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Aphrodite Pandemos

[Dark Fantasy] Characters

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Character Portrait

Kor'ki (Black Void) - PL 10]Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0

Accurate Attack, All-out Attack, Artificer, Attractive 2, Benefit, Wealth 2 (indepently wealthy), Fascinate (Expertise), Improvised Tools, Power Attack, Ritualist, Skill Mastery: Expertise: Magic, Uncanny Dodge

Expertise: Magic 20 (+20)

Ain't No Grave...
. . Cursed Resilience: Protection 6 (+6 Toughness)
. . Soul Bastion: Immunity 1 (Custom: Soul Eating 1)

Elven: Immunity 2 (Aging, Sleep)

. . "Grinding the Bones": Cumulative Progressive Affliction 11 (1st degree: Hindered, Impaired, 2nd degree: Defenseless, Stunned, Resisted by: Fortitude, DC 21, Advantages: Accurate Attack, All-out Attack, Power Attack; Accurate 4: +8, Cumulative, Extra Condition, Increased Range: ranged, Multiattack, Progressive; Limited Degree)
. . "Strings of Flesh, Levers of Bone": Concentration Cumulative Progressive Affliction 10 (1st degree: Dazed, 2nd degree: Defenseless, 3rd degree: Controlled, Resisted by: Fortitude, DC 20; Concentration, Cumulative, Increased Range 2: perception, Progressive, Subtle 2: undetectable)
. . Necrotic Burst: Burst Area Damage 10 (DC 25; Burst Area 4: 250 feet radius sphere, Increased Range: ranged, Incurable, Ricochet 2: 2 bounces, Selective)
. . Raise the Dead: Summon 10 (Active, Controlled, Increased Duration: continuous, Mental Link, Sacrifice, Type (Broad): Undead Humanoids)
. . Soul Steal: Broad Progressive Simultaneous Weaken 10 (Affects: Abilities, Resisted by: Will, DC 20; Broad: Abilities, Increased Range 2: perception, Insidious, Progressive, Simultaneous, Subtle 2: undetectable)

Spectral Form: Insubstantial 4 (Incorporeal; Precise, Subtle: DC 20)
Untethered: Flight 1 (Speed: 4 miles/hour, 60 feet/round)

Initiative +0
"Grinding the Bones": Cumulative Progressive Affliction 11, +8 (DC Fort 21)
"Strings of Flesh, Levers of Bone": Concentration Cumulative Progressive Affliction 10 (DC Fort 20)
Grab, +0 (DC Spec 10)
Necrotic Burst: Burst Area Damage 10 (DC 25)
Soul Steal: Broad Progressive Simultaneous Weaken 10 (DC Will 20)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)


Motivation: Greed: Kor'ki is what happens when you mix high elven entitlement with a total lack of conscience. Even though his penchant for depravity has resulted in his amassing quite a considerable amount of wealth and fiscal power, he wants more. For those who ask what the man who has nigh unlimited wealth wants, consider this: What could possibly be out there whose value is measured in gold?

Motivation: Thrills: Fairly self-explanatory, Kor'ki is growing weary of being able to buy nearly anything he could possibly desire, from houses, to privilege, to people. In his heart he knows there is something out there that can make him feel alive again and end the droll monotony of the upper crust life.

Temper: Some people just grate endlessly on Kor'ki's last nerve. Sometimes it makes sense, other times it doesn't. Often times it's when someone or some thing interferes with his getting what he wants. Sometimes it's as simple as a human who does something as simple as insulting his name. Other times it is a slowly building series of events that leads to tragedy beyond the comprehension of all but the most twisted mind.

Native Language

Dodge 0, Parry 0, Fortitude 10, Toughness 6, Will 10

Power Points
Abilities 0 + Powers 110 + Advantages 10 + Skills 10 (20 ranks) + Defenses 20 = 150

“Allow me to be frank at the commencement. You will not like me. The gentlemen will be envious and the ladies will be repelled. You will not like me now and you will like me a good deal less as we go on.”
-Rochester (The Libertine)

It takes a very particular sort of person to become a Necromancer. It takes an even more particular person to excel at it to any significant degree. The High Elves – “Ka’vala” as their more bloody-minded cousins call them – look upon Necromancy with a level of disdain. They view it as ‘low’ and ‘crass’, lacking in sophistication and elegance. To the average High Elf, there is more prestige and dignity in practicing such refined arts as Conjuration, Elementalism, even Transmutation to some extent. Necromancy is there, but for those who wish to have a reputation of breeding and dignity, it is not something worth looking twice at.

Then again, there are people who don’t terribly mind a few marks on their reputation. They look at Necromancy and see it for what it is: Raw, naked power. Kor’ki is one of those people. Like many of his peers, he took to magical training at a relatively early age. Like all of his peers, he dabbled in Necromancy when the opportunity arose. Not an abnormal thing, it was a part of the ‘rebellious teens’ that members of all magical societies went through. Unlike all his peers, he didn’t stop at dabbling.

Kor’ki exhibited a talent for Necromancy that few before him had. A good portion of his success came from the enthusiasm with which he pursued his craft. His instructors looking a bit askance at him the whole time, he worked to achieve mastery over the entropic effects of death magic with the same degree of dedication that they expected out of their students of Conjuration or Evocation. They weren’t entirely sure what to make of this.

Some of Kor’ki’s “peers” knew just fine what to make of it. A group of them cornered him in one of the laboratories as he was dissecting his most recent ‘discovery’. What happened next has been replayed in educational facilities and academies across the world, but this time it took a turn for the severely unpleasant. One of the other elves had become deeply disturbed by the level of devotion he had shown to his art and decided to take matters of justice into his own hands. There might have been a wrath or justice spirit involved. Nobody’s entirely sure. Point is, it didn’t end well.

When the instructors came in to the next morning, they found the broken, twisted remains of his assailant and the associated students among the burnt, flash-frozen, and otherwise elementally decimated lab. Kor’ki was nowhere to be found, although there was a note left behind, carved across the back of the one who had attempted to incinerate him.

“If you wanted me out of here, you could have just asked instead of sending peons to kill me. Message received, I’m gone. Sorry about the mess”

Since that time, he has made his way in the world of man, using his particular skills to set himself up quite nicely. His studies are going well, he continues to push through barriers that no mere dilettante would be able to. He has recognized the reason that the elves look down on Necromancy, and it has nothing to do with grace or dignity. It is fear. Necromancy and the bloodier arts of their “low” cousins scare them. They remind the Ka’vala that they are still mortal, regardless of their age, and that worries them.

To make matters more interesting, he has recently come across a member of the “Low Elves”, a blood witch barbarian. The similarity between her arts and his is not lost on him, nor is the esteem that their society seems to hold such traditions. Their goals seem similar, being the acquisition of power and the gratification of the self. That and she very rarely goes clad in more than a leather apron. It did not take them long to become acquaintances, and after a few exchanges of techniques, friends. It remains to be seen who else, if anyone, will be able to call Kor'ki ally, much less friend.

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Djane - PL 10

Strength 0, Stamina 2, Agility 4, Dexterity 0, Fighting 0, Intellect 4, Awareness 5, Presence 6

Attractive 2, Equipment 2, Skill Mastery: Insight

Deception 5 (+11), Expertise: Elementals 2 (+6), Insight 6 (+11), Persuasion 6 (+12), Ranged Combat: "Poof!": Cumulative Affliction 8 10 (+10)

"Poof!": Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 18; Cumulative, Increased Duration 3: continuous, Increased Range: ranged)
Create: Create 10 (Alternate; Volume: 1000 cft., DC 20; Increased Duration: continuous)
Transform: Transform 8 (Alternate; Affects: Anything, Transforms: 200 lbs., DC 18; Increased Duration: continuous)
Immunity: Immunity 1 (Aging)
Protection: Protection 5 (+5 Toughness)
Quick Change: Feature 1
Up In Smoke (Activation: Standard Action)
Concealment: Concealment 0
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Immunity: Immunity 0
Insubstantial: Insubstantial 2 (Gaseous)
Suffocation: Suffocation 0 (DC 10)

The Ring

Initiative +4
"Poof!": Cumulative Affliction 8, +10 (DC Will 18)
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Transform: Transform 8, +0 (DC Dog 18)
Unarmed, +0 (DC 15)

"Yes, Master": Djane is tied to the Ring, and must grant any request made
by the ring's wearer as long as it is preceded with "I wish..." She has some
say in how the wish is granted, but must grant it in some manner - so if
Djane is kindly disposed she may interpret it more kindly. The owner of the
ring may not wish for Djane to be more kindly disposed towards them,
though they may try other means of persuasion.

In addition, Djane cannot journey far from the ring; if she travels more than
fifty feet from it, or if it is moved more than fifty feet from her, she teleports to
its current location. She needs to return to the sub-plane within the lighter to
sleep and rest. Anyone holding the ring may compel her to enter or exit it.
Motivation: Everyone Deserves Freedom: You don't know what you've got until it's gone, and Djane's loss of freedom has made her keenly sympathetic to the plight of anyone whose independance is threatened by forces beyond their control.
Weakness: Ruby Dust: Rubies are used to bind, control, and nullify djinni powers. A sprinkling of ruby dust on a subject will nullify any effect that Djane has placed on that subject with her powers. Rubies can't be affected by her powers, and rubies can be incorporated into weapons that will be especially potent against Djane, or defenses she can't bypass. It is a particularly perfectly cut ruby that Djane is bound to.

Native Language

Dodge 9, Parry 2, Fortitude 6, Toughness 7, Will 9

Power Points
Abilities 42 + Powers 73 + Advantages 5 + Skills 15 (29 ranks) + Defenses 15 = 150

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2012 Green Ronin Publishing, LLC. All rights reserved.

The djinni are an invention of an ancient empire's sorcerer-cult, the Circle of Ruby Sand. The secret of their creation was given to them by demonic forces, who taught the cult (for a price) the secret of binding a mortal soul to immortal elemental forces from outside time and space itself. The resultant bond creates a being bound to service, living inside a gemstone set into a ring and possessing great magical powers.

Creating a djinni ring is an art lost to time, but a djinni, while bound, is effectively unaging. And thus, the demon's true game was revealed - long after the sorcerer cult fell, the rings and their bound slaves would persist, tempting mortal after mortal throughout the centuries towards greed, so that the demons would lay their claim.

In these times, of course, no one's seen a djinni in ages. Until recently.

Jane Souhaite was a merchant's daughter, with an arranged marriage ahead of her and a life of relative ease, none of which she'd particularly given much thought to until she found, in a curio shop, a particularly eye-catching ruby ring, with a large central stone and three smaller stones (an emerald, a sapphire, and a diamond.) She purchased it, and wore it everywhere, and she could swear she saw a shape inside of the ring when she held it up to the light... and was it moving...?

Her curiosity, after a few weeks, got the better of her, and she tapped on it and said "hello?" She was so startled when she heard a voice answer her that it took a full ten minutes before she could reply, striking up a strange conversation with whoever lived inside the ruby. She learnt the command to free the person inside, and found herself face to face with a genie.

Jane knew the stories of falling to temptation and sin, and so she resisted the urge to have the silken-clad woman grant her every wish and desire. Instead, she asked the being what she wanted, and when she answered with a request that she be free and back home, Djane wished that it were so.

In an eyeblink, everything changed. The being was freed, and the ring, abhorring a vacuum, bonded its elemental force to Jane, so much power rippling through her soul that it rewrote her very name - she no longer was even able to think of herself as "Jane" without the silent 'D.' Meanwhile, the former genie was nowhere to be found, having returned to her homeland - and Djane knew, instinctively, that anyone else generous enough to make such a wish would still be unable to free her. The power to grant such a wish was beyond her, because it had consumed the three ancillary magical stones, leaving only the central ruby with her inside.

Djane currently resides inside of the ring, biding her time inside the ornate palace grounds. She researches the nature of the three ancillary stones, but information inside the ring is limited. If she had an opportunity to travel the world, of course, she might find what she was looking for...

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Jysala, Low Elf Witch - PL 10

Age: 223

Height: 6'0" (1.83m)

Weight: 160 lbs (73kg)

Character Model (NWS)

Of low elf birth, Jysala was taught from day one to survive in the harshest environment, her own tribe. As soon as she was able to walk she learned to hunt.and fight. She learned that only the strong survived. She learned that the Ka'shana (low elves) were the strongest.

Jysala excelled at battle, but her true calling was to be a witch. The witches themselves were on par warriors, but they had a different job, keeping the warriors alive in battle. Their use of magic was not fancy or elegant like the Ka'vala (high elves), but it got the job done.

Every morning, Jysala would wake up before the crack of dawn to witness their hunts. She would also listen in on their nightly rituals. When she came of age she petitioned the matron mother witch to join their ranks. The matron mother had saw her eagerness to learn through the years and took her under her wing. The witch training was was long. Years of excruciatingly painful work, but by the end of it she was hardened. There was one last thing she would do before becoming a witch. There were only three witches a tribe. She had to kill her mentor. No, she wouldn't become the matron mother witch, one of the others would step in her place, but Jysala would become a witch. After a long battle with the matron mother witch, Jysala struck the final blow. Her two new sisters would welcome her to the fold after that.

Jysala, over the years, saw many things happen in her tribe. Some things she did not like. The chieftain most of all. She saw him as a weak leader. Too passive. Not enough expansion of the tribe. The tribe elders sensed Jysala's mutinous ways. When mating season came, the three witches would present themselves to the chieftain first. Not wanting to take any chances with Jysala getting uppity, the tribe elders forbade that this year. After they told the chieftain of their worries, he wanted to see Jysala personally. Alone. Jysala would oblige this meeting, getting ready for a challenge. After a long heated argument, Jysala took the initiative to attack. Little did she know that the chieftain was able to sense her every move. The chieftain even showed magical prowess of his own. Ka'vala magic! He was going to dispatch her, but he had other plans. He spared her, put her into a deep sleep. When she awoke she was in the middle of nowhere. There was nothing but vengeance in her mind now. However, she knew she would have to get more powerful to defeat the chieftain and replace him. She set out into the world of man to find her way.

Strength 4, Stamina 12, Agility 2, Dexterity 0, Fighting 8, Intellect -2, Awareness 2, Presence 0


Agile Feint, Assessment, Daze (Intimidation), Diehard, Fearless, Great Endurance, Improved Initiative, Improved Trip, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Skill Mastery: Treatment, Startle


Acrobatics 8 (+10), Athletics 6 (+10), Close Combat: Life Magic 2 (+10), Expertise: Magic 12 (+10), Insight 8 (+10), Intimidation 10 (+10), Perception 8 (+10), Treatment 12 (+10)


Bladed Staff (Easily Removable)

. . Strength-based Damage 6 (DC 25; Reach (melee): 5 ft., Variable Descriptor: bludgeoning, piercing)

Blessings: Immunity 7 (Disease, Environmental Cold, Environmental Heat, Poison, Starvation & Thirst, Suffocation)

Elven: Immunity 2 (Aging, Sleep)

Life Magic

. . Affliction: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative)

. . Affliction: Cumulative Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 20; Cumulative)

. . Affliction: Cumulative Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Cumulative)

. . Affliction: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative)

. . Damage: Damage 10 (DC 25; Alternate Resistance: Fortitude, Incurable, Precise)

. . Healing: Healing 10 (Persistent, Stabilize)

. . Weaken: Broad Weaken 10 (Resisted by: Fortitude, DC 20; Broad: Abilities, Incurable, Precise)


Initiative +6

Afflictions: Cumulative Affliction 10, +10 (DC Fort 20)

Bladed Staff: Strength-based Damage 6, +8 (DC 25)

Damage: Damage 10, +10 (DC Fort 25)

Grab, +8 (DC Spec 14)

Throw, +0 (DC 19)

Unarmed, +8 (DC 19)

Weaken: Broad Weaken 10, +10 (DC Fort 20)


Feral: Low elf society is different from normal society. It is a bloody brutal battle from birth. The civility of other races is sometimes lost on them.

Magical Traditions:

  • Every morning, Jysala must paint herself with a small amount of blood from a fresh body. Most of the time, this is an animal, but some times those aren't around.
  • If Jysala kills something, her magic marks the body. If the marked body is not disposed of some way her magic may go wonky.
  • Jysala can only wear a leather apron for protection and nothing else. Any more protection and her blessings may weaken.
  • Anything else the GM wants to pop in there.

Pidgin: Jysala is very new to the language that every race shares. This may lead to misunderstandings. She also cannot read.

Power Hungry: Jysala will jump at the chance to have something she wants, sometimes without assessing the consequences.


Common, Elven


Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8

Power Points

Abilities 52 + Powers 42 + Advantages 12 + Skills 32 (64 ranks) + Defenses 12 = 150

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His history before turning thirteen is not public information.

The Warrior known as Ryoma is a man of interesting dichotomy. Fearsome in battle, He lives a life harder than most others. Blood and Death, these things he excels at.

Thirteen years honing his edge, his skills, and indeed rounding out his experiences, he's spent all of this towards a single goal.

Ryoma is cursed. Not with some dark fate brought on by something horrible he'd done, but by the actions of his parents, Savare and Nagisa. They had angered a high elf magi by daring to not apologize when he bumped them in passing, a bit of dirt clinging to his immaculate robes. Rather than strike them down, he could see the woman he knocked down was heavy with child, and thought of a better more torturous reparation for the slight.

Since his Thirteenth birday, Ryoma has trained Before that, he did something totally different though. You see, Ryoma was born Shizuru, a beautiful daughter to a wealthy merchant couple The Magi's curse was a simple one, from then on until it was lifted or broken by his death, the progeny from the couple would change gender upon their thirteenth birthday.

Ryoma has three younger siblings, a sister who's ten, and two twin brothers who are only seven. His parents, horrified at the transformation erroneously thought the curse only upon their former daughter, and sent him away to help guard the merchant caravans. Over the next three years, Ryoma gained skills he still uses to this day, first apprenticing a caravan healer, and the guards of the caravan. Once he felt confident, he set out.

He would save his siblings from his fate, break the curse and return to being what he should be.

Ten years have passed since leaving his father's caravans, and Ryoma stands no closer to undoing this pox upon his family. He writes his siblings often enough, and has met them several times, Referred to by his father as a worldly cousin seeking his own way in the world.

It hurts, to not be accepted, but it's worse knowing he won't be the last to suffer, if he should fail.

On his last Visit, his father gifted him with a a dark grey Pegasus, named Saber. "She's a good horse, and pegasi are rare. I only give you this, son, so that you might help save your siblings. Do not fail me."

Ryoma bowed his head accepting the Pegasus happily. "Thank you. I will not fail you father."


Personality- Ryoma enjoys a good party and due to training he can hold liquor with the best of them. Drinking is his vice for sure, followed by beautiful women. Though somewhat gruff and cold at times, Ryoma never seems to have trouble finding a companion for the evening when he wishes one. He is honorable, and if he gives his word, he'll do everything to honor it.

Appearance- Ryoma is tall, yet compactly built roughly 6'2, about 170 lbs, He is phsically unblemished with short spikey nearly white blonde hair. Years in the sun have darkened and tanned his skin, and his eyes are a gentle doe brown.


Strength 4, Stamina 8, Agility 4, Dexterity 4, Fighting 4, Intellect 2, Awareness 4, Presence 4


Assessment, Attractive 2, Diehard, Eidetic Memory, Fearless, Improved Initiative 2, Instant Up, Luck, Move-by Action, Quick Draw Equipment 2 (adventurer's gear, medicine bag, light armor)) minion1 (Pegasus)


Acrobatics 2 (+6), Athletics 4 (+8), Close Combat: Swords 4 (+8), Deception 4 (+8), Insight 4 (+8), Investigation 4 (+6), Perception 4 (+8), Persuasion 4 (+8), Ranged Combat: Bows 6 (+10), Stealth 2 (+6), Treatment 8 (+10)


Ancestral Armory

. . Eldar Arrow: Blast 10 ([0 active, 0/31 PP, 2/r+11], DC 25; Innate, Penetrating 10)

. . Perfection of the Blade

. . . . Damage: Strength-based Damage 6 ([0 active, 0/31 PP, 1/r+1], DC 25; Accurate: +2)

. . . . Enhanced Trait: Enhanced Trait 6 ([0 active, 0/31 PP, 1/r], Parry +6 (+10))

. . Perfection of the Reflex

. . . . Damage: Strength-based Damage 6 ([0 active, 0/31 PP, 1/r+3], DC 25; Accurate: +2, Affects Insubstantial 2: full rank)

. . . . Enhanced Trait: Enhanced Trait 6 ([0 active, 0/31 PP, 1/r], Dodge +6 (+10))


Initiative +12

Damage: Strength-based Damage 6, +10 (DC 25)

Damage: Strength-based Damage 6, +10 (DC 25)

Eldar Arrow: Blast 10, +10 (DC 25)

Grab, +4 (DC Spec 14)

Throw, +4 (DC 19)

Unarmed, +4 (DC 19)


Native Language


Dodge 4, Parry 4, Fortitude 10, Toughness 8/10, Will 10

Pegasus PL3 • MR1

STR 4 STA 4 AGL 1 DEX –4 FGT 2 INT –4 AWE 1 PRE –3

Powers: Growth 4 (Permanent, Innate), Senses 2 (Extended Vision, Low-Light Vision), Speed 4 (30 MPH). Flight 3

Skills: Perception 4 (+5).

Offense: Init +1, Attack +2 (Close, Damage 4).

Defenses: Dodge 2, Parry 2, Fortitude 5, Toughness 4, Will 1.

Totals: Abilities –14 + Powers 21 + Advantages 0 + Skills 2 + Defenses 6 = Total 15 points.



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The tiefling calling herself Silhouette has gone by other names in the past...Whisper, and Mask foremost among them. She is a comely young-looking woman, who has jet-black skin and no hair on her head, and frequently wears a featureless ivory mask to cover her features. She dresses in dark blue, indigo and deep violet, and of course dark greys and blacks, and even the most formal of her outfits is designed not to hamper her mobility.

Abilities 40

Strength 0

Stamina 2

Agility 4

Dexterity 2

Fighting 0

Intellect 4

Awareness 4

Presence 4

Defenses 18

Dodge 10 (4 base + 6)

Fortitude 5 (2 base + 3)

Parry 3 (0 base + 3)

Toughness 7 (2 base)

Will 10 (4 base + 6)

Initiative +4

Skills 16 (32)


Expertise: Magic +10 (6 + 4 int)

Deception +10 (6 + 4 pre)

Persuasion +8 (4 + 4 pre)

Intimidation +7 (3 + 4 pre)

Perception +6 (2 + 4 awe)

Insight +6 (2 + 4 awe)

Stealth +9 (5 + 4 agi)

Ranged Combat (spell) +4



Utility 34

Phantasm - Illusion (Visual/Auditory, Independent, Subtle 2) +7, 30pp

AP Mirage - Illusion (Visual/Auditory, Selective, Resistable (will), Area 3) +9

AP Nudge - Affliction (Perception, Concentration, Limited to 2nd degree, Subtle 2, Insidious) +9

AP Dreamwalk -

- Mind Reading (Cumulative, Effortless, Sensory Link, Close Range, Only on Unconscious or Sleeping target) +10 20pp

- Mental Communication (1 mile, Subtle 2) 10pp

AP Dream Warrior - All Sustained

- Enhanced Trait: Str +4, 8pp

- Enhanced Trait: Fgt +4, 8pp

- Enhanced Trait: Athletics +2, Acrobatics +4, 3pp

- Enhanced Trait: Close Combat (Dagger) +6, 3pp

- Enhanced Trait: Parry Defense +2, 2pp

- Leaping 2, 2pp

- Speed 2, 2pp

- Super Movement: Wall Climbing) 1, 2pp

Combat magic 23

Shadestrike - Damage (Ranged, versus Will, accurate 2) +6, 20pp

AP Shadowswarm - Concealment (Normal Sight, Burst Area, Attack, Concentration) +2 (4pp) linked to: Damage (Burst Area, Selective, Concentration) +4, 16pp

AP Spellbreak - Nullify (Magic, Perception) +10

AP Shadow Skip - Teleport (Shadow medium, Accurate, turnabout, change facing, change velocity, mass 1, subtle 2) +7

Mystic Barrier - Protection 5, 5pts

Shadow Walk - Invisibility (normal vision, passive), 2pp

Shade Sight - Super Sense (Vision counters Darkness Concealment) 2pp

Mystically Sensitive - Super Sense (Mental - Magic Awareness, Radius) 2pp

Blackfang (Dagger) (Str based Damage +4, Incurable, Increased Critical 1; Easily Removable), 4pp

Advantages 4


Attractive 1

Ritualist 1

Skill Mastery: Deception 1

Taunt 1


Attributes: 40


Skills: 16

Advantages: 4

Powers: 72



Not As Bad As She Seems - While Silhouette plays the cold cynical schemer, she has a troublesome streak of compassion that leaks out sometimes.

The Finer Things - Silhouette loves luxury, and it's hampered her efforts to build a fortune for herself. She can't deny herself the things she likes, and what she likes is expensive. She spends money almost as fast as she earns it.

Green-Eyed - Silhouette is the jealous type...she wants what other people have. Often, just the fact that someone else has it is enough to make her want it. If she can't get it, she'll want to spoil it for the other person too.

Unholier Than Thou - By dint of her inhuman heritage, Silhouette has an allergic reaction to consecrated 'holy' things, be they symbols held with pure faith, blessed water, or sacred ground. It doesn't actually HURT her, but it is very uncomfortable, even painful, and she has a strong aversion to such things.


Like many tieflings with obvious physical tells, Silhouette grew up under the care of an orphanage; and was lucky to do so. From this she surmises her mother is likely a woman of some means...someone who was able to convince the abbott to take in another infant of troubles, despite the difficulties and limited space. She has, on occasion, considered finding out who she is, but has always elected not to. It feels safer not to know.

Competition was fierce there, and while she was not big or strong enough to dominate, she was crafty, quick and smart. She learned early on that you didn't need to BE the strongest, as long as you controlled the strongest. She learned the building, its hiding places and secrets. She hid and overheard, she witnessed those things meant to be secret, and she used what she learned. All this caught the attention of one of the new abbotts, who was a practitioner of magic. He took her in as an apprentice.

Of course, in the end, he planned to use her as an offering for a demonic contract to gain power. She discovered his plans and turned them on him. The demon did not care who's soul it took, nor whom the contract benefitted. And Silhouette was left without a master, and with expanded magic abilities.

She took the knife her old master had tried to use in the ritual; a weapon charged with shadowy demonic magic which inhibited healing...and left.

Years later, an assassin with magical abilities surfaced in another nation, hiding her face behind a mask of bone. The money she earned went towards furthering her researches, and towards the establishment of a safe haven, as well as fuelling a not-inconsiderable love of comfort and ameneties in the short term.

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If this needs to be moved, please say so!


Victor Eason was born and raised a paladin. Being a paladin was in his blood lineage. He learned all the ways of the charismatic warrior of justice from his father and grandfather. They told him of tales of his ancestors being good people and saving the day. SO all Victor knew was growing up and being a paladin.

Victor was raised in a city that was walled off due to the ugliness and depravity of the rest of the world. Everyone was happy! There was no pain, no sadness, no dissent or dangerous freedoms. Everyone loved their pure leader who lead them to great prosperity. No one spoke out and everyone lived happily.

The highest honor Victor received from the pure leader was an invitation from the round table. The round table protected the kingdom from outside threats. The pure leader knew of Victor's lineage so he was whisked in. Victor served the kingdom for years. Patrolling the border's of the kingdom was a totally different story than inside. It was dark and sort of haunted. Victor would go to the clerics every evening to get his soul cleansed. That is where he met his wife. They seemed destined to be together forever. The pure leader even ordained their wedding. and baptized their first born.

What Victor, his wife or the kingdom at large did not know that the pure leader had very unpure motives. The pure leader's magic was keeping the kingdom blissfully unaware of the lich standing in their presence. Why did pure leader ordain all of the paladin's weddings and first born's baptism? The lich leader was looking for the next pure one he would take to refuel his youthfulness. A ritual every 20 years kept the lich leader hiding among the pure. Unfortunately for Victor and his family, the pure leader had found his sacrifice: the daughter.

When Victor's daughter was ripe, pure leader called to Victor. The pure leader told Victor that he was going to send him on special mission and that his wife and daughter would be well taken care of in the palace. Victor considered this a blessing. He alone would go face the great dragon coming to defile their kingdom. Victor agreed and set off in the direction of the dragon.

Few days later Victor found the dragon. The dragon explained to him that it was not there to defile any kingdom. Victor did not know what to think. The dragon was an intelligent being! It even pleaded for mercy on it's life. Victor did not know what to think. In his confusion the dragon invited him into it's home and even assumed a more pleasing form for him. It whispered of all the riches Victor could have if he would just stay there. The mind bending dragon lured him deeper into the cavern. Convincing him to drop his armor and sword. It wasn't until he hit the bed of gold coins and the shapeshifting creature was halfway down that he realized the dragon was duping him. He shook off the mental control and grabbed the nearest weapon. The dragon let out a mighty roar as the large metal weapon cleaved into it's soft skin. After that the beast assumed it's natural form and the two fought. The dragon explained that it was mating season and that before it slew Victor, he would give it a clutch of eggs. Victor was unfazed The battle was long and hard but Victor was the victor.

Now he was to report to the pure leader. But he came to pure leader at the most inopportune time. Pure leader had forgotten to lock the door on his ritual. What Victor saw was horrifying and profane. Victor slew the lich of a leader where he stood. It was too late for his wife and daughter. They were gone to the afterlife.

Victor was about to leave when he heard his daughter's voice call out to him. He couldn't bear to look at the state she was, but she opened his eyes. She was both happy and sad at the same time. His daughter called for him to continue his work, but not here. To get away from the horrible fake pure place. Victor knew she was right. There were vile things to slay elsewhere. leaving the kingdom, Victor and his daughter never looked back.

Victor Eason - PL 10

Strength 5, Stamina 6, Agility 3, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 5


Accurate Attack, All-out Attack, Attractive 2, Daze (Intimidation), Defensive Attack, Diehard, Extraordinary Effort, Fascinate (Persuasion), Fearless, Great Endurance, Improved Critical 2: Damage: Strength-based Damage 5, Improved Initiative, Inspire 5, Interpose, Leadership, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Startle, Takedown 2, Teamwork, Uncanny Dodge


Acrobatics 7 (+10), Athletics 5 (+10), Intimidation 5 (+10), Persuasion 5 (+10), Vehicles 10 (+10)


Blessed Oron Greatsword (Easily Removable (indestructible))

. . Damage: Strength-based Damage 5 (DC 25, Advantages: Improved Critical 2; Accurate: +2)

. . . . Healing: Healing 4

. . Environment: Environment 1 (Light, Radius: 30 feet)

Oron Full Plate of Speed (Removable (indestructible))

. . Protection: Protection 6 (+6 Toughness; Impervious [5 extra ranks])

. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Taunt: Perception Area Affliction 10 (1st degree: Vulnerable, 2nd degree: Compelled, Resisted by: Will, DC 20; Perception Area, Selective; Limited: Single Command, Limited Degree)


Initiative +7

Damage: Strength-based Damage 5, +10 (DC 25)

Grab, +8 (DC Spec 15)

Taunt: Perception Area Affliction 10 (DC Will 20)

Throw, +0 (DC 20)

Unarmed, +8 (DC 20)


Quirk: Victor must do devotion every morning and every evening. If he misses one he may take morale penalties.

Quirk: The ghost of Victor's daughter is a spirit of hope. She is slowly feeding off of him and everyone who's around him.

Relationship: His "daughter". He will protect her at whatever cost. She is his driving force. Until she rests, he cannot.


Native Language


Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 10

Power Points

Abilities 54 + Powers 34 + Advantages 27 + Skills 16 (32 ranks) + Defenses 19 = 150

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