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Tagged: Character Sheet
January 14, 2017 at 12:56 pm #237628
Do I need to edit Lucius?January 14, 2017 at 1:06 pm #237636
What I personally dislike about Lucius is the amount of mechanics involved in his quirks. I believe you should take a more narrative approach to them, and let the DM judge how it will affect you. Also things like “after 5 battles” feels rigid and disrupt the flow of RP imo, I would ask you to reconsider the mechanic. Not to mention fights in the RP are rather rare and deadly (though it depends on the DM).January 14, 2017 at 1:09 pm #237638
No problem. Truth be told, I had originally gone for something like that, but was then worried the DM would think it was “too abstract”. Editing right now.January 14, 2017 at 1:11 pm #237640
I’m sorry if you are feeling that I am making too many characters, tbh i’m just pouring ideas onto a format. Also, I didn’t realize I had to specify the color of magic as it is blood and I assumed that that meant red, as that is the color. The magic is supposed to be the branches of a rosebush with no roses, just thorns, the figures that Dewitt sees are called roses. Hope this clears things up, even though I feel that this is dragging on a bit. No offense.
I’m out of my head
Of my heart and my mind
'Cause you can run but you can’t hide
I’m gonna make you mineJanuary 15, 2017 at 4:24 am #238122
Resolve level: 
Physical Description: An Antiquarian. She is 5ft 5in. She is noticeable thin, but is still physically strong. She sports a farmers tan on her arms face and knees, Moderately long dark brown hair, geryish blue eyes like the color of the sky after sun set, a dirty complexion, She often squints her eyes, and Has a constant gloomy look because of dark bags under her eyes.
Attire: She wears simple clothing with a personal improvement of more pockets, lots of them. at her waist she keeps her trusty Steel dagger and ritual censor strapped to her belt at all times. The belt has more pockets.
Quirks: Stress Faster, Evasive, Curious, Mercurial
Synopsis: Jhova’s early life was in no way difficult. She was a single child and both her parents had jobs that paid well. They loved her but were almost always busy . Jhova grew up lonely and without friends. When she came of age to work she found no skill or experience in anything practical. Frustrated, Jhova left her town to better herself and search for her own fortunes.
Full: (will edit in soon)
Misc. Notes: Every possession she has is carried in one or many of the pockets within her clothing. She has wandered around the land for so long that none of it slows her down, though she has to keep everything well balanced in order to walk right. Her dagger and censor are the only things strapped directly to her for obvious reasons.
-Skills & Equipment
Weapons: A well kept steel dagger and ancient censor with mysterious properties
Armor: almost none. (I hope to give her some chain mail if she gets into the role play)
Other gear: Everything (and I mean everything) needed to survive a trip in and through the wild.
Strengths: self sufficient, sense of humor, is ALLWAYS prepared, positive out look on life, and has a severe case of situational luck.
Weaknesses: socially ignorant, low self confidence, paranoid of others, and has a just as severe case of situation bad luck.
This is truly the Dankest Dungeon.January 15, 2017 at 9:41 pm #238502
(I will be editing these regularly)
Oak and Iron
Level 0 Houndmaster
Physical Description: Oak: Has brown hair with a streak of white in the middle, is of medium height. Has a tanned and weathered complexion.
Is an iron gray bullmastiff, with a spiked leather collar. Has a long scar down his back.
Shepherd: Oak feels himself responsible for the safety of those defenseless, and will protect them from man, beast, or demon alike.
Two Sides of a Coin: Before becoming a lawman, Oak served a brief stint as a highwayman, before abandoning the unsavory trade. He still knows some of their ways
Architect: If an institution doesn’t exist that fits Oak, he makes one. From a roadside division of the village militia, to the (highly successful) Lyon Gangrene Prevention Force, Oak would build it from the ground up.
Leader: Oak is typically comfortable calling shots. During his previous occupation as a gendarme, he fit said role perfectly. Many times, his actions have saved both Lucius’ and Julian’s lives. However, he despises being ignored.
Synopsis: Will add separately.
Full: Will add separately
Misc. Notes: (Special items, notable scars, scents, how they walk, or talk, etc.)
Has a set of long, raking claw scars on his neck and arms, as a memento of his fight with an Abomination. Both he and Iron carry a slight limp in their left leg.
-Skills & Equipment
Uses a truncheon, and a wheellock pistol.
Wears a studded leather breastplate, along with sturdy leather gloves. When travelling, wears a set of sturdy hobnail boots.
Iron: Has the aforementioned collar, and a set of rawhide paw coverings for travel.
Other gear: Carries a whistle, a map, and a small pocketknife. Other than that, obtains supplies from the Smithy.
Is a decent scout, and has forged a deep bond with Julian and Lucius. Has a font of ideas, and typically implements the better ones.
Cannot tolerate injustice, and would resort to vigilantism to punish a criminal. Typically wants to take charge of situations, and always wants to add on to others solutions. His devotion to his trade binds him at times, and tries to never leave a fellow party member behind.January 19, 2017 at 4:34 am #240006
Resolve level: 1
Age: Somewhere in his late thirties
Physical Description: Decently built man with the posture of a seasoned soldier. His face has a youthful appearance, thanks to blue eyes and blonde hair, but it’s spoiled by quite a few scars. See attachment below.
Attire: He usually wears a woolen, dark grey pullover with an ornate pin attached where the heart is – a mark of his position as the Warden of the Dark. Comfortable leather pants he uses are without visible signs of wear, and so are the simple boots. He is rarely seen armored these days, donning a light half-plate on leather which doesn’t restrict his movement as much.
Mankind Slayer, Fated
Synopsis: George is a disgraced ex-lieutenant, who wound up in the Hamlet not by his choice. He realizes, however, that going back is not an option.
George followed his father’s footsteps by joining the army at a very young age. With quick wit, strong arm and family connections, he soon became a leader of his own squad of loyal soldiers and won many battles alongside them: be it small skirmishes with enemy patrols or grand battles led by the greatest of generals. There was but one flaw on his otherwise spotless image: alcohol addiction, which ultimately proved to be his downfall. Not much is known about what happened on the fateful night, but our hero made some powerful enemies in the army ranks. Whatever friends he had decided that exile was a better fate for him than martial court. They dumped George’s dead drunk body on the Stagecoach, along with a note saying to never come back. The soldier, full knowing his capabilities when intoxicated, heeded the advice.
After a few excursions to the Ruins, George became part of the Guard, eventually showing initiative and being elected as the Warden of the Dark.
Misc. Notes: George has a particularly raspy voice. Whether it’s a result of his alcoholism or a lifetime of yelling orders is up for debate.
-Skills & Equipment
Weapons: An arming sword and triangle shield
Armor: Light half-plate with arm- and shinguards
Other gear: –
Strengths: Cautious fighting style, using sword and shield both offensively and defensively, relying more on parrying and counterattacks than full-on assaults. Experience in combat against human foes. Loud voice able to pierce through the roar of battle to deliver orders. Even though he is not fearless, he doesn’t let the fear control him.
Weaknesses: Afraid of the supernatural in any form, from magic through abominations to monsters. Alcoholic; solves problems by drinking them away, tries his best to not drink on duty but finds it hard to turn down an offer.
Attachments:You must be logged in to view attached files.January 19, 2017 at 1:21 pm #240152
Resolve level: 0 (Seeker)[optional]
Physical Description: Two meters tall giant of a man, with ashen pale skin. His blue eye is cold and calculative when he is calm, but become nothing more than a pit of rage when he is infuriated or in one of his zealous rages. He sports a black beard, somehow accentuating the grit that characterizes him. His face is a mess of scars, caused by blades, blunt weapons, beasts, and even fire near his left eye – whom is completely white, as a blade wasted it.
Attire: This Hedge Knight armor. When he isn’t seen wearing it, which is almost never, he can be found in a black and red tabard, whom he wears underneath the armor.
Mankind Slayer “I’ve slain hundreds, think ye’ll be any different?”
Irrepressible: “‘Tis not even the longest campaign I’ve been through!”
Slugger “I’ve seen your weak spot. I’m gonna crush it.”
Slow Reflexes: “I have to study how it fights, understand its technique. You cannot rush your sword.”
Guilty Conscience: “I’ve killed so much of’em… men, women and child… ain’t no redemption for me.”
Synopsis: Silence used to be a Knight in a lord’s army, obeying orders without a problem, bound by honor and duty. But he left the service of his lord when it became obvious to him the rebellions he put down by the sword were nothing more than famished farmers – and so he beheaded the man, and left the court onto his horse, abandonning his old name and personna to the profit of a fitting name – Silence.
Full: There is nothing more to his story. It allows me to roleplay him a lot better, since backstories hardly come to play in DDRP.
Misc. Notes: Silence speaks rarely, but when he does, it is in a gruff tone, and a scottish-like accent. He mostly keeps to himself and seems largely disinterested by faith, seeing vestals and such as blind sheeps. Even the way he walks speaks of danger; his intimidating height and armor, along with the habit he has of staring directly at people unexpectedly, did not help his loner personna to improve. He constantly keeps two bottles attached to his back, wrapped around protective leather; one is high-quality whisky, the other contains water from his homeland.
-Skills & Equipment
Weapons: A long halberd.
Other gear: Several scrolls and a crest on his shoulder, facing forward. The crest represents a howling wolf, white on a black background. The scrolls are merely deeds of his actions, whome he wears as a way to remember his sins. A whip is also attached to his the belt on his hip.
Strengths: Bound by honor and duty, Silence never leaves comrades behind, however he may despise or hate them. Already bearing much guilt, he refuses to let more men die on his watch. Diving into battle for redemption, he supports the people fighting by his side, despite preferring to be alone – he understands there is strenght in unity. His great experience with his halberd gives him just the right opportunity to exploit any opening in an ennemy formation and rush in, unleashing his brute strenght among the ranks.
Weaknesses: While his zeal and fury can be a great tool in battle, it damages almost any type of social interaction he can have with people. Feeling crushed under his burden, he prefers to remain alone, driving away those who try to know more about him. He holds deep contempt for other “holy warriors”, seeing them as nothing more than blind sheeps sent to the slaughter by the Church, and not true warriors of the Light. Added to all this, he still holds the burden of the massacres he took part into, diving into suicidal charges to restore his honor. His protective armor also gives him limites sight and speed.
Redemption is a far light, but a real knight squeezes the life out of everything in the way.
"Were it so easy..."January 20, 2017 at 5:15 am #240467
“Ash-Wolf”, Taas Aska’Valadyr Paer
Resolve level: 1
Physical Description: Standing at a fairly imposing height of 5’10” for her sex, she makes up in her scale with her innate oddity and ferocious appearance.
Her body is rather thick, built from endurance and a harsh life, very much the woodcutter’s structure. Though, for all her outdoorsy nature, she is curiously pale; unnaturally so. Patches of ashy tissue splotch the scarred canvas of her skin, in generally unnoticeable ways.
The primary arteries and veins of her person are rather prominent. Arms, neck, legs, etc.
Her face is long, horselike, in the way her cheekbones lay shallow and tight on her face, with a long straight nose, that protudes in a queer manner.
The root of the nose, the point where the nose breaks off from the nose at a tangent, lacks the typical dip most noses do. Indeed, it’s rather flat and straight; her forhead and nose making a flush and almost ethereally elegant angle from hairline to nose point.
Taas’ nose is fair and oddly pretty, nostrils none too large, tucked nicely and the tip only slightly hooked.
The fuller that leads to her lips is rather rectangular, and the lips are flat and thin. The mouth itself protruding only slightly from her profile, with the lips boasting only a slight flux in weight. They’re uniquely bluish in tone.
It’s a mouth that’s always eager to smile, looking prettier when it does; though uncomfortably serious when it’s not.
Her eyes are deeply set into their sockets, almost hooded by her brow, with a slight downward angle. Even still, they are markedly shrewd looking, the sharp but elegant rolls making for an innate piercing gaze.
Perhaps, what she owes most to her intimidating gaze, is the vibrant amber, yellowy, hue that they boast. Nigh gilded when bright light is held near, orangey when far away.
Her jawline is strong, and fine. With a chin of smallish nature, but a the jawline’s slightly obtuse angle and wide set manages to maintain a level of warrior-esque nature.
Her hair is prominently white, like snow, and cut in a rather haphazard fashion; no doubt with a knife. Her left facing boasts longer strands than the right, which is cut close to the scalp. The hair gets cut shorter near the back.
Her fingers are notably more callous along the digits, than the palms and back of the hand, in credence to the gloves she wears.
She boasts a severe facial burn over her right facing, melted down to the bone in certain spots. Her right eye is bare and glassy after it had been balmed and treated. Her cheekbone and several of her molar and frontal teeth peak out from the burned skin.
The burn covers the entirety of her right face, tapering off near her ear and down her shoulder, stopping at her bicep and collar bone. It doubly creeps slightly towards the leftern side of Taas’ face, particularly over her nose, a curling wisp of burn tissue goes over the bridge of her nose.
A scar pulls at her left eye, stopping just across her jowls, towards the fuller of her lips.
A final scar, is a branding of a ‘G’ on her forhead. It is made of 3 sharply cut lines, with the serif flourish of the ‘G’ being made of two short angles, making an arrow like shape.
Her body is a veritable amalglamation of cuts and burns; never seemingly the same at every glance. New callous and scars cover the old, in a patchwork of history that tells more tales than any tome.
Regardless, there are a few notable… landmarks of scars on the landscape of Taas’ body.
Markedly, her back boasts dangerously deep grooves, where a whip or blunt blade cut close to the bone. At the valley of each groove, a small patch of bone is scarcely concealed, despite years of healing.
Her breasts and sex have been maimed in a grotesque, burned manner in an attempt at castration in a rough sense.[collapse]
A quilted shoulderpad covers her left facing, held fast by belts. While a leather tunic is draped over her person, a chainmaille hauberk lays beneath.
Her trousers are doubly, vertically, quilted. Ending at her knees, where furred and wrapped boots cover her calf and feet. Leather chaps cover her legs in their entirety, latching across her thighs and under and around her foot.
Her forhead and eye are markedly bound by some loose bandages; the bandages about her glassy eye are typically loose and need re-tightening, but the bandages about her forhead are thick and tight.
Bardic – Has a knack for songs and stories
Quick-Friends – The best foot forward, is a friendly one. For better or worse.
Uncouth – Manners take a backseat to pleasure.
Impulsive – Idle hands are the Devil’s playground.
Scrapper – Don’t gotta get drunk, or angry, to cast a fist…
Synopsis: Born to a Hunter’s name, and a Hunter’s family; all she knew was the hunt. T’ill the day that civilization cut down her family’s trees, and put lines in the snow and turf. Wherein, she found pleasantry in finer things: dolls, instruments, books, and fine silver ware. It was her favorite, the fancy silverware; the shinier, the better.
Taas’ family disliked the new ways, and how quickly she was taken to them. So they sent her away, to find her hunter’s spirit again: she did, and so too the way of the world. For better, or worse; her body tells that story.
Regardless, it is a desire to close that story, that she comes here: to the Hamlet. To expunge any doubt that she is not a Hunter, to quiet the stories that… where she once begged to hear, she wishes to silence.
Death, and The Hunt; there is no finer ending.
Facial scar is the most notable; other scars are generally covered up.
Her back-most scars are seemingly the most fresh, and seem to hurt the most.
A deer-skull fetishal icon is braided in leather about the haft of her ax. An amber gemstone is set in the forhead of it.
She talks with an Islander slur,
“The quick brown fox jumps over the lazy dog”
“Th’quick brown fox jumps o’er th’lazy dogg”
With a slight Northish twang,
“Th’quick brown fox jumps o’er th’lazy dog”
“T’quick brown fox jumps o’er t’lazy dog”
Her pronunciation of ‘th’ fades in and out, as well as her capacity to remember suffixes and prefixes; such as ‘s’ and ‘ed’; occasionally sounding them out as quick ‘t’ or ‘z’ sounds
A mixture of South English Brit and Old Germanic, vaguely.
She has a raspish nature to the more extreme decibels of her vocabulary, and a middling tone; not quite manly but not exactly a fair maiden.
In a poetic sense: her fairness was burned out of her.
She has a resting, gloomy face; though her eyes are almost always alight with a childish delight. It’s, at face value, a gloomsome manner: though its in her eyes that she seems to always be smiling.
She has recently revealed to Villon, Nasuada/Tris, and Mithra that she is an Abomination. Of Eldritch-Fungal origin. In an aural fashion, she would seem unnaturally clean and almost divine; it would be unsettling to others of more chaotic transformation. She seems to have relative control on whatever her abominable force is.
Name: Ashen One, Ash-Wolf, Aska, Valadyr, Ashes, Soot
Appearance: A large, ash-hued creature that amplifies and extends Taas’ muscles and bones. She grows to about 6’8″, with long, but tightly bound muscles. Her veins become bloated with a glowing white substance, and her eyes become prominently gold in hue.
Her form is as scarred as her old self, though her hair stays, and splotches of the same snow white hair are spread across her person.
Her fingers extend into black granite-like talons, with white veins flowing through it. Her toes doubly form into raptor like talons.
Her mouth distends to a rat-like snout, with razor sharp and layer teeth filling her mouth. Her tongue lengthens and tapers.
Strengths: Boasts immense capacities for damage in the first moments of the transformation: her strength, speed, and reflexes are roughly tripled, though she is still prone to mortal harm. Her sense of smell and taste are enhanced as well, akin to a bloodhound. She doubly is less prone to blacking out in this stance.
Her skin is equivalent to thick hide. Her talons are devastating; capable of dealing slashing damage as well as blunt, and are akin to stone
She can call upon the Abomination state at will, and can come out of it just as easily. She will often pull herself out if she feels she’s losing herself.
Weaknesses: Amplifications swiftly decline after the first minute, and stress starts to mount exponentially as Taas loses herself to the abominable state.
She boasts no enhanced endurance past her own innate endurance. Light wounds (bruises, shallow cuts, etc.) are healed, while larger wounds are staunched upon entering the form; exiting will return the wounds to an agitated state (even if healed previously(recently ie; field remedies)).
Upon leaving this state, she will need a recovery time for her mind to catch up: time is equivalent to the time she spent in the state. After one minute, she needs exponential cooldown;
1:30 – 10:30
2:00 – 20:00
2:30 – 30:00
3:00 – 1:00:00
In the cooldown state, she is more numb to pain but also suffers from disorientation and confusion. Her capacity to communicate is reduced to pre-sentient terms. She is capable of attacks and defense, but in clumsy and tactless ways.
During this time, her skin drains from an ashen hue, and her veins stop bulging and pulsing white. Her eye glasses over as she adopts a rather blank, or pained look.
Even after cooldown, she is still drained and will be a bit clueless to immediate memories. Extensive lengths in her Abomination state will result in permanent memory loss
If she stays in her form for too long, she can get stuck there. She will naturally leave the state if she falls unconscious, but if she is suffering from intensive adrenal shock, she will be stuck in a state inbetween and may enter a coma-like state(ala, high-stress death).[collapse]
-Skills & Equipment
Weapons: A heavy, outward swooped lumberjack’s ax with a braided tassle and fetish at the haft. A short and heavy seax hidden underneath her quilted shoulder pad, made with antler and iron.
Armor: A thick leather tunic, quilted-padded shoulder pad and pants, leather chaps, chainmail hauberk
Other gear: A scroll with a black-green seal, a raven blood-eagled on it is hidden under her quilted shoulderguard. Recently acquired a French theorbo lute, with a smalish body, and a long neck: the whole being thereabouts 1.3 meters long
Strengths : A skilled, adaptable musician and singer. An accomplished and clever fighter, and brawler; she’s just as deadly with an ax as without. Fairly quick, capable of catching the hand of most cutpurses. Good endurance and manoveurability. Good at guessing distances.
Weaknesses : Quick to anger, and eager to fight; she doesn’t really need a reason to punch a fool for the hell of it. Nothing personal. Overtly trusting, even when her gut says it’s dangerous or bad, she’ll trust the sleezebags. Close-sighted. A bit slow at running. A bad cook.
"Sometimes there are a lot of words..."
"Half the people don't make it to gravy."
"'Twas not by fire, but was forged in flame
That can drown the sorrows of a huntsman's pain" - The Devil and The Huntsman
"I've got an intelligence of six, please, I got this." - GrogJanuary 20, 2017 at 10:51 am #240566
Heinman Von Cutherband AKA Cutter
Resolve level: 3[optional]
Age: late 40’s
Physical Description: Caucasian, sporting bandit garb he looks pretty much like the bandit cutthroat sprite(green variant), except he tend to wear his hood down and has a large scar across his face from his mouth to his left eye, which is an ominous milky white colour. His hair is dark and cut short, he has a rough shaved face and can often be wearing a grim expression, he has a case of resting-b*tch-face. He has marks on his wrist from his time in prison.
Attire: A thick leather breastplate with green coat and hood under it. His arms are often bare. His boots thick and muck covered with heavy durable pants that match his coat.
Quirks: Hard Noggin, Misses the mark, Hatred of Eldritch, Manslayer, Weald Scrounger
Synopsis:A reformed criminal he was saved from the death sentence by swearing fealty to the Heir. A decision he finds it hard to justify sometimes.
Full:Born poor and into a large Catholic family, Heinman grew up hungry and fighting, he turned to banditry at a young age with pie eyed ideals of being a kind of Robin Hood figure. This however was crushed by the realities of being in a trope of Bandits. It was there he got comfortable with doing all manner of distasteful things to stay alive. Soon he was captured and incarcerated, to be hanged but it kept getting put off by a group of missionary’s bent on “saving his Soul”. Quick to turn this to his advantage he eagerly took to the lessons they taught while at his prison. However a love interest with a Pastors wife saw him out of the good books and on his way to the noose again, it was again a stroke of fortune that on this day of days that the Heir made his fateful arrival, looking for men willing to work. Heinman was eager to volunteer.
Heinman has helped avert certain uncomfortable situations and diffuse one or two potentially upsetting instances. As well as ran many undesirables out of town.
The Heir has granted him his freedom. He is currently at a loss as to what to do with it.
Misc. Notes: Heinman is not very tall and that often means he looks up to people he would rather spit on. His scarred face is in an almost constant sneer and for the most part his drinking habits have stopped. His handwriting is barely legible.
-Skills & Equipment
Weapons: Two short swords he keeps on his belt (they are very VERY sharp) and a dagger in his boot.
Armor: Thick leather breastplate (Mechanically in the game this gives =10% protection, go figure.)
Other gear: Coin purse, Smoking pipe and pouch. He also kept his cell keys from his time as a guard, he considers it compensation.
Strengths: Heinman is direct and focused on a task once he sets his mind to it. Being far more clever than most expect of him he has spent a lifetime using that to his advantage.
Weaknesses: His temper can leave him open and though he has a great many years experience in fighting his age is catching up with him. He is not a swift on his feet as he once was.
An ode to Cinneas:
"You made us laugh,
you made us cry.
Oh why, oh why,
did I let you die?"January 24, 2017 at 8:36 am #241618
The Crusader aka Phantom, Olivia, Swan and Evelyn
Resolve level: 1 (Apprentice)
Sex: Female (usually hidden under the armor and the veil of silence)
Height: 5’5″ (1,65m)
Weight: 150lb (With Armor: 220lb)
Physical Description: Her body is strong and well-built from years of training and fighting. She has a round face with dimmed ‘wood brown’ eyes, a nose that is a little bit on the bigger side, medium sized dry lips with a cut on them, low cheekbones and thin eyebrows. Her hair is an umber colored, ragged, straight hair that reaches the bottom of her neck. She has dark tan skin, and she looks older than her age.
Attire: She wears a faded green cape that is torn quite badly and has lost most of its color, shape and length. She wears a silver locket underneath her armor. As clothing underneath the armor, she wears an old, slightly dirty dark green tunic and woolen pants of an ‘independence blue’ color.
Iron Willed: The crusader never retreats from battle against the forces of evil and it’s very hard to break her hopes of a victory.
Eldritch Hater: The crusader has a deep hatred for Eldritch that originates from her childhood. The fact that the presence of Eldritch is a nuisance for her head and can give her headaches doesn’t help either.
Claustrophobia: While not very severe, the crusader still feels a high level of discomfort in enclosed, cramped environments.
Lygophobia: The crusader believes she is guided by the Light on her quest for vengeance and worthiness. Without it, she feels lost and it becomes easier to shake her. However, she doesn’t see this as a reason to retreat, and would keep moving to earn back the Light’s favor.
Synopsis: The crusader woke up in a dark, ruined building littered with corpses and blood, without any memory of the past. She realized she only knew the arts of war, so she had to take mercenary jobs to earn money, and eventually she found her way to the Hamlet where she knew that she could unleash her true potential and fight for an actual purpose.
The crusader awoke without any memory of the past or of her identity, in a dark, ruined building inside a ruined town. She had a sword in her hand covered with blood, and there also was a suit of plate armor in the corner of the large room. There also were corpses of monks, and blood, blood, blood… With nothing else to do, she equipped her armor, brandished her sword, and opened the door of the ruined building. She found a small lake next to a spring coming from the mountain and washed herself off of the tremendous amount of blood. After days of drifting around, she came across a caravan protected by mercenaries. When they asked her who she was, she couldn’t answer. She couldn’t talk with them. She was keeping her mouth shut. Finding no answer, but also no signs of aggression from the crusader, the mercenaries invited the armored warrior into the caravan, and the crusader eventually found her way into the mercenary company. Having no other profession than a fighter, she fought for two years as a mercenary, without any purpose other than making a living. Before she could burn out, she heard of the Darkest Estate and the evils that resided within that place. She thought that place had the highest chance of restoring purpose to her miserable life and she immediately took the stage coach to get there.[collapse]
Talk: The crusader doesn’t speak at all. At least 99% of the time.
Walk: The crusader walks a little stiffly due to her body movements having gotten accustomed to wearing heavy armor for long periods of time.
Scars: The crusader has small, crisscrossing scars on her face, chest and back caused by whips. One of these scars goes over her lips. She also has a deep, mostly vertical scar on her sternum caused by a sword; a short, shallow cut scar on the right side of her right leg and another shallow cut scar on her left upper arm.
Scent: The crusader carries a light stench of dried sweat on her clothes. While she has her armor on, it’d probably only be apparent to someone closely sniffing her out.
-Skills & Equipment
Weapons: An old, blessed bastard sword that’s been reforged recently. She carries it inside a long, leather sheath strapped on her back.
Armor: A dusty full-plate crusader armor that’s been battered in a few places and a helm that looks perfectly fine other than being old. The dust hides the protective glyphs etched on the armor.
Other gear: An old, hard leather satchel that has stitches on its sides. Inside are a small, engraved wooden canteen filled with holy water; a half-used bandage; a small, worn knife within a silken sheath; a whetstone and a plain, bigger steel canteen filled with regular spring water.
Strengths: Had an insane amount of mental strength and endurance, is very stoic and durable, is physically strong, is slightly sensitive to Eldritch powers, has skilled attacks and maneuvers backed up by her strength and endurance
Weaknesses: Doesn’t speak, isn’t very bright, can easily stress herself, shudders in dark and cramped environments, her sensitivity to the presence of Eldritch can oftentimes be quite a botherFebruary 15, 2017 at 6:00 pm #251966
Sicherlein Von Gunsche
Resolve level: 0 [optional]
Physical Description: Impressiveness, uniqueness, and any potential individuality were squashed by Sicherlein’s well-to-do upbringing.
She is a frighteningly mundane 5’3″, with only a slight flair to her low hips. Her build is rather athletic, though a life suckling on the teat of wealth left her bereft of any sharp tone. Her chest is nothing of note, bordering on dismissable, while her hands have a noble deftness to them. With a weight of roughly 120lbs., most of her muscle is dedicated to avoiding activities that would test her endurance.
Her hair is a paleish blonde hue, with a few early strands of white breaking up an otherwise grossly golden cap. The hair would fall close to the small of her back, though she oft keeps it in a thick braid, which she usually tucks up into her hat when more active motions are taken.
Her brows are finely trimmed, and tend to remain rather straight, curving downwards only slightly at the end in a soft fashion. The eyes beneath those brows, however, are rather roundish, and tinged ever so slightly downwards with thick lashes that serve to emphasize the clear sky blue that rings her pupil, with high but small cheekbones that support them.
Her nose is rather lupine, and sharp; the bridge rising slightly before resting at a small bulb at the tip of her nose. Her nostrils flare only minimally, and rise a bit high.
Sicherlein’s lips are rather straight and mundane, the only definable flair comes from a quaint smile that is surprisingly innocent. Her chin is fairly placed below her lips, roundish and a little small.
Combined with her low and frontward set jaw, she looks almost comically like a stereotypical German milkmaid. Sans the twin braids.
Attire: A sturdy leather cuirass rests heavily over her torso, with sharp shoulders and a thickly padded cloth core, metal studs line this core. The attire ends just below her hips, though a flair of furled cloth flairs out and finally stops just below her knees. twin straps keep the hardened leather fast about her chest.
Leather sleeves are buttoned over her arms, ending in cuffs that cover her hand halfwise to the knuckle. Straps are bound tight to her left arm, that boast a cuirous horizontal quiver of long puncturing knives.
Her gloves, while tucked into her leather sleeves, also boast a secondary cuff that covers the last distance, covering a shade past her knuckles in good leather.
Her legs are covered by some supple leather trousers, with a lace tie offset from the middle. However, most of the trousers are tucked into thigh-high and weathered boots, boasting a buttoned cuff and three buttons holding it tight against her leg. They end with a pointed toe and a solid half-inch heel.
two suspenders lay loose on a belt that boasts a braid tucked into its side. Albeit, one suspender is brought up and over her left shoulder, a dagger sheathe is set vertically onto it.
A satchel crosses her chest, rather light and empty looking, it is of no remarkable make.
However, resting atop her head is a remarkable piece of hatwear. Boasting a tricorn frame, its corners are rather sharp and gambeson padding runs up and over her ears; buttoned to the crown, on the front and back of the hat.
Most markedly, is the faceplate set up over the front of the hat. Poking through the rim of the hat, the bottom of it boasts a holed visor, before rising up to a more slitted visor where the buttons hold it fast against her hat. The buttons can be undone to let the faceplate fall protectively over the full of her features: leather straps tied to the hat and around the back of her neck can be quickly fastened at a moments notice.
[WIP ref. image]Spoiler
Precise Striker: Every attack will find its mark; through confidence and guile.
Method Planner: Things are always going to plan, even if they’re not.
Over Confident: Her blades will always hit, or so she tells herself.
Nimble: It’s often better to not get hit, than get hit at all.
Synopsis: Born and raised in Germany, Sicherlein found herself happily following the life of an average noblewoman; gossip and intrigue and a bit of roguish romanticisim with the passing traveller made the story of her early years. Although, she was often a bit too fiesty for the exotic wanderers; and soon, she was began besting them at their own games: darts, daggers, and silver tongues.
Regardless, she eventually found a suitable husband that fed her insatiable desire for adventure. For several years, she travelled across the globe, plying ruins in Egypt and along Northern Africa, before travelling to the Far East as well. Her final travel was in South Africa, where her husband died from unknown means on the way to a temple.
Sicherlein was framed for her Husband’s death, and ran to the Darkest Dungeon to ply her skill and trade.
Misc. Notes: Sicherlein speaks and walks with a rather well-born air; although, her English, while well tailored, still has hints of the short-tongued speaking mannerisms of the Germans.
-Skills & Equipment
Weapons: x6 Pointed Dart-daggers, One Finger-dagger in the brim of her hat. A Long Quillon dagger, made for parrying with a wide crossguard. A Spatha-shaped sidesword, with no crossguard and a braided grip.
Armor: A sturdy leather cuirass, and leather thigh-high boots
Other gear: Several poisons and toxins extracted from various African insects and creatures, as well as some Asian jade sculptures and a few wooden jars of tar-like poisons
Strengths: Fast, methodical, and precise striker; very good at reading and planning out attacks, and is rather adept at cooking up food and poison alike. Quick on her feet, dodgewise at least; though she’s good at running away from rolling boulders.
Weaknesses: Overconfident, She also has an issue with adapting her plans if she’s wrong, sometimes doggedly going through with some, even if they’re bad. Rather frail, and rather meek to pain. She doubly has a fascination with pretty artefacts… compulsively so.
"Sometimes there are a lot of words..."
"Half the people don't make it to gravy."
"'Twas not by fire, but was forged in flame
That can drown the sorrows of a huntsman's pain" - The Devil and The Huntsman
"I've got an intelligence of six, please, I got this." - GrogFebruary 22, 2017 at 8:10 pm #256414
Vincent (Vin) La Mangra
Resolve level: 0
Physical Description: The blessings of youth and fortune have created a young man with keen eyes, a strong back and the most unabashed smile. Dark hair, cut short and dark beady eyes that seem to absorb light. His signature feature is his smile which never seems to stop, indeed it is so manically gleeful that many find it unnerving. He has a beauty spot under his right eye.
Attire: Opulent doe not cover the peacock displays of blues and silvers that make him stand out from the crowd. His measured and beautifully stunning clothing is meant to awe and impress. This glamorous coldness is not all the trappings of course, at every buckle and bead there is a reminder of who and what he is. Where one may expect flowers or the heads of animals Vin prefers locks and chains. His own chrest of a chain with a lock dangling from the middle adorns his shoulders and shirt. Far too impressive to be considered armour, his chief defence is occult knowledge. Which he employs with cunning efficiency.
The Dowager Countess Insatiah Von Krakenhoff (Grandmother, Maternal)
Lord Scarab Von Krakenhoff (Grandfather, Maternal, Deceased)
Lord & Lady Eli & Victoria La Mangra (Parents)
Karlos Von Krakenhoff (Second Cousin, Maternal)
Lashenn La Mangra (Elder Brother)
Ophilia La Mangra (Elder Sister)
Mortilia La Mangra (Twin Sister)
Typhus Marks (Bastard Half Brother, Paternal)
Quirks: Steady, Second Wind, Fragile
Synopsis: Spoiled, Privileged and Dangerous.
Full: An uncommonly intelligent boy from an uncommon family Vin took to his dark and solemn family duty like a fish to water. Mentored by his Grandmother The Dowager Countess Insatiah who first opened his young mind to the abilities of the “star children” a name given to a breed of vile maggots that use a human body as a host in exchange for granting them certain abilities and the celestial link to command them. The cost for this is high indeed but given that Vin is the youngest male heir his need to carry on the bloodline is acceptable losses considering what he has the potential to give the Family in return. Now a mentally damaged eunuch he has been tasked with discovering all he can about the strange goings on in the Hamlet and to report back to The Dowager Countess via letters. At any moment he is host to a number of these creatures that can mend his body while he sleeps and allow him to even call upon them to serve him should the need arise. This is not without its price as he lives in constant pain and must tend to the needs of a Queen that he may keep his resource of maggots from dwindling without which he will grow sickly and die in a few short days.
Gaining an interest in exotic creatures, the worse the better. His interest has always been in collecting them, this obsession took him far from home and he wanders still, looking for the strange that he may bend it to his will.
Misc. Notes: Aloof until he see’s something he wants and then scarily focused. No book or talisman seems to give him his ability but he does carry a bone handled kriss dagger that is decorated to match his clothing. His walk is that of one who knows nothing but victory and a deep maddening hunger waits just behind his eyes. Whether he is truly undefeated or not is less the issue since the confidence, his belief in himself could drive a fist through a steel door.
-Skills & Equipment
Weapons: Kriss Dagger, Occult Knowledge, His Mind.
Skills: Vincent can read and write in; Latin, Aramaic, Spanish, German, French, English, Italian, Swiss, Ancient Greek, Ancient Egyptian and Portuguese.
He has an extensive Occult knowledge enabling him to experiment with a variety of unorthodox occult practices including but not limited to: Divination, Scrying, Binding, Counter Cursing, Hexing, Dream Walking, and Gate Summoning. Though he never uses these abilities unless it is the absolute last measure as each spell takes an irreversible mental toll with a chance to leave him permanently brain damaged.
Being a prodigy of Occultism Vincent is able to see the world, for brief instances, as it really is. This gives him insight into certain truths, the old can look young and beautiful to him, the handsome seem grotesque and even certain things that are hidden are clear as day in his eyes. This does not mean he cannot describe a person as they are, more like he can see a few layers deeper into their character. He has deemed few people truly beautiful and as such has a rather low and base expectation of people.
Bind, by allowing a maggot to enter another body it can mend certain small wounds as it essentially begins to prepare the “new host” for impregnation. This process is very painful and often leaves the “patient” traumatized.
Woven Skin, under his skin he can command the maggots to apply a layer of silk that acts as a final layer of defense against light blades, though they will still cut the skin the silk beneath helps protect the flesh and vitals beneath.
Swarm Periodically the adult “star children” can be called upon to defend their host from attack, they erupt from his back and shoulders, flying insects with stingers the size of fingers that secrete a venom capable of paralysis for a short time. The wound this leaves on Vin is a heavy one and the adult “star children” will die if they do not return to him within a few hours.
Drone With an effort of will Vin can call upon a single adult “star child” to serve him, this one dies a few hours after leaving the safety of the host as do all “star children” and unlike the Swarm the damage done to Vin is not nearly as lethal but is still damaging.
Crysalis When Vin has taken serious damage the “star children” will seek to heal his body by emerging and secreting a fluid that forms a hard shell about him, he will enter a state of hibernation and, depending on the severity of the injuries, may stay in it for several days. When he emerges he will be weak but healed though badly malnourished and needing great amounts of food and water.
Silken rope, by allowing a maggot that has grown bulbous with stored silk access to his hands Vin may materialize a sturdy chord of silk from beneath his fingernails that has a variety of uses. Not the least of which is to restrain anyone who has been paralyzed by an adult “star child”.
Armor: Clothing it’s thick and padded but not real armour though his “Woven Skin” is sturdy to a degree when faced with sharp implements, clubs and other bludgeoning weapons though still effect him normally.
Other gear: A few baubles from his fortune, a coin purse containing no small amount of coin and a “star child queen” which he keeps in a covered birdcage. The Queen is his source of the maggots and has a mental link with him. Usually it is very low frequency and thoughts are never transmitted but if he concentrates of the Queen is feeling high stress he can determine its location with some accuracy (say 100 yards). The venom of the Queen’s stinger is very deadly, antidotes are rare. Vin has 3 vials of antidote.
Strengths: Intelligence, Cunning, Madness.
Weaknesses: Overconfidence, Not much physical strength, Currently Mortal.
An ode to Cinneas:
"You made us laugh,
you made us cry.
Oh why, oh why,
did I let you die?"February 24, 2017 at 1:53 pm #256589
The Man Behind The MaskParticipant
Press Start To Begin!- DAGames
Life is the hardest game, what will you do to win?
"You just gotta fist the boss to do more damage!"- GaLm, EtG.February 24, 2017 at 2:02 pm #256593
[Not my character, but posting on behalf of Blade due to technical issues]
Physical Description: 5’5″ in height, has Ruby Red eyes, white hair, and dark chocolate brown skin. Thanks to her constant traveling, she has a moderate build but is not muscular nor does she have much fat on her either.
A bust reference at the bottom of this post.
Attire: She wears a light brown dress that goes down to her thighs, and brown shorts that go down to her knees, along with a bronze necklace around her neck with a cross as its centerpiece.
The darkness is her ally, and she is all the better for it when she basks in it’s embrace.
To know one’s self is a step towards power, to know one’s power is altogether the greater goal. Searching everything related to it, will give her the answer she needs, and so she shall search forever.
Synopsis: A women once holy, who was raised in a church till her teens, now turned to the dark with a demon merged with her thanks to a terrible event. Tries now to gain all the knowledge she can of the occult, and to use this knowledge to gain her true potential so she can use her powers to their full extent.
Full: Will not reveal yet.
Misc. Notes: Thanks to how her soul was combined with her demon’s, her voice is two different voices talking at once. One being gentle, almost musical, and light. While the other is more powerful, an octave deeper, and sounding extremely judgmental most of the time.
-Skills & Equipment
Other gear: None
Strengths: The Magic she is able to use, is always able to think clearly even in desperate times, and being more powerful the darker it becomes. Sunlight affects her less than manmade sources of light when it pertains to her powers.
Weaknesses: Her magic is unable to be used to its full potential thanks to her body’s first affiliation to the light, blocking some of her magics power. Is quick to anger and irrational thought when faced with people she believes is below her and circumstances that cancel the use of her powers. As well as her power being weaker in bright light, like fire, and holy light. Almost always when in places of worship although not as severely, thankfully.
Properties/ Magic Detail:
The magic, is able to form into Black but transparent tendril’s that are able to grab and pull. While it can also, depending on the situation, become tentacles with the same color and look as the tendril’s, but thicker and attack with a more whip and snap attack like a snake attacking it’s pray, though not as quick of course.
It’s strength lies in the darkness, and if it’s pitch Black with no light source other than the moon, where its at its greatest. Then both forms of the magic will be as strong as a blighted giant, and they will increase dramatically in size. Ranging from a dog to a full grown person.
If of course the opposite happens, where its day and the light is greatest in the area. Then both forms are little to no threat, at most they will be a distraction or a nuisance.
Their color does change as well, changing from black to white. And thier transparency is nigh gone, almost resembling putty in a way with what can be seen inside them. The size, shrinking to a dog’s length to anything below that.
Her healing, compared to her powers is actually completely opposite. The more light there is, the greater its power and vise versa. This is due to the fact her healing actually taking light energy to fuel this spell, making her a little more versatile than she might seem.
There is one last spell she knows how to do well, and this also uses the light to its advantage, drawing it from surrounding sources. It’s a weakening spell, affecting the mind mainly, but also a specific part of a persons body, making thier muscles cramp and expel incredible energy to the other parts of their body, making that part weaker, but the rest stronger. This has a 1/4 chance to backfire, making it only effect the persons mind and making its user unable to function for a short while, causing vomiting or some sort of nausea.
"I'd sneak into your burrito." --Bloodtrailkiller
"you'll never quote me" --Relentless Oblivion
"All flesh fails, in the fullness of time."
Tilly: Grave Robber
Stress: 30/100 [Neutral]
Florence Novel: Plague Doctor
Stress: 15/100 [Relaxed]
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