertiary: Money. While Idrig will happily give up coin to further himself or his mission, he knows that cash is king.

Goals - Short-Term/Medium-Term/Long-Term
Short-Term: Pay off his debts to the Morettis.

Medium-Term: Leave Brennis entirely, perhaps venturing to Ghia, Visha, or Mai'okon next.

Long-Term: Find the Lost Recipes, establish his power as the most powerful alchemist the realm has ever known.
Character Sheet
Idrig Mal'talis, level 3
Genasi, Artificer
Elemental Manifestation: Causticsoul
Background: Renegade (+2 to Streetwise)
Theme: Order Adept

FINAL ABILITY SCORES
Str 8, Con 18, Dex 10, Int 20, Wis 10, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 10, Int 18, Wis 10, Cha 10.


AC: 18 Fort: 16 Reflex: 16 Will: 12
HP: 40 Surges: 10 Surge Value: 10

TRAINED SKILLS
Arcana +11, Heal +6, Bluff +6, Streetwise +8, Nature +8

UNTRAINED SKILLS
Acrobatics +1, Diplomacy +1, Dungeoneering +1, Endurance +7, History +6, Insight +1, Intimidate +1, Perception +1, Religion +6, Stealth +1, Thievery +1, Athletics

FEATS
Artificer: Ritual Caster
Level 1: Crossbow Caster
Level 2: Weapon Proficiency (Superior crossbow)
Feat User Choice: Crossbow Expertise

POWERS
Artificer at-will 1: Static Shock
Artificer at-will 1: Magic Weapon
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Burning Weapons
Artificer daily 1: Icebound Sigil
Artificer utility 2: Shadowy Figurine
Artificer encounter 3: Shocking Feedback

ITEMS
Ritual Book, Leather Armor, Superior crossbow, Backpack (empty), Torch (3), Hammer, Hempen Rope (50 ft.), Iron spikes (10), Crowbar, Dagger boots, Rare Herbs (Nature) (3), Mystic Salves (Heal), Residuum (Any), Alchemical Reagents (Arcana), Travel Papers
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
Equipped Items Format

Code: Select all

Main Hand: Superior Crossbow
Offhand:   Superior Crossbow (used two-handed)
Body:      Leather Armor

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
Combat Block
Idrig Mal'talis

Male Genasi Artificer 3
Languages: Common, Dwarven
Age: 32
Height: 5'2"
Weight: 195 lbs.

Speed: 6
Initiative: +1
Passive Perception: 11
Passive Insight: 11
Senses: Normal Vision

AC: 18
Fort: 16
Reflex: 16
Will: 12
HP: 40/40
Bloodied: 20
Surge Value: 10
Surges left: 10/10
Action Points: 1
Arcane Empowerment

MBA: +1 vs AC, 1d4 damage
RBA: +6 vs AC, 1d10+1 damage

Resistances:
Resist 5 acid

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

Magic Weapon
Static Shock
__________________________________

Second Wind [_]
Acid Surge [_]

Healing Infusion: Curative Admixture
-OR-
Healing Infusion: Resistive Formula
[_][_]


Burning Weapons [_]
Shocking Feedback [_]
__________________________________

Icebound Sigil[_]
Shadowy Figurine[_]
Augment Energy[_]
Impart Energy[_]

Consumables:

None.

Important Features:
Elemental Origins: Idrig is considered an elemental creature.

Causticsoul: Idrig can breathe underwater. (This is flavored as always having a personal water-breathing concoction.)

Arcane Rejuvenation: Any ally expending a magic item daily power gains 6 THP.

Crossbow Caster / Crossbow Expertise: Idrig may use crossbows as an implement and can ignore partial and superior cover with crossbow attacks.
User avatar
Pashalik
The Fair and Balanced
Posts: 292
Registered for: 11 years 3 months

Re: Fortune's Favor OOC

Post by Pashalik »

Gau, the Wild Child, Beast of the Backalleys


Image

Appearance
Personality
Ten-Minute Background
Background and Concept Elements
1) When Gau was younger, he and his older brother, Manok, fled from an increasingly unsafe home in Kurnhuelde. They set sail for Talguta, where the two had family. The coin they had only got them passage to Teiros, and Manok set about trying to raise enough for the last leg of the trip. However, Manok drew some unwanted attention, and the worst came to pass. He was murdered, leaving Gau alone.

2) Gau lives on the streets of Teiros now. He steals what he needs, and fights to keep it.

3) He often covers his face when "working", preferring a tiger mask he stole from a theatre production. Of course, people gossip about the Tiger of Teiros now, so he isn't exactly unknown, but changing identities still provides some cover.

4) He has started getting curious about actual (illegal)jobs, rather than just swiping things directly. Instead of taking the risk of talking to people, he shadows them to piece together how things are done.

Goals
1) Learn how to take underworld jobs.

2) Reach Talguta or Kurnhuelde and find family.

Secrets
1) His primary lair is in a rundown church. The priests and worshippers who still use it don't make use of the whole building, so he is relatively secure there.

2)

People Tied to Gau
1) "One-Eye" A young human man who works as an enforcer for one of the families. Missing an eye. Gau witnessed him killing Manok, but does not know his name.

2)

3)
sheet
====== Created Using Wizards of the Coast D&D Character Builder ======
Gau, level 3
Human, Rogue
Rogue Tactics: Brutal Scoundrel
Rogue: Rogue Weapon Talent
Human Power Selection: Bonus At-Will Power
Background: Geography - Urban (+2 to Streetwise)

FINAL ABILITY SCORES
Str 16, Con 10, Dex 20, Int 8, Wis 10, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 18, Int 8, Wis 10, Cha 10.


AC: 18 Fort: 15 Reflex: 19 Will: 12
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Bluff +6, Stealth +11, Thievery +11, Perception +6, Streetwise +8, Acrobatics +11, Athletics +9

UNTRAINED SKILLS
Arcana, Diplomacy +1, Dungeoneering +1, Endurance +1, Heal +1, History, Insight +1, Intimidate +1, Nature +1, Religion

FEATS
Human: Backstabber
Level 1: Nimble Blade
Level 2: Quick Draw
Feat User Choice: Light Blade Expertise

POWERS
Bonus At-Will Power: Acrobatic Strike
Rogue at-will 1: Piercing Strike
Rogue at-will 1: Riposte Strike
Rogue encounter 1: Dazing Strike
Rogue daily 1: Spinning Blade Leap
Rogue utility 2: Tumble
Rogue encounter 3: Low Slash

ITEMS
Leather Armor, Dagger
Combat Block Format
Gau

Male Orc Rogue 3
Languages: Common, Kurnish
Age: 11
Height: 4'4"
Weight: 80 lbs.

Speed: __
Initiative: +__
Passive Perception: __
Passive Insight: __
Senses: _____ Vision

AC: __
Fort: __
Reflex: __
Will: __
HP: __/__
Bloodied: __
Surge Value: __
Surges left: __/__
Action Points: __

MBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)
RBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)

Resistances:
List all passive resistances here. If none, then just write "None."

Vulnerabilities:
List all passive vulnerabilities here. If none, then just write "None."

Saves:
List all passive bonuses to saving throws here. If none, then just write "None."

Active Effects:
List all current, non-permanent effects here (and the permanent ones too, if you really want). This includes all effects such as being prone, blinded, etc. Make sure this is always up to date. If none, then just write "None."

Powers:

At-Will
Item At-Will
__________________________________

Encounter [_]
Item Encounter [_]
__________________________________

Daily [_]
Item Daily [_]

Consumables:

List things such as potions and other consumable items here. If none, just write "None."

Important Features:
Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.

Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.


#FF8000
Last edited by Pashalik on Mon Jan 28, 2019 8:52 pm, edited 6 times in total.
User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4002
Registered for: 11 years 3 months
Location: Blockbuster

Re: Fortune's Favor OOC

Post by Namelessjake »

Ciraco Veturius, The Serendipitous Sellsword

Image
Ten-Minute Background
Background and Concept Elements
Personality - Ciraco is charismatic, talkative, and witty. He has found he can talk himself out of most situations although he has a tendency of also talking himself into situations he could of avoided as he can be cocky, sarcastic, and abrasive at times. He generally comes across as relatively care free.

Early Life - Ciraco was born to a poor family in Vizidel. His Father left when his was young, shortly after his younger sister was born and the family struggled to get by. Before leaving his father gave him an engraved silver pendant which he has worn around his neck ever since.

Scrappy Street Fights - As a young teenager with little prospects, Ciracro began to run with a small street gang of similar aged children. Their exploits started off fairly innocuous, some petty thievery and small disturbances, but began to escalate as they got older and started butting heads with similar gangs from other neighbourhoods. Ciraco would often return home bruised from brawling in the streets with the other gangs.

The Brenissian Bastards - As they reached young adulthood, most of the gang moved on to other ventures, however Ciraco along with a few of the others founded a Sellsword Company. They originally took up security work in Vizidel and slowly recruited a few more members until they numbered around twenty.

However the work wasn't lucrative enough so the company decided to pool their money and bought passage to Talguta. They continued their work, with the city's higher crime rate providing them with much more earning potential. They soon realised that the flip side of the business was much more lucrative and before long they were under the employ of the Ágrypno, the Gleiosian Crime Family which held an undisputed grasp on most of the city's underworld with the smaller Ghian gangs in the North of the City mostly preoccupied fighting each other. Running jobs for the Ágrypno, the group grew further in number and from the locals they earned the name 'The Brennisian Bastards'.

Troubles in Talguta - After a couple of easy years and easy money working for the Ágrypno, things changed for 'The Bastards' when the Amkharan Blood Lions brokered an uneasy truce with the Kyung Min. The Ghians turned their attention to the Gleiosians, aggressively attacking their operations. 'The Bastards' had become embroiled in one of the largest gang wars the city had seen for many years and they started to take casualties.

At first it was a couple of the newer recruits but then Sennia, a founding member of the company and one of Ciraco's childhood friends, was killed in a busy market in broad daylight by an Amkharan when she had been recognised as being associated with the Ágrypno.

Following this the group's leaders, including Ciraco, met and - after much arguing and discussion - decided to reluctantly break their ties with the Ágrypno and join the Ghians, deciding that they would rather back what looked to be the winning horse than all die.

However the Ágrypno didn't take this betrayal lying down and a few nights later they stormed into the inn the Brenissians had been using as a base of operations. They caught the Brenissians off guard and many were asleep or drunk. Ciraco went to grab his sword but the man in front of him was struck by musket fire. The two men were throw against the wall and Ciraco felt a sharp pain in his chest as a bullet passed through the man. Luckily the bullet just missed his heart although the journey through the man had slowed the bullet enough that it remained lodged inside him. He still bears a scar above his heart where it hit him today.

Ciraco and one other, a younger Brennisian called Marcellus, were the only two to make it out alive. They fled through the inn's back door where two Ágrypno lay on the ground already dead. After grabbing their weapons and anything else of use, they fled to the docks. After laying low for a few days and not hearing any word of any other survivors, they found passage back to Brennis aboard a merchant ship.

More Trouble in Terios After that the pair returned to Brennis and moved to Terios looking for work. With its underworld they figured it wouldn't be too hard but it should be safer than Talguta's open gang warfare. They rented an apartment above a Smithy and for the last six months or so have been doing odd jobs here and there, both together and alone, although with neither particularly wanting to return to the underworld, they have struggled to earn more than enough to cover the bare necessities.
Goals
1) Ciraco wants to become wealthy and renowned.

2) I'd like to fuck shit up
Secrets
1) Marcellus escaped from the inn shortly after Ciraco and assumed that he had killed the two men guarding the back door. Ciraco just went with it but in truth has no idea who or what killed those men and the question continues to niggle away at him.

2) Ciraco's father was a champion of the God of Chaos and Ciraco's luckiness stems from this.

2) The alliance between the Ghian gangs wasn't the deathblow to the Ágrypno that Ciraco and his comrades thought it would and the weaken but still powerful Ágrypno has a price out on his and Marcellus' heads.
People Tied to Ciraco
1) Marcellus - A few years younger than Ciraco, Marcellus joined the Bastards shortly after they arrived in Talguta. After escaping the city alive, the two now live together above a smithy. The two were friends but never overly close, however after having worked together for many years they trust each other and have stuck together out of survival more than friendship.

2) Yasoir - Is a short tempered dwarf who owns the smithy Ciraco and Marcellus live above. He will often shout at them when he sees them, due to the duo usually being behind on rent, but has a soft spot for the pair meaning he hasn't kicked them out yet.

3) Adresin - A female Elven Sellsword. Her and Ciraco have found themselves in direct competition many times in the short time Ciraco has been in Terios and the two do not see eye to eye.
Memories, Mannerisms, and Quirks
1) Ciraco has always been very lucky, getting hit less than the other kids, finding money on the floor etc. and more recently following his lucky escape from Talguta he has realised this and has developed an optimism that despite his current bad situation, things will turn around for him.

2) Ciraco wears a small engraved silver pendant around his neck, which he considers his lucky charm. He will often kiss it for good luck. It was given to him by his Father.

3) Ciraco vividly remembers searing pain from the moment the musket ball pierced his skin as he watched his friends and allies die around him. The ball just missed his heart and is still lodged inside him, occasionally giving him shoots of pain. He stills has the scar above his heart, along with a few others from blades that he has earned in his career as a Sellsword.

Due to this his has a particular disdain for firearms and their users.
Background - Family/Class/Profession/Institutions
Family: Ciraco has a mother and a sister in Vizidel although he hasn't seen or spoken to them since he left for Talguta.

Class: Low-Born

Profession: Sellsword

Institutions: Formerly 'The Brennisian Bastards', Formerly the Ágrypno, Formerly The Blood Lions, Formerly the Kyung Min

Drives - Primary/Secondary/Tertiary
Primary: Wealth

Secondary: Renown

Tertiary: Fun
Goals - Short-Term/Medium-Term/Long-Term
Short-Term: Get money to live off of.

Medium-Term: Gain a reputation in Terios leading to more money and power.

Long-Term: Retire a happy and wealthy Man.
Character Sheet
Ciraco Veturius, level 3
Elf, Avenger
Build: Pursuing Avenger
Avenger's Censure: Censure of Unity
Elf Subrace: Standard Elf Racial Traits
Background: Birth - Cursed (+2 to Bluff)
Theme: Bregan D'aerthe Mercenary

FINAL ABILITY SCORES
Str 12, Con 10, Dex 18, Int 12, Wis 19, Cha 8.

STARTING ABILITY SCORES
Str 12, Con 10, Dex 16, Int 12, Wis 17, Cha 8.


AC: 19 Fort: 13 Reflex: 16 Will: 16
HP: 36 Surges: 7 Surge Value: 9

TRAINED SKILLS
Religion +7, Thievery +10, Bluff +9, Perception +12

UNTRAINED SKILLS
Acrobatics +5, Arcana +2, Diplomacy, Dungeoneering +5, Endurance +1, Heal +5, History +2, Insight +5, Intimidate, Nature +7, Stealth +5, Streetwise, Athletics +2

FEATS
Level 1: Improved Armor of Faith
Level 2: Weapon Proficiency (Fullblade)
Feat User Choice: Heavy Blade Expertise

POWERS
Avenger at-will 1: Bond of Censure
Avenger at-will 1: Overwhelming Strike
Avenger encounter 1: Raging Tempest
Avenger daily 1: Thunder and Echo
Avenger utility 2: Holy Blessing
Avenger encounter 3: Relentless Stride
Equipped Items Format
Delete the dashes and replace with item names. Do not apply colors or other formatting, as they will not show up in code format. Do not delete any of the spaces, or else the alignment of the rows will be off. Add more boon rows as necessary, if you have more than one.

Code: Select all

Main Hand: Full Blade (used two handed)
Offhand:   Fullblade (used two handed)
Body:      Cloth Armor (Basic Clothing)

Head:      ---
Neck:      Silver and Citrine Democles Necklace (Amulet of Double Fortune +1) 
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    Lucky Charm (Holy Symbol)
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---


ITEMS
Belt Pouch, Gambler's gear, Waterskin, Candle (2), Dagger, Coinpurse of 1183 gold & 10 silver, Silver and Citrine Democles Necklace (Amulet of Double Fortune +1)
Combat Block
Ciraco Veturius

Male Elf Avenger 3
Languages: Common, Brennisian
Age: 27
Height: 5'11"
Weight: 175 lbs.

Speed: 7
Initiative: +5
Passive Perception: 22
Passive Insight: 15
Senses: Low-Light Vision

AC: 19
Fort: 14
Reflex: 17
Will: 17
HP: 36/36
Bloodied: 18
Surge Value: 9
Surges left: 7/7
Action Points: 1

MBA: 1d20+7 vs AC, 1d12+2 Damage
RBA: 1d20+6 vs AC, 1d4+5 Damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Overwhelming Strike
Bond of Censure

__________________________________

Second Wind [_]
Oath of Enmity [_]
Raging Tempest [_]
Abjure Undead [_]*
Divine Guidance [_]*
Relentless Stride [_]
Skullduggery [_]
Elven Accuracy [_]
Holy Blessing [_]
__________________________________

Thunder and Echo [_]

*One per encounter

Consumables:

None
Important Features:
Heavy Blade Expertise: Gain +2 to defenses against OAs when wielding a heavy blade.

Fey Origin: You have the fey origin.

Wild Step: Ignore difficult terrain when shifting.

Group Awareness: Allies within 5 squares gain +1 to perception.

Amulet of Double Fortune +1: When you score a critical hit, you make a saving throw against one effect that a save can end. You gain an item bonus to that saving throw equal to the amulet's enhancement bonus.
WWN Build
[3d6]=15[3d6]=12[3d6]=8[3d6]=8[3d6]=13[3d6]=12

15, 12, 8, 8, 13, 12

STR 15 (+1)
DEX 13 (+0)
CON 12 (+0)
INT 8 (+0)
WIS 12 -> 14 (+1)
CHA 8 -> 14 (+1)

BG: Thug
Stab-0

[1d6]=2
+2 Mental -> WIS 14
[1d8]=6
Notice-0
[1d8]=2
Stab-1

Free Skill: Convince-0

Partial Expert(Convince)/Partial Warrior
1d6+2 hit dice
+1 Atk Bonus
Foci, 1 expert, 1 warrior, 1 any
Quick Learner
When you advance a character level, you gain an extra
skill point which may only be spent on gaining or improving
non-combat skills or raising attributes. You may
save this point to spend later if you wish.

Expert Foci
Diplomatic Grace-1
Level 1: Gain Convince as a bonus skill. You speak all
the languages common to your region of the world
and can learn new ones to a workable level in a week,
becoming fluent in a month. Reroll 1s on any skill
check dice related to negotiation or diplomacy.
Convince-0 -> Convince-1

Warrior Foci
Shocking Assault-1
Level 1: Gain Punch or Stab as a bonus skill. The Shock
damage of your weapon treats all targets as if they
were AC 10, assuming your weapon is capable of
harming the target in the first place and the target
is not immune to Shock.
Punch-0

Any Foci
Authority-1
Level 1: Gain Lead as a bonus skill. Once per day, you
can make a request from an NPC who is not openly
hostile to you, rolling a Cha/Lead skill check at a
difficulty of the NPC’s Morale score. If you succeed,
they will comply with the request, provided it is not
significantly harmful or extremely uncharacteristic.
Lead-0

D&D Character Foci
Lucky-1
Once per week, a blow or effect that would otherwise
have left you killed, mortally wounded, or
rendered helpless somehow fails to connect or affect
you. You make any rolls related to games of chance
twice, taking the better roll.

Skills
Convince-1
Lead-0
Notice-0
Punch-0
Stab-1

Lvl 1 HP: [1d6+2]=1+2=3 lol

Saves
P: 14
E: 15
M: 14
L: 15

Languages: Common, Brennisian

Level 2!
HP: 7
[2d6+4]=3+4=7
Atk bonus:2

Saves
P: 13
E: 14
M: 13
L: 14

4 skill points to spend
1 increase Dex to 14 (+1)
2 increase notice to Notice-1
1 gain Sneak-0

Lucky
Level 2: Once per session, in a situation of need or peril,
you can trust to your luck and roll 1d6. On a 2 or
more, something fortunate will happen to further
your goal, provide an escape from immediate peril,
or otherwise give you an advantage you need, if not
immediate victory. On a 1, the situation will immediately
grow much worse, as the GM sees fit.

Level 3!
HP: 18
[3d6+6]=12+6=18
Atk bonus:2
P: 12
E: 13
M: 12
L: 13

4 skill points to spend
3 Stab to Stab-2
1 gain Pray-0

WWN Character Sheet
Name: Ciraco
Race: Human
Level: 3
Languages: Brennisian, Common, + any other languages common to Brennis
Background: Thug
Class: Partial Expert/Partial Warrior

STR 15 (+1)
DEX 14 (+1)
CON 12 (+0)
INT 8 (+0)
WIS 14 (+1)
CHA 14 (+1)

HP: 18/18

AC:

Physical: 12
Evasion: 13
Mental: 12
Luck: 13

Base Attack Bonus: +2

Skills:
Convince-1
Lead-0
Notice-0
Pray-0
Punch-0
Sneak-0
Stab-2

Foci: 
Authority-1
Diplomatic Grace-1
Lucky-2
Shocking Assault-1

Readied (0/6)
Silver and Citrine Democles Necklace (Amulet of Double Fortune +1)
Sword, Great

Stowed (0/15)


Money:

Powers
Authority-1: Level 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not significantly harmful or extremely uncharacteristic.

Diplomatic Grace-1: Gain Convince as a bonus skill. You speak all the languages common to your region of the world and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.

Lucky-1: Once per week, a blow or effect that would otherwise have left you killed, mortally wounded, or rendered helpless somehow fails to connect or affect you. You make any rolls related to games of chance twice, taking the better roll.

Lucky-2: Once per session, in a situation of need or peril, you can trust to your luck and roll 1d6. On a 2 or more, something fortunate will happen to further your goal, provide an escape from immediate peril, or otherwise give you an advantage you need, if not immediate victory. On a 1, the situation will immediately grow much worse, as the GM sees fit.

Quick Learner: When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.

Shocking Assault-1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock.
Transactions
User avatar
Scratcherclaw
YUO ARE SMART
Posts: 3739
Registered for: 11 years 3 months

Re: Fortune's Favor OOC

Post by Scratcherclaw »

Luca Biondi, the Glorified Gladiator

Image

Appearance
Luca looks much like an ancient out of time while wearing his mock-Imperial armor, standing tall at 6'2 with a lean, muscular build. He has short golden hair, akin to sweeping wheat fields, and his pale blue eyes are like the early morning's sky. In between, he has a pair of thin, striking eyebrows that have given him a piercing gaze. He's always been told he looks like his mother did, while his sister looks much more like their father. He has sun-kissed olive-hued skin, a signature feature of Brennisians. With thin lips and a defining jawline, Luca is often considered to be a good example of a handsome Brennisian man.
Personality
Though he outwardly appears very quiet, Luca just prefers to be observant so that he may avoid all sorts of careless trouble. In reality, he is fairly jovial and extremely personable. He has to be, after all, with all of the people he deals with on a daily basis, whether tourists or potential threats. He's extremely cunning, but frequently plays the fool so that others may get cocky and let their guard down.

In his line of work, he knows not to trust anyone with his life. Because of this, he's slow to open up to strangers. Much like his family members, he's extremely ambition and is often willing to do whatever is necessary to achieve the results he wants. And in a city like Teiros, that means not letting silly morals get in the way.
Background
Luca was born to a fairly well-off patrician family in Teiros, welcomed by two loving parents and a curious older sister who would soon be his best friend. With an expansive garden and villa to explore, he had a childhood full of adventure and wonder. As a child, he soon became fascinated with the ancient Imperial Brennis, sparked from his family's ownership of the Imperial Brennisian Casino. He loved to visit as a kid, as it felt as though he'd been brought back in time. Though he enjoyed reading the history books, he was hardly satisfied with text alone. Instead, he insisted his parents hire someone to teach him to swordfight like the ancients. Hardly able to turn down such a happy child, they obliged.

His teenage years passed by much like any other, honing his skills and enjoying the life that Teiros had to offer. On occasion, he participated in mock-gladiatorial battles, especially during festivals of heritage. On one occasion, he even faced opponents at the Dorazzo Colosseum, earning a golden helmet as a trophy for his victory. As he neared his 22nd year, however, his life was thrown for a loop. It was a coordinated attack, and a decisive one at that. Few know how it happened, but what remains certain is much of his family, extended family included, was murdered: his parents included. Now, it was a time for action and planning. Retaliation was required, but it wouldn't be an easy feat.

Hoping to keep a low profile as they prepared, Luca created a new identity. With a haircut, a late growth-spurt, and a new training regiment, he was largely unrecognizable to many who knew him before. He planted himself at the Imperial Brennisian, posing as a gladiatorial entertainer while he laid low and listened for intel. He trusted few, save the remainder of his family. After a year, the time had come. Teiros, he knew, would never be the same.
Character Sheet
Luca Biondi, level 3
Thri-Kreen, Fighter
Fighter: Combat Agility
Fighter Talents: Arena Training
Arena Training: Arena Weapon (Crossbow)
Arena Training: Arena Weapon (Rapier)
Background: Muscle (+2 to Intimidate)
Theme: Guardian

FINAL ABILITY SCORES
Str 19, Con 14, Dex 17, Int 8, Wis 10, Cha 11.

STARTING ABILITY SCORES
Str 17, Con 14, Dex 15, Int 8, Wis 10, Cha 11.


AC: 18 Fort: 17 Reflex: 14 Will: 11
HP: 41 Surges: 11 Surge Value: 10

TRAINED SKILLS
Athletics +11, Stealth +8, Intimidate +8, Acrobatics +8

UNTRAINED SKILLS
Arcana, Bluff +1, Diplomacy +1, Dungeoneering +1, Endurance +2, Heal +1, History, Insight +1, Nature +3, Perception +1, Religion, Streetwise +1, Thievery +3

FEATS
Level 1: World Serpent's Grasp
Level 2: Nimble Blade
Feat User Choice: Crossbow Expertise

POWERS
Fighter at-will 1: Grappling Strike
Fighter at-will 1: Cleave
Fighter encounter 1: Takedown Attack
Fighter daily 1: Driving Attack
Fighter utility 2: Glowering Threat
Fighter encounter 3: Rain of Blows

ITEMS
Equipped Items

Code: Select all

Main Hand: Rapier
Offhand:   ---
Body:      Hide Armor

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      Footpads
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

Backpack
Crowbar, Grappling Hook, Gambler's gear, Hempen Rope (50 ft.), Climber's Kit, Bell and whistle

All Items
Rapier, Hide Armor, Backpack (empty), Crowbar, Footpads, Grappling Hook, Gambler's gear, Hempen Rope (50 ft.), Climber's Kit, Bell and whistle
Combat Block
Luca Biondi

Male Thri-Kreen Fighter 3
Languages: Common, Brennisian
Age: 23
Height: 6'2"
Weight: 185

Speed: 7
Initiative: +4
Passive Perception: 11
Passive Insight: 11
Senses: Low-light Vision

AC: 18
Fort: 17
Reflex: 14
Will: 11
HP: 41/41
Bloodied: 20
Surge Value: 10
Surges left: 11/11
Action Points: 1

MBA: +10 vs AC (+1 w/ CA); 1d8+5 damage
RBA: +7 vs AC; 1d8+4 damage

Resistances: None

Vulnerabilities: None

Saves: None

Active Effects: None

Powers:

Combat Challenge
Combat Agility
Cleave
Grappling Strike

__________________________________

Second Wind [_]
Guardian's Counter [_]
Thri-Kreen Claws [_]
Takedown Attack [_]
Rain of Blows [_]
Glowering Threat [_]
__________________________________

Driving Attack [_]

Consumables:

None.

Important Features:
Class Features
Combat Challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn't include you as a target.

Arena Training: You treat all weapons with which you are not proficient as improvised weapons. You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1d10 damage. While you are not wearing heavy armor, you gain a +1 bonus to AC. This bonus increases to +2 at 11th level and +3 at 21st level. You select two weapons (rapier & crossbow) as your arena weapons. In addition, any of your feats that grant feat bonuses to attack rolls or damage rolls with one of your arena weapons apply to your other arena weapon as well.

Racial Features
Multiple Arms: Once per turn, you can draw or sheathe a weapon as a free action.

Natural Jumper: You're always considered to have a running start when jumping.

Torpor: Rather than sleep, you enter a torpid state. In this state, you remain aware of your surroundings, and you require only 4 hours or torpor to gain the benefit of an extended rest.

Feats
World's Serpent Grasp: Whenever you hit a slowed or immobilized target with an attack, you can knock it prone.

Nimble Blade: When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.

Staff Expertise: You gain a +1 feat bonus to weapon attack rolls that you make with a staff (and rapier). This bonus increases to +2 at 11th level and +3 at 21st level. When you make a melee weapon attack with it, the weapon's reach for that attack increases by 1.
User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1757
Registered for: 6 years 1 month

Re: Fortune's Favor OOC

Post by FinalTemplar »

Narciso Angelo, the Gold Experience (#FFBF00)
Image
WWN Character Sheet
Name: Narciso Angelo
Level: 3
Class: Warrior
Background: Soldier
Ability Scores: 16, 14, 8, 8, 7, 6 (+1 to any x2)
STR: 18 (+3) | Dex: 8 | Con: 14 |
Int: 6 | Wis: 8 | Cha: 7
HP: 22
AC: 10
Phys: 10
Evasion: 13
Mental: 13
Luck: 15


BAB: +3
Focuses: Dual Wielder-1 (Stab-1), Armsmaster-1 (Perform-0), Developed Attribute (+1 STR Mod), Whirlwind Attack-1 (Stab-2)
Skills: Stab-2, Exert-1, Notice-1, Perform-1

Class Abilities: Killing Blow, Veteran’s Luck
Languages: Common, Brennisian

Equipment:

Acquired skills:
Level 1: Notice-0 (step 9 of the Summary), Perform-0 (Armsmaster-1)
Level 2: Perform-1, Exert-1
Level 3: Notice-1
Foci Details
Armsmaster
Whirlwind Attack
Developed Attribute
Dual Wielder

Background
Background and Concept Elements
1) Personality: Light-hearted, willing to be the first to try and make a joke in a bad situation, Narciso will also jump in to protect people he cares for. He rushes headfirst into combat when the need arises, almost finding a joy in it. It takes a lot to upset Narciso, but when you do, you'll realize your mistake.

2) Appearance: Tall and lean, Narciso spends his time being considerably "well-dressed" and takes a lot of time to make sure he stands out in the crowd. His hair, as well, seems to glow like the lights of heaven in the bright Teirosian sun. He has no marks on his body, his eyes were a bright blue but otherwise his body was relatively plain.

3) Early Life: Born to Lyrra and some Jarangi male, Angelo spent his early years mostly alone. His mother was a commoner and his father left as soon as he had his way with her. She turned to prostitution, becoming a lady of the night and spending many many nights away from poor Angelo, who would cry into the lonely darkness of his home. Eventually, Lyrra knew she would need someone at home to look after the boy, and met a rich Amkaharan man named Chung Ae and quickly married him, as he seemed to do quite well with Angelo. But it was a charade, as he quickly found out about the boy's father and took it out on him, abusing him both physically and emotionally, praying to the great Bull for the strength to not beat him to death. The only thing that kept Angelo going through his childhood was meeting another young lad named Yuuto, a pureblood Jarangi boy who kept him company. They became partners in crime, running around and stealing from people. During these early, fundamental years, Lyrra took him to a single play, called "Livianus". In this play, the hero "Livianus" had to protect his family from the evil man "Narciso". At some point, the name Narciso had stuck with him, confusing him for the hero, and he committed it to memory.

2) Teens: In his early teens, Angelo and Yuuto continued to hang out together. One day they accidentally stole from the wrong person though, catching the attention of a group of young men in the Blood Lion's gang. Yuuto, unfortunately, was caught by them. Tripping over himself, the gang member picked him up and nearly murdered him. Before finding out what happened, though, Angelo ran. He knew he couldn't go home, they don't want him anyways. His friend might be dead, and even if he wasn't, those gang members would likely be after him. So he ran down to the docks, his only chance was to get out of this town, out of this place, he jumped on a boat that was heading away from town.

3) Recent times: Ever since getting to Teiros, he chose to take Narciso as his first name, referring himself to Narciso Angelo. He spent the majority of his time working down at the dock, and his free time falling back into thievery and sleight of hand to fill out his pockets. He had done quite well for himself over the next couple years before finally meeting his match, stealing from the wrong person. A group of gang members from the Leones stopped him in an alley way and knocked him to the ground. They beat him within an inch of his life and stole any valuables he had on him. After making it back to his place, he decided to spend the next week lying low and waiting it out, trying to heal up. He eventually got a note shoved under his door, inviting him to a secret meeting, which he vowed to attend.

Goals
1) Even in the darkest times, Narciso will try to be the spark to brighten the faces of his Family.
2) To someday have a group of people he can call his family.

Secrets
1) Overheard a shady business deal between two important people, hearing something about trading some human slaves. Both scared for my life and for the fear of being shrugged off, I've kept quiet thus far.
2) Yuuto managed to escape, and eventually made it to Teiros as well, though he got in good with one of the rival gangs. (Narciso doesn't know)
People tied to Character
Lyrra - Mother, Brennisian heritage. Distant, doesn't trust her because she was essentially never around but deep down he still loves her. To his knowledge, she still is married to Chung Ae and works as a prostitute as her main job.
???? - Biological Father, Jarangi Male. Never met him, likely wouldn't even recognize him on sight even if he was told.
Chung Ae - Step-Father, Amkaharan Male. Very distant. Chung Ae abused him thoroughly as a young child, including insults, forcibly changing his appearance, beating him on occasion, and generally being a horrible father figure by taking out his hatred of Jarangi-peoples on Angelo. Chung Ae, at least as of the time Angelo left, had enough money saved up that he didn't have to work, letting his mother continue working as a prostitute.
Yuuto - Best Friend, Jarangi Male. Being very close growing up, shared just about everything together. Yuuto was the one to teach Angelo the basic arts of thievery, and gave him someone to confide into as a young child when he had nobody else.
Memories, Mannerisms, Quirks
Memory 1 - Seeing the play "Livianus" with his mother Lyrra.
Memory 2 - Watching his friend Yuuto get beaten nearly to death by the Blood Lions gang member.
Mannerism - In every aspect of his day-to-day life, Narciso acts as upper-class as he can. In his dress, his taste in food, his posture, his general appearance, and how he speaks to people, you could almost be convinced that he was a noble, but still every month he struggles to make it in time for his bills, cutting it very close nearly every month and causing friction between his landlord and himself.
Quirk - Growing up, his father buzzed his hair short and reminded him that it wasn't manly of him to grow it out, and deep down he was still Jarangi-scum. Now that he's alone he's found a length that he enjoys, and absolutely hates it when people he doesn't trust touches his hair.
Drives - Primary/Secondary/Tertiary
Primary - Vengeance
Secondary - Family
Tertiary - Money
Goals - Short/Medium/Long
Short-term: Get revenge on the Leones members who beat him up.
Medium-term: Find a group of people he can get close to and trust, sort of like a family.
Long-term: Attain a high enough rank in the gang to feel like he finally has some measure of control.
BACKGROUND - FAMILY/CLASS/PROFESSION/INSTITUTIONS
Family - Lyrra, Biological Mother, distant. Chung Ae, Step-Father, hate eachother.
Class - Lower Class, near poverty.
Profession - Works for "Marina Shipping & Exports" down at the main dock in Teiros (Mostly loading and unloading boats as they come in/leave), Thieving in his spare time.
Institutions - Self-Taught


Old Character Sheet + Combat Block
Character Sheet
Narciso Angelo, level 3
Thri-Kreen, Ranger
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Running Attack
Background: Cutpurse (+2 to Thievery)
Theme: Yakuza

FINAL ABILITY SCORES
Str 20, Con 11, Dex 16, Int 8, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 18, Con 11, Dex 14, Int 8, Wis 13, Cha 10.


AC: 17 Fort: 17 Reflex: 15 Will: 12
HP: 38 Surges: 6 Surge Value: 9

TRAINED SKILLS
Athletics +13, Nature +9, Acrobatics +9, Stealth +9, Perception +7

UNTRAINED SKILLS
Arcana, Bluff +1, Diplomacy +1, Dungeoneering +2, Endurance +1, Heal +2, History, Insight +2, Intimidate +1, Religion, Streetwise +1, Thievery +6

FEATS
Class Bonus: Toughness
Level 1: Lethal Hunter
Level 2: Ambush Tactics
Feat User Choice: Master at Arms

POWERS
Ranger at-will 1: Twin Strike
Ranger at-will 1: Careful Attack
Ranger encounter 1: Dire Wolverine Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Confusion of Blades
Yakuza Utility 1: Ruthless Demonstration

ITEMS
Broadsword, Broadsword, Hide Armor, Longsword. Sack of Coins (395gp).
Combat Block
Narciso Angelo

Male Human Ranger 3
Languages: Common, Brennisian
Age: 19
Height: 6'0
Weight: 180 lbs.

Speed: 7
Initiative: +4
Passive Perception: 17
Passive Insight: 12
Senses: Low-light Vision

AC: 17
Fort: 17
Reflex: 15
Will: 12
HP: 38/38
Bloodied: 19
Surge Value: 9
Surges left: 6/6
Action Points: N/A

MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Broadsword: +10 vs AC, 1d10+6 damage
MBA - Unarmed: +8 vs AC, 1d4+6 damage
RBA - Unarmed: +6 vs AC, 1d4+4 damage

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

At-Will - Bull Rush Attack, Grab Attack, Opportunity Attack, Hunter's Quarry, Careful Attack, Twin Strike
Item At-Will - N/A
__________________________________

Encounter [_] Second Wind [_], Thri-Kreen Claws [_], Dire Wolverine Strike [_], Confusion of Blades [_], Ruthless Demonstration [_], Invigorating Stride [_],
Item Encounter [_] - N/A
__________________________________

Daily [_] Jaws of the Wolf [_],
Item Daily [_] - N/A


Consumables:

None.
Important Features
Powers
Hunters Quarry - Minor Action - Designate a single enemy as my quarry to deal 1d8 bonus damage a turn when I hit. This mark lasts until either the end of the encounter, they die, or I designate a different target as my quarry. (This damage increases to 2d8 at 11th level, and 3d8 at 21st.)
Careful Attack - Standard Action - One Creature - 1d20+12 vs AC, 1d10+6 damage.
Twin Strike - Standard Action - One or Two creatures - +10 to hit, 1d10+1 damage/+10 to hit, 1d10+1 damage.
Ruthless Demonstration - Free Action - Trigger: Bloody an enemy adjacent to me or reduce an adjacent enemy to 0 hit points or fewer. Effect: Enemies that see me take -2 penalty to hit until I am hit by an attack or the end of the encounter. Also if I bloodied the triggering enemy, can immediately make an Intimidate check to force it to surrender.
Thri-Kreen Claws - Minor Action - One, Two, or Three enemies - +10 to hit, 1d8+6 damage (+1 per target hit, up to +3).
Dire Wolverine Strike - Standard action - Close burst 1 - Each enemy in burst you can see - +10 to hit, 1d10+6 damage to each target in the burst.
Invigorating Stride - Shift a number of squares equal to my Wisdom modifier (+1) and not end the shift adjacent to any enemy. Can use my second wind after.
Confusion of Blades - Standard action - One creature - +10 vs AC, 1d10+6 damage/+10 vs AC, 1d10+6 damage. Deals 1 additional point of damage per enemy adjacent to me.
Jaws of the Wolf - Standard Action - One creature - Two attacks - +10 vs AC, 2d10+6 damage/+10 vs AC, 2d10+6 damage. Miss: Half damage per attack.

Race
Race (Thri-Kreen):
Feature: Multiple Arms 1/turn, draw or stow a weapon or item as a free action
Feature: Natural Jumper You are always considered to have a running start while jumping.
Feature: Torpor Enter aware torpid state for 4 hours instead of sleep for extended resting.
Feature: Thri-Kreen Claws - You have the Thri-Kreen claws power.

Class
Class (Ranger):
Feature: Running Attack - This class feature replaces Prime Shot. If you use a standard action that lets you move (such as Charge) and you move at least 2 squares, you gain +1 to Attack rolls made with that move.
Feature: Two-Blade Fighting Style - Wield one-handed weapon as an off-hand weapon; gain Toughness as a bonus feat.
Feature: Hunter's Quarry - Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round.

Theme
Theme (Yakuza):
Feature: Ruthless Demonstration - When I bloody an enemy adjacent to me, or drop an adjacent enemy to 0 HP or fewer, enemies that can see me take a -2 vs AC on attacks against me until I'm either hit by an attack or until the end of the encounter. Also, if I bloodied the triggering enemy, I can immediately make an intimidate check against it to force it to surrender.

Feats
Feats:
Toughness - +5 HP (+10 at 11th level, +15 at 21st level)
Master at Arms - +1 bonus to hit with weapons (+2 at 11th, +3 at 21st). Draw and sheathe a weapon as the same minor action.
Lethal Hunter - The damage dice for my Hunter's Quarry class feature increases from d6s to d8s.
Ambush Tactics - The first enemy I damage during the first round of an encounter takes an extra 1d6 damage if it has not acted yet.



Items: N/a.
Last edited by FinalTemplar on Sat Apr 13, 2024 11:09 pm, edited 20 times in total.
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Scratcherclaw
YUO ARE SMART
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Re: Fortune's Favor OOC

Post by Scratcherclaw »

The deadline to submit characters for the beginning of the game will be Monday, January 21st. If your character is not ready, you're welcome to join at a later plot point.

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GingerGiant
Posts: 54
Registered for: 5 years 1 month

Re: Fortune's Favor OOC

Post by GingerGiant »

Abal ir Ianic, the Chain (Color Code #BF60A0)
Image
Ten-Minute Background
Background
Expert Chainfighter - Ianic (or “Ian”) is named after his people, the Ianiri (approximate translation: “Chainers”), which he received for his aptitude with the Ianiri ancestral weapon, the spiked chain. In his youth, Ianic lacked many of the scars typically earned by students of the weapon. This turned out to be a blessing and curse, as the Ianiri revere ritual scarring (rituals including learning to wield the spiked chain, combat, and “hunting”). While the Ianiri elders understood the significance of Ianic’s scarlessness, his peers did not and frequently teased him; jealousy of Ianic’s name also played a part.

Flagellant - In youth, Ianic believed he needed to “catch up” to his peers in scarring, and developed a fighting style where he allowed his opponent to inflict a superficial blow in exchange for an opportunity to attack for himself (and later, the members of his pack). Without coincidence, Ianic became a competent medic.

The First Scar of Shame - Kemeht al Mir, one of the Ianiri elders, explained the story of how the Ianiri had come to Shivan to the tribe’s children: The Ianiri were among the first elves to arrive in Voreld; when the orcs oppressed the elves, the Ianiri fought back; the orcs won, but the Ianiri’s courage earned the orcs’ respect; the defeated Ianiri would always have a home in the Serran Desert, provided they never stayed in one place; the Ianiri became enforcers of the Gift of Chains, the [subjective] Ianiri philosophy of grateful service. When al Mir concluded the story, Ianic asked, “Are we slaves?” With a heavy heart, al Mir administered Ianic’s first Scar of Shame.

Study in Shivan - All Ianiri spend a few years studying in Shivan, learning to read and write. Ianic took to learning the history of the Ianiri.

The Wolves of Shivan - The Ianiri’s true purpose is kept secret from outsiders: Shivan’s slavecatcher commandos, otherwise known as the “Wolves of Shivan”. As a Wolf (or Demon, as he feels now), Ianic learned stealth, tracking, how to subdue a man, group coordination, and terror tactics. Ianic’s ability to lead from the front and create opportunities for others eventually cemented him as one of the most promising pack leaders. Ianic’s cousin, Abal ir Ozyhilac, became his second in command and most trusted confidant.

The Second Scar of Shame - Ianiri children are told that, on occasion, their people willingly offer themselves as gifts to their benefactors in Shivan. As part of the rite of initiation to become a full pack leader, Ianic learned the truth. His pack was tasked with capturing one of the young men who disappeared after being volunteered for service in Shivan. Ianic completed the task emotionlessly, but became more and more deeply disturbed by the encounter. Ianic’s first Scar of Shame echoed in his mind, and with certainty he realized that the Gift of Chains was a delusion. He approached the newly chosen elder, Ponost ir Osmet (who replaced the late Kemeht al Mir), and received his second Scar of Shame.

Exodus - Ianic fled, knowing that a third scar (and his execution) would soon follow. Osmet sent Ianic’s own pack to pursue him. Ianic took advantage of the fact that they used tactics he taught them, separated them, and subdued them individually. Ianic encountered Ozyhilac alone, and left him alive to recover the pack. Having occasinally rumaged through the belongings of his pack’s victims, he learned of Teiros and set it as his destination.

The Clowns - Ianic’s outlandish presentation garnered the attention of the Buffones, who recruited him as a daredevil entertainer for the Carnevale stage. Ianic’s thick accent and unusual demeanor attracted attention from the Legion when a merchant woman mistook Ianic’s intentions. Mr. Dimenare seized the opportunity to step in and explain that Ianic was “a new acquisition; unfamiliar with the customs; it won’t happen again”. Ianic’s stage persona is the Jack of Chains (not that he plays the part especially well).

Falling out with Mr. Diminare - Ianic's last act at the Carnevale involved the so-called "King of Diamonds". It was Mr. Diminare's idea to build a rivalry between their personas, but the King had trouble standing still with chains whipping around a hair's breadth from his face. A missing nose later, and Mr. Diminare decided a dangerous act like Ianic's was bad for business. Ianic is now looking for an employer that's more appreciative of his talents.

Goals
A Master of His Choosing - Although Ianic despises the Gift of Chains, it has left a mark: Ianic is uncomfortable without an external person or cause to serve. Ianic desires a person or cause worth serving.

Player Goal - I want to see Ianic grow into his own on the team, becoming a leader (at least in combat) and staunch ally.

Secrets
Ianic knows Ozzy is responsible for letting Ianic get away (he figured it out after the encounter; he did not realize the role Ozzy initially played)

Ianic cannot prove it, but he suspects his father is a slave somewhere in Shivan (if he is still alive). Actual whereabouts are unknown.

Ianic suspects that the time Ianiri youths spend learning in Shivan is actually used to “show off” stock to potential slavebuyers. The warrior tribe (and especially chainfighters) are usually scarred enough to deter buys. Ianic considers his first Scar of Shame a blessing, in this respect.

(HIDDEN) Ianic doesn’t know his pack mates figured out what happened, and Ozzy has suffered… severe punishment as a result. Ozzy may or may not be brainwashed. Ozzy may or may not be a voodoo zombie.

(HIDDEN) Raul has connections with Serran. The last thing Raul wants (or the people he know want) is for people to find out the Wolves of Shivan are more than fairytales, they’re REAL boogeymen. Perhaps Raul is more involved than “connections”.
People
Ianic’s mother and father played a fairly small role in Ianic’s life, as his father “volunteered” in Shivan shortly after Ianic was born, and his mother was somber and heartbroken.

Kameht al Mir; the tribe elder responsible for encouraging Ianic’s spiked chain practice, and granting Ianic’s name. Al Mir is a father figure for Ianic, who passed away before Ianic received his second Scar of Shame. Ianic suspects he, too, despised the Gift of Chains.

Abal ir Ozyhilac, or “Ozzy”; Ozzy is Ianic’s cousin, and has the misfortune of earning his name from the sharp bits of Ianic’s chain (Ozyhilac means “scarred”). Ozzy was leading other boys in teasing Ianic during practice, until someone in the crowd threw a rock at Ianic. Infuriated, Ianic cut Ozzy’s cheek with his chain. If Ozzy had not cried so loudly, he might have earned a less... endearing... name. Ozzy learned his lesson, and became Ianic’s closest friend.

Ponost ir Osmet took up Ozzy’s banner [of harassing Ianic] after Ianic befriended Ozzy. Osmet has always seen Ianic as a rival (not that Ianic thought he provided any competition), jealous of his physical prowess and admiration as a pack leader. Osmet used his silver tongue to ingratiate himself with influential elders, and once he got over his athletic inability, pursued the role of shaman. With Kameht al Mir’s passing, Osmet was the natural candidate to replace al Mir. Osmet used the position to undermine Ianic’s influence with the tribe and would have banished Ianic, had Ianic not run away. If Osmet gets the chance, he’ll have Ianic killed. In the meantime, he makes Ozzy’s life living hell.

Mr. Dimenare: Ianic has no love for Mr. Dimenare, and considers the way he treats his employees little better than Shivan’s treatment of the Ianiri. Mr. Dimenare keeps a roof over Ianic’s head, and so Ianic obeys him under the Carnevale roof.

Excerpt from a recent interview with Raul: "Who does Ianic think he is? The Carnevale is my kingdom, he suddenly shows up, and now I'm down stage time! Worst of all, Ianic compares the Carnevale's fine accomodation to sleeping on the ground. Why does Mr. Diminare insist on portraying a rivalry between us? Doesn't he know better? I'm the king, and there is no competition." Ianic thinks Raul is too big for his britches, and deserves a dose of hard labor. In light of recent events, Raul now wears a mask.

Personality, Quirks
Accent - Ianic's accent sounds like a mix of Russian and Middle-eastern, with Turkish being a good baseline.
Risk-taker - Ianic relishes taking risks, most especially in combat (evidenced by his fighting style). Ianic never bets anything he isn't prepared to lose.

Ianic doesn’t make threats.

Ianic is serious and quiet when he is uncomfortable. In Teiros, this is almost all the time. When he’s excited, he can be quite talkative.

The Gift of Chains - The Gift of Chains has left a psychological mark on Ianic, and he is seldom comfortable serving himself, except in pursuit of martial excellence.

Family/Class/Profession/Institutions
Family - Ianic was provided physical necessities by his mother, but received little emotional support (likely due to her heartbrokenness). Kameht al Mir was Ianic’s father-figure, and encouraged him to pursue chainfighting and other aptitudes.

Class - Warrior. Ianic was trained from a young age to fight with the spiked chain, a ferocious weapon that is distinct to the Ianiri. Although al Mir belonged to the priest class, he encouraged Ianic to pursue excellence as a warrior. As an adult, Ianic was an exemplary manhunter and pack leader.

Profession - Weapon master, entertainer. Ianic works at the Carnevale performing weapon demonstrations. What he lacks in charisma, he makes up with mesmerizing talent. His stage name is Jack of Chains.

Institutions - The Buffones, the Ianiri, the Wolves of Shivan, Carnevale
Drives
Primary: Ianic needs to serve a person or cause.

Secondary: Ianic desires excellence as a fighter and leader, and dedicates much of his free time to practicing with his spiked chain.

Tertiary - Survival. When all else fails, Ianic will live to fight another day.
More goals
Short-term, make friends

Mid-term, new master

Long-term, undermine Shivan

Wishlist
Lightning Weapon (Spiked Chain)
Eladrin Chainmail
Mercurial Mind
Ioun's Revelation
Rushing Cleats
Character Sheet
Google Doc PDF
Abal ir Ianic, level 3
Shadar-kai, Fighter|Warlord
Warlord Leadership: Canny Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Will
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Tempest Technique (Hybrid)
Background: Occupation - Bounty Hunter (+2 to Perception)
Theme: Ghost of the Past

FINAL ABILITY SCORES
Str 18, Con 14, Dex 14, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 12, Int 10, Wis 12, Cha 8.


AC: 18 Fort: 17 Reflex: 14 Will: 14
HP: 37 Surges: 10 Surge Value: 9

TRAINED SKILLS
History +6, Perception +12, Heal +8, Stealth +9, Athletics +9

UNTRAINED SKILLS
Acrobatics +4, Arcana +1, Bluff, Diplomacy, Dungeoneering +3, Endurance +2, Insight +5, Intimidate, Nature +3, Religion +1, Streetwise, Thievery +2

FEATS
Level 1: Hybrid Talent (Tempest Technique)
Level 2: Spiked Chain Training
Feat User Choice: Flail Expertise

POWERS
Hybrid at-will 1: Viper's Strike
Hybrid at-will 1: Footwork Lure
Hybrid encounter 1: Vengeance is Mine
Hybrid daily 1: Tempest Dance
Hybrid utility 2: Knight's Move
Hybrid encounter 3: Sweping Blow

ITEMS
Spiked chain, Chainmail
Combat Block
Abal ir Ianic

Male Shadar-kai Fighter|Warlord 3
Languages: Common, Modern Serran, Elvish
Age: 27
Height: 6'8"
Weight: 207 lbs.

Speed: 5
Initiative: +3
Passive Perception: 22
Passive Insight: 12
Senses: Low-Light Vision

AC: 18
Fort: 17
Reflex: 13
Will: 14
HP: 37/37
Bloodied: 18
Surge Value: 9
Surges left: 11/11
Action Points: ??

MBA: Spiked Chain +10 vs. AC, 2d4+6
RBA: Dagger +6 vs. AC, 1d4+2

Resistances:
None.

Vulnerabilities:
None.

Saves:
+2 bonus against unconscious condition, +2 bonus to Death Saves

Active Effects:
Vengeance is Mine! is an encounter immediate reaction that triggers when Ianic is hit by an attack

Powers:

At-Will - Combat Challenge, Footwork Lure, Viper's Strike
Item At-Will - None.
__________________________________

Encounter - Second Wind [_], Shadow Jaunt [ ], Inspiring Word [ ], Vengeance is Mine! [ ], Knight's Move [ ], Guidance of the Past [ ], Sweeping Blow [ ]
Item Encounter - None.
__________________________________

Daily - Tempest Dance [_]
Item Daily - None.
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ratwizard
A Wan Smile
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Registered for: 11 years 3 months
Location: Hellworld

Post by ratwizard »

Introducing Fioralba, Gifted Gardener and Alchemist


Background
Appearance
Fioralba is a middle-aged half-dwarf, half-elvish woman. Her shoulder-length hair is dark-brown and greying toward the front and sides. She has a round face, dark eyes, a thin nose and smile. She typically wears a stern look, but has a warm smile at the ready.

She has an average build — fit enough to carry out her gardening duties though foreign to conditioned training. She is shorter than most Brennissian women, a result of her dwarven ancestry.

Fioralba dresses as appropriately for her station and age, favoring clothing that is durable enough to withstand life in the garden. She wears earthen tones, browns, greens, greys, beiges. Fioralba typically wears a knit sweater with a small cloak or jacket across her shoulders, and long, plain skirts that hit calf-height. Depending on the weather, she will wear comfortable leather boots or loafers.
Personality
Fioralba is dutiful, motivated, and quick-witted. Her stern exterior to outsiders can quickly fade away to a warm, gentle, and generous spirit within.

Coming from humble beginnings and yet commanding an esteemed station, Fioralba greatly respects the hard work of others, especially ingenuity. As an inventor, she is always listening, observing, and seeking to create solutions for anything as simple as a leaking roof to as complex as a sinking foundation.

Fioralba is loyal and family-oriented. Her history with the Saluccis has given her a shred of ambition as well.
Background and Concept Elements
1) Arrival from Cru'un — Fioralba was born to a dwarvish mother and an elvish father in Cru'un. Having come under suspicion of practicing banned magics, her parents abandoned their prestigious postings as researchers and moved to Brennis.

2) From Tragedy, Opportunity — Not two years after their arrival to Teiros, Fioralba's parents were hunted down by mercenaries hired by a vengeful minister from Cru'un. Left orphaned at the age of four, she was adopted by a patron of her parents' — Aldrize Salucci.

3) A Salucci in Spirit — Fioralba grew up alongside Gina's father and his siblings, a Salucci in spirit if not in name. She lived within their walls, ate with them, played with them, and learned with them. Most importantly, she was loved like them. She felt different, but it never bothered her much because of the nurturing environment she was privileged with.

4) Growth — At the age of 12, Fioralba displayed a keen aptitude for identifying plants in the Salucci gardens. Aldrize herself had a green thumb, and knowing Fioralba's parents as researchers, felt they would want her to push their daughter toward a similar path. She encouraged Fioralba to learn all that she can, sending her to apprentice with a few of the local masters of alchemy, foraging, gardening, and even the dos and don'ts of poisoning.

5) Duty — A young woman now, Fioralba settled into her role in the family. work real hard for many years

6) The Old Guard to the New — survived gina's family, pledged service to gina

7) Passing of the Torch
Goals
1) Fioralba hopes that one day she will have the funds to build her own nursery and botanical garden in Teiros.

2) Fioralba wishes to bring the Salucci name back to its former glory, back in the days of her youth.

3) I wish for Fioralba to grow closer with Gina and the younger Saluccis, now that her adopted siblings have passed.

4) I wish for Fioralba to get her hands dirty, and not in the garden. She is no stranger to violence, but has dealt with it through proxy. Now, she will be on the front-lines for the family.
Secrets
1) Fioralba was the cause of Aldrize's death, who demanded she keep it secret our of unconditional love for the girl. A painful secret, Fioralba has held it in the back of her mind for her adulthood.

2) Fioralba is unable to produce children as a half-breed. She suspects this, but has not been in a position to confirm such.

3) One of Fioralba's assistants and fellow gardeners is a mole and is working for another crime family in Teiros, stealing reagents, recipes, and valuable intelligence from the Saluccis.
People Tied to Character
1) Aldrize Salucci - matriarch, dead

2) Benvelo Agrizana - Fellow alchemist

3) Milendra - fellow forager

4) Cacelus - homeless man who fioralba helps take care of

5) irze im brazque al-barra - a former colleague of fioralba's, who broke ties with her after he grew suspicious of her
Memories, Mannerisms, and Quirks
1) memories of the older saluccis, running the streets

2) very polite but can be quite snappy if you bother her garden

3) enjoys taking night walks, not afraid of the city life
Background - Family/Class/Profession/Institutions
Family: saluccis, her bio family is dead or gone

Class: working class, but in good shape

Profession: gardener officially; alchemist, poisoner, and inventor factually

Institutions: the Salucci Family
Drives - Primary/Secondary/Tertiary
Primary: duty and debt

Secondary: freedom and individuality

Tertiary: ambition and recreation
Goals - Short-Term/Medium-Term/Long-Term
Short-Term: put the Salucci family on the map again

Medium-Term: hone her skills as a master of her craft

Long-Term: build her own nursery and botanical garden in Teiros
Character Sheet
Fioralba, level 3 Half-Dwarf, Half-Elf Expert
Background: Physician

Starting Ability Scores
Str 12 (+0)
Dex 11 (+0)
Con 12 (+0)
Int 14 (+1)
Wis 7 (-1)
Cha 14 (+1)

Final Ability Scores
Str 12 (+0)
Dex 11 (+0)
Con 12 (+0)
Int 18 (+2)
Wis 8 (+0)
Cha 14 (+1)

HP: 10
AC: ???
Physical: 13
Evasion: 11
Mental: 12
Luck: 13
Base Attack Bonus: +1

Skills
Convince-0
Craft-1
Heal-2
Know-1
Shoot-0

Foci
Poisoner-2
Artisan-1
Benevolent Artisan-1

Items

Readied (Capacity: #/#)
# | Item

Stowed (Capacity: #/#)
# | Item

Currency
# silver
Combat Block Format
Name in Character Color

Gender Race Class 1
Languages:
Age:
Height:
Weight:

Speed: X feet
Initiative:

HP: X/X
AC:
Physical:
Evasion:
Mental:
Luck:

Attack Bonuses:
Weapon: Attack Roll, Damage Roll
Unarmed: Attack Roll, Damage Roll

Active Effects:
None.

Consumables:
Important Features:
Feature: Description
Rolls
[3d6]=12[3d6]=11[3d6]=12[3d6]=14[3d6]=4[3d6]=7

Swap WIS (4) and CHA (7)
Take 14 for Charisma

STR: 12
DEX: 11
CON: 12
INT: 14->16->18
WIS: 7->8
CHA: 4->14

Background: Physician (Heal-0)

Growth: [1d6]=4
+2 to INT
Growth: [1d6]=4
+2 to INT
Learning: [1d8]=4
Heal-1

Class Pick: Adventurer (Partial Expert / Partial Mage (Healer))

Foci:
Expert: Poisoner (Swap free Heal for Know-0 instead)
Standard: Artisan (Craft-0)
Unique Gift: Benevolent Artisan

Standard Skill: Know-1

Healer: Healing Touch, and Far Healer

HP: Level 1 HP: [1d6]=2

Level 2

HP: Level 2 HP: [2d6]=10
Attack Bonus: +1
Focus: Poisoner level 2
Gain 4 skill points:

Purchase Craft-1, Shoot-0, Convince-0

Healer
Art gained: Healer's Eye

Level 3

HP: Level 3 HP: [3d6]=10, not better, so +1 to level 2 HP = 11 HP.
Gain 4 skill points:

Purchase Heal-2, Attribute point to WIS

Final Skills:

Convince-0
Craft-1
Heal-2
Know-1
Shoot-0

Items:

linothorax (20 sp)
Crossbow (10 sp)
Healer's Pouch (5 sp)
Arrows, 20 (bolts?) (2 sp)
Artisan's Equipment (50 sp)
Idrig's Roofie Recipe (Priceless)
50ish sp in cash


Stuff
Your humility and friendliness lowers the guard of fellow artisans and tradesfolk. When interacting with members of a similar trade, roll 3d6 and take the best two results for all Convince, Connect, and Trade checks. Allies in your immediate presence also gain a +1 bonus to such checks, as their status as your ally puts tradesfolk slightly more at ease with them than they would be otherwise.
User avatar
BartNL
Swampperson Prime
Posts: 684
Registered for: 5 years
Location: Neverland

Post by BartNL »

Hello there

build
[3d6]=9[3d6]=11[3d6]=15[3d6]=13[3d6]=10[3d6]=8

Replace 8 with 14.

Thug background (Stab)

Growth rolls:
[1d6]=5 Connect skill
[1d6]=1 +1 any ability
[1d6]=3 +2 physical ability

18,13,14,9,8,10

Warrior
Foci Warrior: Die Hard
Foci Level 1: Orcs Demihuman Focus: survive and stab skill, +1 Con ability modifier, -1 int ability modifier

Free skill: Connect

Skills (level 1)
Stab (1)
Connect (1)
Survive (0)


Foci Level 2: Armsmaster I (Stab 2)
+1 Dexterity (1 sp)
New skill Sneak (0) (1 sp)
New skill Exert (0)

Level 3:
Connect (2) (3sp)

Ability total:
18,14,14,9,8,10

Ability modifiers:
+2,+1,+2,-1,0,0

Skills total:
Stab (2)
Connect (2)
Survive (0)
Sneak (0)
Exert (0)


Hp rolls: +2 warrior, +2 die hard, +1 con
Level 1: [1d6+5]=4+5=9
Level 2: [2d6+10]=10+10=20
Level 3: [3d6+15]=10+15=25
+1 per level for increased con mod. -> 28 total

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