Armor Class: 13 Hit Point Maximum/Current Hit Points: 24
Personality Traits: - I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. -I am horribly, horribly awkward in social situations.
Ideals: - Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
Bonds: - I work to preserve a library, university, scriptorium, or monastery. (building the Cult)
Flaws: - Unlocking an ancient mystery is worth the price of a civilization.
Features &Traits: Darkvision Fey Ancestry
Indefinite Madness: She's incapable of being serious. The more serious the situation, the funnier she finds it.
Specialty: Astronomer Feature: Researcher
Patron: Great Old One (Cthulhu)
Awakened Mind
Eldritch invocations: Book of Ancient Secrets Eldritch sight (detect magic at will)
Pact boon: Pact of the Tome
Equipment/Money: LXbow, 20 bolts, Leather armor, 2x daggers, sickle Arcane Focus (Tiara), Dungeoneer's pack A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, Amulet of Cthulhu 10gp
That is not dead which can eternal lie, and with strange aeons, even death may die.
Rejoice, for the time of his return is at hand. One day soon the lord Cthulhu will return to this world, and all shall be equal before him. None shall be treated differently because of status, or wealth, or power. Only those who serve him will receive his favor.
If you wish to join his service, seek out the one who posted this, or another priest of Cthulhu, and they will aid you in joining his service.
Other Proficiencies & Languages: Languages: Common, Elvish, Celestial, Draconic, Deep
longsword, shortsword, shortbow, and longbow light armor, simple weapons
Character Appearance (picture required):
But with a hooded robe on to cover up her features.
Allies & Organizations: -Cult of Cthulhu Living in a shrine built in a cave, they teach those that come to them the ways of the Great Old One, prophesying that one day he will return, and all shall be equal on that day, as he takes the souls of the worthy and unworthy into himself. None are turned away, regardless of crimes, alignment, species, or other factor.
Character Backstory: Raised as a slave, she prayed to the gods to free her from the people who had cut out her tongue for speaking out of turn. None answered, but as she "tranced" she felt as if the mind of another being was there with her, as powerful as a god, difficult to comprehend, and hungry. It was impressed that she did not go mad from trying to comprehend it, and offered to answer the prayer that the gods ignored. She accepted the offer, and when her trance ended she found she was able to speak with the other slaves, or at least their minds.
Over the next several days she secretly spoke to the other slaves, teaching them of the Great Old One who spoke to her. When they were ready, they revolted, killing their masters, and fleeing into the wilds. There they survived, building a temple to the Great Old One in a cave where they would not be discovered.
When all of the other slaves had been initiated, she instructed them to free other slaves and to teach them the ways of Cthulhu, then left to grow stronger, and to spread the word of the Great Old One throughout the world.
Additional features and traits: Tattooed on the inside of her right forearm: 1) A slave does not speak unless spoken to. 2) A slave does not speak inappropriately to or about their master. 3) Disobedient slaves are beaten for their disobedience. 4) If you can't be trained, you die.
She had her tongue cut out for violating #2.
Her arms have the following "poem" tattooed on them in Draconic. Left arm: That is not dead which can eternal lie. Right arm: And with strange eons, even death may die.
The backs of her hands contain symbols from her patron's holy teachings. Her head, from just above her forehead, and down her spine, is tattooed with scripture from those teachings as well.
Treasure: none
Cantrips: Mending (uses int to cast) Eldrich blast Mage hand druidcraft light Spare the dying
I'm concidering doing a DB roleplay around the idea that somehow other Saiyans come to the DBZ world. The main way I'm thinking of is that after the Buu saga (but before Super because I've only watched a few episodes) Trunks is doing a geneology project for school so he and Goten wish back their Grandfathers. While Ox King and Dr. Briefs are still alive, King Vegeta and Bardock (and maybe "Grandpa" Gohan depending on how the wish is worded) come back and appear on Earth. Bardock can at least go SSJ, but the other two are weak. They go into training, while King Vegeta hatches a plan to bring back his people and conquer this world, whether his son helps or not.
Alternatively, they could reinvent the time machine and bring them back with them, or just wish back Planet Vegeta and all of the Saiyans Frieza killed.
Would anyone be interested in RPing this, and which method do you prefer for bringing them back? I think bringing back the planet would mean that we could play Saiyans. Otherwise, we'd have to be characters from the show or OCs that join for some reason.
Name: Joshua Finn (Josh or Finn) Title: Captain, Psion
Height: 5'10 (1.78 meters) Weight: 200 lbs (90.7 kg) without armor Age: 55 Race: Human
Tier: Medium
Appearance: But with a round leather shield.
Personality: Fun-loving and adventurous. If it wasn't for his job, he'd probably be on Evetopia fighting dragons anyway. At least with Psycorp he gets paid well to do it. Loyal to his crew, and will protect innocent people if he can.
Abilities, Talents, Traits, Powers: Psionic abilities: within eyesight unless specified, and can be resisted by strong willed people Speech: Sends words to the speech center of another person's brain. Concept transference: Activates the other person's brain in the same way his brain activates when conceptualizing things. May not work with other races, but works fairly well with most humanoids and doesn't require them to share a language. Read thoughts: Copies the conceptualization pattern of others, or there speech pattern. Can listen to surface thoughts, ideas, and emotions. Shout: Can send off a powerful telepathic signal that transfers a simple concept or a few words to any telepath nearby, based on their strength. Causes mental fatigue and headaches, so he only uses it in emergencies. Shield thoughts: He has two ways to do this. The first method essentially duplicates, corrupts, and sends back any telepathic connection to his mind. It is usually experienced as a from of feedback which causes the other person to want to pull away. This happens automatically whenever his mind detects a telepathic attack, and can be consciously reinforced by him if he becomes consciously aware of the attack. The second method reinforces his current brain wave pattern to resist influence. This method is rarely used as it make him extremely stubborn and virtually unable to learn new things. Telekinesis: With enough concentration he can move a mass of just over his own mass (Up to 110 kilos). This allows him to float himself as long as he isn't carrying a lot of weight, and move other large objects. Smaller objects are harder to focus on and move, and moving objects quickly is also more difficult.
Items: He has access to a wide variety of modern technology on his ship (which has optical camouflage), but as his work requires him to spend time on primitive worlds, studying them, he generally uses items at their level of technology. He has several magical items he has collected from various primitive worlds. Terat scale shield: Given to him as a reward for saving a chief on a world that had sent itself back into the stone age because of a magical apocalypse, it is made of the hide of a dragon-like giant snake his group killed. It absorbs electricity (lightning) and fire, storing the energy in a jewel-laden symbol on the back, and using the energy to harden itself against physical attacks temporarily. Even at full charge, it can only harden itself for about an hour. Holy Armor of Kersh: He bought this from a priest of Kersh he befriended on Ecetopia, this enchanted armor activates when one says the name of their god (Kersh'a'haqat), drawing on their magical or psychic strength, protecting them from mental attacks and mind control. Steel sword: Generic medieval style steel sword. Holographic necklace: A hologram generator that can be programmed to make the wearer look like a native of the planet. Only one appearance can be stored at a time. The effect is an illusion, and physical contact can go through it. Translator earpiece: Translates the speech of others in the area in an approximation of their voice. Its effectiveness is based on how good its language files are for the language they are speaking.
History:
When he was eight he was playing with his brother, Cyrus, who was already a skilled telepath. After his brother cheated one too many times at a board game by knowing what Joshua was going to do, Joshua told him "It not fair that you can read my mind but you cant read mine. Why can't you let me borrow your power, so I can show you what it's like?" It wasn't possible to loan psychic powers as far as they knew, but there were people who could give people psychic powers. Cyrus tried to give his brother powers and, because he had no idea what he was doing aside from a few videos he could pull up on the computer, Joshua was knocked out by the attempt. When he woke up a few hours later, though, he could hear the thoughts of his parents if he focused on them. The Doctor verified that he did, indeed, have psychic powers now, and he started training with his brother. His powers, however, weren't quite the same and, when Cyrus left for a quite part of space at the age of sixteen, Joshua kept in touch with him.
Eventually Joshua got a job working with Psycorp, where they put his psionic skills to good use as a crewman on anthropological trips to primitive worlds so that they could study the local versions of psionics. On one of these worlds he was able to lead his team to victory over a giant fire-breathing snake that was attacking a village, and the chief awarded him with a shield made of the hide of the creature. He continued to work for them as first officer and, when the Captain of his ship retired, he took over as Captain. Somehow made contact with the Broker, and arranged for the broker to donate large sums of money to Psycorp in exchange for Joshua's ship, the Odyssey, going to worlds that he detected as having psionic people on them.
The non-profit organization of Psycorp was founded over three hundred years ago by a group of people who wanted to understand psionic abilities scientifically. They study known psionic individuals to try to learn how their abilities function.
Psycorp also has an anthropological section which sends ships to primitive worlds to study them and their use of psionics. This section is heavily funded by a reclusive information broker simple known as "The Broker", who notifies them of psionic activity he has detected on primitive worlds. They then send a ship, usually "The Odyssey", which is Captained by one of his friends, to the location to check it out.
One month ago the Broker detected a telepathic shout from a star system 130.7 lightyears from his space stasis, the Vandeen system, which has only one inhabited planet. This planet is inhabited by a tanned elf-like race of humanoids in what is in roughly the late middle age, with strong magical and psionic traditions. Whoever sent out the shout would have had to be incredibly powerful to reach so far away, so he notified Psycorp and they sent the "Odyssey" to investigate.
The ship now nears the system, just minutes away in warp. The situation may not be what any of the crew expects, though.
Name: Psycorp Graphic: Motto: (Your group's creed, ethos or moot. What words do you live by? Are the inspirational? Intimidating? Compassionate? That's for you to decide, but try to live it out in everything your characters do while they're in the faction. They reflect it and it reflects them!) Leader: (Your group's leader or leaders. Who takes responsibility for the group and its actions, if at all? Who is their figurehead that people recognize outside the group? What makes them the leader? How long have they led the group? Think along these lines for this part.)
Description: We are a non-profit organization that studies psionics. (Your group's description. Try to write this as an outsider looking in, attempting to catalogue or write them down. Alternatively, you could write this section for your faction from the eyes of its members and how they perceive it - just be sure that whatever vision you go with, it is accurate.) Goals: We try to unravel the source and uses of various psionic abilities.(Your group's goals, desires and drives. What motivates them to work together as they are? There has to be a reason, so elaborate how it came to be and where it is going in the future. Be precise too, because mixing messages makes it hard for others to know how to react.)
Unique Abilities: none(Your group's specific powers. You only have a maximum of three of these. With each additional ability unique to the group it will make it much harder to justify them all and gain Staff approval. Try to start small because you can always grow later and request to have new ones added.)
Territories: We have corporate offices on many worlds, but no actual territories. (Your group's controlled territories. First and foremost is the group's official territory, but list any other areas of influence or even outright control they have. Describe what people see or feel in each of them and try to imagine a day in the life of such a place. Remember, you only get what is approved by Staff, so later additions require speaking with them just like you would for new unique abilities.)
Critical Point: none(Your group's most important and vulnerable asset. Losing this critical location or resource, be it a ship, a planet, a technology, a magical ability, an item or the sort will hurt your group the most.)
Critical Point: none(Your group's second most valuable asset. If you lost this it would hurt more than your very last one and not nearly as much as the first, but it would still badly affect your faction.)
Critical Point: none(Your group's third and last most important asset. The last and "least" important of the three most important objects, locations, people or the sort to your group. Like the first two, harm to this is going to significantly affect you.)
Allies: none(Your group's allies. Does your faction have anyone it associates with and considers a friend? They can be individuals outside the faction, as well as other groups. Try to limit these to other actual players or player groups. If they have no allies, just state they have none.) Enemies: none(Your group's enemies. Is there anyone who is a sworn enemy of your group? If so, who are they? Why? Are they just competition or are they legitimately out to take or destroy everything you have? Like with allies, try to fill this section out only with actual players' creations. If your group is neutral to all others, just state that or say they have none.)
Members: (Your group's most important members. You need to provide a mention to each of these Roleplayer Guild members, then list their character or characters afterward. You must have at least five members, but cannot have more than ten.) [@(Username)]'s Characters: (Your group's members who belong to this user.) [@(Username)]'s Characters: (Your group's members who belong to this user.) [@(Username)]'s Characters: (Your group's members who belong to this user.) [@(Username)]'s Characters: (Your group's members who belong to this user.) [@(Username)]'s Characters: (Your group's members who belong to this user.)