A Legend of Tail and Talon [CHARACTERS]

WiZ

Active Member
Ok, this is going to be our Character Depository.
I'm going to go over some general information and rules first.
1. Obviously don't be rude.
2. Just follow the site rules and don't do anything you know isn't allowed, ok?

Take some time to read through the information, as it helps with creating a character.
Setting
Our adventurers will start within the walls of High Castle, the Capital City in The Kingdom of Ironblade. This is supposed to be a neutral zone of sorts, where all races and animals are allowed to live and socialize with each other, free from discrimination.

Abilities

Every hero has a different level of physical might and mental agility. There are four abilities that are used to calculate the outcome of an action.
Power, measuring physical strength
Speed, measuring agility
Wisdom, reasoning and perception
Courage, measuring force of personality

Factions
Within every faction there are a handful of creatures that standout among others. For example, The Kingdom of Ironblade is known for their powerful warriors while the Kai Ming Dynasty is thought to hold the most powerful spell weavers.

Kingdom of Ironblade
Bonus:
+1 Power

Sultan State of Khatar
Bonus:
+1 Speed

Kai Ming Dynasty
Bonus:
+1 Wisdom

Nomads of The North
Bonus:
+1 Courage

Races
There exist many species within all the Lands. Some are lumbering giants, others are quite small.
NOTE: Feel free to create your own race and faction, these are just examples
Lion:
+2 Power
Wolf: +1 Power, +1 Courage
Fox: +2 Courage
Rabbit: +2 Speed
Cobra: +1 Speed, +1 Wisdom
Panda: +2 Wisdom
Monkey: +1 Wisdom, +1 Courage
Tiger: +1 Power, +1 Speed

Classes
There won't be any classes. I'd much rather have a set of Skills for each character to determine how skilled they are with weapons and armor.
Skills:
Bladed Weapons:
Swords, Axes, etc.
Piercing Weapons: Spears, Pikes, etc.
Blunt Weapons: Staffs, Hammers, Clubs, etc.
Ranged Weapons: Longbows, Shortbows, Crossbows, etc.
Shields: Small Shields, Large Shields
Light Armor: Robes, Leather, Padded Cloth
Medium Armor: Hide, Scale Mail, Breast Plate
Heavy Armor: Chain Mail, Plate
Restoration Magic: Healing and Repairing
Enchanting Magic: Enchant Weapons, Objects or Creatures
Conjuration Magic: Create Balls of Fire, Raise the Dead, etc.

Traits

Heroes have varying skills, that is what a trait is, whether it is the ability to run very fast or fly.
NOTE: Again, make your own things up if you want. These are examples
Flight -
Your hollow bones and feathered limbs allow you to flee harm in almost any situation. Add +2 to Dodge Rolls.
Swift Foot - Many years running wild in the wilderness has given you an advantage to your adversary. Add +1 to Any Speed Roll, Add +1 to Counter Attack Rolls.
Leadership - You are an alpha, a natural born leader. Add +1 to Attack Rolls and Defense Rolls to Each Member of your party, including yourself.
Bloodthirsty - You hunger to taste the flesh of your foes. Add +3 to Attack Rolls but -1 to Defense Rolls.
Foresight - You have been granted the gift of foreknowledge, use it at your own risk. Add +4 to Wisdom Rolls but -2 towards Defense Rolls.

Background
Every adventurer has a story to tell. How they became who they are, what their life was like long ago, what kind of cake they like. Anything like that.

Equipment:
Nobody starts from scratch. What kind of equipment could your Hero take with them on their journey? A sword? A suit of armor? Perhaps some spare rations?

Here is the basic format we will use:
Name: [Name Your Hero]
Gender: [M or F]
Faction: [What Faction Is Your Hero Affiliated With?]
Race: [What Race Is Your Hero?]
Appearance and Description: [A Picture is Fine.]
Background: [Where Is Your Hero From? What Brings Them To High Castle?]

Traits: [Your Hero May Have Up To Three Traits To Start.]
Trait 1 - Description
Trait 2 - Description
Trait 3 - Description


Ability Points: Points Left: 15/15 [Distribute 15 Points]
Power - W + Faction Bonus + Race Bonus = Total
Speed - X + Faction Bonus + Race Bonus = Total
Wisdom - Y + Faction Bonus + Race Bonus = Total
Courage - Z + Faction Bonus + Race Bonus = Total


Skill Points: Points Left: 5/5 [Distribute 5 Points]
Bladed Weapons -
Piercing Weapons -
Blunt Weapons -
Ranged Weapons
-
Shields -
Light Armor -
Medium Armor -
Heavy Armor -
Restoration Magic -
Enchanting Magic -
Conjuration Magic -

Equipment: [What Does Your Hero Have Equipped To Begin With? Please Try and Make This Reasonable.]
- Weapon
- Other Weapon
- Armor
- Trinket

- etc.
 
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My Example Character:

Name: Skaar Nightwatch
Gender: M
Faction: Kingdom of Ironblade
Race: Wolf
Appearance and Description:
latest
Background:
Skaar grew up in a den not too far from the Kingdom of Ironblade. He was a very nice cub, unlike his brother, Vaar who would mercilessly attack him for no reason. One day, he caught his brother stealing a piece of meat from the communal stock, he told him to stop but Vaar decided to claw him in the face, leaving a deep cut. Skaar moved to High Castle to become the Captain of The City Guard. He was tired of the lawless wild and wanted to keep crooks like his brother off the streets. So what better place to start then a city notorious for its corruption?

Traits:
Leadership - Skaar is an alpha, a natural born leader. Add +1 to Attack Rolls and Defense Rolls to Each Member of your party, including yourself.
Good Eye - Skaar has excellent perception. Add +2 to Attack Rolls with a Ranged Weapon.
Thick Blood - Skaar heals twice as fast as others.


Ability Points: Points Left: 0/15
Power - 5 + 1 + 1 = 7
Speed - 4 + 0 + 0 = 4
Wisdom - 3 + 0 + 0 = 3
Courage - 3 + 0 + 1 = 4


Skill Points: Points Left: 0/5
Bladed Weapons - 2
Piercing Weapons -
Blunt Weapons -
Ranged Weapons
- 2
Shields -
Light Armor - 1
Medium Armor -
Heavy Armor -
Restoration Magic -
Enchanting Magic -
Conjuration Magic -

Equipment:
- 1 Rapier
-1 Flint Lock Pistol
- 20 Ammo
- 1 Thick Leather Jacket
- 10 Rations
 
Name: Lisico
Gender: M
Faction: Sultan State of Khatar
Race: Fox
Appearance and Description:
il_570xN.410328287_64jk.jpg
Background: Lisico was born on the streets of Khatar. Forced to learn on the streets or die he quickly began a life of thievery. Over a few years of getting caught and punished he learned that rather than being sneaky, being fast was the way to get away with a crime. Using a dapper outfit he... acquired... Lisico learned to get in close to his pray and then zoom away on his swift feet. But life in Khatar was too tame for his adventurous soul, and then he heard of a place called High Castle where crime was said to be rampant, but the prizes, worth it.

Traits:
Swift Foot - Many years running wild on the streets has given Lisico an advantage to his adversaries. Add +1 to Any Speed Roll, Add +1 to Counter Attack Rolls.
Smooth Talker - When unable to avoid capture Lisico learned to talk with the grace of a noble. Add +2 to any Persuasion Roll, Add +1 to any Speech Roll.
Trait 3 - Description


Ability Points: Points Left: 0/15
Power - 2 + 0 + 0 = 2
Speed - 6 + 1 + 0 = 7
Wisdom - 4 + 0 + 0 = 4
Courage - 3 + 0 + 2 = 5


Skill Points: Points Left: 0/5 [Distribute 5 Points]
Bladed Weapons - 1
Piercing Weapons - 2
Blunt Weapons -
Ranged Weapons
- 1
Shields -
Light Armor - 1
Medium Armor -
Heavy Armor -
Restoration Magic -
Enchanting Magic -
Conjuration Magic -


Equipment:
- (1) Switchblade
- (10) Throwing daggers
- (1) Dapper outfit
- (10) lockpicks
 
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Name: Thorkelin
Gender: Male
Faction: Kai Ming Dynasty
Race: Rabbit
Appearance and Description:
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Black rabbit ears and tail, which are usually hidden.
Background: Having grown up in the Kai Ming Dynasty, Thorkelin was raised to be an assassin. However, in his teenage years, it was discovered that he had a gift for conjuration. Do to his occupation as a one-time assassin, Thorkelin hates carrying weapons out in the open. As such, he developed his magic to be able to conjure up a weapon and armor when needed. Due to them being spectral, the two pieces of equipment are incredibly light, thus allowing Thorkelin to use his great speed.

A few years past, Thorkelin was able to quite the life of an assassin, and has since been travelling. After dealing with a few bandits and monsters here and there, Thorkelin finally arrives at the High Castle.

Traits: [Your Hero May Have Up To Three Traits To Start.]
Swift Foot - Many years running wild in the wilderness has given you an advantage to your adversary. Add +1 to Any Speed Roll, Add +1 to Counter Attack Rolls.
Backstab - Training in the art of assassination has helped you to kill your foes. Add +2 to attack rolls from behind.
Great Speed - Forced to either be quick or to die, you have developed a great speed. Add +2 to any speed roll

Ability Points: Points Left: 15/15 [Distribute 15 Points]
Power - 3 + 0 + 0 = 3
Speed - 5 + 0 + 2 = 7
Wisdom - 5 + 1 + 0 = 6
Courage - 2 + 0 + 0 = 2


Skill Points: Points Left: 5/5 [Distribute 5 Points]
Bladed Weapons - 3
Piercing Weapons - 0
Blunt Weapons - 0
Ranged Weapons
- 0
Shields - 0
Light Armor - 0
Medium Armor - 0
Heavy Armor - 0
Restoration Magic - 0
Enchanting Magic - 0
Conjuration Magic - 2


Equipment: [What Does Your Hero Have Equipped To Begin With? Please Try and Make This Reasonable.]
- N/A
- N/A
- The clothes in the picture
- N/A


Magic:
Spectral Blade: Conjures up a spectral longsword that the wielder can use. Lasts for an hour.
dark_souls__silver_knight_straight_sword_by_nolan192-daxjo7n.jpg

Spectral Armor: Conjures a set of Spectral scale mail to protect its wearer. Lasts for thirty minutes.
3ff6aa0de6872d0be755d0d930debd2b--kraken-fantasy-armor.jpg
 
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Name: Gurki
Gender: M
Faction: Kai Ming Dinasty
Race: Monkey (+1 speed)
Appearance and Description:
Background: Gurki was born on one of his family’s ship, in the sea east of the Kai Ming Dynasty’s dominion. As a child, he worked for his father, a rich merchant trading goods between the coastal cities of the kingdom, but growing up he showed to have a lot of talent in the arts and sciences and a natural curiosity about anything he didn’t know. That’s why, reached a certain age, his family decided to send him to the Magic Academy, in the capital of the eastern kingdom. But apart from his intelligence, another characteristic began to evolve into him through the years he spent studying: the thirst for adventure. As soon as he learned the spells and the rituals at school, he realized the power they gave him, and when he had to chose between a life of research, enterprising the academic career, and a life spent catching the most rare and valuable treasures throughout risks and uncertainty, but with the possibility to get unmatched glory and bounty, he suddenly decided to set out with the notorious pirate Longbear, who was his uncle, and his crew. He made a bunch of fortune during the years at sea, but after a bloody battle against the marine, in which he lost an eye and almost died, and the captain himself got killed, the great ship was sunk and he had to hide from the imperials. With no friends, and unable to go back to his family because of the bounty on his head, the young monkey’s journey toward the west had started, heading, in search of new honours and fortunes, to the great capital of the Kingdom of Ironblade.
Traits:
Trait 1 – Open-minded: the thirst of knowledge makes Gurki open to learn anythink more quickly; +2 wisdom
Trait 2 – Spirit of the pirate monkey: Gurki still has in its mind his past at sea, when he jumped from mast to mast as if they where trees of a forest; +2 speed
Trait 3 – Ingenuous warrior: despite all his adventures, inside his heart and mind Gurki is still a child, making him more intrepid than you’d expect him to be at first sight. +2 courage

Ability Points:
Power - 1
Speed - 3
Wisdom - 7
Courage – 4

Skill Points:
Restoration Magic -1
Enchanting Magic -1
Conjuration Magic - 3
Equipment:

Fire Staff: When Gurki graduated as a mage, prematurely and with the maximum of the degree, and captain Longbear his uncle made him the proposal to live as a pirate, he decided to follow him and to bring with himself the legendary Fire Staff, a blason infused of magic upon which a fire always burns, which grants the magician that brandishes it an extreme and endless power on the element. He stole it from the academic museum, and that was the main reason why he was wanted in the eastern kingdom, at least initially.
 
@Pankong you're definitely accepted! You can go ahead and post in the Chapter I thread and then we'll get this show on the road!
 
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