Norman Lindsay, Male Human [Permalink]
Personal [hide]
Description: This dark-skinned male wears very tight pants and wife beaters, though occasionally he sports a blue coat. He is tall, broad shouldered and powerfully built. His auburn hair is knotted and matted. His eyes are blue and catlike.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. The war was a terrible time for him, and Norman does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He wants nothing more than to rejoin the army; and to get a good night's sleep
Ideals: Entrepeneur. Flaws: Insomniac, Depressed. Bonds: Military, Rich. Occupation: Shepherd
Voice: Gruff and masculine
Attributes [hide]
Medium (6'3") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 10 (+0) | 18 (+4) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Halfling, Orc, Druidic, Abyssal
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 1600 sp. Chalcedony (20 gp). Amber (40 gp).
Trey Abram, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he prefers to wear flannel. His moppish white hair is in a traditional bowl cut. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. He has a small toy that he constantly fidgets with.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: He is unsatisfied with his job; and he has comitted a past crime that haunts him to this day
Flaws: Addict, Mundane. Bonds: Attractive, Criminal record, Job. Occupation: Painter
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (6'0") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +5
Possessions: 70 pp. Rock crystal (70 gp).
Tim Hayes, Male Human [Permalink]
Personal [hide]
Description: This man wears a blue vest with golden trim over his white shirt. His green leather gloves and pants are well-kept, and his blue boots flare out at the collars. He is muscular with a powerful set of arms. His red hair is slicked back into a classic pompadour. He is missing an eye and his face is severely sunburned. His one remaining eye shines amber.
Personality: Eccentric and domineering, Tim will drive conversation. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way east. He has since lost track of the people in his past.
Motivation: To find somewhere to settle down; and marry his brother to traveling adventurers
Ideals: Extrovert. Flaws: Ugly, Secretive, Mundane. Bonds: Family. Occupation: Painter
Voice: Spits words with contempt
Attributes [hide]
Medium (5'2") Human, True Neutral (CR 3)
Armor Class 13
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 1600 sp.
Balimaar Staurheim, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he wears dull grey sweaters, loose blue pants, and alligator leather shoes. Beneath his sweater he keeps a concealed shortspear, just in case. His silver hair is lengthy and is close to two feet long. His eyes are brown and catlike.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He is able to fit into much smaller and tighter spaces than normal.
History: Balimaar was born into a poor family. Growing up, he dreamt of becoming a Fighter, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Fighter in service of a powerful lord somewhere. Through the years after Balimaar was born, his mother became increasingly distant from his family, instead choosing to pursue power in the north. Balimaar's mother didn't care for him much, and the feeling was mutual. He now travels the world, in search of power and loot.
Motivation: A rival would like him out of the picture; and he's looking for his big break
Ideals: Gifted. Flaws: Antagonistic. Bonds: Poor, Adventurer, Criminal record. Occupation: Butcher
Voice: Sounds elderly
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 3)
Armor Class 13
Hit Points 35 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 17 (+3) | 9 (-1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +5
Possessions: 1 Masterwork Light steel shield. 1 Half-Plate. 1 Half-Plate.
Gerald Colton, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right leg, he wears a custom-built plate barding that's adorned with tan lining and desert motifs. His white hair is styled in orderly dreadlocks. His hazel eyes are passionate and lively.
Personality: He exudes charisma. He is a tour de force of persuasion. He never wears the same outfit twice, unless he absolutely has to.
History: Gerald was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Mayor work with an outfit from a few towns over. Mayor work suited him well, and with each successful project, he earned more gold and more respect from his peers. He inherited the family business which he has now maintained for 3 years.
Motivation: He'd like to take his coworkers down a peg.
Ideals: Artistic. Bonds: Attractive, Poor, Job. Occupation: Mayor
Voice: Hollow voice
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 10 (+0) | 9 (-1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!