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Topics - Asta

#1
Turning north and leaving the road, you ride for a few hours over the open plain. Eventually, in the distance you spot the copse of trees the old man mentioned. Its a stand of evergreens, surprisingly thick given how rare trees are on the steppe. Above them you can see a fair number of black birds circling in the sky, either crows or ravens. When you are still about a hundred meters out, Scathach pulls her horse to a stop.

"I don't think we'll be able to go in on horseback, the branches look too thick. We going quiet, or just walking in?"
#2
With nothing pressing to attend to you remain in Aite Aerd for next month, though the time is not spent idly. The court of the Righ is much more active than Thedrin's initial impression and has no shortage of intrigue... and parties. Quite a few parties. As a hot subject and guests of honor within the court, your group is invited to more than one soiree hosted by a variety of lords and ladies including one by your previous benefactor Bhenneit MacMhata.

Thedrin's constant elbow rubbing at these events provides both amusement and valuable insight into the politics of Aite Aerd. When not doing his best to bed tactfully chosen maidens (nobody too important so as not to end up in trouble), he manages to learn which minor lords are more aligned with the Righ's political nemesis Uisdean MacArtain. Important people to avoid in his pursuit of the crown's good graces.

Cecilia spends a good portion of her time pouring over various tomes and maps housed in the Righ's castle. Knowledge gleaned from the court wizard gives her a lead on the potential location of a long forgotten shrine that may be worth investigating.

Rhenri and Scathach for their part, spend much of their time in the lower rings among the common folk. Avoiding as best they can what Scathach refers to as "stuffy, stick-up-the-ass hobnobbery".

At the end of the month of Saedre the Feast of Athair Cairdeas comes and goes, its yuletide celebration the last major feasting holiday of the year. Minor gifts are exchanged, elaborate feasts are eaten, and merriment is had by all. It is a bright light to hold on to in the coming days.

The morning after the last day of Saedre, the sun does not rise in the east. The Dark Time has begun, and for the next fifteen days the world remains in darkness. Your thoughts may wander at times to the well being of those you know back in Telan, but remember that the militia is bolstered this year by Captain Maddox's men. Here in the capital the thick walls of the city protect from the roving monsters and the time passes in a tense peace.

At last the first day of Ius arrives and with it the Feast of Light's Return is celebrated, honoring the new year and a new start. Though it seems that a new year, brings new problems...



Location: Aite Aerd
Date: Ius 14, 796
Time: 1700

Your party has been invited to the keep for the annual reports from the towns and villages of The Steppe. Every year, representatives from the major holdings in the various regions of the country come to Aite Aerd to deliver news of the realm's well being. Caer Mog and Telan bring tidings of a mild Dark Time, and hopeful prospects for the coming year. The news from Baile Fada is much more dire... or rather, there is no news at all.

After waiting most of the day for a rider from the west, it becomes evident that something has happened. After some deliberation, it is decided that a small group should make for the western frontier to investigate. Due to Thedrin's incessant probing for "glorious quests" your party is selected to make the trip...
#3
Location: Ruined tower southeast of Telan
Date: Oaeksaber 26, Erstdey 785
Time: 0400



Some time in the pre dawn hours Scathach shakes each of you awake before putting a finger to her lips to indicate you should keep silent. Once each of you are awake cups a hand to her ear before whispering, "Do you hear that? It sounds like someone calling for help."

Surely enough, after straining your ears for a moment you hear a weak cry coming some distance from your camp.

"Help... Help me please..."
#4
Side Threads / Book 1 - Chapter 4.1: Black Bag Job
March 06, 2021, 07:35:10 PM
Location: Southeast of Telan
Date: Oaeksaber 25, Resdey, 795
Time: 2000



A small fire burns brightly in the gloaming, illuminating the crest of the hill upon which a short crumbling tower rests. Perhaps at one point in the past it served as a watch post for some unlucky soldier, or a rest point for far roaming hunters. It's original purpose long forgotten now, it serves as a shelter for a small group of goblins; likely one of the raiding parties reported by the town militia.

Even at a distance you can see that surrounding the fire are three small figures milling about, and just north of the dark mass that is the tower you can spot a taller figure just barely in the moonlight.

[spoiler=Thedrin and Rhenri]Your darkvision allows you to see a second figure to the north of the tower. The two are clearly hobgoblins.[/spoiler]

Somehow, likely the squabbling and incomprehensible gibbering of the goblins, your approach goes unnoticed. However if you were to move from your current position just behind the top of an adjacent hill you would be spotted if not careful.

"How do you want to take this?" whispers Scathach. "Don't forget we need to bring one of the little ones back alive..."

[info]Roll20 Link[/info]
#5
Location: Telan
Date: Oaeksaber 23, Fesdey, 795
Time: 1900



The return south was slower than your initial ride as more people means hindered travel, however the size of your group drove away potential monster encounters allowing for relatively stress free riding.

At last on the evening of the 18th, ten days from your departure, you arrive back in Telan. As the small column of troops, with you riding along,  approach Telan you notice that a large gathering of villagers are milling about the edge of the village proper. It seems one of the militia watchmen noticed your group from a distance and let people know. At the head of the group Mayor Marcas MacLamraich stands expectantly. He flashes a wide smile your way as you pull up on your horses.

"You did a fine job! Welcome back." He says jovially, then turns to the expedition captain. "Gentlemen, welcome to Telan and thank you for coming to our aid. Please, let me know if there's anything we can do to assist you."

Captain Maddox and the mayor enter into a brief discussion about the general plan for where his force of about 20 men might stay. In the end, they will be forming a little military camp just outside the village so as not to interrupt the flow of daily life in town. As the sun rapidly sinks below the horizon, Captain Maddox and his group set up camp leaving you to go about your business.
#6
Side Threads / Book 1 Chapter 3.2 - Beneath the Barrow
November 09, 2020, 05:14:11 PM
The staircase was short but surprisingly steep. Descending about ten feet into ground below the tumulus before terminating at the stone slab floor of a short hallway. To the west, thanks to the illumination of a shaft of sunlight coming from the door, you can see a closed door of well preserved wood. The air below the surface is cool, as expected, but interestingly quite dry.

[info]Exploration will follow the established marching order unless the group decides to change it.
Roll20 Link[/info]
#7
The easily navigable streets of the capital eventually see you to the eastern gate. Largely indistinguishable from the one you entered the city through, a towering arch of corbeled field-stone with raised portcullis and thick oak doors on either side. A line much like the one you spent some time in extends outwards into the outer city along the road, and the travelers coming through mutter loudly about the absurd fee to enter.

The guard presence here isn't any different from the western gate, two at the actual entrance, one at a small table stamping papers for entry, and a fourth standing near the windowless gatehouse a few yards to the left of the opening in the wall.

"Thoughts?" Scathach asks.
#8
Lore / Clan Houses of Aite-Aerd
August 31, 2020, 01:45:08 PM
Marr

The preeminent family of the city, headed by the Righ of Aite Aerd and the Steppe, Lachlann Marr. The Marr clan gained dominance in the region around 200 years ago when they seized the throne during a bloody civil war called The War of the Wolves. Their emblem is a White wolf on a blue field.

MacArtain

If the Marr clan is the sun of Aite Aerd, then the MacArtain clan is its moon. During the War of the Wolves the MacArtain family lead the coalition of clans opposing the Marr family and its own group of allies. The war ended in their defeat, and because the final confrontation had left both sides so devastated the Marrs let the remaining family members live. Since then, it has been an open secret that the MacArtains have plotted to usurp the throne. They are currently headed by Uisdean MacArtain. Their emblem is a Black wolf on a red field.

Foirbeiseach

The Foirbeiseach clan, allied with the Marrs during the War of the Wolves, are the third most powerful noble family in Aite Aerd. Joining with the Marr clan early in the war, they kept close to the leading clan and the current head Sachairi Foirbeiseach is the closest advisor to the Righ.

MacCaibe

The MacCaibe clan is the counterpart to the Foirbeiseach clan, in that they are a similarly powerful house though they allied with the MacArtains. Their current head, a woman, is Saoirse MacCaibe. She is a shrewd and calculating woman that has somehow gained control of a substantial amount of the trade heading in and out of the city.

MacMhata

The MacMhatas are a large but neutral clan that managed to avoid the fighting in the War of the Wolves. Because of this, they didn't suffer the same amount of losses to their clan. Instead of using martial might to secure power, they were successful traders that built up a large fortune. The MacMhata family is the most wealthy of all the clans, though the MacCaibe's have started to cut into their profits.They are led by Bhenneit MacMhata.
#9
Location: Outskirts of Aite-Aerd
Date: Oaeksaber 8, Erstdey, 795
Time: 1200



Finally you start to come across signs of civilization once again. The vast ceaseless flatness of The Steppe grants you the ability to see quite a way off into the distance and off on the horizon you can see your destination begin to rise up into view. Surrounded by farmland, the low hill is topped by a roughly rectangular keep. Encircling the keep and the hill upon which it rests is a city of fairly impressive size, all things considered. Not a dizzying metropolis like Albion, but its population numbers nearly ten thousand, all living in tightly packed yet organized buildings. Surrounding the town proper, is a crenelated wall about 15 feet high, constructed of mortared field-stone several feet thick. Guard towers rise from the fortification at regular intervals, providing a strong presence of security. At the gates, smaller sprawling neighborhoods have sprung up along the roads leading into the town. These areas of settlement contain a variety of inns for travelers and merchants alike, who haven't been given clearance into the city proper yet.

It takes another hour of travel, past more farm and ranch land but eventually you find yourself riding up to the western gate. There is a small line of travelers applying for entrance into the town, it seems that for whatever reason security is tight today. Eventually a guard approaches you.

"State your names and business."
#10
Location: Road between Caer Mog and Aite-Aerd
Date: Oaeksaber 4, Mittdey, 795
Time: ~1200



The pond by the side of the road seems tranquil enough. The horses would certainly appreciate stopping, as even though the coolness of autumn has come in full the sun bears down hard from a cloudless sky. The wind does it's part to cool you, but it may prove more trouble than its worth to press onward without a break.

"Shud we stop? 'orses seem ter want a draink." Scathach asks.
#11
Characters / Spira Tellus - Alchemist
April 14, 2020, 09:05:06 PM
https://docs.google.com/spreadsheets/d/1Vt5NMGXOR9hBV5eopFCt4HqRyzBhOrcv0VbPEdWzBAA/edit?usp=sharing

An alchemist seeking the absolute truth of the natural world, and bigger explosions.
#12
Location: Road north of Telan
Date: Sehstam 29, 795
Time: ~1200

Halfway through your day navigating the road north of Telan, the fog that gathered this morning still hasn't cleared up. Though, serendipitously a strong breeze does waft its way across the Steppe just long enough for Scathach to spot something a short way off in the distance.

"'Owl up. Somethin' movin' on tha road up ahead."

[info]Make any perception checks, or other preparations you might need.[/info]
#13
Location: Telan
Date: Sehstam 24, Lasdey, 795
Time: 06:00



All:
The next morning came quick, the sun still had yet to rise and the air blew cool on your skin. The smell of burning wood still hung in the air, and it will be that way for a few days yet despite the fires being put out. Marcas and a few of the villagers congregate at the north entrance to Telan proper carrying a few small bundles and holding the reins of three horses.

"Morning." the mayor says with tired look on his face. It would seem he spent the better part of the night awake and planning for the restoration work that will be done. "As promised, horses and some gear for the journey. Should be enough to get you to Caer Móg though you may need to hunt along the way."

The villagers hand over the packages of food and other travel supplies, expressing thanks as they do. Afterwards, Marcas offers another small wrapped package and folded piece of parchment. "Map of the Steppe," he says, and you can hear the exhaustion in his voice. "Other thing is a gift for any Wanderers you come across, they'll offer you shelter for nothing if you ask, but it's only proper to bring a gift."

"I want you to know, the whole town really appreciates you taking this journey. It's not going to be easy, but it could very well save the town if there's more of those little bastards waiting to raid us again. It might take some time to get an audience with the Righ, but try to come back with news as soon as you can. Good luck."

Marcas steps back to allow you space to mount your horses and offers a thankful bow, the villagers present do the same.

[spoiler]The gear you receive from the villagers includes any camping equipment you may already have in your inventory. If you don't already, you'll obtain a bedroll and blanket. It also contains the following:
Tinderbox x 1
Rations, Trail x 12 (Divided into 3 days of rations per person.)
Potion of Cure Light Wounds x 1[/spoiler]

[spoiler=Map][/spoiler]
#14
Location: Telan
Date: Sehstam 22, Mittdey, 795
Time: 13:00



It is the first day of the Harvest Festival, the last tepid days of Sehstam will soon give way to Oaeksaber and the crispness of autumn. Thus, after several days earlier in the week spent harvesting crops it's now time for the community to gather together and celebrate the harvest and relax for the last few days of warmer weather. Before long it will be time to turn to foraging and hunting to build up the last stocks of food for winter, and after that the dreaded Dark Time.

The village has spent the better part of the morning setting up tents and stalls and bringing out large barrels of Brewer MacKerrig's famous Sommer ale. You can practically taste the bright hoppy brew already, and anticipate the drinking competition that happens every year. In another few hours the village square will be alive with the sounds of celebration and the smells of delicious foods. A handful of travelers that stopped in town specifically for the festival are all sitting outside the local tavern, "The Cock's Tail", watching the commotion from its porch. There are a handful of stalls that still need setting up and could use some help, but it's not required.
#15
Lore / Setting Information
February 02, 2020, 10:33:44 PM
Fearann, a Realm of ancient and forgotten history. On this verdant world the goodly races have carved out a life for themselves, their kingdoms forming a bulwark against the dark and untamed wilderness.

What is Known:

The world is ancient, but much is forgotten. Written records of history date back only to around 5,000 years ago but even this information is sparse and its accuracy is debated. Oral traditions of certain cultures extend further, but these often enter into the realm of myth and can't be taken purely as fact. Suffice to say, much of the past is unknown even to the longest lived elves.

Much of Fearann is at peace, for at least seven generations (by human reckoning) the various nations of the world have avoided open conflict with one another. Trade between most nations is prolific and so there is an incentive to remain friendly with your neighbor.

Civilization is a candle in a dark and dangerous world. Fearann is a big place, and though there are many places one might call "civilized" they are but tiny safe havens in a vast sea of wilderness. It can take weeks to travel between towns, and the roads that do exist are not always safe to travel.

The gods are silent. Or perhaps they never existed in the first place. Religion, in the traditional view, has fallen to the wayside. The various cultures of Fearann do not ascribe to any particular organized religions. Many people revear a nebulous "Light" as a positive force that affects the world, others worship their ancestors, while some are animists. Most clerics and paladins of Fearann draw their powers from either the Light or its opposite Darkness, rather than from a specific divine being. Others may utilize the power of their ancestors or animistic spirits, though that falls more into the realm of shamanism.

Progress is slow. The march of technological advancement in Fearann is a long and plodding one, exacerbated by the existence of magic. While firearms exist, they are uncommon and unsophisticated weapons. Outside of the Dwarven kingdom of Valtz, the possession of a personal firearm is considered something of note and most adventurers use more traditional weapons. Ships still travel by sail, and the fastest conventional way to travel by land is on horseback.

Magic is common. The world of Fearann is permeated by aether, a mystical force that permits and to a degree fuels the casting of magic spells. It is not uncommon for even the most average villager to have learned at least one basic cantrip from a travelling magician, though more fantastic and higher powered spells are the privilege of mages who have spent years training in the craft.

There are 375 days in a year subsequently divided into twelve months with thirty days each, as well as a fifteen day period at the end of the year called Anamdorcha.

Anamdorcha, or "The Dark Time", are fifteen days at the end of the year where the sun appears to be completely eclipsed by some unknowable malevolent force. The sky turns dark with a red tint, and monsters become more powerful and aggressive. People generally do everything they can to ensure they don't need to leave their homes, even in major cities where they are protected by high walls and guards.



The Nations of Fearann:


  • Thuinich

    • The settled people of The Great Highland Steppe; a large, high, flat grassland region between two mountain ranges. Ruled by a Righ, their word for king. Thuinich is a big tent as far as racial acceptance goes and though their king is human the young kingdom's populace runs the gamut racially, unified by their shared ethnic identity.
  • The Nomadic Peoples of the Steppe

    • A nomad culture that also inhabits The Great Highland Steppe, five distinct tribes that form a loose coalition. On good terms with Thuinich, frequently trading with the settled people.
  • Valtz

    • The mountain kingdom of the dwarves. Ruled by a Kaiser, they practice ancestor worship and are considered the most technologically advanced nation. As they live in a mountainous area, they frequently trade with other nations for food.
  • Auguste

    • A small but wealthy merchant/fishing state that occupies the coastal area south of Valtz, the largest city and the nation's namesake is situated on an island.
  • Llantwe

    • Technically not an actual country but a very, very loose confederation of largely elven ethno states. These states are south of Great Steppe and exist in a vast forest. In the central portion of the forest is a large swamp, home to a variety of people living in small villages, especially halflings.
  • Albion

    • A mostly human kingdom that occupies territory around a massive shallow lake. Albion's capital, a sprawling castle town, is built on top of ancient ruins and is home to the most complete library in all of Fearann. Albion is also home to the most premier mages college in the world, as well as a prestigious military academy that trains all of their military commanders.
  • Tochi

    • A largely isolationist island nation. The people here are ethnically homogeneous humans, with the occasional beast-man. Due to their isolationist nature, the people of Tochi have developed their own distinct culture as well as a language separate from the more frequently used Common.
  • Mesphorash

    • Not a nation per se, but more a disparate and disorganized people that occupy ancient ruins in a vast desert. The people of Mesphorash don't actually use the name themselves, but the area is generally referred to as such by other nations as it is the name of the largest ruin in the area.



Primal Beasts:

In Fearann, there exists a multitude of powerful beings known as Primal Beasts. These primals, widely understood to be animistic spirits of the highest order have influence over the elements that make up the material world. Though there are no gods in Fearann, the Primals are the closest thing to them and many people treat them with a healthy respect and reverence, though most go their entire lives without ever actually seeing one.
#16
[info]Pre-game downtime 2 full weeks of Perform (Dance) in Nortia's town square.
[blockquote]Rolled 1d20+1 : 5 + 1, total 6[/blockquote]
[blockquote]Rolled 1d20+1 : 6 + 1, total 7[/blockquote]
[blockquote]Rolled 1d20+1 : 9 + 1, total 10[/blockquote]
[blockquote]Rolled 1d20+1 : 10 + 1, total 11[/blockquote]
[blockquote]Rolled 1d20+1 : 9 + 1, total 10[/blockquote]
[blockquote]Rolled 1d20+1 : 4 + 1, total 5[/blockquote]
[blockquote]Rolled 1d20+1 : 13 + 1, total 14[/blockquote]
[blockquote]Rolled 1d20+1 : 2 + 1, total 3[/blockquote]
[blockquote]Rolled 1d20+1 : 19 + 1, total 20[/blockquote]
[blockquote]Rolled 1d20+1 : 8 + 1, total 9[/blockquote]
[blockquote]Rolled 1d20+1 : 9 + 1, total 10[/blockquote]
[blockquote]Rolled 1d20+1 : 6 + 1, total 7[/blockquote]
[blockquote]Rolled 1d20+1 : 15 + 1, total 16[/blockquote]
[blockquote]Rolled 1d20+1 : 14 + 1, total 15[/blockquote][/info]
#17
Familia Registry (Characters) / Sotu Ros
September 02, 2019, 12:14:27 AM

<Character Image>

Height: 4' 3"     Weight: 95 lbs     Age: 15     Race: Cat Person

"Ah... Understood."




Personal Information




Appearance:
With grey-green eyes that seem to be forever looking at the middle distance, Sotu is a short statured cat person with a slim figure, a mop of auburn hair and a tail to match. She frequently wears a form fitting turtleneck bodysuit with shorts over top and a red ribbon around her neck that matches her older sister's. When the situation calls for it, she will wear a suitably tailored set of studded leather armor that she scrimped and saved her allowance for.

Personality:
Sotu is an uncomplicated girl. Content with living in the moment, her primary motivation for anything is "What would Mimsy like?" and when combined with an unusual clumsiness for a cat person, people that are unaccustomed to her personality would (wrongly) assume she is a little on the slow side. When it comes to her sister, Sotu will go to great lengths to make sure her general welfare is secure; often making use of her outlandish physical strength.

Biography:
Abandoned at the steps of New Beginnings Orphanage for reasons unknown, the only tie to Sotu's past is her name; engraved upon a small metal plate that was attached to a chain around her wrist. In the years preceding her adoption by the Carrots, she received the unconventional and rigorous upbringing expected when your caretaker is an Amazoness. For close to seven years the proprietress Namika Kanade thoroughly trained her to be strong, fast, and handy in a scrap.

One fateful day, around eight years ago while tending to chores at the orphanage Sotu became distracted by particular Hume Bunny and followed the girl all the way home to her family's farm. When attempting to bring her back, she refused to leave the girl's side and after a great deal of crying, adoption papers were signed. In the long run this turned out quite well for the Carrots family, as Sotu's strength made her an ideal farmhand. Not long after being adopted, she received her falna.

When her elder sister Mimsy decided to leave Nortia to join their goddess in Orario, Sotu decided that she had to go along as well. Despite some protestations from Mimsy herself, nothing would keep her from ensuring that her cherished older sister was out of harm's way.






   
   
Ideals
Bonds
Flaws
Sotu wants to make sure that Mimsy is safe, and will do anything to ensure that.
Sotu is especially close to her adoptive older sister, and has a great deal of respect for Namika for teaching her how to fight.
She can be notoriously clumsy and seems obtuse, often replying to others with "I understand" even if she really doesn't. Very protective of her older sister, to the point of potential annoyance.
#18
Location: Klein's Estate
Date: Day 14 - Late Afternoon/Early Evening


After a short discussion on her planned excursion to the mine tomorrow morning, Hanako thought it best to do a little preparation. She had recently come into possession of a particular power which allowed her to create automatons from magic and materials in her immediate area but was unsure of the specific extent of the ability. When she fist experimented with the "blessing" her status window referred to as "Golemancy"she had gone for broke and managed to create a perfect replica of her own form. Needless to say, all other curiosity was thrown aside at that point and she had failed to see what else the power could do. Now that she had a little down time, and a need to be prepared for the possibility of adventure (here meaning a violent death) she thought it an appropriate moment to revisit the ability in earnest.

Hanako slunk around the mansion searching for a private location where she could be free to experiment without interruption, eventually settling on the area in the garden where she had created Jitsuko, her homunculus doppelganger, only a few days prior. After taking a moment to ensure nobody was around she set to work.

[info]Hanako will attempt to use her Golemancer ability to summon a series of level appropriate golems primarily composed of earth and whatever else is required to create them. She'll check her status window after each golem to see how much MP they cost. One golem she will attempt to create will be fashioned to try and fit the "tank" role archetype (i.e. higher hp, more durable, etc), the other will be more focused on attacking.[/info]
#20
Heroes of the New World (Characters) / Hanako Okita
November 29, 2018, 10:40:57 PM
https://docs.google.com/spreadsheets/d/1gDYetS67mD25Kc-eeEjcr4AEKSLH9eY1j42w0t7tFRE/edit#gid=1170082053





Name: Hanako Okita
Gender: Female
Age: 20
Occupation: Doujin artist (NEET)
Country of Origin: Japan
Approximate Origin Earth Year Calendar Date: 2018
Quirk: Compulsively taps her thumb on each of her other fingers when annoyed or thinking hard and is irrationally annoyed by successful people.
Hobbies: animu, collecting stupidly expensive bishoujo figures, playing trashy MMOs
Personality: Summed up by the phrase "I want to live an easy life." Easy going, but also hard to motivate. Refers to successful people as "Sweaty tryhards" , but also is vocally critical of her own lethargic lifestyle.
Intellectual capabilities: Only a little above the baseline as far as general intellect goes. Sharper than most and capable of quick critical thought, but easily distracted.
Physical capabilities: Not unfit, but also not athletic. Easily winded from years of NEET life and poor diet.
Likes: flat girls, western-style fantasy novels (LOtR, GoT, etc.), bad puns
Dislikes: exercise, crushing ennui, successful people
Strengths: drawing, critical thinking, going without sleep
Weaknesses: responsibilities, the sun
Biography: Unremarkable in many respects Hanako drifted through life without a goal or drive, much to the disapproval of her parents. After graduating from an average high school, she decided to forgo college to try and make a living as a mangaka. This didn't work out, and she embraced the lifestyle of a self-loathing NEET, funded largely by frugal management of a small inheritance from her uncle who supported her half-hearted goal. She occasionally self publishes erotic doujins to supplement her inheritance but the releases are few and far between as she spends most of her time playing trashy MMOs and watching anime. She has little to no social life outside the internet and has fallen out of touch with the few friends she had in school. Recently she has decided to take a trip out to a certain beach town to take reference photos for her next doujin.
Misc: Prefer for the character to get hit by a truck, suddenly and without warning while crossing the street.
Abilities
Allocate 64 points to the following Abilities (minimum 6, and maximum 18):
STR:10
DEX:13
CON:10
INT:12
WIS:9
CHA:10
#21
Runners / Anahera "Valkyrie" - Human Street Samurai
October 22, 2018, 10:14:49 PM
Sheet in drive.

Born into a lower middle class lifestyle, Anahera had what some may consider a "probably okay" childhood. Her father, a Maori immigrant was a corporate wage slave at some now defunct or bought out corp in Seattle. Her mother, a naturalized citizen of Japanese descent did her best to provide her only child with as comfortable a life as she could, even managing to enroll her daughter in classes at a Rabbi Shylock's Krav Maga and Mohel franchise in their neighborhood when she was old enough.

Sadly the (comparatively) good times were not meant to last. When her father's department was downsized he lost his corporate gig, and the family fell on hard times. Eventually they lost their house and had to sell most of their possessions to pay debts and find a new smaller, shittier apartment. Even in this last small bastion of comfort there was no security to be had, a junkie hopped up on jazz and in the middle of a longhaul bender broke into their apartment to steal whatever they could find. Her father, still proud and unbroken by hard times did his best to fight back, but took a shiv to the chest and bled out before medical services could arrive.

Not long after her mother died of undiagnosed breast cancer that metastasized to her liver.

12 year old Anahera was just street savvy enough to find something resembling a homeless shelter to move into, and just good enough with her fists to avoid getting raped. Over the next 18 years she worked a variety of odd jobs and minor shadowrunning gigs. Emotionally stunted as she was by childhood trauma, she still managed to form a comfortable working relationship with one Jin Matsuo, another small-time runner. Jin is invariably the one that introduced her to the concept of never leaving a comrade out to dry, when he on more than one occasion pulled her out of the fire (sometimes literally) at his own expense. Eventually Jin caught a Lone Star bullet to the back of the head (official report says suicide), but his influence gave her the only thing that could be considered her moral compass
#22
Adventurers / Ilsa Raisch
February 19, 2017, 11:58:56 PM
Personality and appearance
Age: 30
Height: 5'10"
Hair: Blonde
Eyes: Blue

Ilsa is a strong silent type, preferring to let the more eloquently spoken do what they do best. However, when the time comes for it she can give someone a piece of her mind. In a nutshell she values an individual's actions more than their words, and will judge others accordingly on this principle. Because of her military background she tends to stand upright. Coupled with her unusual height she stands out in a crowd of other humans.

Ilsa thinks in an analytical fashion, this was fostered by her "apprenticeship" in the workshop of Herr Bodmer and the training she received in the Swiss military. Often she will address a given situation in a more "tactical" or "mechanical" way, which leads her to speak bluntly; a trait some may consider abrasive.

She is also a habit smoker, though somewhat considered a disgusting habit by Victorian standards she doesn't seem to mind the stigma of being a female smoker. She has a habit of keeping her cigarette cupped behind her hand when not taking a drag, so as its ember isn't visible to others.


Bio:

The daughter of a middle class Swiss German family, Ilsa spent her early years living in Zurich in comparative comfort. Her father was a banker, and provided a decent life for his family. As a child she spent several years under the semi tutelage of Johann Bodmer, a gnome inventor and mechanical engineer, where she picked up a handiness with machines and a limited understanding of engineering.

At the age of twenty she joined the Swiss Army, her rank of Corporal was bought considering her social class. The next year, 1847, the Sonderbund War broke out in Switzerland and she saw real combat for the first time, fighting for the Swiss Confederation.

Though the civil war was brief Ilsa saw a quite a few people die, most prominently a friend in her regiment, Klaus Weiss, was decapitated by cannon fire. The sight was particularly horrific, and as a coping mechanism she still speaks to Klaus as if he was hanging around like a ghost. Toward the end of the war, she took a glancing blow to the face from a cavalry saber which developed into a prominent scar running horizontally across her nose and cheeks. After the end of the war, she received a promotion via merit to Wachtmeister (Sergeant).

Currently Ilsa is on leave, touring Europe, her present locale is London.
#23
Side stories / [Club] Tai-Chi
April 01, 2014, 02:27:11 PM
Though the incident from yesterday still weighed heavy on her mind, Lilly was persevering as usual. Today was the day the Tai-Chi Club met, and come hell or high water she wasn't going to miss a day and get behind.

Finally outside the door to the club room, she took a deep breath and readied herself for whatever was going on inside. It seemed she was having to do that more often these days, everything had started to change around town and surprises were around every corner.

Here goes nothing. She opened the door.
#24
The Sentinels (OOC) / I.O. [DECKER]
March 09, 2014, 06:20:25 AM
NAME: I.O. (Pronounced Io, like Jupiter's moon)

AGE: ?? (14?)

RACE:  Bi-racial (Caucasian/Undetermined Asiatic)

GENDER: Female

HAIR: Frost blue

EYES: Cybernetic (glowing mod, color change dependent on sim state, predominantly frost blue)

BUILD: Slender




PRIORITIES


A.) Skill 46/10
B.) Money 250,000
C.) Abilities 16
D.) Edge+SS 3

EDGE: 3

SOCIAL STANDING: 2

PRIMARY ABILITIES

Logic: 6
Agility: 3
Charisma: 3
Reaction: 3
Willpower: 3
Intuition: 3
Body: 2
Strength: 1

VITALS

HP: 9
STUN: 9

Essence: 5.5/6

POSITIVE QUALITIES

Code Slinger
High Pain Tolerance: rating 2
Analytical Mind
Catlike

NEGATIVE QUALITIES

Insomnia (10)
Distinct (5)
Addict (4) (drug of choice: Long Haul)

KNOWLEDGE

History: 3
Memes: 3
Matrix coding and protocol: 3
Japanese: 3
Chinese: 2
Rifles: 1 (manufacturer info, care and cleaning, basic gun fanatic stuff)
Drugs: 2 (where to get them, how to look for a bad batch, ect.)
Music: 1




SKILLS
(groups first followed by misc.)

Cracking

  • Cybercombat: 6
  • Electronic Warfare: 6
  • Hacking: 6

Electronics

  • Computer: 6
  • Hardware: 6
  • Software: 6

Stealth

  • Disguise: 1
  • Palming: 1
  • Sneaking: 5 (1 from stealth set, 4 from active skill points)

Misc.

  • Con: 4
  • Gymnastics: 2
  • Longarms: 6
  • Locksmith: 1
  • Forgery: 2
  • Perception: 5
  • Cybertech: 6
  • Blades: 3
  • Demolitions: 3
  • Pistols: 1




CYBERWARE

Cybernetic Eyes (Vision Magnification, Thermographic Vision, Smart Link, Low Light Vision, Flare Compensation, Perception +)

EQUIPMENT

Ares Light Fire w/silencer
Remmington 950 w/silencer and laser sight
Combat Knife x2
Urban Explorer Jumpsuit (appearance customized?)
Ballistic Mask x3 (unequipped)
Hermes Chariot Cyberdeck - ARRAY: [5,4,4,2] PROGRAMS: 2  RATING: 2
Concealable Holster

INVENTORY

Spare Clip (sniper rifle) x3
Spare Clip (light pistol) x3
Speed Loader
Sniper Rifle Ammo (regular) (5m) x5 (10 rounds per box)
Light Pistol Ammo (regular) (16c) x5 (10 rounds per box)

Wallet: 73,070 (yen?) (Tentative total, subject to change)

VEHICLES

Harley Davidson Scorpion (black w/frost blue accent)

CONTACTS

"Little" Rico - I.O.'s dealer

  • Loyalty: 6
  • Connections: 2
#25
Side stories / [Club] Calligraphy Club
December 06, 2013, 07:46:39 PM
With classes finally over, it was time to pay a visit to one of the clubs she had signed up for. Not in the mood for physical activity just yet, Lilly decided that the Calligraphy Club would be her first stop. It took a little while to find the club room, but after a little searching she had located the door and now stood upon its threshold. Here goes.

Lilly opened the door and stepped inside.

"Hello?"
#26
Side stories / [Pre-Game] Lunch on the Town
November 22, 2013, 07:03:52 AM
Character specific dialogue colors in spoiler.
[spoiler]Lilly Avdalen
Elise Avdalen[/spoiler]


Lilly's eyes fluttered open slowly as she woke from her afternoon nap. The air in the livingroom was hot and still, like a suffocating blanket. She mopped the sweat from her brow cursing the summer heat, and fumbled sleepily with out-of-focus objects on the coffee table until she found her glasses. She slid them slowly onto her face and glanced wearily across the room at the television, which was to blame for her awakening. It was ejecting light and sound like a drunk ejects his liquor. Lilly strained to recognize the broadcast, one of those Japanese cartoons with the magical high school girls her sister was so fond of. After an unsuccessful attempt at deciphering the unintelligible plot Lilly slumped back on to the couch and stared at the ceiling.

An upside-down head popped into her field of vision.

"Are you awake yet Onee-chan?"

Lilly reached up to ruffle Elise's russet locks and smiled gently.

"Don't call me that."

Elise stuck her tongue out playfully.

"Aw... Why not?"

"Because it's goofy."

Elise circled around the couch and plopped down next to Lilly's feet, a can of soda clutched in her hand. She took a long drink, eyes glued to the television, scanning subtitles.

"What are you watching?"

"Magical Historian Satomi! Its super cute, she shoots lasers out of books and fights for justice and friendship!"

On screen a girl with aubergine hair and a sailor uniform launched a salvo of flickering laser beams at what looked like a futuristic Hun with a jet pack. It was beyond Lilly's comprehension but she knew Elise wanted her approval so she acquiesced, lauding its cuteness. They sat in silence for a while watching the spectacle, when a growl escaped from Lilly's tummy accompanied by a pang of hunger.

"Say, I'm getting hungry are you?"

Elise nodded in agreement taking another swig from her soda can.

"I'm not in the mood to cook anything, so why don't we go out? We can get something at that family place downtown, they're alright."

The pair slipped on shoes and made their way down the street to the bus stop. Although the weather was nice and somewhat breezy Lilly didn't quite feel like hoofing it all the way into town. Aboard the bus were a handful of schoolmates Lilly recognized, and some regular commuters on their way to their preferred lunch destinations. Along the ride Lilly found herself watching her sister. Elise had grown so much in the past ten years and was looking more and more like their mother, but Lilly would always remember the bawling three-year-old she had tried her hardest to raise.

Finally, the bus came to a halt at their stop and they walked the rest of the block to the restaurant. The inside was teeming with students trying to wring a few more hang-outs from the last weeks of summer. Lilly and Elise found some open seats and ordered a light lunch. Not far away, a boy burst into raucous laughter while his female companion flushed a bright red. Lilly eyed them with casual curiosity thinking she may recognize them, and then engaged in idle chitchat with her sister while they waited on their food.

As they ate, Lilly thought to herself how pleasant she found the situation and silently hoped for a routine and uneventful school year...

QuoteLilly will be here for a while, so if you think you might wanna chat stop by her booth!
#27
Protagonists / Lilly Avdalen
November 17, 2013, 09:04:01 AM
Name: Lilly Avdalen
Age: 16
Race: Caucasian (distant Norwegian ancestry)
Gender: Female
Hair color: Strawberry Blonde
Eye color: Payne's Grey (bespectacled)
Height: 5'7"
Weight: Average for her height

Favorite things: History, pancakes, Fall, cooking, and the ocean/nautical things

Hated things: Stupid people, mushrooms, summer, and "fake" people

Personality: Generally reserved and analytical, she doesn't like to talk excessively or mince words. In spite of seeming aloof, she is actually very kind and takes great pleasure in helping people. She speaks softly but authoritatively, almost in a matronly fashion.

Background/ General personal history:

Lilly comes from a small family of middling means. Her father Steven worked the corporate grind and her mother Sarah did her best to bring her up right. She had to grow up quickly when at the tender age of six Sarah passed in a car accident. Steven, in his grief poured himself into his work to try and drown out the pain, and Lilly was forced to play a motherly role in her younger sister Elise's life.

Lilly, not believing it right to play favorites, has no "best friend" but never the less she finds constant companionship in Eileen Anderson whom she met in middle school.

Friends/ Relationships

(* indicate +5 relationship NPCs)

Steven Avdalen - Her hard working father, hes rarely home but their relationship is not strained.

*Elise Avdalen - Her younger sister of thirteen years. Elise looks up to Lilly because of the parental role she played after their mother died.

*Eileen Anderson - A friend of Lilly's she met in middle school. She is "sporty", easy going, and trustworthy. Even though Lilly claims not to play favorites, Eileen is clearly her closest friend.

Crappy visual reference in spoiler.
[spoiler][/spoiler]
#28
Introductions/Farewells / Hey folks
November 16, 2013, 05:42:54 PM
Well, never been good at introductions but lets give this a shot.

I was persuaded at knife point by our pal Oath to try my hand at some forum based role-playing, so here I am! Ive got a little background in pen and paper games and used to DM for a D&D 4th Ed. group about a year ago, but since my group disbanded Ive been looking for a way to fill that tabletop shaped hole in my life.

I guess it could be said that I'm an avid gamer, although most of my attention has been focused on Final Fantasy 14 lately. I'm pretty big into history and have BA in Art with a focus in functional ceramics, even though I don't really have time to make pieces anymore. Oh, and I work nights at a museum.

That about covers it. I'm looking forward to being a part of this! :P