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. 

 

Tuesday, February 24, 2026

Caagrah, Aasimar Cleric

 

Name: Caagrah
Ancestry: Aasimar / XP: 25 / Rank: Seasoned

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

Skills: Climb: d6, Fighting: d8, Healing: d4, Know (Religion) d6, Notice: d6, Persuade: d6, Prayer: d8, Shooting: d6, Survival: d4

Info: Pace: 6 / Parry: 8 (Shield) / Toughness: 7 (2 - Chain) / Charisma: +2

Longsword: Attk: d8 / D: 2d8 / R: Melee

Shield Bash: Attk: d8 / D: d4+d8 / R: Melee

Dagger: Attk: d8 / D: d4+d8 / R: 3/6/12

Gear: Pack, Canteen, Rations, Bedroll, Torches, Holy Symbol, Libram, Inkpen, Ink, Amulet of the Devout

Traits 
Aasimar: Spirited: Begin play with d6 Spirit. Low Light Vision. Distinctive Appearance.

Edges: AB: Miracles, Charismatic, Power Points

Hindrances: Distinctive Appearance, Heroic, Loyal, Quirk

Miracles 
Casting Die: d8 / Mana: 15

Bless/Curse, Boost/Lower Trait, Burst, Healing

Notes 

  • Caagrah is a War Priest and Missionary of the Holy Lands to the region known as the Kernow Marches. A region of wild men clad in kilts or at times sky clad nude battle amongst one another. While many a Kernowmen, both peasant and knight, kneel before the Druids and nature Priests, Caagrah has made some promise converting a few to the Light's cause.
  • As an Aasimar, Caagrah stands out with bright blue skin, pale hair, and golden eyes. Despite his bodily appearance being outlandish, Caagrah prefers wearing robes or a hauberk in the color of the local bannerman to show he has adapted to certain customs of the Kernowmen.
  • Is a guest of Laird Bodrigan of Dustagel Castle in and around Kernow. While his religion is sometimes mocked, Caagrah has at least earned some respect in the field of battle, protecting Laird Bodrigan's young son when the group was ambushed by a rival clan.

Monday, February 23, 2026

Flick of the Mire

 

Name: Flick of the Mire
Ancestry: Grippli / Class: Fighter / Level: 3

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

Skills 
Phys: +3
Subt: +3
Know: +3
Comm: +3
Surv: +6

Saves 
Fort: +5
Ref: +6
Will: +5

Info 
AC: 15 (Leather - Masterwork)
Ini: +3
BtH: +3
HP: 24

Shortbow (Masterwork): Attk: +8 / D: 1d6 / R: Near

Shortsword: Attk: +6 / D: 1d6+2 / R: Melee

Dagger (Masterwork): Attk: +7 / D: 1d4+2 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope, Snare Trap, Elixir of Hiding & Sneaking)

Traits 
Grippli: Hop (+9 to Long Jump). Tongue Lashing (2/Day / Attk: +5): Target struck is distracted and loses their turn next round. Small Size.

Feats: Attack Focus (Missile), Cleave (Missile), Smite (3/day - Damage Bonus: +6), Twin Shot, Weapon Finesse

Notes 

  • Flick is a Grippli Scout for the nearby community of Swamplight-by-Saltmarsh. A village situated in one of the dry points of The Great Saltmarsh that serves as a way point between the upper ruins in the north which are rumored to house the Temple of Elemental Evil and the 'Wet Road' between the Empire of Sunrae and the Red Hills of the 'Borderlands' or Border Marches near MoonRae
  • As a scout, Flick's job is to monitor the routes to ensure that hostile wildlife is kept in check, as well as dealing with any rapscallions who may try to plunder the roads. He takes his job very seriously, given the past misdeeds of both elves and men during The Great War between MoonRae and SunRae that resulted in the creation of the Border Marches as a buffer state.
  • Has a vendetta against 'The Rascal' a killer human bandit who has terrorized the region from an abandoned Moathouse. After an attack on some travelers left them dead, so far Flick has gotten so far as to put down 'The Rascal's' minions, Robert Ray. Flick has vowed he will not rest until the rest of 'The Rascal's' gang are either hanged or taken in similar manner.

Friday, February 20, 2026

Elspetha Felmeter - Gnome Warlock

 

Name: Elspetha 'Elspeth' Felmeter
Ancestry: Gnome / Class: Warlock / Level: 12

Attributes 
Str: 12 / +1
Dex: 12 / +1
Con: 14 / +2
Int: 16 / +3
Wis: 14 / +2
Cha: 16 / +3

Saves 
Str: +2
Dex: +2
Con: +3
Int: +4
Wis: +7
Cha: +8

Info 
AC: 15 (Cloth +1 + Armor of Shadows)
Ini: +1
PB: +4
Perception: +2 / 12
HP: 87

Staff: Attk: +5 / D: 1d6+1 / R: Melee / Special: Reach

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

Wand of Shadowice: Attk: +7 / D: 1d10+3 / R: Near / Energy: Necrotic

Gear: Pack, Canteen, Rations, Spell Reagent Pouch, Spell Foci (Orb), Grimoire, Inkpen, Ink, Pearl of Power, Rod of the The Keeper (+1), Robe of Protection, Ring of Spell Storing

Traits 
Gnome: Darkvision. Cunning: Advantage on Int, Wis, and Charisma spells vs. Magic. Tinker's Lore: Gain Expertise on History (Int) regarding Alchemical, Artificer, and Technological items. Inventor (Music Box): Begin play with a small tinker's toy.

Skills: Arcana: +7, History: +7, Intimidate: +7, Investigate: +7

Feats: Artificer Initiate, Combat Casting, Shadow Touch

Pact of the Chain: Gain the Find Familiar spell and access to an summonable Imp.

Invocations (6): Agonizing Blast, Armor of Shadows, Beguiling Influence, Devil's Sight, Eyes of the Rune Keeper, Sign of Ill Omen

Dark One's Blessing: Reducing target enemy to 0 HP grants the Warlock a number of Temporary Hit Points equal to Cha + Level (Minimum 1). Current Bonus: 15

Fiendish Resilience (Piercing): Gain Resistance to non-magical; non-silver Piercing damage.

Spellcasting 
Attk: +8 / Save: 16 / Spells Known: 11 / # of Slots: 3

0 - 4: Blade Ward, Create Bonfire, Eldritch Blast, Poison Spray + Mending

1st: Cause Fear, Chaos Bolt, False Life, Hellish Rebuke + Burning Hands, Color Spray, Command, Detect Magic (1/1 - Free Cast), Find Familiar

2nd: Crown of Madness, Hex + Blindness/Deafness, Invisibility, Scorching Ray

3rd: Cure of Tongues, Dispel Magic + Fireball, Stinking Cloud

4th: Arcane Eye, Black Tentacles + Fire Shield, Wall of Fire

5th: Curse of Shadow + Flame Strike, Hallow

Notes 

  • Elspetha 'Elspeth' Felmeter is the eldest daughter of Ezma, the Malefactor in Amethyst and Ferdinand Lockgear. Gnome Warlocks who had made a temporary alliance, and by alliance, and agreement where Ezma was able to study Ferdinand's grimoire in exchange with sleeping with him and having both Elspetha and Georgina, forming the Felmeter witches. Like her mother and younger sister, Elspetha is a member of the 'Felmeter Coven.'
  • Originally 'allied' like her mother with a male gnome, in this case Increase Banewatch (The Five Eyed Jackal, his title, he is actually a gnome) and immediate disappointed the vision of a powerful all-female coven when Elspetha had a son, Staniwick Felmeter. Despite breaking the plan of having an all-female coven, Elspetha and later Ezma trained Staniwick to be a powerful warlock in his own right. He repaid his mother by seducing and stealing away her original apprentice, Nexia 'Nexie' Netherspark and having a child with her.
  • To get back at Staniwick, Elspetha seduced, procreated, and married Staniwick's roommate at Gnomeregan Technical Institute (where the so-called 'dumb' or at least underachieving gnomes go for education over the prestigious Gnomeregan Institute of Technology). Despite her 'ice queen' persona, Elspetha is highly protective of her husband, Leto Felmeter (formerly Brokenlock).  

Thursday, February 19, 2026

Volpe, Vampire Swordsmen

 

Name: Volpe
Background: Vampire / Clan: Toreador / XP: 25 / Rank: Seasoned

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

Skills: Driving: d6, Fighting: d8, Intimidate: d6, Notice: d6, Persuade: d8, Shooting: d8, Stealth: d6, Streetwise: d6, Throw: d6

Info: Pace: 6 / Parry: 7 / Toughness: 8 (Clothes) / Charisma: +2

Ninjato: Attk: d8 / D: d8+d6 / R: Melee

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

Sword 9mm: Attk: d8 / D: 2d6 / R: 12/24/48 / AP: 1 / Action: SA

Bite: Attk: d8 / D: d4+d8 / R: Melee / Special: Drain

Claws:  Attk: d8 / D: d6+d8 / R: Melee

Traits 
Vampire: Undead: +2 Toughness; +2 Recovery. Claws (Natural Attack): Str + D6. Weakness (Fire): +4 Damage from Fire. Weakness (Sunlight): Take 2d10 damage (Radiant) from direct sunlight exposure. Weakness (Fascination): Make a Spirit save to avoid Major Distraction when seeing objects of beauty.

Edges: Attractive, Block

Hindrances: Habit (Major): Blood, Overconfident, Quirk, Unrequited Love

Arcane Power (Discipline)
Powers: 3 / Power Points: 20 / Skill: Focus: d6

Detect Arcana, Quickness, Puppet (Limited)

Notes 

  • 'Volpe' is a former college student who was embraced by a Toreador member of the L.A. Kindred scene before she was put down and he was sentenced to exile by Prince LaCroix as part of 'Good Neighbor Policy' between the conservative Camarilla and the LA Anarch community, if LaCroix had his way he would have seen the fledgling killed. After enough training to at least grasp his condition, Volpe was sent out of town to Kindred backwater of Santa Monica.
  • Since his time in Santa Monica, Volpe has risen to be the right hand enforcer for the local baron, Therese Voerman. He is close enough to realize that Therese and her sister, Jeanette, are one in the same, having talking the two personalities from killing one another. He has remained their agent and guardian since.
  • Although he is at times loathe to admit it, of the two, he actually loves the cold Therese and tolerates the flamboyance of Jeanette. Despite disappointing Therese by having one time fallen to temptation and being with the Jeanette personality, 'The Fox' would ultimately do anything he could to please the Ice Queen.

Wednesday, February 18, 2026

Matea Boff - Wolfling Pilot

 

Name: Matea Boff
Ancestry: Wolfling/ XP: 20 / Rank: Seasoned

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

Skills: Fighting: d6, Notice: d6, Persuade: d6, Pilot: d10, Repair: d6, Shooting: d6, Survival: d6, Throwing: d6

Blaster Pistol: Attk: d6 / D: 2d6+2 / R: 12/24/48 / AP: 2 / Special: SA

Monoknife: Attk: d6 / D: d4+d6+2 / R: 4/8/12 / AP: 2

Stun Grenades: Attk: d6 / D: Vig Save or Incapacitated / R: 5/10/20 / Area: LBT

Bite: Attk: d6 / D: 2d6 / R: Melee / Special: Natural

Gear: Pack, Survival Kit, Commlink, Spare Energy Clip, Portable Repair Kit

Traits 
Wolfling: Keen Sense (Sight & Scent): +2 Notice check when employing either scent; stacks with Alertness. Bite (Natural Attack): d6 + Str Natural Attack. Loyal Until Death: +2 Shaken Recovery provided an ally is within 5 sq of Dogfolk.

Info: Pace: 6 / Parry: 5 / Toughness: 9 (4 - Body Armor)

Edges: Ace, Alertness, Dodge

Hindrances: Loyal, Obligation (Mi), Overconfident, Quirk (Squirrel Fixation)

Notes 

  • Matea Boff is a Wolfling pilot out of the Alpine subsector of the Rosefall System represented by planets such as Timber, Campion, and Ross. She is currently serving as a pilot for the independent tradership the Granada under the human captain Theo Reisman and her pilot is another human, Thisbe Stuart. The only crewmember that Matea shares the deepest connection with is her engineer husband, Kollet Boff. He is the fourth and part-owner of the Granada along with the humans.
  • Has an minor obligation with the Timber Wolves resistance movement that has been brewing since the death of Sigismund XIV. With Sigismund's son, Sigismund XV is still an infant child in minority, a number of nobles and distant sub-systems are in varying states of revolt to break away from the Rosefall Imperium. Unlike Matea, Kollet has remained generally apolitical and any repair work he has done has been on a non-questions asked basis.
  • Matea and Kollet are hoping this next run from Timber out to Fair Willow will be successful and that the happy couple can enjoy a holiday either sightseeing on a riverboat, or just taking in a scenic cabin looking out over the rivers and forests that Timber has to offer.

Tuesday, February 17, 2026

Rolfir and Matilde Deepstone

 

Name: Rolfir Deepstone
Ancestry: Dwarf / Clan: Dark Iron / Class: Wizard / Level: 8 / Background: Barrister

Attributes 
Str: 14 / +2
Dex: 12 / +1
Con: 18 / +4
Int: 16 / +3
Wis: 14 / +2
Cha: 14 / +2

Saves 
Str: +3
Dex: +2
Con: +5
Int: +7
Wis: +6
Cha: +3

Info 
AC: 14 (Robes)
Ini: +1
PB: +3
Perception: +2 / 12
HP: 66

Staff: Attk: +5 / D: 1d6+2 / R: Melee / Special: Reach

Dagger: Attk: +5 / D: 1d4+2 / R: Thrown

Wand of Firebolts: Attk: +6 / D: 1d8+3 / R: Far / Energy: Fire

Gear: Pack, Canteen, Rations, Bedroll, Everburning Torch, Mess Kit, Law Books, Journal, Inkpen, Ink, Scrollcase, Wedding Ring of Protection & Contingency (+1 AC Save; Teleport Contingency)

Traits 
Dwarf (Dark Iron Clan): Darkvision. Natural Armor: 12 + Dex. Stoneform (1/Long Rest): Reduce incoming damage equal to 1d12 + Con. Dwarven Tool Training (Mason's Tools), Energy Resistance (Fire): Gain Resistance to Fire. Echo of Ragnaros: Gain the Produce Flame cantrip using Int as stat.

Skills: Arcana: +6, Insight: +5, Investigation: +6, Persuade: +5 / Tool Kits (+3): Calligraphy Kit, Card Set, Mason's Tools

Feats: Combat Casting, Pyromancy

Arcane Ward (Hit Points: 19) - When casting a Abjuration Spell on yourself, you gain a number of temporary hit points equal to Wizard Level x 2 + Int modifier (Minimum 1). This comes in the form of an arcane ward that protects your body from damage.

Projected Ward (1/Round - Reaction) As a Reaction, you can grant target creature a number of temporary hit points by siphoning off the points you received from Arcane Ward at a 1 for 1 rate.

Spellcasting 
Attk: +6 / Save: 14

0 - 4: Blade Ward, Control Flames, Mending, Message + Produce Flame

1st - Slots: 4: Burning Hands, Detect Magic, Mage Armor, Shield

2nd - Slots: 3: Arcane Lock, Flaming Sphere, See Invisibility

3rd - Slots: 3: Blink, Counterspell, Dispel Magic

4th - Slots: 2: Stoneskin

---

Name: Matilde Deepstone
Ancestry: Dwarf / Clan: Dark Iron / Class: Rogue / Level: 8 / Background: Homemaker

Attributes 
Str: 13 / +1
Dex: 16 / +3
Con: 15 / +2
Int: 16 / +3
Wis: 16 / +3
Cha: 12 / +1

Saves 
Str: +1
Dex: +6
Con: +2
Int: +6
Wis: +3
Cha: +1

Info 
AC: 15 (Reinforced Leather)
Ini: +8
PB: +3
Perception: +9 / 19
HP: 59

Daggers (x2): Attk: +6 / D: 1d4+3 / R: Thrown

Handcannon: Attk: +6 / D: 2d6+3 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Cooking Set, Mess Kit, Journal, Inkpen, Ink, Thieves' Tools, Rope, Wedding Ring of Evasion and Contingency (Ring of Evasion and Contingency - Teleport)

Traits 
Dwarf (Dark Iron Clan): Darkvision. Natural Armor: 12 + Dex. Stoneform (1/Long Rest): Reduce incoming damage equal to 1d12 + Con. Dwarven Tool Training (Brewer's Kit), Energy Resistance (Fire): Gain Resistance to Fire. Echo of Ragnaros: Gain the Produce Flame cantrip using Int as stat.

Skills: Insight: +9, Intimidation: +5, Medicine: +9, Perception: +9, Sleight of Hand: +6, Stealth: +6 / Tool Kits (+3): Brewer's Set, Cooking Set (+6), Herbalism Kit, Poisoner's Kit, Thieves' Tools

Expertise: Cooking Set, Insight, Medicine, Perception

Feats: Alert, Chef

Sneak Attack: 4d6 / Cunning Action (1/round - Bonus Action): Dash, Disengage, Stealth

Uncanny Dodge (1/round - Reaction): Can half the damage of an incoming attack that the Rogue is aware of.

Evasion: On a successful Dex Save for Half saving throw, the Rogue instead negates all damage instead.

Assassinate: Gain the Advantage on attack rolls on enemies who have not taken a turn in the combat encounter. In addition, any hit scored against a surprised creature is treated as a Critical Hit.

Infiltration Expertise: By spending 7 days and 25 in prep, you can manufacture a new identity that helps pass basic inspection for an area you are working in.

Natural Spellcasting 
Attk: +6 / Save: 14

0: Produce Flame

Notes 

  • Rolfir and Matilde Deepstone are a married couple representing the alliance between two cadet clans of the Dark Iron Clan: Clan Deepstone and Clan Blackforge. The stronger of the two clans, Matilde took her husband's last name upon their marriage. They have a daughter named Tabitha Deepstone who has left home for King's College in Ironforge.
  • Since the Accord of the Three Hammers, Rolfir and Matilde have lived and worked from freeholds in Alterac to the islands of the Tol Baradin - Blackwatch chain of islands. Rolfir serving as ambassador and later barrister under Alliance and Steamwheedle law, while Matilde has been a combination of house wife and part-time Shadowblade on the side.
  • Despite their passion for one another, which has included sticking together through a pregnancy and multiple postings in Rolfir's career, the pair can be quite formal, with Rolfir and Matilde often referring to each other by their title as 'Wife' and 'Husband' while saving their names for their private time together.

Monday, February 16, 2026

Donovan Bosley, the Detective

 

Name: Donovan Bosley
Ancestry: Changeling / Class: Rogue / Level: 5

Attributes 
Str: 13 / +1
Dex: 16 / +3
Con: 13 / +1
Int: 17 / +3
Wis: 14 / +2
Cha: 16 / +3

Attributes 
Str: +1
Dex: +6
Con: +1
Int: +6
Wis: +2
Cha: +3

Info 
AC: 14 (Leather)
Ini: +3
PB: +3
Perception: +8 / 18
HP: 33

Swordcane: Attk: +6 / D: 1d6+3 / R: Melee / Special: Concealed

Dagger: Attk: +6 / D: 1d4+3 / R: Thrown

Sap: Attk: +6 / D: 1d6+3 / R: Melee / Special: Subdual

Gear: Suit, Hat, Everburning Torch, Healing Potion, Thieves' Tools, Rope, Grappling Hook, Investigator's Kit, Spectacle Case of Night and Minute Seeing

Traits 
Changeling: Minor Shapechanger: As an action, a Changeling can perform minor alterations, they must remain human, but can change hair color, length, apparent gender. You can also make yourself appear as another ancestry, although it must be of a medium size. Changeling Talents: Gain Intimidation and Persuasion as skills.

Skills: Deception: +6, Insight: +8, Intimidate: +6, Investigation: +6, Perception: +8, Persuade: +6, Sleight of Hand: +6, Stealth: +6 / Tool Kits (+3): Card Set, Investigator's Kit, Thieves' Tools, Vehicles (L)

Feats: Sprinter

Expertise: Insight, Perception

Sneak Attack: 3d6

Cunning Action (1/round - Bonus Action): Dash, Disengage, Stealth + Investigation, Perception

Uncanny Dodge (1/round - Reaction): Once per round, a Rogue can 1/2 the damage from an attack they can sense coming at them.

Insightful Fighting: An Inquisitive Rogue can make a Insight vs. Charisma check in order to gain the Advantage and Sneak Attack against a target.

Notes 

  • Donovan Bosley is, like a lot of Changelings, a member of the 'Private Inquisitive' business operating in the City of Towers, or Sharn as its official name. Being a 'Private Inquisitive' isn't anything new, nor is being a lone wolf, rather than working for Carne Organization or the Inquisitive's Guild of Sharn (IGS). There are plenty of 'lone wolf' operatives in the city, Donovan happens to be one of those.
  • While looking for a missing writer in the 'Contemporary Romance' genre. Reporting on the accounts of dukes and counts marrying out of love for charlatan and courtesans, material like that. Has led to Donovan finding a girlfriend in missing writer's secretary, Linda Loring. She's one of the few to see Donovan in his 'neutral state' as a changeling.
  • Carries a spectacle case capable of Once per Long Rest enchanting a set of spectacles to act as either Goggles of Night or Goggles of Minute setting. In Addition to his investigatory aids, Donovan carries a either a sword cane, or a sword cane disguised as an umbrella, a dagger, and a weighted sap.

Friday, February 13, 2026

Poul Verringer - Void Engineer

 

Name: Poul Verringer
Ancestry: Human / Conspiracy: UDI (Universal Defense Initiative) / Level: 3 / Background: Void Engineer

Attributes 
Str: 12
Dex: 13
Con: 16
Int: 15
Wis: 14
Cha: 11

Info 
Armor: 10 (Survival Suit)
Ini: 13
HP:  22

Dispel Rifle: Attk: 16 / D: d8 / R: Far / Type: Abjuration / Special Targets: Spiritual Types only

Sword 9mm: Attk: 13 / D: 1d6 / R: Near

Knife: Attk: 12 / D: 1d6 / R: Thrown

Gear: Void Survival Suit, Survival Kit, Commlink

Traits 
Human: Human Lucky (1/day): Roll a d20 with the Advantage.

Virtues: Artifact (Dispel Rifle), Companion (Drone - Robot), Mystic Balance, Portal

Hallows: Place (Subway Station) / UD: d6 / Dispel Rifle (Artifact Equipment) / UD: d4

Spellcasting: Primary (d8): Abjuration (16), Secondary (d6): Summoning (14), Tertiary (d4): Divination (15)

Notes 

  • Poul is a is a member of UDI (Universal Defense Initiative). One of several Conspiracies that form the Conventions of Control. A set of willworkers who use what they consider 'Advanced Science' to contain their rival magus philosophies and other supernatural beings. UDI typically operates in inhospitable environments such as the Void or the Plane of Umbra. Poul's 'job' takes him to the shadowy reflection of the mundane world located in a portal inside a seemingly abandoned ghost station of a subway.
  • Role is to deal with spirits, werewolves of the Spiritwalker Tribe, and Dream dwelling mages who disrupt the emotional and arcane flow of the region through the shadowy subway. It's hazardous work, but Poul approaches everyday as another day in the office.
  • Spheres of 'Advanced Science' including Abjuration, Summoning, and Divination to protect, draw, and detect threats.

Thursday, February 12, 2026

Royce Randall, Human Detective

 

Name: Royce Randall
Background: Human / Class: Investigator / Level: 4 / Background: Investigator

Attributes 
Str: 14
Dex: 15
Con: 15
Int: 12
Wis: 15
Cha: 18


Info 
Ini: 15
Damage (Armed / Unarmed): 1d6/1d4
Armor: 1 (Coat)
HP: 27
Darkness: d8

Snub Revolver: Attk: 15 / D: 1d6 / R: Close / Special: Concealed

Switchblade: Attk: 15 / D: 1d6 / R: Thrown

1911: Attk: 15 / D: 1d6 / R: Near

Traits 
Human: Luck (1/Day): Roll a d20 of choice with the Advantage.

Stealthy: Roll with Advantage on Dex checks to Hide and Move Silently

Burglar: Rolls with Advantages for rolls involving B&E including picking locks and bypassing security systems.

Sherlock: Rolls with Advantages to detect clues or notice small details others might miss.

Notes 

  • Royce Randall is a private investigator from Empire City who has been approached by man named Hargrave to spy on his wife Caroline, whom Hargrave is attempting to initiate divorce proceedings with. Although some P.I.'s like to avoid divorce cases, Randall does not have the kind of bank account, nor the integrity to say no.
  • Has been Caroline and her girlfriend, Thelma through Midlands when he is confronted by Caroline who wants to buy the evidence that he has already gathered. Royce has agreed to meet in an abandoned hotel outside of town for a negotiation and hand off.
  • One of Randall's talents? Sensing and getting around ambushes, leaving him arrogant about avoiding or being able to counter danger in the city. Certainly, nothing will go wrong at this abandoned hotel outside of town.

Wednesday, February 11, 2026

Armin Marom, Tigran Soldier

 

Name: Armin Marom
Ancestry: Tigran / Class: Commando / Level: 4 / Background: Soldier

Attributes 
Str: 16 / +3
Dex: 17 / +3
Mind: 12 / +1
Cha: 13 / +1

Skills 
Phys: +7
Subt: +4
Know: +4
Comm: +4
Tech: +4 

Saves 
Fort: +10
Ref: +10
Will: +5

Info 
AC: 19 (Combat Armor)
Ini: +3
BtH: +4
HP: 35

Laser Rifle: Attk: +7 / D: 2d8 / R: Far / Energy: Radiant

Charge Pistol: Attk: +7 / D: 2d8 / R: Near

Claws: Attk: +7 / D: 1d4+3 / R: Melee / Special: Natural

High Frequency Sword: Attk: +7 / D: 2d6+3

Fireflush Grenades: Attk: +7 / D: 3d6 / R: Thrown / Special: Area (DC: 15 Ref for 1/2)

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, HUD Eyepiece, Commlink

Traits 
Catfolk: Darkvision. Speed Burst: Double movement speed at a cost of spending the next round at 0 Movement. Cat's Claws: Natural Weapon that deals 1d4 Slashing damage. Cat's Talent: Perception & Stealth skill Proficiency.

Armor Training: Gain full Dex bonuses to Armor and add +1 AC per each upgrade point.

Heavy Hitter (Ranged): Ranged damage die 'explodes' on a maximum die roll, adding the initial result and the second roll. It does not explode a second time. 

Notes 

  • Armin Marom is a Tigran Soldier and a loyalist to House Pathjani. One of roughly three major Tigran houses that have been fighting for control of the Seven Ruby Stars, sometimes known as 'Longlegs' or 'Spider Sector' although the Tigrans know it only as 'Seven Rubies.'
  • Since the Saurian Star Empire has withdrawn its support for the original imperial house, House Rakshasa. Houses such as Kropotkin and Pathjani have been fighting to replace the current Emperor who is still seen as a Saurian puppet even after the Saurian's left the region.
  • Is a general grounder who uses a standard laser, or 'LAS' infantry rifle and heavier Land Warrior combat armor over lighter scout armor. Like all Tigran, at the very least, Armin has a set of retractable claws that he can draw and use on his foes.

Tuesday, February 10, 2026

Loxley Littleknife, Stoatfolk Swashbuckler

 

Name: Loxley Littleknife
Ancestry: Stoatfolk / Class: Swashbuckler / Level: 4

Attributes 
Str: 12 / +1
Dex: 18 / +4
Mind: 12 / +1
Cha: 14 / +2

Skills 
Phys: +7
Subt: +4
Know: +4
Comm: +4

Saves 
Fort: +8
Ref: +13
Will: +5

Info 
AC: 19 (Mithril Chain) / T: 15 / Flat Footed: 15
Ini: +4
BtH: +4
HP: 32

MW Rapier: Attk: +9 / D: 1d6+2 / R: Melee

Dagger: Attk: +8 / D: 1d4+2 / R: Thrown

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

Bite: Attk: +8 / D: 1d4+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope, Fishing Kit, Elixir of Hiding

Traits 
Stoatfolk: Small Size. Darkvision. Keen Sense (Sight). Natural Weapon (Bite). Climber: +2 to Climbing check

Weapon Finesse: Use Dexterity in place of Strength when making attack rolls with Light or Finesse weapons.

Grace (+2): +2 Reflex Save

Two-Weapon Fighting: -1/-2 to fighting with two weapons.

Two Weapon Defense: +1 AC when wielding two-weapons at once.

Insightful Strike: Add Mind bonus in addition to Str bonus to damage while wearing No or Light armor.

Notes 

  • Loxley 'Lox' Littleknife is a Stoatfolk Swashbuckler out of Fiskarheim. Far to the north, passed the Dragonspines and into the land of the frost and fire giants, also known as Soralov. The coastal and river regions are famous for hosting colonies of temperate to arctic inclined beastfolk such as Stoatfolk, Otterkin, Beaverfolk, and Ursian (Bearfolk).
  • Is a sailor under one of the toughest humans he knows, and she has a great deal of faith in her toughness given she is willing to live in the far north and still wear sailing clothes, Harliss Javell, originally from Sasserine. He serves aboard the vessel The Driftwood.
  • Naturally, his feats compliment his high dexterity and he also has a lot of points in Bluff in order to Feint and pull off solid shots. He has considered learning the Rogue trade from his mentor, but for now, Loxley is a pure swashbuckler.

Monday, February 9, 2026

5e Objects of Flight

 

This post includes several magical items I've worked on involving the concept of flight for 5e. There is already magical cloak such as the 'Wings of Flying.' But let's look at a few other items that your adventurers might find that help them lift off to new heights.

Icarian Wings of Wax

Wondrous item, uncommon (consumable)

These fragile wings are made of feathers bound to a light wooden frame with enchanted wax. When worn, they cling to the bearer’s shoulders and hum with warm air.

Activation

While wearing the wings, you can speak their command word as a bonus action. For the duration, you gain a flying speed of 30 feet.

Wax Melt

The wings last for 1 minute, after which the wax softens and the wings crumble into useless fragments.

If you are airborne when the wings end, you begin falling immediately, as normal. If you hit the ground, you take falling damage as normal.

Once the wings melt, they are destroyed.

Heat Hazard

If you take fire damage, or you end your turn within 10 feet of a large open flame (such as a bonfire, lava, or a creature wreathed in fire), roll a d20. On a 1–9, the wings melt immediately and are destroyed.

---

Daedalian Wings of Wax

Wondrous item, rare (consumable)

These wings are formed from layered feathers, a light wooden frame, and alchemical wax inscribed with minute runes of lift and balance. When unfurled, they carry the wearer on steady currents of enchanted air—so long as the wax holds.

Activation

While wearing the wings, you can speak their command word as a bonus action to unfurl them. For the duration, you gain a flying speed of 30 feet.

The wings last for 10 minutes, until you dismiss them (no action required) or they melt.

Wax Melt

When the duration ends, the wings crumble into useless fragments and are destroyed.

If you are airborne when the wings melt, you begin falling immediately, as normal. If you hit the ground, you take falling damage as normal.

Heat Hazard

If you take fire damage, or you end your turn within 10 feet of a large open flame (such as a bonfire, lava, or a creature wreathed in fire), roll a d20. On a 1–5, the wings melt immediately and are destroyed.

---

Ornithopter of Kwalish

Wondrous item (vehicle), rare

This strange flying machine resembles a small, enclosed cockpit of brass and lacquered wood fitted with folding wings of silk-canvas and rune-etched struts. Its wingbeats are powered by a combination of arcane lift, clever gearing, and frantic lever-work.

The ornithopter is Large and can carry one Medium creature (or two Small creatures) in its cockpit. While inside, the pilot is considered to have three-quarters cover.

Armor Class

15

Hit Points

60

Damage Immunities

poison, psychic

Speed

Fly 40 ft.

Controls

The ornithopter has four primary levers. A creature inside the cockpit can use an action to pull one lever, producing the associated effect. A lever can be pulled only once per round.

If no creature is piloting the ornithopter, it hovers in place until the start of the pilot’s next turn, then begins to descend at a rate of 30 feet per round.

Lever Effects

1) Wingbeat Surge

The ornithopter moves up to its flying speed without provoking opportunity attacks.

2) Ascend / Dive

The ornithopter gains or loses up to 30 feet of altitude (pilot’s choice) without changing its horizontal position.

3) Featherfall Rudder (Recharge 5–6)

Until the start of the pilot’s next turn, the ornithopter’s descent is slowed and it can’t fall faster than 60 feet per round. If the ornithopter would hit the ground during this time, it lands safely and takes no falling damage.

4) Arcane Gust Projector

A 15-foot cone of force blasts outward from the ornithopter. Each creature in the cone must succeed on a DC 14 Strength saving throw or be pushed 10 feet away and knocked prone. On a success, a creature isn’t pushed or knocked prone.

Unstable Marvel

The ornithopter is temperamental. Whenever the pilot takes lightning damage or the ornithopter is struck by a critical hit, roll a d20. On a 1, the ornithopter stalls and immediately descends 60 feet (or as far as it can) without provoking opportunity attacks.

Repairs

If the ornithopter is reduced to 0 hit points, it falls and is destroyed. It can be repaired over 8 hours using tinker’s tools and 50 gp in materials, restoring it to full hit points.

Ornithopter of Kwalish — Mishap Table (d12)

When to Roll:
Roll on this table when the ornithopter suffers a critical hit, takes lightning damage, fails a risky maneuver, or whenever the DM wants maximum chaos.

d12 Mishap

  1. Catastrophic Stall
    The ornithopter immediately drops 60 feet. If it hits the ground, it takes falling damage as normal.

  2. Wing Lock
    One wing seizes. The ornithopter’s fly speed becomes 20 ft. and it can’t Dash until repaired (DC 14 Tinker’s Tools check as an action).

  3. Spiral Dip
    The ornithopter descends 30 feet and the pilot must succeed on a DC 13 Dexterity saving throw or be knocked prone inside the cockpit.

  4. Throttle Jam
    The ornithopter lurches forward uncontrollably. It must move its full fly speed in a straight line (pilot chooses direction). If it hits a solid object, it takes 2d6 bludgeoning damage.

  5. Featherfall Rudder Misfire
    The rudder deploys at the wrong angle. Until the start of the pilot’s next turn, the ornithopter’s speed is 0, but it does not fall.

  6. Arcane Backwash
    A burst of static arcs through the cockpit. The pilot takes 1d6 lightning damage and can’t take reactions until the start of their next turn.

  7. Canvas Tear
    A wing membrane rips. The ornithopter loses 10 hit points, and its fly speed is reduced by 10 ft. until repaired (DC 14 Tinker’s Tools check as an action).

  8. Smoke & Screaming Gears
    Thick smoke billows out. The cockpit becomes lightly obscured until the end of the pilot’s next turn, and the pilot has disadvantage on Perception checks that rely on sight.

  9. Unplanned Autopilot
    The ornithopter “remembers” a prior route. It moves 30 feet in a random direction (roll 1d8 like a scatter die). The pilot can still take actions normally.

  10. Lever Reversal
    The next lever the pilot pulls produces the opposite effect (DM adjudicates reasonably). Then the system resets.

  11. Loose Payload Hatch
    A compartment pops open. One unsecured item in the cockpit (DM’s choice) falls out. If it was important, it lands somewhere dramatically inconvenient.

Kwalish’s Triumph (Actually Helpful)
The ornithopter stabilizes perfectly. Until the end of the pilot’s next turn, the ornithopter gains +10 ft. fly speed and the pilot has advantage on checks to control it.
----
Whirlygig of Kwalish

Wondrous item (vehicle), rare

This bizarre contraption resembles a circular platform of brass and hardwood with a central mast wrapped in a spiraling sail of lacquered canvas—the famous “aerial screw.” Arcane gyros and chattering gears whine as it spins, generating lift through a mix of magic and questionable physics.

The whirlygig is a Large vehicle that can carry up to two Medium creatures (or four Small creatures) standing on its platform. Creatures riding it have half cover from attacks originating below it.

Armor Class

14

Hit Points

55

Damage Immunities

poison, psychic

Speed

Fly 30 ft. (hover)

Operating the Whirlygig

The whirlygig requires at least one creature to operate it. While aboard, a creature can use an action to operate one of its controls. Only one control can be used per round.

If no creature operates the whirlygig on a round, it remains hovering in place until the end of that round, then begins to descend 20 feet per round until controlled again.

Controls

1) Ascend / Descend

The whirlygig rises or lowers up to 30 feet (pilot’s choice) without moving horizontally.

2) Drift

The whirlygig moves up to 30 feet horizontally in a direction the operator chooses.

3) Spin-Up Burst (Recharge 5–6)

The whirlygig surges. It moves up to 60 feet, split between vertical and horizontal movement as the operator chooses.

4) Downwash

A blast of turbulent air erupts downward in a 10-foot radius beneath the whirlygig. Creatures in that area must succeed on a DC 13 Strength saving throw or be pushed 10 feet away from the center and knocked prone. On a success, a creature isn’t pushed or knocked prone.

Loose objects (papers, dust, small debris) are violently scattered.

Unstable Lift

The whirlygig is difficult to keep steady in combat. If the whirlygig takes 10 or more damage from a single source, the operator must succeed on a DC 13 Intelligence check (tinker’s tools proficiency applies) or the whirlygig wobbles dangerously until the start of the operator’s next turn. While wobbling, the whirlygig’s speed becomes 0, and creatures aboard have disadvantage on Dexterity saving throws.

Noisy Marvel

The whirlygig is extremely loud. It can be heard from up to 300 feet away in open terrain (farther in quiet environments), and it has disadvantage on Dexterity (Stealth) checks.

Repairs

If reduced to 0 hit points, the whirlygig crashes and is wrecked. It can be repaired over 8 hours with tinker’s tools and 50 gp of materials, restoring it to full hit points.

Whirlygig of Kwalish — Mishap Table (d12)

When to Roll:
Roll when the whirlygig suffers a critical hit, takes lightning damage, drops below half hit points, attempts a risky maneuver, or whenever the DM wants the machine to remind everyone it was built by Kwalish.

d12 Mishap

  1. Sudden Drop
    The whirlygig immediately descends 40 feet (or as far as it can). If it hits the ground, it takes falling damage as normal.

  2. Violent Wobble
    The platform bucks and tilts. Each creature aboard must succeed on a DC 13 Dexterity saving throw or fall prone. Until the end of the next round, the whirlygig’s speed is 0.

  3. Gyro Slip
    The whirlygig begins drifting sideways. It moves 20 feet in a random horizontal direction (roll 1d8 for direction). This movement doesn’t provoke opportunity attacks.

  4. Over-Spin
    The aerial screw spins too fast. Creatures aboard have disadvantage on ranged weapon attacks until the start of the operator’s next turn, and the whirlygig can’t use Downwash during that time.

  5. Under-Spin
    The screw loses torque. The whirlygig can’t hover and begins descending 20 feet per round until a creature uses an action to stabilize it with a DC 14 Intelligence (Tinker’s Tools) check.

  6. Downwash Blowback
    The whirlygig’s Downwash vents upward instead. Each creature aboard must succeed on a DC 13 Strength saving throw or be pushed 5 feet toward the platform’s edge (DM chooses direction if needed).

  7. Loose Plank
    A section of the platform cracks open. One creature aboard (random) must succeed on a DC 13 Dexterity saving throw or drop one held item. The item falls straight down.

  8. Arcane Static
    A crackle of energy crawls across the brass frame. The operator takes 1d6 lightning damage and has disadvantage on the next check made to control the whirlygig before the end of their next turn.

  9. Emergency Brake
    The whirlygig abruptly stops. Any creature aboard that moved this round must succeed on a DC 12 Strength saving throw or be knocked prone.

  10. Screw Shear
    The canvas spiral tears. The whirlygig loses 10 hit points, and its fly speed is reduced by 10 feet until repaired (DC 14 Tinker’s Tools check as an action).

  11. Uncommanded Lift
    The whirlygig surges upward uncontrollably, rising 30 feet. If it collides with a ceiling or overhead structure, it takes 2d6 bludgeoning damage.

Kwalish Calibration (Miraculously Perfect)
The machine purrs like it was made yesterday. Until the end of the operator’s next turn, the whirlygig gains +10 ft. fly speed, and the operator has advantage on checks made to control it.

Optional Rule: “Save the Ride!”

If a mishap would cause the whirlygig to crash or drop, the operator can use their reaction to attempt a DC 14 Intelligence (Tinker’s Tools) check. On a success, reduce the drop distance by 30 feet (minimum 0).


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 / ...