Tuesday, March 31, 2026

Yashi 'the Lesser' Letterkyne

 

Name: Yashi 'The Lesser' Letterkyne
Heritage: Dohwar / Class: Magic-User/Merchant / Level: 6

Attributes 
Str: 12 / +1
Dex: 13 / +1
Con: 13 / +1
Int: 16 / +3
Wis: 14 / +2
Cha: 15 / +2

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

Info 
AC: 13 (Clothes + Ring of Protection)
Ini: +1
PB: +3
Perception:
HP: 32

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

Derringer: Attk: +4 / D: 1d8+1 / R: Near / Special: Concealed

Umbrella Knife: Attk: +4 / D: 1d4+1 / R: Melee / Special: Concealed

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Powder Flask, Ammo Pouch, Ring of Protection, Pearl of Power

Traits 
Dohwar: Belly Slide: Gain normal movement while on belly when sliding on slippery and icy conditions. Cold Adaption: Immune to natural cold hazards (not magical Cold Resistance). Merchant's Senses: Gain Expertise on History (Int) when dealing with appraising. Mind Reading (3/Long Rest / Save: 12): Can use Detect Thoughts the spell a number of times per Mind Reading. Silent Speech: Can establish telepathic communication with target friendly creature.

Skills: Arcana: +6, History: +6, Insight: +5, Persuade: +5 / Tool Kits (+3): Calligraphy Kit, Jewelcrafting Kit, Vehicles (L)

Feats: Shadow Touch

School (Transmuter): Minor Alchemy, Transmuter's Stone

Arcane Recovery (1/Long Rest): Recharge a number of Slots equal to 1/2 level. 

Spellcasting 
Attk: +6 / Save: 14

0: Blade Ward, Light, Message, Mind Sliver

1st - Slots: 4: Comprehend Languages, Floating Disk, Mage Armor, Magic Missile + Color Spray

2nd - Slots: 4: Arcane Lock, Enhance Ability, Knock + Invisibility

3rd - Slots: 3: Counterspell, Haste

Notes 

  • Yashi 'The Lesser' Lettkyne is Koba Letterkyne's young brother and named after the Letterkyne Clan's first founder, Yashi Letterkyne, nowadays known by his descendants and fellow Dohwar as Yashi 'The Elder' Letterkyne or 'Yashi the Elder.' Like his grandfather, Yashi is a Dohwar magic-user within the family.
  • Is Koba's business partner, with the two traveling in tandem, as is common with Dohwar, in order to fast talk and scheme to sell their merchandise across Wildspace. In addition to Koba's brawn, the brothers often travel with a couple of mercenaries, giff being a popular choice when available.
  • Is a maternal twin to Koba, not an identical twin, which is why Yashi sports a pair of bright gold eyebrows while his brother is completely bare.

Monday, March 30, 2026

Koba 'Big K' Letterkyne

 

Name: Koba Letterkyne
Heritage: Dohwar / Class: Brawler / Level: 6 / Background: Merchant

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

Saves 
Str: +7
Dex: +4
Con: +6
Int: +2
Wis: +3
Cha: +4

Info 
AC: 15 (Cloth + Ring of Protection)
Ini: +3
PB: +3
Perception:
HP: 52

+1 Brass Knuckles of Fire Resistance: Attk: +7 / D: 1d6+4 / R: Melee / Special: Gain Resistance (Fire) damage.

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

Snaphance Pistol: Attk: +6 / D: 1d10+3/ R: Near

Gear: Pack, Canteen, Rations, Trading Scrolls, Merchant Scales, Jeweler's Loupe, Ammo Pouch, Powder Flask, Concealed Case, Scroll Case, Trade Papers, Inkpen, Ink

Traits 
Dohwar: Belly Slide: Gain normal movement while on belly when sliding on slippery and icy conditions. Cold Adaption: Immune to natural cold hazards (not magical Cold Resistance). Merchant's Senses: Gain Expertise on History (Int) when dealing with appraising. Mind Reading (3/Long Rest / Save: 12): Can use Detect Thoughts the spell a number of times per Mind Reading. Silent Speech: Can establish telepathic communication with target friendly creature.

Skills: Athletics: +6, History: +4, Insight: +5, Intimidate: +6, Persuade: +6 / Tool Kits (+3): Card Set, Cartography Set, Vehicles (L)

Second Wind (1/Short Rest): Heal 1d10 + 6 hit points.

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

Fighting Style (Defense): +1 AC.

Fighting Spirit (3/Long Rest): Gain +5 Temporary Hit points; Advantage on the next Attack.

Notes 

  • Koba 'Big K' Letterkyne is the eldest of the Letterkyne Brother's Trading Company along with his merchant-mage brother, Yashi 'Yashi the Lesser' Letterkyne. The two inherited the company from their father, Skokie Letterkyne, and are considered 'twins' as they were born from the same clutch of eggs that Skokie had with his then wife.
  • Is the larger of the of the two, hence the nickname 'Big K.' Granted, in the grand of scheme of things, his thick Dohwar frame would be about the size of a 'charge' child, but he certainly has the brawn amongst his fellow Dohwar along with other small races- also his brass knuckles are magical and give him Fire Resistance.
  • Is a rival to special interest groups, such as the Wildspace Merchant's Cooperative (WMC), The Smiths' Coster, and lastly a fellow Dohwar, Trade Prince Ezer and his 'Goods by Ezer' (GbE) Corporation. The two hope to take on Wildspace the best that Dohwar know how.

Friday, March 27, 2026

Roose Leiter, Vagabond

 

Name: Roose Leiter
Heritage: Human / XP: 20 / Rank: Seasoned / Bennies: 5

Attributes
Agi: d6
Sma: d8
Spi: d10
Str: d6+1
Vig: d6

Skills: Climb: d4, Driving: d6, Fighting: d6, Healing: d6, Intimidate: d4+2, Know (Computers): d6, Notice: d6, Persuade: d8+2, Psionics: d8, Shooting: d6, Stealth: d6, Streetwise: d6, Survival: d6, Swim: d6

Info: Pace: 6 / Parry: 5 / Toughness: 10 (5 - Huntsmen Light Armor)

Wilks 237 Las Pistol: Attk: d6 / D: 2d6+1 / R: 15/30/60 / AP: 4 / RoF: 1 / Special: SA

Wilks 447 Las Rifle: Attk: d6 / D: 3d6 / R: 40/80/160 / AP: 2 / RoF: 1 / Special: SA

Vibroknife: Attk: d6+1 / D: 2d6+1 / R: Melee / AP: 4

Gear: Pack, Canteen, Rations, Glowrod, Commlink, Viewfinder / Credits: 800 cr

Edges: Arcane Background: Psionics, Brave, Charismatic, Hard to Kill, I Know A Guy, Level Headed, Luck

Hindrances: Loyal, Overconfident, Quirk

Psionics
Casting Die: d6 / ISP: 15 / # of Powers: 3

Clairvoyance, Confusion, Deflection, Mind Reading, Telekinesis

Notes 

  • Roose Leiter is a human vagabond, charismatic talker, and latent psychic from the Smoky Region. Like his friend, Tanner, Roose drifts between jobs, making contacts with the black and gray market communities and spending his time restoring the old Honeymoss Estate. One of the old plantations that has yet to be torn apart by magical hellfire from the Rifts. When not investigating the estate, he is riding around with Tanner in Tanner's ATV.
  • Has struck up a partnership alongside Tanner with the mysterious Columbia Valentin, who claims she is a Glitterboy pilot whose famous suit, along with other pre-fall tech, is stored in an underground vault under an occupied warehouse. She needs help to get the suit out, and she is hoping she can trust a vagabond and a 'feral' dogboy to get the job done.
  •  Wears a specialized 'Huntsmen' light armor with tensile servos that add to his Strenght die for purposes of Strength checks and Melee damage that utilizes Strength over Agility.

Thursday, March 26, 2026

Tanner-421, Feral Dogboy

 

Name: Tanner-421 (Tanner)
Ancestry: Dog Boy / XP: 20 / Rank: Seasoned / Framework: Merc Soldier / Bennies: 4

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

Skills: Climb: d6, Drive: d8, Fighting: d8, Healing: d4, Intimidate: d6, Notice: d6, Pilot: d6, Shooting: d8, Survival: d4, Stealth: d4, Swim: d4, Throwing: d6

Info: Pace: 6 / Parry: 6 / Toughness: 14 (+6 Bushman Armor; +2 Tough) / Charisma: -2

Bite: Attk: d8 / D: d8+d6+2 / R: Melee / Special: Natural

Vibro-Claws: Attk: d8 / D: d6+d8 / AP: 4 / R: Melee

C10 Las Rifle: Attk: d8 / D: 3d6 / AP: 2 / R: 30/60/120 / RoF: 1 / Special: SA

Frag Grenades: Attk: d8 / D: 3d6 / R: 5/10/20 / Special: LBT, MD / # of: 6

NG-56 Light Ion Pistol: Attk: d8 / D: 1-3d6 / R: 10/20/40 / AP: 1

Gear: Canteen, Rations, Bedroll, Glow Rod, Commlink, Viewfinder, Vehicle

Traits
Dog Boy: Sense Supernatural (Notice Check); Keen Sense of Smell (+2 Notice using Scent)

Hindrances: Grouchy, Heroic, Loyal, Outsider, Wanted (Minor), Weakness (Ley Line Hypersensitivity)

Edge: Ace, Battle Hardened (+2 Soak), Brave, Brawler, Brawny, 

Notes 

  • Tanner-421, or Tanner, is a 'feral' Dogboy who has escaped conditioning and the kennel barracks of the Coalition States to pursue an independent lifestyle in the freelancer community in the eastern Smoky region. As part of his severance package was an unarmed Big Boss (BB) ATV that he drove off with, which is a package deal when working with him. He's the 'bring your own APC kind of mercenary.'
  •  Hooked up with a local vagabond, Roose Leiter. Tanner is aware that Roose has psychic powers from the initial meeting. The two work as a duo of troubleshooters before meeting Columbia Valentin and learning of a possible cache of pre-fall tech in exchange for helping Columbia recover what she claims is Glitterboy Armor.
  •  Although he has been out of the Coalition for awhile, Tanner still uses his old C10 Las Rifle that was originally assigned to him when he became a full grunt. It's one of the few pieces of his Coalition gear that has remained intact.


Wednesday, March 25, 2026

Columbia Valentin, Glitterboy Pilot

Name: Columbia Valentin
Heritage: Human / XP: 0 / Rank: Novice

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

Skills: Climb: d6+1, Fighting: d6, Know (Engineering): d4, Notice: d6, Pilot: d8, Repair: d8, Shooting: d8, Throwing: d6

Pace: 6 / Parry: 5 / Toughness: 10 (5 - Huntsmen) / Charisma: +2 / Power Armor: 29 (18 MDC Armor + 6 Toughness)

Wilk’s 227 Pulse Pistol: Attk: d8 / D: 2d6+1 / R: 18/36/72 / AP: 2 / RoF: 1 / Special: SA, 3RB

NG-56: Attk: d8 / D: 1-3d6 / R: 10/20/40 / AP: - / RoF: 1

Boom Gun: Attk: d8 / D: 4d12+6 / R: 250/500/1000 / AP: 25 / Special: MD, Mega Damage

Gear: Pack, Canteen, Rations, Bedroll, Toolkit

Trait
Human: Gift: Begin play with a Free Edge.

Edges: Power Armor Jock, Quick, Strong Willed

Hindrances: Drive (Mi), Heroic, Loyal

Glitter Boy Armor - Strength Modifier: d12+4 / Half-damage from Lasers, Full Electronics, Self-contained environment.

Notes 

  •  Columbia is a female Power Pilot who is the descendant of one of the families who maintained this valuable piece of equipment, handed from her father and her grandfather. Having used the suit to defend her hometown and the immediate vicinity before the true weight of the RIFTS altered the land and forced many of the local citizens around Spartan to evacuate.
  • The Valentin family are holdouts who have kept 'ARGENT' the code name of the suit in an old 'Morrow Project' holdout bunker. A failed project by the pre-fall government to create shelters and specialized teams to reawaken in a post-fall America to rebuild. While the project fell through before the Fall and the opening of the RIFTS, some of the bunkers survived. Unfortunately for Columbia, while she was out, the upper warehouse she was living in has become a base for Techno Bandits.
  • Has teamed up with a promise of sharing the secrets of her bunker with a 'feral' dog boy named Tanner, and Tanner's friend and associate, a partial psychic vagabond by the name of Roose Leiter. 

Tuesday, March 24, 2026

Kek Riverkin, Grippli Cleric of Sobek

Name: Kek Riverkin
Ancestry: Grippli / Class: Cleric / Level: 6 / Background: Acolyte / Domain: Scalykind

Attributes 
Str: 12 / +1
Dex: 16 / +3
Con: 13 / +1
Int: 14 / +2
Wis: 17 / +3
Cha: 14 / +2

Saves 
Str: +1
Dex: +3
Con: +1
Int: +2
Wis: +6
Cha: +5

Info 
AC: 14 (Leather)
Ini: +3
PB: +3
Perception: +3 / 13
HP: 39

Sickle: Attk: +6 / D: 1d6+3 / R: Melee

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

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

Gear: Pack, Waterskin, Rations, Holy Symbol (Gold), Scroll Case, Inkpen, Ink, Pearl of Power

Traits 
Grippli: Darkvision. Camouflage: Gain Skill (Stealth). Climber: Gain's a Climb speed equal to walking speed (30 ft.). Swamp Stride: Treats swampy terrain as normal terrain for the purposes of altering movement speed. Magical terrain still effects the Grippli.

Skills: Animal Handling: +6, History: +5, Insight: +6, Persuade: +5, Religion: +5, Stealth: +6 / Tool Kits (+3): Calligraphy Set, Healer's Kit / 

Feats: Wrath of Ra

Venomous Stare (3/Long Rest - Save: 14): Target must Save or take 1d6 + Level (6) Psychic Damage and is Charmed + Incapacitated as they become fascinated by the Cleric. 

Channel Divinity (2/Short Rest): Turn Undead / Charm Serpents & Reptiles

Spells 
Attk: +6 / Save: 14

0: Guidance, Sacred Flame, Thaumaturgy

1st - Slots: 4: Animal Friendship, Bane, Bless, Cure Wounds + Burning Hands, Magic Fang, Speak With Animals

2nd - Slots: 3: Aid, Spiritual Weapon, Summon Beast + Hold Person, Radiant Ray, Suggestion

3rd - Slots: 3: Dispel Magic, Water Breathing + Fear, Conjure Animal (Reptile)

Notes 

  •  Kek is a Grippli, or Frogfolk, Cleric of Sobek, the Crocodile Lord, as sometimes known as 'He Who Lurks' for Sobek's ability to be the patient hunting, hiding the bulk of his strength below the surface of the River of Light that makes up the spiritual domain of Hamunaptra. In worshiping Sobek, Kek's domain of choice is Scalykind.
  • Has agreed to accompany either local adventurers, or adventurers from the north, beyond the shores Uatch-Ur Sea (North Sea) or locals to try and find the lost city of Pazar, west of the river community located near Arvana to explore the tomb of Amun-Re. His price is a small stipend for his own person, as well as a portion of treasure to be donated to the Sacred Temple of Sobek (Blue-Gold Palace). It costs a fair amount to feed those crocodiles something nutritious and not malnourished and diseased prisoners.
  • Although he worships Sobek, Kek offers enough praise and sacrifice to Ra to gain the Wrath of Ra feat, allowing Kek access to bonus spells such as Burning Hands and Radiant Ray. 

Monday, March 23, 2026

Dora Brightbeaker

 

Name: Dora Brightbeaker
Ancestry: Gnome / Class: Alchemist / Level: 5 / Background: Artisan

Attributes 
Str: 10 / +0
Dex: 15 / +2
Con: 18 / +4
Int: 18 / +4
Wis: 13 / +1
Cha: 15 / +2

Saves 
Str: +0
Dex: +2
Con: +7
Int: +7
Wis: +1
Cha: +2

Info 
AC: 13 (Leather)
Ini: +2
PB: +3
Perception: 
HP: 48 

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

Alchemist Fire: Attk: +5 / D: 1d4 / R: Thrown / Special: Flammable (1d4)

Mini Crossbow: Attk: +5 / D: 1d6+2 / R: Near

Gear: Pack, Portable Alchemy Kit, Healer's Kit, Lantern, Oil, Alchemy Jug

Traits 
Gnome: Darkvision. Gnome Cunning. TInker's Lore. Tinker.

Skills: Insight: +4, Meidicne: +7, Nature: +7, Persuade: +5 / Tool Kits (+3): Alchemy Kit, Healer's Kit

Feats: Chef

Infusions (4 / 2): Bag of Holding, Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant / Bag of Holding, Enhanced Arcane Focus

Experimental Elixir (2/Long Rest)

Spellcasting 
Attk: +8 / Save: 15

0: Poison Spray, Spare the Dying

1st - Slots: 4: Caustic Brew, Cure Wounds, Detect Magic, Grease + Healing Word, Ray of Sickness

2nd - Slots: 2: Enhance Ability, Enlarge/Reduce + Acid Arrow, Flaming Sphere

Notes 

  • Dora Brightbeaker is a gnome alchemist and a citizen of the flying city of Serraine. She is a polite rival, friend, and former roommate to Marie Glassmaker before getting her own place in-and-around the Artisan District of the city. In addition to brewing protective and physical altering substances, Dora is a trained healer with both mundane and magical options.
  • Spent a brief period adventuring with a Soderfjord adventurer and soldier by the name of Vronsky and his band 'Vronsky Victor's' until that last adventure down in the Grand Duchy of Karameikos and that romantic affair Vronsky had with a local noblewoman led to the Victors almost being hanged. Dora then decided to part ways, at least being led by arrogant, cocksure humans.
  • Carries an alchemy jug that has several various liquids on hand that can be used in per day. Such as olive oil, water, a thimble full of North Emirates Cobra venom, Hollandaise sauce, and lastly firewater that allows Dora to transmogrify into various magical powers without dipping into her mana.

Monday, March 16, 2026

Closed for Spring Break! (3/16 - 3/20)

 

Dear Readers,

It's Spring Break in my neck of woods and I decided to use this time to recharge. So, besides this post, I've no plans to put anything up for this coming week and look forward to get back to regular posting on 3/23. Have a great Spring Break for anyone who gets a chance to enjoy it!

Friday, March 13, 2026

Bonniebel, The Maiden

 

Name: Bonniebel Leyton
Ancestry: Human / Class: Aristocrat / Level: 8

Attributes 
Str: 11 / +0
Dex: 15 / +2
Con: 13 / +1
Int: 15 / +2
Wis: 16 / +3
Cha: 18 / +4

Saves 
Str: +1
Dex: +3
Con: +6
Int: +6
Wis: +4
Cha: +8

Info 
AC: 13 (Dress + Ring of Protection)
Ini: +1
PB: +3
Perception:
HP: 51

Poignard +1: Attk: +5 / D: 1d4+2 / R: Melee / Special: Silver

Rapier: Attk: +4 / D: 1d8+1 / R: Melee

Crossbow: Attk: +4 / D: 1d8+1 / R: Far

Gear: Hip Quiver, Rations, Candle, Wineskin, Waterskin, Slippers, Bag of Holding, Potion of Cure Wounds, Potion of Extra Healing (x2)

Traits 
Human: Versatile: Begin play with a free Skill or Tool Set. Gift: Begin play with a free Feat.

Skills: Animal Handling: +8, History: +6, Insight: +4, Intimidate: +8, Perform: +8, Persuade: +12 / Tool Kits (+4): Calligraphy Set, Chess Set, Harp (+8), Lyre

Expertise: Persuade, Harp 

Feats: ASI (Dexterity), Inspiring Leader, Resilience (Con)

Inspiration (4/Long Rest - Inspiration Die: d6 - D: 1 Minute - # of Targets: 4): For 1 minute, up to 4 targets in a nearby area are Inspired and receive a +d6 to their rolls for Ability, Attack, Save, and Skill checks.

Song of Rest (d6): Can spend a Bardic Performance to heal allies 1d6

Countercharm: Spend a Performance check to perform and grant nearby allies an Advantage on Save vs. Charm and Fear. 

Silver Tongue: Treat any Persuade or Deception check as a minimum roll of 9+

Unsettling Words (d8): Spend a Bardic Perform on target creature. They receive a penalty to their next Saving Throw equal to the rolled result.

Unfailing Inspiration: Add +1 to the total amount of creatures that you inspire and +1 Minute to duration (20 rounds)

Spellcasting 
Attk: +8 / Save: 16 / Spells Known: 11

0 - Known: 3: Blade Ward, Friends, Green Flame Blade

1st - Slots: 4: Charm Person, Cure Wounds, Feather Fall, Hideous Laughter

2nd - Slots: 3: Hold Person, Knock, See Invisibility

3rd - Slots: 3: Catnap, Hypnotic Pattern, Nondetection

4th - Slots: 2:  Charm Monster

Notes 

  • Bonniebel 'Bonnie' Leyton is a passionate captive of her own castle which she is the heiress of at Bellesea Watch, having learned that her intended, Sir Dominic Heathcliff, has contracted vampirism while adventuring in the greater world and is now trying to gently tempt her to submitting and offering her neck for him to bite and turn her into his mistress of the night.
  • At the same time, she has learned that Dominic's rival adventurer, the dashing Julian Connelly, and his adventuring party have arrived at Bellesea, following the rumors that Dominic has cursed the castle and also filled its vaults with treasures that Dominic has taken from the east. Bonniebel has crossed paths with Julian for a number of times as he and the others search the castle, fighting monstrosities that have followed Dominic. Bonniebel hopes that her beauty and the fact the monsters rarely turn to attack her does not make the handsome Julian suspicious.
  • Is torn between a desire to be faithful to her intended, even if he is an undead monster that plans to change her, or truly aid this dashing adventurer turned reluctant monster hunting by aiding him and his companions to finding Dominic's true coffin. 

Thursday, March 12, 2026

Agent Parson, The Eye in the Sky

Name: Alan Woolfson / Agent Name: Parson
Conspiracy: MiB / Level: 5

Attributes 
Str: 16
Dex: 15
Con: 15
Int: 18
Wis: 17
Cha: 16

Traits 
HD: d4
Wealth: d6
Mundane Damage: d4
Magic Damage: d8
Hallows: d8
Thaum: 3
Hubris: d8

Info 
Ini: 14
Armor (Coat): 1 / UD: d4
Mundane Damage: d4 / 1
HP: 23

Gladius Compact Handgun: Attk: 15 / D: 1d4 / R: Near / Special: Concealed

Knife: Attk: 16 / D: 1d4 / R: Thrown / Special: Concealed

Gear: Camera, Phone, Car, Badge, Identification Card, Surveillance Kit, Bottle Marked 'Serum'

Magic Schools: Abjuration (d4), Alteration (d4), Divination (d8), Charm (d6), Summoning (d4)

Virtues: Criminal Contacts, Erudite, Opaque, Portal, Sanctum, Subtle Caster, Warder

Notes 

  •  Parson (Real Name: Alan Woolfson) is an experienced agent within CONTROL's LA branch just below Dr. Hale, the city's O4 Director (Operations - Directive 4) whose role is to monitor, cover-up, and neutralize reality deviants from rebel Philosophy Mages to supernatural creatures such as werewolves or vampires. The Conspiracies are essentially mages who delude themselves to channeling their magic through 'Advanced Science and Technology.'
  • Is aware that the local vampire population is in a stir over the discovery of the ship, the Elizabeth Dane, that was found drifting off the coast. While the vampires are fighting to uncover what may be within, MIB agents have already used their 'advanced technology' to examine the Ankaran Sarcophagus down to the molecular level. They are quite aware there is a mummy and a bomb inside.
  • Agent Parson's calling symbol is Eye of the Horus. A signal to his fellow agents of his role as the 'Eye in the Sky' for CONTROL.

Wednesday, March 11, 2026

Corben, The Biker

 

Name: Corben
Ancestry: Revenant (Human) / XP: 25 / Rank: Seasoned

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

Skills: Drive: d8, Fighting: d8, Intimidate: d6, Know (Occult): d6, Notice: d6, Repair: d6, Shooting: d6

Info: Pace: 6 / Parry: 7 / Toughness: 9 (1 - Leather Jacket) / Charisma: +0/+2 

Hell Dusters (Brass Knuckles): Attk: d8+2 / D: d4+d8+2+2 (Magic Fire) / AP: 2 / Special: Hellfire Strike: On a raise, target must make a Vigor (-2) Resistance or become Distracted from the searing pain.

MW Dagger: Attk: d8+1 / D: d4+d8 / R: 3/6/12

Brawl: Attk: d8 / D: d8+2 / R: Melee

Gear: Chain, Motorcycle, Leather Jacket, Locket

Traits 
Revenant: Undead: +2 to Toughness and Recovery. Does not suffer bonus damage from called shots (Except heart). Does not suffer Wound Modifiers. Does not suffer from Poison or Disease effects.

Edges: Attractive, Block, Brawler, Brawny, Infravision

Complications: Obligation (Lost Love), Ornery, Overconfident 

Notes 

  • Corben is a former human rocker turned bike riding revenant who has been sentenced to hell for being just a little too sinful, even if the only embrace that has ever touched him has been an angel's love, the only place fit for him is in the burned out towers and the lakes of hell! Turns out there is also a broke highway for him to ride around, with many a rough bar for him to play, and the only thing to lament is that while surrounded by sinful succubi, the only love he wants is denied to him.
  • His true love is Beatrice, a golden girl who feels she has the will needed to fix a bad boy like Corben, but after that fateful motorcycle crashed, she was given a gold halo, he was given iron chains separating them.
  • Occasionally escapes his hellfire prison and crosses planes to rescue his beloved in order to spend but an hour in her embrace before he is usually taken back to hell below. 

Tuesday, March 10, 2026

Heart Collector

Heart Collector
Medium fiend (shapechanger), neutral evil

Armor Class 14 (natural grace)
Hit Points 85 (10d8 + 40)
Speed 30 ft

Attributes
STR 12 (+1)
DEX 16 (+3)
CON 18 (+4)
INT 12 (+1)
WIS 14 (+2)
CHA 20 (+5)

Saving Throws Wis +4, Cha +7
Skills Deception +7, Insight +4, Perception +4, Persuasion +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Infernal, telepathy 60 ft.
Challenge 4 (1,100 XP) / PB: +2

Traits
Fiendish Nature

The heart collector has advantage on saving throws against being charmed, and magic can’t put it to sleep

Very Attractive

The heart collector has advantage on Charisma (Persuasion) and Charisma (Deception) checks made against humanoids.

Cold Iron Weakness

A weapon made of cold iron ignores the heart collector’s resistances to nonmagical bludgeoning, piercing, and slashing damage.

Lure (Innate Spellcasting)

The heart collector’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit).

It can innately cast the following spells:

At will:
  • Friends
  • Charm Person
3/day each:
  • Suggestion
  • Hold Person
1/day each:
  • Hypnotic Pattern
  • Passion Drain
The heart collector draws emotional essence through intimate contact.

As an action, the heart collector targets one creature it is grappling, charmed, or that is willing within 5 feet. The target must succeed on a DC 15 Charisma saving throw or take 14 (4d6) psychic damage, and its hit point maximum is reduced by the same amount.

This reduction lasts until the target finishes a long rest.

If the target’s hit point maximum is reduced to 0, it becomes emotionally hollow, falling unconscious but stable and charmed by the heart collector for 24 hours.

A creature affected by Passion Drain has disadvantage on saving throws against the heart collector’s charm effects for 24 hours.

The heart collector regains hit points equal to the damage dealt.

Actions
Multiattack

The heart collector makes two Claw attacks.

Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target
Hit: 7 (1d6 + 3) slashing damage plus 7 (2d6) psychic damage

Embrace (Recharge 5–6)

The heart collector attempts to pull a creature into a deadly embrace.

One creature within 5 feet must succeed on a DC 15 Strength or Dexterity saving throw (target’s choice) or be grappled (escape DC 13) and charmed until the grapple ends.

While charmed this way, the target is incapacitated and can only take actions to maintain the embrace.

Notes 

  • A Heart Collector is a fiend who likes to drain the passions out of his victims, typically appears as an attractive (sometimes attractive in an alternative, edgy sort of way) male that targets and draws its victims close in order to drain their passionate essence, typically via a kiss or at least drawing his mouth close enough to his victim's to drink their energy leaving them marked and languid.
  • Like any fiend, Heart Collectors are sensitive to the effects of cold iron and magic. Either variant will cause wounds to the Heart Collector causing him to lash out and temporarily infuse one of his victims with enough passion to make them suddenly become aggressive fanatics to defend the Heart Collector.
  • Best fiend hunters to go up against a Heart Collectors? Tough orcs who are in no way attracted to pale, typically human looking disguises. 

Monday, March 9, 2026

Wildfire, Ghost 'Pony'

 

Wildfire

Large undead, neutral

Armor Class 14 (natural armor)

Hit Points 76 (9d10 + 27)

Speed 60 ft.


Attributes

STR 18 (+4)

DEX 16 (+3)

CON 16 (+3)

INT 10 (+0)

WIS 14 (+2)

CHA 16 (+3)


Saving Throws Dex +6, Wis +5

Skills Perception +5

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic

Condition Immunities charmed, frightened, exhaustion

Senses darkvision 60 ft., passive Perception 15

Languages understands Common and Elvish but can’t speak

Challenge 5 (1,800 XP)

Traits

Ghostly Aura

Creatures of Wildfire’s choice that start their turn within 10 feet of it must succeed on a DC 15 Wisdom saving throw or be overwhelmed with supernatural melancholy until the start of their next turn. While affected, a creature has disadvantage on attack rolls.

Ethereal Jaunt (Recharge 5–6)

As a bonus action, Wildfire shifts from the Material Plane to the Ethereal Plane, or vice versa.

While on the Ethereal Plane, it can move through creatures and objects on the Material Plane as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage.


Spirit Gallop

While using Ethereal Jaunt, Wildfire can move through creatures and nonmagical objects without penalty and does not treat them as difficult terrain.

Charge

If Wildfire moves at least 20 feet straight toward a creature and then hits it with a Hooves attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage.
If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Hooves

Melee Weapon Attack: +7 to hit, reach 5 ft., one target
Hit: 11 (1d8 + 4 plus 1d6 cold) bludgeoning damage

Trample (Recharge 5–6)

Wildfire moves up to its speed in a straight line. During this movement, it can move through the spaces of Medium or smaller creatures.

Each creature in that line must make a DC 14 Dexterity saving throw, taking 13 (2d8 + 4) bludgeoning damage on a failure, or half as much on a success.
A creature that fails the save is also knocked prone.

Spellcasting

Wildfire is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks).

At will:

  • Fog Cloud

  • Minor Illusion

  • Light

3/day each:

  • Gust of Wind

  • Blur

  • Sleep

1/day:

  • Control Weather (localized to cold winds, fog, or snowfall)


Notes 
  • Wildfire is a palomino horse original from the Yellow Mountain region of Nebraska in an alternate prime material plane, one with touches of supernatural energies flowing in, strong enough to imbue a pony who was near dead with the power to draw the dying to a peaceful end. Wildfire along with one of its riders is known to appear out of the mists.
  • As part of its ethereal jaunt, Wildfire has appeared in various planes of existence, granting it many names. While there are other ghost horses, Wildfire tends to appear in cold or clement environments and often from either a fogbank or snowstorm.
  • Hated enemy of demon steeds, also known as Nightmares. Has been summoned at times to charge and beat back hell's horses before collecting another soul to bring them peace in the other realm.

Friday, March 6, 2026

Ward - Cthulhupunk Solo

 

Name: Joe Coffey / Codename: Ward
Background: Human / XP: 20 / Rank: Seasoned

Attributes 
Agi: d6
Sma: d6
Spi: d6
Str: d8 / d10 (Cyber)
Vig: d8

Skills: Climb: d4, Fighting: d8, Intimidate: d6, Notice: d6, Shooting: d8, Stealth: d6, Throwing: d6,

Info: Pace: 6 / Parry: 6 / Toughness: 12 (+2 - Natural Armor + 4 - Body Armor) / Strain: 6/6 / Sanity: 5

Slug Rifle: Attk: d8 / D: 2d8+1 / R: 24/48/96 / RoF: 3 / AP: 3 / Special: 3RB, FA, SA

Grenade Launcher (Attachment): Attk: d8 / D: 3d6 / R: 24/48/96 / Special: HW, LBT

Medium Pistol: Attk: d8 / D: 2d6 / R: 12/24/48 / AP: 3 / Special: SA

Monoknife: Attk: d8 / D: d10+d4+2 / R: Melee / AP: 2

Gear: Datapad, Spare Ammunition, Spare Grenades

Cybernetics: Adrenal Surge, Armor (+2), Attribute Increase (Str), Communicator, Vision Enhancement, Weapon (Melee)

Edges: Cyborg, Geared Up, Nerves of Steel, Rock & Roll

Hindrances: Deathwish, Greedy (Min), Vengeful (Maj)

Notes 

  • Ward is a hired gun, also known as a Solo, even though he tends towards high rate of fire over being a melee expert, a street samurai, working on the mean streets of Boston in the year 2077. Although it may be 2077, this is still Miskatonic Country.
  • Is currently working for an eccentric patron named Timothy LaStrade, who claims to be haunted from his past when he and several others dealt with what he calls 'supernatural elements' out in the great Massachusetts. Exposing Ward to similar elements when at one point LaStrade was attacked by what turned out be a Hound of Tindalos that was 'banished' when Ward tore through its body with 10mm caseless anti-personnel rounds. Unfortunately, when one hounds gets your 'scent' they like to stick onto you until they get you.
  • Is working with LaStrade to find someone out in Miskatonic Country who can break the scent that the Hounds have on the two while dealing with other trouble in post-singularity and near apocalyptic Boston.

Thursday, March 5, 2026

Lepidus Scicluna - Harengon Swashbuckler

 

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

Attributes 
Str: 12 / +1
Dex: 20 / +5
Con: 11 / +0
Int: 13 / +1
Wis: 13 / +1
Cha: 16 / +3

Saves 
Str: +1
Dex: +8
Con: +0
Int: +4
Wis: +1
Cha: +3

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: Athletics: +4, Deception: +9, Insight: +7, Perception: +4, Persuade: +6, Stealth: +8 / Tool Kits (+4): Backgammon Set, Thieves Tools, Vehicles (W)

Expertise: Insight, Deception 

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 / XP: 15 / Rank: Novice

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

Skills: Climbing: d6, Fighting: d6, Intimidate: d6,  Notice: d6, Riding: d6, Shooting: d8, Survival: d6, Tracking: d6

Info: Pace: 6 / Parry: 5 / Toughness: 8 (2 - Reinforced Leather)

Rifle: Attk: d8 / D: 2d8 / R: 15/30/60 / AP: 2 / RoF: 1/2

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

Pistol: Attk: d8 / D: 2d6+1 / R: 5/10/20 / RoF: 1/2

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Ammo Pouch,

Traits 
Tiefling: Agile: Begin play with d6 Agility. Low Light Vision. Hellish Resistance (Fire): +4 Save and Armor vs. Fire

Complications: Obligation (Lord Rundgren - Mi), Overconfident, Quirk

Edges: Alertness, Hellish Resistance (Acid, Electricity)

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: 18 / +4
Dex: 12 / +1
Con: 15 / +2
Int: 13 / +1
Wis: 14 / +2
Cha: 13 / +1

Saves 
Str: +7
Dex: +1
Con: +5
Int: +1
Wis: +2
Cha: +1

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: Athletics: +7, Intimidate: +4, Perception: +5, Survival: +5 / 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.

Vernon Lombar, Giff Soldier

  Name: Vernon Lombar Ancestry: Giff / Class: Fighter / Level: 8 / Background: Soldier Attributes   Str: 18 (19) / +4 Dex: 16 / +3 Con: 15 /...