[b]Players: 5/5[/b] [b]Current Players:[/b] 1. BlueRose 2. antarctic termite 3. Leotamer 4. Alex 5. Alarei [b]Inactive Players:[/b] 1. [b]People to Message in the Event of an Openning[/b] 1. Valeric 2. Xiga Character Sheets: [hider=antarctic termite - Geckle] [b]Name:[/b] Geckle, the Shivering Halfling. [b]Class:[/b] Druid [b]Race:[/b] Halfling You sing (croak) the healing songs of spring and brook. When you make camp, you and your allies heal +1d6. [b]Appearance:[/b] Ugly, usually unwashed, and toad-like. Geckle has little hair left, but many warts and wrinkles replacing it. Wide-mouthed with large, fearful eyes and a lot of loose skin around the throat. A little taller than most halflings, and quite well-muscled under his old tattered clothes and older, more tattered skin. Wears no shoes, gloves or hat.Stats: STR: 12 (+0) CON: 13 (+1) DEX: 16 (+2) INT: 15 (+1) WIS: 9 (+0) CHA: 8 (-1) HP: 19 DMG: d6 --- [b]Moves:[/b] [i]Born of the Soil (The Stinking Mire)[/i] You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land. [i]Tell: A long sticky tongue, like a frog, and a taste for crawling vermin.[/i] Choose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take. [i]By Nature Sustained[/i] You don’t need to eat or drink. [i]Spirit Tongue[/i] The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied. [i]Shapeshifter[/i] When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says. You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. (As things make it harder for you to maintain control of your animal form, you'll start to lose hold, at 0 hold you revert to your natural form.) [i]Studied Essence[/i] When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting. --- [b]Gear:[/b] 5/18 Token: A tiny terrarium in the shape of a glass amulet filled with miniscule mosses and worts. Somewhat fragile, so Geckle is very eager to keep it (and himself) out of harm's way. Does not require much sunlight, as it is sustained by Geckle's own life force. (0 weight) Hide armor (1 armor, 1 weight) Wooden shield (+1 armor, 1 weight) Adventuring gear (1 weight) Poultices and herbs (2 uses, 1 weight) Halfling pipeleaf (0 weight) 3 antitoxin (0 weight) Spear (close, thrown, near, 1 weight) [/hider] [hider=BlueRose - Iris] [b]Name:[/b] Iris Zelenki [b]Class:[/b] Bard STR: 8 (-1) CON: 12 (+0) DEX: 13 (+1) INT: 9 (+0) WIS: 15 (+1) CHA: 16 (+2) HP: 6+12 Con = 18 HP DMG: d6 (whenever rolling for damage, always use a base of 1d6) [b]Race:[/b] Elf When you enter an important location (your call) you can ask the GM for one fact from the history of that location. [b]Physical Description:[/b] Tall, and rather curvy. Pale skinned. Long, loosely wavy red hair, often tied back in a bun or pulled into a ponytail. Brilliant emerald eyes. Pointed ears, like any elf, and multiple piercings on them. [IMG]http://i.imgur.com/Er9S2DJ.png[/IMG] _______________ [b]You get these moves:[/b] [i]Arcane Art[/i] When you weave a performance into a basic spell, choose an ally and an effect: Heal 1d8 damage +1d4 forward to damage Their mind is shaken clear of one enchantment The next time someone successfully assists the target with aid, they get +2 instead of +1 Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets (You can't choose target's that would help you if they received the magic) affecting them as well, player's choice. [i]Bardic Lore[/i] Area of Expertise: Grand Histories of the Known World When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in. [i]Charming and Open[/i] When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully). Whom do you serve? What do you wish I would do? How can I get you to ______? What are you really feeling right now? What do you most desire? A Port in the Storm When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then. ______________ Gear: 4 / 17 (9 + 8 Str) - A fiddle, never before played ( 0 weight) - Leather armor (1 armor, 1 weight) - Dueling rapier (close, precise, 2 weight) - Adventuring gear (1 weight) (Basically a kit of things you might need at the moment, tents, backpacks, ropes, camping stuff.) - Bandages (0 weight) - Halfling pipeleaf (0 weight) - 4 gold coins 10 silver coins - Anoriath's diary - A grey horse named "Lotus" _______________ [b]Other: [/b] - Owes 3 gold to a horse vendor in Titania. [/hider] [hider= Leotamer - Alexander] [b]Name:[/b] Alexander [b]Class:[/b] Paladin STR: 15 (+1) CON:16 (+2) DEX: 8 (-1) INT: 9 (+0) WIS: 13 (+1) CHA: 12 (+0) HP: 26? Damage: D10 Racial Move: Human ____________ Lay on Hands Armored I am the Law Quest: To be revealed during the story Boons: Invulnerability to Poisons. Senses that Pierces though Lies Vows: (I guess I wait for the GM, however I suggest one of them to be Truth, considering this characters themes. I will leave how many and which ones I get up to you unless you want to do my vows. My choices would be Honesty and maybe something else.) _____________ Gear: (Max Weight = 27) Dungeon Ratios (5 uses, 1 weight) Adventuring Gear (1 weight) Scale Armor (2 armor, 3 weight) Mark of Faith: A bronze figure in the shape of a mongoose's claw. It is the symbol of honesty, and bane of (figurative) snakes (liars and cheaters) 1 Healing Potion Halberd (reach, +1 damage, two-handed, 2 weight) [/hider] [hider=Alex - Gwenaël] [b]Name:[/b] Gwenaël A descendant of human cattle taken by the vampires of the North, Gwenaël is a hard as the land his ancestors lived in. Ragged, dark, unkempt hair and a full beard adorn his hard, angular face. His large, sinewy body is well suited for the icy climes of the Frozen North. Class: Ranger [center][img=http://imgur.com/b6Qt1c3.png?1][/center] [b]Stats[/b] STR: 12 ( +0) CON: 15 ( +1) DEX: 16 ( +2) INT: 9 ( +0) WIS: 8 ( -1) CHA: 13( +1) HP: 8+15= 23 DMG: d8 (whenever rolling for damage, always use a base of 1d8) [b]Race:[/b] Human When you make camp in a dungeon or city, you don’t need to consume a ration. ____________________ [b]Moves[/b] [i]Hunt and Track[/i] When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. ✴On a 10+, you also choose 1: *Gain a useful bit of information about your quarry, the GM will tell you what *Determine what caused the trail to end [i]Called Shot[/i] When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX. Head ✴10+: As 7–9, plus your damage ✴7-9: They do nothing but stand and drool for a few moments. Arms ✴10+: As 7-9, plus your damage ✴7-9: They drop anything they’re holding. Legs ✴10+: As 7-9, plus your damage ✴7-9: They’re hobbled and slow moving. [i]Animal Companion[/i] You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species: [b]Correntin[/b], the arctic eagle, has spent time with Gwenaël, hunting with him, and [i]hiding[/i] from the bloodthirsty rulers of the tundra.. Together, they had had to [i]adapt[/i] to a variety of ice shelves, mountaintops, and taiga landscapes, [i]hunting[/i] wild game to sustain themselves, all the while keeping an eye open for hunters, [i]scouting[/i] for signs of vampiric blood-trackers. As a consequence of their life on the run in the wilds, Correntin is [i]flighty[/i], as one would expect from a bird. Neither of the two companions would engage in a fight if they could avoid it. Eagle (Ferocity +2, Cunning +2, 0 Armor, Instinct +1) Strengths: adaptable, stealthy Training scout, hunt Weaknesses: flighty [i]Command[/i] When you work with your animal companion on something it’s trained in… …and you attack the same target, add its ferocity to your damage …and you track, add its cunning to your roll …and you take damage, add its armor to your armor …and you discern realities, add its cunning to your roll …and you parley, add its cunning to your roll …and someone interferes with you, add its instinct to their --- [b]Gear:[/b] 5//17 Dungeon Rations (5 uses, 1 weight) Leather Armor (1 armor, 1 weight) Bundle of arrows, (3 ammo, 1 weight) (Only subtract when told too by the GM) Hunter's Bow (Near, far, 1 weight) Choose one Melee Weapon: short sword (close, 1 weight)[/hider] [hider= Alarei - Alarei] [b]Name:[/b] Alarei of Serim [b]Class:[/b] Fighter [b]Stats:[/b] STR: 16 (+2) CON: 15 (+1) DEX: 13 (+1) INT: 9 (+0) WIS: 8 (-1) CHA: 12 (+0) HP: 10+15 Con = 25 HP DMG: d10 [b]Race:[/b] Human Once per battle you may reroll a single damage roll (yours or someone else’s). [b]Physical Description:[/b] Messy locks of dark brown hair cascade down Alarei’s usually scowling face, with a layer of stubble along his pronounced jaw line. Alarei is ruggedly handsome to those who have a taste for rough and tumble men, and threatening to those who are of a more timorous nature. His body is sinewy and lithe, but layered with a criss-cross of mismatched scars, burn marks and other such blemishes which are a trademark of any good Warrior worth their salt. A tattoo covers the entirety of his left arm, detailing the history of his family’s legacy. ____________________ [b]Moves:[/b] Bend Bars, Lift Gates: When you use pure strength to destroy an inanimate obstacle, roll+Str. ✴On a 10+, choose 3. ✴On a 7-9 choose 2. It doesn’t take a very long time Nothing of value is damaged It doesn’t make an inordinate amount of noise You can fix the thing again without a lot of effort Armored: You ignore the clumsy tag on armor you wear. Signature Weapon: Sword Choose the range that best fits your weapon: Close Enhancements: Serrated edges. +1 damage. Well-crafted. -1 weight. Look: Ornate _________________ Gear: 9/28 Signature Weapon (2 weight) Scale Armor (3 weight) Dungeon Rations (5 uses 1 weight) 2 Healing potions (0 weight) Shield (+1 armor, 2 weight) Antitoxin (0 weight), dungeon rations (1 weight), and poultices and herbs (1 weight) 18 gold coins[/hider]