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Race: Gnome
Gender: Male
Role: Controller
Class/Level: Umbral Sorcerer/13
Details:
Male gnome sorcerer (wildblooded) 10
N Small humanoid (gnome)
Init +1; Senses low-light vision, darkvision 30 ft.; Perception +3
Defense
AC 17, touch 14, flat-footed 15 (+2 armor, +1 deflection, +1 natural, +2 Dex, +1 size)
hp 85 (10d6+43)
Fort +8, Ref +7, Will +10; +2 vs. illusions and death effects, +4 vs. fear effects
Offense
Speed 20 ft.
Melee hanbo +8 (1d4-2)
Ranged acid splash +8 (1d3 acid)
Spell-Like Abilities (CL 10th; concentration +23)
Statistics
Str 7, Dex 12(14), Con 16, Int 12, Wis 12, Cha 21(25)
Base Atk +5; CMB +2; CMD 15
Feats Weapon Finesse, Eschew Materials, Fey Foundling[ISWG], Spell Focus (illusion), Greater Spell Focus (illusion), Effortless Trickery, Silent Spell, Varisian Tattoo (illusion)
Traits making good on promises, trickster
Skills Acrobatics +5 (+1 to jump), Bluff +20, Disguise +11(+21 Hat of Disguise), Fly +8, Knowledge (arcana) +16, Perception +3, Perform (act) +11, Perform (dance) +13, Spellcraft +18, Stealth +19, Use Magic Device +13;
Racial Modifiers +2 Perception
Languages Common, Gnome, Orc, Sylvan
SQ cloak of shadows, eternal hope, gnome magic
Other Gear See Here
Special Abilities
Umbral Bloodline Your nature is to gather the darkness into yourself.
Fey Foundling +2 save vs. death effects. +2 HP per die from magical healing. +1 damage taken from cold iron.
Varisian Tattoo (illusion) +1 CL for all illusion spells
Eternal Hope +2 racial bonus save vs. fear and despair. Reroll a 1 rolled on 1d20 (1/day).
Illusion Resistance +2 racial bonus save vs. illusions.
Gnome Magic add +1 to the DC for saving throws against illusion spells he casts.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Making Good on Promises +2 trait bonus save vs. fear effects.
Trickster +1 trait bonus to CL for duration, range, and area of illusion spells.
N Small humanoid (gnome)
Init +1; Senses low-light vision, darkvision 30 ft.; Perception +3
Defense
AC 17, touch 14, flat-footed 15 (+2 armor, +1 deflection, +1 natural, +2 Dex, +1 size)
hp 85 (10d6+43)
Fort +8, Ref +7, Will +10; +2 vs. illusions and death effects, +4 vs. fear effects
Offense
Speed 20 ft.
Melee hanbo +8 (1d4-2)
Ranged acid splash +8 (1d3 acid)
Spell-Like Abilities (CL 10th; concentration +23)
- 1/day—dancing lights, prestidigitation, speak with animals
- 4/day—ghost sound (DC 20)
- 5th (4/day)—shadow evocation (DC 25), teleport
- 4th (6/day)—dimension door, phantasmal killer (DC 24), shadow conjuration
- 3rd (8/day)—deeper darkness, fireball (DC 20), fly, major image (DC 23)
- 2nd (8/day)—command undead (DC 19), darkvision, invisibility, mirror image, see invisibility
- 1st (8/day)—color spray (DC 21), mage armor, magic missile, ray of enfeeblement (DC 18), shield, silent image (DC 21)
- 0 (at will)—acid splash, detect magic, disrupt undead, ghost sound (DC 20), mage hand, message, ray of frost, read magic, spark
Statistics
Str 7, Dex 12(14), Con 16, Int 12, Wis 12, Cha 21(25)
Base Atk +5; CMB +2; CMD 15
Feats Weapon Finesse, Eschew Materials, Fey Foundling[ISWG], Spell Focus (illusion), Greater Spell Focus (illusion), Effortless Trickery, Silent Spell, Varisian Tattoo (illusion)
Traits making good on promises, trickster
Skills Acrobatics +5 (+1 to jump), Bluff +20, Disguise +11(+21 Hat of Disguise), Fly +8, Knowledge (arcana) +16, Perception +3, Perform (act) +11, Perform (dance) +13, Spellcraft +18, Stealth +19, Use Magic Device +13;
Racial Modifiers +2 Perception
Languages Common, Gnome, Orc, Sylvan
SQ cloak of shadows, eternal hope, gnome magic
Other Gear See Here
Special Abilities
Umbral Bloodline Your nature is to gather the darkness into yourself.
- Bloodline Arcana Whenever you cast a spell in an area of dim light or darkness, increase your CL by 1.
- Cloak of Shadows (Sp) (10/day) You can grant one target a cloak of shadows. +5 Stealth for 5 rounds
- Nighteye (Ex) You can see 60 ft. in darkness.
- Shadow Well (Sp) Use stealth while being observed in dim light or darkness, (1/day) trade places with willing target
Fey Foundling +2 save vs. death effects. +2 HP per die from magical healing. +1 damage taken from cold iron.
Varisian Tattoo (illusion) +1 CL for all illusion spells
Eternal Hope +2 racial bonus save vs. fear and despair. Reroll a 1 rolled on 1d20 (1/day).
Illusion Resistance +2 racial bonus save vs. illusions.
Gnome Magic add +1 to the DC for saving throws against illusion spells he casts.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Making Good on Promises +2 trait bonus save vs. fear effects.
Trickster +1 trait bonus to CL for duration, range, and area of illusion spells.

"Do not fear the dark, but those that dwell within it. "
Race: Vampire - Lasombra
Gender: Male
Role: Striker
Description:
Always in some manner of formal dress, thoough they may be a little loose fitting to give the idea of a relaxed feel. 'Roku' was taught to look his best by his sire and parents for that matter. It was a matter of caste in both instances. Generally favoring pin stripes, dark reds, grays and of course black - his wardrobe seemed endless with the repertoire of style of modern and older fashions.
His hair he kept a moderate length nothing to hide his face but enough to give him a mysterious mantle when looking through the hair over his eyes - be it at a victim, potential target, ally or enemy.
He always had a way of looking at you, past you and seemingly into nothing when he is spoken to or speaking with someone. It's as if he is focusing on the subject at hand and doing a thousand other calculations of the possibilities of the current subject.
His manner is often cold, thorough and methodical - only usually showing a passion in fighting for what is his or will be his. The manner of fighting depends solely upon the situation.
His hair he kept a moderate length nothing to hide his face but enough to give him a mysterious mantle when looking through the hair over his eyes - be it at a victim, potential target, ally or enemy.
He always had a way of looking at you, past you and seemingly into nothing when he is spoken to or speaking with someone. It's as if he is focusing on the subject at hand and doing a thousand other calculations of the possibilities of the current subject.
His manner is often cold, thorough and methodical - only usually showing a passion in fighting for what is his or will be his. The manner of fighting depends solely upon the situation.
Background:
Wrong place, wrong time, but an interesting outcome.
This is ‘Roku's’ past in a few short phrases. When's his parents made a great trip across the oceans and many lands to come to the United States and into the state of Louisiana in pursuance of a cultural endeavor they had no intentions of losing their son as they knew him. Already sharp or mind and body, his parents did not think to enroll him in any colleges here, as they were not meant to stay very long.
They were there to help enrich the foundation of a new building that would bring their culture to the United States and be free of political biases and influence from either Japan or the United States -- And so in 1927 they arrived in New Orleans just three short years after the society had been formed his parents arrived along with him. Nevermind the fact that ‘Roku’ never wanted to come here in the first place, but it was not his choice and had to follow his parents – more precisely his father.
Helping his father was not his ambition, though he would help his mother when she called. He would procrastinate and argue with his father – which would lead him to go walk into the city away from the Japanese society’s neighborhood. The more time he spent there the more his father resented him and gave 'Roku' even more reason to spend time there.
A couple years go by and ‘Roku’ makes himself more acquainted in the age-old city he now called home. He began to favor a tea house that was in town. It was owned by an older Japanese woman, Kyoshi-sama as he came to call her, and strangely enough it was only open after dark. She would greet people as her staff would wait on them.
But over time his frequency was noticed by a group of people that did not care for his adventuring to their side of town. Shortly after leaving the tea house he was cornered into an alley by three men, all looking to be of some importance by their dress. As if moving with more speed than Roku had ever seen, in even the finest trained warriors of his people the three descended upon him. It seemed an unfair fight for one trained even as well as ‘Roku’ was he could not get too many functional blows into any of the men before their brutishness pounded the fight and blood out of him.
After losing consciousness and once again regaining it -- his first sense to return was the smell of hojicha - a roasted Japanese tea that he loved. His second observation was that Kyoshi-sama had been watching over him. With a small interaction Kyoshi convinced him to drink a special tea she had made to make him feel better. He drank the viscous, dark tea without question and with quickness. He rested again after drinking the oddly soothing drink and awoke the next night.
Upon rising he felt the need to greatly seek out those that had assaulted him and put his vengeance upon them. So he did, he found the three men that had cornered them and did the same to them. He found his strength to be remarkable as he easily threw one to the side as he grappled another. When the fight was done he had killed two of the three and the other lay lay in the alley missing an arm that had been used to kill one of his allies.
His immediate thought was to return to Kyoshi-sama and he did. When he arrived she gave him more of the thick, tantalizing tea that he drank without question and with haste. Relaxing from his brawl with the other three he fell into slumber, guided by the sounds of Kyoshi's voice. So he slumbered for a great while and rose again to Kyoshi's voice and another glass of the viscid, black-red tea.
This was the night that, as Kyoshi explained it, he would die in the eyes of the rest of the world. So it went that there was a setup of were ‘Roku’ would be and a great and terrible accident happened and nothing but a charred body would remain. His parents, more precisely his mother, were devastated and returned to Japan never to again think of returning to the United States for any purpose.
Thus began the journey and new life of ‘Roku’ - a ghoul to a vampire. Kyoshi taught him many new things of how the night was more fruitful than the day. For a few years he remained the keeper of the shop during the day - receiving orders and taking care of other aspects of Kyoshi's personal business that could not be handled at night.
Just before whispers of a war came back from his home land, Japan, Kyoshi told him that it was time that he be embraced by the shadow and the night. So it was that ‘Roku’ became a member of the Lasombra and the Sabbat. Now a childer to Kyoshi he would taught in the ways of kindred, society, politics, fighting, and of course the masquerade.
After doing very well under the guidance of Kyoshi and a few others, she has new plans for him in a place that is now desolate of Sabbat members. Confident that he would do well after many years under her tutelage and with his own natural skills of combat, social interaction, reconnaissance of information and the ability to think freely.
So let us see what unfolds in this new chapter of ‘Ruko’s’ life.
This is ‘Roku's’ past in a few short phrases. When's his parents made a great trip across the oceans and many lands to come to the United States and into the state of Louisiana in pursuance of a cultural endeavor they had no intentions of losing their son as they knew him. Already sharp or mind and body, his parents did not think to enroll him in any colleges here, as they were not meant to stay very long.
They were there to help enrich the foundation of a new building that would bring their culture to the United States and be free of political biases and influence from either Japan or the United States -- And so in 1927 they arrived in New Orleans just three short years after the society had been formed his parents arrived along with him. Nevermind the fact that ‘Roku’ never wanted to come here in the first place, but it was not his choice and had to follow his parents – more precisely his father.
Helping his father was not his ambition, though he would help his mother when she called. He would procrastinate and argue with his father – which would lead him to go walk into the city away from the Japanese society’s neighborhood. The more time he spent there the more his father resented him and gave 'Roku' even more reason to spend time there.
A couple years go by and ‘Roku’ makes himself more acquainted in the age-old city he now called home. He began to favor a tea house that was in town. It was owned by an older Japanese woman, Kyoshi-sama as he came to call her, and strangely enough it was only open after dark. She would greet people as her staff would wait on them.
But over time his frequency was noticed by a group of people that did not care for his adventuring to their side of town. Shortly after leaving the tea house he was cornered into an alley by three men, all looking to be of some importance by their dress. As if moving with more speed than Roku had ever seen, in even the finest trained warriors of his people the three descended upon him. It seemed an unfair fight for one trained even as well as ‘Roku’ was he could not get too many functional blows into any of the men before their brutishness pounded the fight and blood out of him.
After losing consciousness and once again regaining it -- his first sense to return was the smell of hojicha - a roasted Japanese tea that he loved. His second observation was that Kyoshi-sama had been watching over him. With a small interaction Kyoshi convinced him to drink a special tea she had made to make him feel better. He drank the viscous, dark tea without question and with quickness. He rested again after drinking the oddly soothing drink and awoke the next night.
Upon rising he felt the need to greatly seek out those that had assaulted him and put his vengeance upon them. So he did, he found the three men that had cornered them and did the same to them. He found his strength to be remarkable as he easily threw one to the side as he grappled another. When the fight was done he had killed two of the three and the other lay lay in the alley missing an arm that had been used to kill one of his allies.
His immediate thought was to return to Kyoshi-sama and he did. When he arrived she gave him more of the thick, tantalizing tea that he drank without question and with haste. Relaxing from his brawl with the other three he fell into slumber, guided by the sounds of Kyoshi's voice. So he slumbered for a great while and rose again to Kyoshi's voice and another glass of the viscid, black-red tea.
This was the night that, as Kyoshi explained it, he would die in the eyes of the rest of the world. So it went that there was a setup of were ‘Roku’ would be and a great and terrible accident happened and nothing but a charred body would remain. His parents, more precisely his mother, were devastated and returned to Japan never to again think of returning to the United States for any purpose.
Thus began the journey and new life of ‘Roku’ - a ghoul to a vampire. Kyoshi taught him many new things of how the night was more fruitful than the day. For a few years he remained the keeper of the shop during the day - receiving orders and taking care of other aspects of Kyoshi's personal business that could not be handled at night.
Just before whispers of a war came back from his home land, Japan, Kyoshi told him that it was time that he be embraced by the shadow and the night. So it was that ‘Roku’ became a member of the Lasombra and the Sabbat. Now a childer to Kyoshi he would taught in the ways of kindred, society, politics, fighting, and of course the masquerade.
After doing very well under the guidance of Kyoshi and a few others, she has new plans for him in a place that is now desolate of Sabbat members. Confident that he would do well after many years under her tutelage and with his own natural skills of combat, social interaction, reconnaissance of information and the ability to think freely.
So let us see what unfolds in this new chapter of ‘Ruko’s’ life.
Details:
Flaws:
Eerie Presense: Icy Touch, Permanent Fangs and Smell: Hojicha (Japanese Roasted Tea)
Impatient
Grip of the Damned
Eerie Presense: Icy Touch, Permanent Fangs and Smell: Hojicha (Japanese Roasted Tea)
Impatient
Grip of the Damned

"My job is to make sure that you stay alive"
Race: Human
Gender: Male
Class: Solo
Background:
Jason was raised in the Combat Zones outside of Seattle, his family fell within the lowest dregs of the Zone. His parents are alive, but imprisoned within a Corporate work camp. He has one brother, Eddie, whose where abouts are unknown. He eventually joined the Army and was assigned the serial number RC-1207, which is where he gets his handle from.
Life Path Background
16 - Despite having to grow up on the streets, Sev found an old priest willing to educate him.
17 - Sev killed the girl friend of Wez, a well connected Booster Gang leader, who vowed to killed Reese.
18 - Despite growing up on the streets, Reese was able to make a few friends, after he had joined the Army he found an old friend of his was in the same unit.
19 - Due to a botched operation that resulted in the massacre of most of his unit and an entire South American village, Reese suffers from recurring nightmares about the massacre.
20 - After taking part in a floating battalion poker game, Reese won a substanial sum of money
21 - Reese returns to the states from a mission to find his girlfriend had been kidnapped. Eventually she was rescued, but neither could go back to the life they had. They still love each other.
22 - Before he left the Army, his squad sergeant taught him most of what he knew about weapons and combat, further honing his skills.
Life Path Background
16 - Despite having to grow up on the streets, Sev found an old priest willing to educate him.
17 - Sev killed the girl friend of Wez, a well connected Booster Gang leader, who vowed to killed Reese.
18 - Despite growing up on the streets, Reese was able to make a few friends, after he had joined the Army he found an old friend of his was in the same unit.
19 - Due to a botched operation that resulted in the massacre of most of his unit and an entire South American village, Reese suffers from recurring nightmares about the massacre.
20 - After taking part in a floating battalion poker game, Reese won a substanial sum of money
21 - Reese returns to the states from a mission to find his girlfriend had been kidnapped. Eventually she was rescued, but neither could go back to the life they had. They still love each other.
22 - Before he left the Army, his squad sergeant taught him most of what he knew about weapons and combat, further honing his skills.
Details:
8 -INT
10 -REF
7 -TECH
9 -COOL
7 -ATTR
6 -LUCK
8(6) -Empathy
8 -Move Allowance
9 -Body
Special
18(8) -Combat Sense
Cool/Will
11(2) -Resist Torture/Drugs
Empathy
9(3) -Human Perception
INT
13(5) -Awareness/Notice
10(2) -Shadow/Track
REF
13(3) -Athletics
13(3) -Brawling
13(3) -Driving
16(6) -Handgun
15(5) -Heavy Weapons
13(3) -Melee
17(7) -Rifle
14(4) -Stealth
12(2) -Submachinegun
Tech
10(3) -First Aid
Armor
0 -Head
15 -Torso
8 -Arms
14 -Legs
Cyberware
Neuralware Processor
Speedware(Sandivestian)
Cyberoptics(Low-lite,Targeting Scope,Times Square Plus,Thermograph)
Cyberarm w/ Real Skinn, Smartgun link
-Humanity Loss
-Alienation
-Egotism
-Obsession
-Paranoia
(Spent IP's)
10 -REF
7 -TECH
9 -COOL
7 -ATTR
6 -LUCK
8(6) -Empathy
8 -Move Allowance
9 -Body
Special
18(8) -Combat Sense
Cool/Will
11(2) -Resist Torture/Drugs
Empathy
9(3) -Human Perception
INT
13(5) -Awareness/Notice
10(2) -Shadow/Track
REF
13(3) -Athletics
13(3) -Brawling
13(3) -Driving
16(6) -Handgun
15(5) -Heavy Weapons
13(3) -Melee
17(7) -Rifle
14(4) -Stealth
12(2) -Submachinegun
Tech
10(3) -First Aid
Armor
0 -Head
15 -Torso
8 -Arms
14 -Legs
Cyberware
Neuralware Processor
Speedware(Sandivestian)
Cyberoptics(Low-lite,Targeting Scope,Times Square Plus,Thermograph)
Cyberarm w/ Real Skinn, Smartgun link
-Humanity Loss
-Alienation
-Egotism
-Obsession
-Paranoia
(Spent IP's)

(Elicia) Kiryae
(Retired)
Race: Half-Elf
Gender: Female
Class/Level: Cleric/1
Description:
Kiryae (she only allows those closest to her to call her by her first name, which is pretty much nobody) is shorter than a full-blooded elf, but still taller than most humans so she stands out no matter which race she's with. She has plain brown hair that she usually wears up in a ponytail or just messily pulled up on her head. She never tries to hide her ears, which obviously show her half-race. Kiryae has bright blue eyes (probably from her elven side) that always seem to be searching for some knowledge.
Background:
Having grown up in the city of Riddleport, Kiryae (kiri-yeA) has not only learned to deal with the various pirates and ruffians that come and go, but learned to survive on her own. She's been an orphan since she can remember, and has grown up on the streets. When she was younger, she was picked on by both human and elf for being a deformity of their races, and has grown to shove it in other peoples faces now that she is a half-elf. She has a bitter proudness of her heritage, although she doesn't know anything of her families. She has heard whispers in her dealings with the lower class citizens of Riddleport of possible clues to where she came from and has started her own secret investigation. On the outside, she won't show that she even cares.
Kiryae became a follower of Calistria one day when out with her group of delinquent orphans, she was dared to break into the temple and steal a holy symbol. As she was making her way back out to the group, she was caught by the temples priestess, Shorafa Pamodae (also one of the major crime boses of Riddleport). Not wanted to be killed or forced into the temples nasty dealings, Kiryae lied saying she was drawn to the temple by the goddess herself and had come to be a follower. Whether or not Shorafa belived her, she "allowed" Kiryae to stay and learn from the clerics. Kiryae became a bit of a servant, not really being aloowed to leave the temple and not really being taught anything. In secret, Kiryae had started becoming fascinated with the goddess and learned what she could from books for a year. Finally, she hatched her plan to escape, using her new divine magic skills, and her own survival skills she escaped. Shorafa, whether because she didn't care or because she had more important things to do, did not actively try to capture Kiryae.
Kiryae became a follower of Calistria one day when out with her group of delinquent orphans, she was dared to break into the temple and steal a holy symbol. As she was making her way back out to the group, she was caught by the temples priestess, Shorafa Pamodae (also one of the major crime boses of Riddleport). Not wanted to be killed or forced into the temples nasty dealings, Kiryae lied saying she was drawn to the temple by the goddess herself and had come to be a follower. Whether or not Shorafa belived her, she "allowed" Kiryae to stay and learn from the clerics. Kiryae became a bit of a servant, not really being aloowed to leave the temple and not really being taught anything. In secret, Kiryae had started becoming fascinated with the goddess and learned what she could from books for a year. Finally, she hatched her plan to escape, using her new divine magic skills, and her own survival skills she escaped. Shorafa, whether because she didn't care or because she had more important things to do, did not actively try to capture Kiryae.
Details:
Heals go to the highest bidder, or to whoever will help further Kiryea along on whatever task she is doing at the time.

"Fair winds and following seas."
Race: Human
Gender: Male
Role: Striker
Class/Level: Gunslinger,Cleric/ Lvl 8 (3 Gunslinger, 5 Cleric)
Description:
Age: 50yrs old.
H: 5'11"
W: 160 lbs
Short cropped, dark brown hair that is beginning to bald with the slightest tinge of graying.
Thick sideburns
Thick, bushy, prominent brows
Thick Mustache
Slightly wrinkled forehead
Weathered Brown eyes.
Bulbous pointed nose
High cheek bones.
Thin lips.
Gaunt cheeks
Somewhat larger than normal earlobes, with the tip of the left ear being slightly droopy.
Body:
Lithe, worn, wrinkly, muscular.
Hairy arms, legs, hands, feet.
Brown/Black/yellow rotting teeth.
Various tattoos that cover the body, received by each port visited often a symbol for personal exploits and triumphs. A few as tribute by friends who have passed away.
Soft European accent.
Absolutely foul, body odor.
Clothes: Black wool Cossack and white cleric tab with half plate underneath. Black top hat.
H: 5'11"
W: 160 lbs
Short cropped, dark brown hair that is beginning to bald with the slightest tinge of graying.
Thick sideburns
Thick, bushy, prominent brows
Thick Mustache
Slightly wrinkled forehead
Weathered Brown eyes.
Bulbous pointed nose
High cheek bones.
Thin lips.
Gaunt cheeks
Somewhat larger than normal earlobes, with the tip of the left ear being slightly droopy.
Body:
Lithe, worn, wrinkly, muscular.
Hairy arms, legs, hands, feet.
Brown/Black/yellow rotting teeth.
Various tattoos that cover the body, received by each port visited often a symbol for personal exploits and triumphs. A few as tribute by friends who have passed away.
Soft European accent.
Absolutely foul, body odor.
Clothes: Black wool Cossack and white cleric tab with half plate underneath. Black top hat.

"Religion is for the weak"
Race: Human
Gender: Male
Role: Striker
Class/Level: Thief/19

"May Pelor's light be with you"
Race: Human
Gender: Male
Role: Leader
Class/Level: Cleric (Templar)/Shaman/4
Description:
He wears scale mail and a black surcoat w/ a white cross on it. He has an elven tatoo marking him as a shaman over his right eye and check. He also wears his hair in a native american, shamanistic way.
Background:
On the mid-day before the winter solstice, Corvan, a former Commander in the Knight Hospitaler’s and his wife Maravanna, once a priestess of Corellon Larethain, were working in the fields with their children when they saw a white wolf emerge from the edge of the forest. The wolf barked at them as if beckoning them to follow him, and then disappeared back into the forest. Corvan grabbed his shovel for protection and told his wife and children to wait there for him until he returned, he then followed the direction the wolf disappeared at. Upon entering the forest, he heard more barking and followed the sound. Upon following the sounds, he came across a white wolf that laid dead, shot with an arrow, and next to the wolf was a human toddler around the age of 3 or so. He looked around for the child’s parent but found none, so he took the child back with him. He and his family took the child in and named him Sha’Verlas.
Over the year’s Verlas got older he was taught the ways of the land and how help out with the daily work as best as he could. One day the farm and surrounding farms were brutally attacked by a massive goblin raiding party, very few farmers survived that raid. Verlas was one of the few survivors from that raid, but none of his adopted family survived. He was found by a member of the Knight Hospitaler’s who were sent out to help any survivors. Since he had no family left, he was taken to a temple of Pelor and left there as a ward of the church. Verlas never forgot his foster family nor the knight’s who graciously helped him after the raid. He found the teachings of Pelor to be one he could follow and devote his life to. When he was old enough, he joined the Order of Hospitaler’s in order to learn more how he could help those in need, as was shown to him in the past.
He has spent many years on the frontier lines in service of the Hospitaler’s, most of his time was spent helping elven villages and various farming villages. He devoted his life in service of Pelor and to preservation of life and helping in those in need of his help.
Over the year’s Verlas got older he was taught the ways of the land and how help out with the daily work as best as he could. One day the farm and surrounding farms were brutally attacked by a massive goblin raiding party, very few farmers survived that raid. Verlas was one of the few survivors from that raid, but none of his adopted family survived. He was found by a member of the Knight Hospitaler’s who were sent out to help any survivors. Since he had no family left, he was taken to a temple of Pelor and left there as a ward of the church. Verlas never forgot his foster family nor the knight’s who graciously helped him after the raid. He found the teachings of Pelor to be one he could follow and devote his life to. When he was old enough, he joined the Order of Hospitaler’s in order to learn more how he could help those in need, as was shown to him in the past.
He has spent many years on the frontier lines in service of the Hospitaler’s, most of his time was spent helping elven villages and various farming villages. He devoted his life in service of Pelor and to preservation of life and helping in those in need of his help.
Details:
He has a White-Wolf Spirit Companion.

Race: Reptyle (Large) (Dessert)
Gender: Male
Class/Level: Barbarian/1
Description:
Standing 6'2, 190 lbs. Zha'ruk's scaily skin is a dark copper bronze, with dark brownish black spots. His eyes are small slits of orange with beady black pupils. His ornate headdress, made from the skull of a gnoll and the feathers of carrion birds, signifies his status within his tribal community. The giant wooden maul he holds is adorned with carvings and headed with the crooked claws of some monstrous desert dweller.
(Better description coming soon, see picture.)
(Better description coming soon, see picture.)
Background:
From the Southern Withering Lands; Zha'ruk grew up in savage culture, learning to wield a spear and axe from a ripe age. Traveling from oasis to oasis, he adapted to survive in the harsh desert climate. During his coming of age ceremony, he was pronounced defender of his nomadic tribe, and fought and hunted alongside his many brothers. Zha'ruk left his desert tribe in the southern Withering Lands, when the shaman told him of his visions; Something was amiss in the northern lands, though the medicine reptyl was extremely vague in his riddles, and only stressed the importance of the matter. And so it was, Zha'ruk's wanderlust had gotten the better of him, so he accepted the wise-reptyls request, and set forth to explore the lands to the north, in search of glory and knowledge, to return to his tribe.
How I ended up in a Tavern in Biris: Accompanied by my now semi-faithful companions Bjorngruff Halmeer, a warrior with questionable ethics, and Kalika Asrai a fanciful human dancer, whom both aided in the emancipation of one of my many reptylian brothers, from the clutches of degenerate slavers, by adhering to their requests (ransom) and retrieving said trinket for their greedy souls, No blood was spilt that day; We ended up back at ground zero, in what is considered a quiet tavern in Biris.
(More fleshed-out back-story coming soon)
How I ended up in a Tavern in Biris: Accompanied by my now semi-faithful companions Bjorngruff Halmeer, a warrior with questionable ethics, and Kalika Asrai a fanciful human dancer, whom both aided in the emancipation of one of my many reptylian brothers, from the clutches of degenerate slavers, by adhering to their requests (ransom) and retrieving said trinket for their greedy souls, No blood was spilt that day; We ended up back at ground zero, in what is considered a quiet tavern in Biris.
(More fleshed-out back-story coming soon)
Details:
Character Sheet
(Zha'ruk) Zcîsthüga Yõsthrogo Xornghälzshu
Concept: Desert Nomad
Alignment: I bet you'd like to know
Religion: The Mighty Blue Dragon (Opposed to Brass)
Languages: Reptyl (Desert), Trade Tongue
HP: 7/13
AC: 17
Move: 30 (2/mph)
BtH: +0
To Hit: d20+2
Armor: Tribal Hide 20 gp +3 25 lbs. ev:4(w)
Tribal Bone-Helm Head-Dress
Tribal Loincloth
Weapon: Maul (+1 Damage)* 12gp 1d10(+3) 15 lbs ev:5
Attributes
Base Roll 13,12,8,10,15,15
Primary
Strength: 16 (+2)
Constitution: 15 (+1)
Secondary
Dexterity: 12 (+0)
Wisdom: 12 (+0)
Intelligence: 10 (+0)
Charisma: 8 (-1)
Gear ER: 16 Current: 13
Backpack 2 gp 2 lbs. 2(w) Cap 8
Flint and Steel 1 gp 0.5 lbs.
5 x Incense, Stick 1 gp
-Bottle 2 gp 0.5 lbs. ev:1 cap 1 (Full)
-Bottle 2 gp 0.5 lbs. ev:1 cap 1 (Full)
-Rations (4 days) 4 lbs. ev:4
-Tinder Box (10 fires) 1 gp 4 lbs. ev.2
Belt Pouch, Large 1 gp 1 lbs. 1(w) cap: 2
-Bottle 2 gp 0.5 lbs. ev:1 cap 1 (Full)
-Bottle 2 gp 0.5 lbs. ev:1 cap 1 (Full)
-Coin Skin (59silver 6copper 4tin) (or equivalent)
Racial Abilities[/B]
+1 to Str, -1 to Dex (Large Reptyl), Darkvision, Move:30', Fearless, Climatic adjustment, Natural AC of 14, in Desert; gain +2 to any hide attempt and +1 to not being surprised.
Barbarian Abilities
HD: d12
BtH: +0
Armor Prof: Chain shirt, hide, leather, padded, ring mail, studded leather
COMBAT SENSE: A barbarian has an uncanny sense for the presence of foes when in a threatening environment, which reduces the effectiveness of rear attacks against them. Attacks from the flank receive no bonus to hit against a barbarian, and any bonuses for attacks against a barbarian’s back are halved. For example, a rogue may use the back attack ability against a barbarian, but with only a +2 bonus to hit, instead of +4.
PRIMAL FORCE: A barbarian’s innate toughness and ability to withstand pain and punishment imparts a +1 bonus to all saving throws versus paralysis, polymorph, petrification and death attacks. The bonus increases to +2 at 3rd level, +3 at 6th level, +4 at 10th level, and +5 at 15th level.
XP:337
Rep:1
(Zha'ruk) Zcîsthüga Yõsthrogo Xornghälzshu
Concept: Desert Nomad
Alignment: I bet you'd like to know
Religion: The Mighty Blue Dragon (Opposed to Brass)
Languages: Reptyl (Desert), Trade Tongue
HP: 7/13
AC: 17
Move: 30 (2/mph)
BtH: +0
To Hit: d20+2
Armor: Tribal Hide 20 gp +3 25 lbs. ev:4(w)
Tribal Bone-Helm Head-Dress
Tribal Loincloth
Weapon: Maul (+1 Damage)* 12gp 1d10(+3) 15 lbs ev:5
Attributes
Base Roll 13,12,8,10,15,15
Primary
Strength: 16 (+2)
Constitution: 15 (+1)
Secondary
Dexterity: 12 (+0)
Wisdom: 12 (+0)
Intelligence: 10 (+0)
Charisma: 8 (-1)
Gear ER: 16 Current: 13
Backpack 2 gp 2 lbs. 2(w) Cap 8
Flint and Steel 1 gp 0.5 lbs.
5 x Incense, Stick 1 gp
-Bottle 2 gp 0.5 lbs. ev:1 cap 1 (Full)
-Bottle 2 gp 0.5 lbs. ev:1 cap 1 (Full)
-Rations (4 days) 4 lbs. ev:4
-Tinder Box (10 fires) 1 gp 4 lbs. ev.2
Belt Pouch, Large 1 gp 1 lbs. 1(w) cap: 2
-Bottle 2 gp 0.5 lbs. ev:1 cap 1 (Full)
-Bottle 2 gp 0.5 lbs. ev:1 cap 1 (Full)
-Coin Skin (59silver 6copper 4tin) (or equivalent)
Racial Abilities[/B]
+1 to Str, -1 to Dex (Large Reptyl), Darkvision, Move:30', Fearless, Climatic adjustment, Natural AC of 14, in Desert; gain +2 to any hide attempt and +1 to not being surprised.
Barbarian Abilities
HD: d12
BtH: +0
Armor Prof: Chain shirt, hide, leather, padded, ring mail, studded leather
COMBAT SENSE: A barbarian has an uncanny sense for the presence of foes when in a threatening environment, which reduces the effectiveness of rear attacks against them. Attacks from the flank receive no bonus to hit against a barbarian, and any bonuses for attacks against a barbarian’s back are halved. For example, a rogue may use the back attack ability against a barbarian, but with only a +2 bonus to hit, instead of +4.
PRIMAL FORCE: A barbarian’s innate toughness and ability to withstand pain and punishment imparts a +1 bonus to all saving throws versus paralysis, polymorph, petrification and death attacks. The bonus increases to +2 at 3rd level, +3 at 6th level, +4 at 10th level, and +5 at 15th level.
XP:337
Rep:1

"Eyes are delicious"
Race: Thri-Kreen
Gender: Other
Role: Controller
Class/Level: Psion/1

*Redacted* Lynne Montgomery
(Retired)
"Don't you ever call me by my first name!"
Race: Human - Metahuman (Mutant)
Gender: Female
Role: Other
Description:
Name: Peaches Lynne Montgomery
Age: 14
Hair: Dirty Blonde
Eyes: Blue
Height: 5'6"
Build: Slender, Willowy
Character Sheet:
Stats:
Strength 6, Stamina 2, Agility 0, Dexterity 0, Fighting 1, Intelligence -1, Awareness -1, Presence -1
Defenses:
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Willpower 6
Skills:
Athletics 6, Close Combat 6 (Unarmed), Deception 1, Perception 1, Sleight of Hand 5, Stealth 7, Ranged Combat (Bio-Energy Blasts) 6
-Skills From Powers-
Technology* 4 (Only For the Purposes of Disabling Security Systems)
Advantages:
Attractive 1, Improved Initiative 1, Luck 1, Power Attack
-Advantages Gained From Powers-
Inspire 5, Leadership, Set-Up, Teamwork
Powers:
B&E Enhanced Trait 2: Technology +4, Innate, (Limited: Only for the Purposes of Disabling Security Systems)
Basic Flight: Flight 1
Enhanced Physique:
-Enhanced Trait 16: (+6 Strength, +2 Stamina)
-Legwork: Speed 4
-[ALT] Jump: Leaping 4
-Steel-Like Skin: Protection 4
Sibling Mental Link:
-Sibling Communication Link: Senses 1, Communication Link, Mental
-Psychic Feedback: Immunity 10, Psychic Descriptor, Reflect, Limited: Half Effect, Quirk: Psychic Feedback Drops if Sibling Mental Link is broken/interrupted
-Enhanced Teamwork: Enhanced Trait 8, Advantages: Inspire 5, Leadership, Set-Up, Teamwork (Limited: All Advantages Function Only in Regards to Her Twin Brother)
Sibling Symmetry [Array]:
Bio-Energy Point Defense: Deflect 6 (Extended Range 2, Precise; Limited: Only while in contact with her brother)
[Alt]Bio-Energy Rejuvenation: Healing 6 (Resurrection, Limited: Only her brother)
[Alt]Bio-Energy Release: Blast 6 (Limited: Only while in contact with her brother)
[Alt]Bio-Energy Warp: Teleport 2 (Accurate, Change Direction, Change Velocity Limited: Only to Teleport Adjacent to Her Brother)
[Alt] Locate Sibling: Senses 6 (Detect: Her Brother (Mental), Extended 3, Radius, Ranged)
[Alt] Tandem Flight: Flight 6 (Stacks with Basic Flight, Limited: Only in Contact With Her Brother)
Complications:
Motivation: Thrills, She loves the rush of a well planned heist or a brutal fight
Power Loss: Should she go 24 hours without physical contact with her brother
Combat Stats:
Initiative +4
Unarmed +6 / 6 Damage
Grapple +0
Bio-Energy Release +6 / 6 Damage
Point Breakdown:
Abilities: -4, Defenses: 22, Skills: 10, Advantages: 2, Powers: 44 = 74 Points
100 points @ Level 6, -16 pps to account for all starting attributes beginning at -1.
Age: 14
Hair: Dirty Blonde
Eyes: Blue
Height: 5'6"
Build: Slender, Willowy
Character Sheet:
Stats:
Strength 6, Stamina 2, Agility 0, Dexterity 0, Fighting 1, Intelligence -1, Awareness -1, Presence -1
Defenses:
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Willpower 6
Skills:
Athletics 6, Close Combat 6 (Unarmed), Deception 1, Perception 1, Sleight of Hand 5, Stealth 7, Ranged Combat (Bio-Energy Blasts) 6
-Skills From Powers-
Technology* 4 (Only For the Purposes of Disabling Security Systems)
Advantages:
Attractive 1, Improved Initiative 1, Luck 1, Power Attack
-Advantages Gained From Powers-
Inspire 5, Leadership, Set-Up, Teamwork
Powers:
B&E Enhanced Trait 2: Technology +4, Innate, (Limited: Only for the Purposes of Disabling Security Systems)
Basic Flight: Flight 1
Enhanced Physique:
-Enhanced Trait 16: (+6 Strength, +2 Stamina)
-Legwork: Speed 4
-[ALT] Jump: Leaping 4
-Steel-Like Skin: Protection 4
Sibling Mental Link:
-Sibling Communication Link: Senses 1, Communication Link, Mental
-Psychic Feedback: Immunity 10, Psychic Descriptor, Reflect, Limited: Half Effect, Quirk: Psychic Feedback Drops if Sibling Mental Link is broken/interrupted
-Enhanced Teamwork: Enhanced Trait 8, Advantages: Inspire 5, Leadership, Set-Up, Teamwork (Limited: All Advantages Function Only in Regards to Her Twin Brother)
Sibling Symmetry [Array]:
Bio-Energy Point Defense: Deflect 6 (Extended Range 2, Precise; Limited: Only while in contact with her brother)
[Alt]Bio-Energy Rejuvenation: Healing 6 (Resurrection, Limited: Only her brother)
[Alt]Bio-Energy Release: Blast 6 (Limited: Only while in contact with her brother)
[Alt]Bio-Energy Warp: Teleport 2 (Accurate, Change Direction, Change Velocity Limited: Only to Teleport Adjacent to Her Brother)
[Alt] Locate Sibling: Senses 6 (Detect: Her Brother (Mental), Extended 3, Radius, Ranged)
[Alt] Tandem Flight: Flight 6 (Stacks with Basic Flight, Limited: Only in Contact With Her Brother)
Complications:
Motivation: Thrills, She loves the rush of a well planned heist or a brutal fight
Power Loss: Should she go 24 hours without physical contact with her brother
Combat Stats:
Initiative +4
Unarmed +6 / 6 Damage
Grapple +0
Bio-Energy Release +6 / 6 Damage
Point Breakdown:
Abilities: -4, Defenses: 22, Skills: 10, Advantages: 2, Powers: 44 = 74 Points
100 points @ Level 6, -16 pps to account for all starting attributes beginning at -1.