Thursday, March 5, 2026

Lepidus Scicluna - Harengon Swashbuckler

 

Name: Lepidus Scicluna
Ancestry: Harengon / Class: Swashbuckler / Level: 5

Attributes 
Str: 12 / +1
Dex: 20 / +5
Mind: 13 / +1
Cha: 16 / +3

Saves 
Fort: +0
Ref: +8
Will: +1

Info 
AC: 14 (Leather)
Ini: +11
PB: +3
Perception: +4 / 14
HP: 33

Pistol: Attk: +8 / D: 1d10+5 / R: Near

Cutlass: Attk: +8 / D: 1d6+5 / R: Melee

Dagger: Attk: +8 / D: 1d4+5 / R: Thrown

Kick: Attk: +8 / D: 1d4+5 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Fishing Kit, Field Glasses, Stone of Good Luck

Traits 
Harengon: Hare-Trigger: Add Proficiency Bonus to Initiative. Leporine Senses: Gain Proficiency in Perception. Lucky Footwork (1/Round - Reaction): Add a d4 to any Dexterity Saving Throw to try and beat the DC. Hop! (3/Long Rest): Add a number of feet to your jump distance equal to PB x 5 without provoking an attack of opportunity.

Skills: Phys: +3 / Subt: +3 / Know: +0 / Comm: +0 / Tool Kits (+4): Backgammon Set, Thieves Tools, Vehicles (W)

Feats: Martial Artist - Silent Shadow Style (1d4 - As a Bonus Action gain a free Stealth Attempt)

Sneak Attack: 3d6 / Expertise: Persuade (+9), Sleight of Hand (+11)

Cunning Action (1/Round - Bonus Action): Dash, Disengage, and Hide

Uncanny Dodge (1/round - Reaction): Halve the damage of an incoming attack that the Rogue sees coming.

Fancy Footwork: When making an attack against a target, that target is denied an Attack of Opportunity until the next round.

Rakish Audacity: While 'dueling' a target by fighting in melee while the target does not have an ally within 5 ft. each attack is considered a Sneak Attack.

Notes 

  • Lepidus 'Lepi' Scicluna is one of the members of the sailing Harengon community located throughout the known world and often making ports of call from Seaside to Port Kyna to Specularum. Lepidus is one of many freelance sailors willing to tackle the endless sea, or fish, if there are no takers for crew members.
  • Having some training in Martial Arts, particularly the 'Silent Shadow Style' allows Lepidus to do a run, snap kick, and quick hide before anyone is the wiser.
  • Carries a Luck Stone agate with a rabbit's foot etched into it. Although it is a lucky stone, Lepidus did not specifically request to have the symbol carved into his magic item. He never thought his feet were ever lucky.

Wednesday, March 4, 2026

Jorran Sebend, Tiefling Gunslinger

 

Name: Jorran Sebend
Ancestry: Tiefling / Class: Gunslinger / Level: 3

Attributes 
Str: 13 / +1
Dex: 16 / +3
Mind: 14 / +2
Cha: 14 / +2

Skills 
Phys: +4
Subt: +5
Know: +3
Comm: +3

Saves 
Fort: +5
Ref: +7
Will: +5

Info 
AC: 16 (Studded Leather)
Ini: +7
BtH: +3
AP: 17
HP: 25

MW Musket: Attk: +8 / D: 2d6+1 / R: Far

MW Shortsword: Attk: +5 / D: 1d6+1 / R: Melee / Crit: 19-20/x2

Dagger: Attk: +4 / D: 1d4+1 / R: Thrown / Crit: 19-20/x2

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Ammo Pouch, Powder Horn, Journal, Inkpen, Ink, Wanted Posters.

Traits 
Tiefling: Darkvision. Wicked Aura (2/Day): Can roll a Cha + Comm + 3 to influence those around you with your devil's tongue. Energy Resistance (Acid, Fire, Electricity): 5. Armor Proficiency: Light, Medium. Weapon Proficiency: Simple, Martial

Attack Focus (Ranged): +1 to-hit; +1 Damage

Improved Initiative: +4 Initiative

Grit 
# of Grit Points: 4 / Save: 16

Deadeye Shot, Disarming Shot, Lightning Reload, Iron Guts, Devil's Glare

Notes 

  • Jorran Sebend is a tiefling gunslinger known for filed horns, his burning eyes, and his rakish pale hat - which may be the last thing certain rapscallions see before they are cut down by his masterwork 'Fiend's Maw' musket, using a shard of black pyrestone that can fire multiple shots barely a chip to its facade.
  • Has recently accepted a contract to locate Lord Rundgren's missing daughter, Dana, whom is said to have a habit of wandering near the old ruins near his property. Who better to deal with a possible supernatural kidnapping that the bastard son of a heir and the succubus that the heir summoned without reading the fine print that sometimes said succubus can actually produce offspring (namely tieflings).
  • Favors a longarm backed by a heirloom shortsword and a huntsmen's dagger that his typically tucked in his boot.

Tuesday, March 3, 2026

Gilam Beddoes, Forsaken Sellsword

 

Name: Gilam Beddoes
Ancestry: Forsaken / Class: Fighter / Level: 7 / Background: Soldier

Attributes 
Str: 19 / +4
Dex: 12 / +1
Mind: 14 / +2
Cha: 13 / +1

Saves 
Fort: +7
Rf: +1
Will: +2

Info 
AC (Plate): 19
Ini: +1
PB: +3
Perception: +5 / 15
HP: 74

Greatsword +1: Attk: +8 / D: 2d6+5 / R: Melee

Spear: Attk: +7 / D: 1d8+4 / R: Melee / Special: Versatile. Reach

Dagger: Attk: +7 / D: 1d4+4 / R: Thrown

Gear: Pack, Mushroom Rations, Spyglass, Hearthstone, Scroll Case, Journal, Inkpen, Ink, Potion of Giant Strength

Traits 
Forsaken: Darkvision. Will of the Forsaken: Advantage on Saves vs. Fear spells and effects. Cannibalize (3/Long Rest): Can consume the corpse of a recently deceased humanoid, animal, or undead to gain a free Hit Die in healing. Undead Nature: Considered Undead for the purposes of certain spells and effects. Skillful: Skill or Tool Kit of choice.

Skills: Phys: +3, Subt: +0, Know: +0, Comm: +3 / Tool Kits (+3): Dice Set, Smithing Kit, Vehicles (L) / Skill Specialties: Perception: +5

Second Wind (1/Short Rest): Heal for 1d10 + 7 Hit Points.

Action Surge (1/Short Rest): Take 2 actions in 1 round.

Fighting Style (Great Weapon Fighting): Treat all 1's or 2's as a result of 3 instead; Defense: +1 AC when wearing armor.

Multiattack: Make 2 attacks per round.

Defensive Fighting (1/Round - Reaction): Gain a second Attack of Opportunity against a target moving away from you.

Ironclad 
# of Dice: 7 / Dice Type: d6

Roll a d6 and reduce the number of damage of an incoming attack by the result. This does not work against Psychic-based damage.

Notes 

  • Gilam Beddoes is a member of the Forsaken Death Guard, the ground and cavalry forces of the Forsaken war machine and a member of the Horde. Originally was a member of the 20th Silverpine out of the Sepulcher, also known as the 'Dire Bears' due to their iconography of the bear as well as officers who often wore the animal heads as a symbol.
  • Since the rise of the Desolate Council replacing the monarchy of The Dark Lady, Gilam has transferred to oversee the reconstruction and protection of the Forsaken city of Andorhal under the 95th Andorhal Guards - Devil Dogs. This includes dealing with the occasional Scarlet cell, rogue Forsaken, drunken Cenarion Circle member, and lastly, Scourge or other trouble that from time-to-time pours out of the Eastern Plaguelands.
  • Despite the armistice being upheld by the Second Treaty of Orgrimmar at the end of the Fourth War, Gilam still shares an intense dislike of the Alliance Worgen, especially the Gilnean rivals of the 20th Silverpine - The Bloodfang Pack and the 33rd Gilneas 'Pyrewood Poachers' unit who plagued southern Silverpine all throughout the Cataclysm War and the Fourth War.

Monday, March 2, 2026

Mona Reed, Otterfolk

 

Name: Mona Reed
Ancestry: Otterfolk / Focus: Might / Level: 8

Attributes 
Str: 14 / +2
Dex: 17 / +3
Mind: 13 / +1
Cha: 14 / +2

Skills 
Phys: +12
Subt: +10
Comm: +8
Know: +5
Tech: +5

Saves 
Fort: +14
Ref: +15
Will: +6

Info 
AC: 16 (Reinforced Jacket)
DB: +1
Ini: +3
BtH: +8
HP: 60

Cutlass: Attk: +13 / D: 1d6+5 / R: Melee

Pistol: Attk: +11 / D: 2d6 / R: Near

Shotgun: Attk: +11 / D: 2d8 / R: Near

Bite: Attk: +13 / D: 1d4+5 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Flashlight, Rope, Utility Knife, Bedroll

Traits 
Otterfolk: Aquatic Adaption: Gain Swim Speed; +3 to Maneuver checks while underwater. Bite (Natural Attack): 1d4 + Str. Cold Water Adaptation: Advantage on Saves vs. Hostile Environment (Cold); Does not provide energy resistance vs. direct cold attacks.

Feats: Attack Focus (Melee): +3 to hit/damage with Melee. Quick Draw. Driver (+6 - Operating Water Vehicles). Two Weapon Fighting: -1 to making an attack with each hand.

Notes 

  • Mona Reed is an Otterfolk crewmember aboard the Gray Katherine. One of the Lakers that runs cargo across the '5 Inland Seas' of the Great Lakes in a post-fall world. Naturally, due to a combination of chemical, mutagen, and radioactive exposure the lakes are more dangerous than ever. In addition to native or introduced hostile fauna, the lakes also a hazard for pirates and hostile factions.
  • Carries a combination of a crew assigned weapon which can range, depending on the nature of the emergency, from scattergun to blunderbuss to crossbow. She also has her own personal gear including her cutlass and slugthrower pistol. Even 'disarmed' her teeth are sharp enough to act as a dependable weapon.
  • Her, along with the crew she serves with, has taken on a new cargo from Thunderhead, a port in what is the fallen remains of the Michigan area. While the cargo itself is expensive alcohol destined for the pirate's den at Buffalo, the real cargo the client is looking to move is himself and his girlfriend, both on the run from the sinister Knights of Purity who already has a burning hatred for mutants and beasts, in addition for a hatred to thieving ex-members who steals the local Commander's concubine as well as the Commander's stockpile of rare liquor. It's an act that has put a target on the Katherine.

Friday, February 27, 2026

Zaker Pendas, Spice Smuggler

 

Name: Zaker Pendas
Liege Lord: House Kardenia / Ancestry: Human / XP: 25 / Rank: Seasoned

Attributes 
Agi: d8
Sma: d6
Spi: d8
Str: d6
Vig: d6

Skills: Fighting: d8, Notice: d6, Persuade: d8, Pilot: d6, Shooting: d8, Stealth: d6, Streetwise: d6, Survival: d6

Info: Pace: 6 / Parry: 6 / Toughness: 10 (5 - Sealed Armor) / Charisma: +2

Sword: Attk: d8 / ODF: 2d6+2 / AP: 3 / R: Melee

Knife: Attk: d8 / ODF: d4+d6+2 / R: 3/6/12 / AP: 2 / Special: Concealed

Gauss Pistol: Attk: d8 / ODF: 2d6 / R: 12/24/48 / AP: 3

Gear: Power Kit, Spare Ammunition, Warrant of Trade, Rations, Canteen, Viewfinder

Traits 
Human: Begin play with a free Gift.

Edges: Ambidextrous, Dodge, Noble/Position of Connection (House Kardenia), Two-Fisted

Hindrances: Debts (Gambling) (Mi), Obligation (House Kardenia) (Maj), Quirk

Notes 

  • Underneath his composite armor, Zaker is a spice smuggler linked to one of the houses of the Imperium. The Spice, also known as Obispal Spice, is used in the Known Region that Zaker lives in by Imperium seers and Amethyst Witches to perform strange and wondrous feats for the greater and lesser 'banner' houses across worlds. Unlike other sectors, thinking machines and other devices are still in effect, which means the Known Space has yet to require adapting a Psychic Program or Guild Navigator at this time. Maybe if another 'Artificial Rebellion' occurs, but the Imperium has not gotten that far.
  • Like a lot of men of the Imperium, Zaker almost always carries a knife, often his family sword and a gauss pistol as a sidearm. Of the three, Zaker prefers to fire at range rather than get into a close-range combat with his enemies if he can help it.
  • Despite being Good at the art of gambline, Zaker has enough debts that they currently equal a fault hanging over his head, spurring him to action.

Thursday, February 26, 2026

Jynx, Catfolk Adventurer

 

Name: Jynx
Ancestry: Catfolk / XP: 0 / XP Spent: 20 / Hero Points: 3

Attributes 
Might: 2D+2 / Brawl: 3D+2, Knife: 3D
 
Agility: 4D / Climb: 7D, Dodge: 5D, Pistol: 5D, Stealth: 5D

Wit: 3D+1 / Computer: 4D, Search: 4D+1, Survive: 4D

Charm: 2D / Diplomacy: 3D

Defenses: Block: 11 / Dodge: 15 / Parry: 9 / Soak: 12 (4 - Reinforced Flak)

Las Pistol: Attk: 5D+2 / D: 4D+1 / R: Near

Vibroknife: Attk: 3D / D: 4D / R: Melee

Claws: Attk: 4D+2 / D: 3D+2 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Electronics Kit, Viewfinder, Power Pack

Traits 
Catfolk: Claws: Light Natural Weapon. Night Vision.

Complications: Social Stigma (Catfolk)

Notes 
  • Jynx (or Jynxie / Jynxie Cat) is a Catfolk adventurer, scavenger, part-timer programmer on an Earth beset by breaches, dimensional openings due to overuse of teleportation technology that allowed a semi-dimensional merge to occur. Earth is now a crossroads for several various realms across the multieverse, one of which dumped Jynx in and around Fallen Galveston before she made her current home on the 'Empress of Mexico' cruise ship turned mobile pirate port.
  • Friendly with and often compatriot with the robot mercenary, IG-86, who was also dumped from a dimension that was a long time ago, in a galaxy far, far away. The two often do jobs in order to offset the steep prices of living on a cruise ship that constantly needs to be repaired.
  • Weapon of choice? Rose Armaments Las Pistol which provides a +2 (Masterwork) bonus to her attack rolls.

Wednesday, February 25, 2026

Luce, Brujah Vampire

Name: Luce Rhodes
Background: Vampire / XP: 25 / Rank: Seasoned

Attributes 
Agi: d8
Sma: d6
Spi: d8
Str: d12
Vig: d10

Skills: Climbing: d6, Driving: d8, Fighting: d8, Intimidate: d6, Notice: d6, Repair: d6, Shooting: d6, Streetwise: d6

Info: Pace: 6 / Parry: 6 / Soak: 10 (1 - Leather Coat)

Fist/Claws: Attk: d8 / D: d12+d6+2 / R: Melee

Revolver: Attk: d6 / D: 2d6+1 / R: 12/24/48 / AP: 1

Knife: Attk: d8 / D: d12+d4 / R: 3/6/12

Traits 
Brujah: Strength of the Undead: Begin play with d8 Str and d8 Vig. Undead: +2 Toughness; +2 Recovery. Weakness (Sunlight): Take 2d10 (Radiant) damage per round from direct sunlight. Weakness (Fire): Take +4 damage from fire-based sources. The Rage (Brujah Weakness): -2 Spirit check to resist falling into Rage. Penalty increases to -4 if reminded that they are prone to rage fits because they are a member of the Brujah Clan.

Edges: Ambidexterity, Brawler, Nerves of Steel, Sweep, Two Fisted

Disciplines 
# of Powers: 3 / Power Points: 20 / Focus: d6

Boost Trait (Strength), Quickness, Puppet (Limited)

Notes 

  • Luce Rhodes is a female vampire of the Brujah clan and a member of the downtown L.A. scene that is known for a sizable Anarch and unaligned community. While she is often a fixture at The Last Round and other Anarch lairs, she is actually a member of the unaligned community.
  • Has her lair located in the basement of her uncle's old shop. Luce performs a number of criminal acts in order to pay the rent and taxes after inheriting the shop from her dead uncle. Just enough to keep bill collectors or the government from looking too closely.
  • Favors brawling and claws over other methods of attack. Her training and undead power makes it so that she can easily punch through a man's chest with ease, just as she did when she hunted down the scum that robbed and assaulted her uncle, leading to his early death. 

 

Lepidus Scicluna - Harengon Swashbuckler

  Name: Lepidus Scicluna Ancestry: Harengon / Class: Swashbuckler / Level: 5 Attributes   Str: 12 / +1 Dex: 20 / +5 Mind: 13 / +1 Cha: 16 / ...