Dungeons & Diverse Character Profiles

Johnnysaurus Rex

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Name: Character's full name or aliases
Race: What your character generally looks like. This would be the place to describe things like hair color, height, features, etc. By no means a list you have to use, but here are some things the setting has. You can ignore the D&D statblocks, but you'd be getting the abilities. Also the doc is a work in progress in some ways so the descriptions for each option are REALLY lacking.
Class: Again, no need to stick to the established stuff. For my home game we've used some homebrew classes too which include:
  1. Alchemist- Someone who excels at brewing various potions, crafting explosives, and mutagenic tonics.
  2. Artificer- Someone who use mechanical or magical inventions
  3. Barbarian- Warriors who are driven by tradition and empowered by accessing a mental state of focus or intense emotion.
  4. Bard- Arcane casters who use the arts (music, dance, spoken word, etc.) to weave magic.
  5. Bloodborne- Someone who has undergone alchemical and magical alteration at the cost of their humanity to take on a more monstrous traits.
  6. Cleric- Divine casters who are empowered by their faith in a deity or concept.
  7. Druid- Primal casters who draw power from nature around them granting them ability to assume the form of animals.
  8. Esper- Someone who has psionic powers including telepathy or telekinesis
  9. Fighter- Martial combatants who have honed their combat skills to an unmatched level.
  10. Gunslinger- Someone who has perfected the use of firearms
  11. Magus- Someone who has blended the use of martial prowess and magical combat
  12. Monk- Martial combatants who have learned to harness the power of their ki to enhance their abilities.
  13. Paladin- Divine combatants who gain power from taking an Oath to a god, a kingdom, or a cause.
  14. Sorcerer- Arcane casters born with magic innately within them, making spellcasting as second nature as breathing.
  15. Scholar- Someone who uses their intellect and specialty in a field to support allies
  16. Summoner- Someone who is an expert in summoning bonded creatures and can manifest a unique summon called an Eidolon.
  17. Ranger- Primal combatants who exist at the edges of civilization and nature to keep the balance.
  18. Rogue- Specialists who utilize guile and stealth to solve their problems.
  19. Warlock- Arcane casters who gained their powers through making a Pact with another higher powered being.
  20. Wizard- Arcane casters who collect magical skill through intense study and practice.
(If anyone wants/needs me to give a description for the base classes as well I can do that)
Equipment: Your weapons, armor, or anything else of note your character has. If these items have a unique or magical property list it here.
Personality: How does your character typically act or are their any deeply held beliefs they commit to?
Background: What has your character been up to before the game started?
 
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Reyn

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NAME: Ta’oma Arkwright (identify themselves individually as “Ta and Oma” when interacting with non-Gemini)

RACE: Ta and Oma Arkwright are Gemini twins and are thus almost identical in physical appearance. Both are Caucasian male, standing at a diminutive 5’1” tall, clean shaven and sporting chalk white hair. One of the only two obvious physical differences between the pair is their heterochromatic eyes, which are mirrored between each twin. Ta’s right eye is violet and left eye green, while Oma’s are the reverse. The only other obvious physical distinction between the two is a scar from a bullet wound on Oma’s lower abdomen, though this scar is rarely visible. The twins are athletic in build but not particularly imposing in appearance.

CLASS: Gunslinger

EQUIPMENT: Each twin is armed with two six-shot revolvers and a lever-action rifle for longer range targets as well. They also carry with them an array of traveling supplies including tents and bedrolls, mess kit, lanterns, tinderbox, canteens, rope, and grappling hooks. The only armor they wear are thick vests that can lessen the blow of some melee and ranged weapons. Both twins dress identically, making it more difficult to tell them apart. They typically dress in all black and white in clothes made in the Naruubian fashion. They also each wear a pair of circle rimmed glasses.

PERSONALITY: Ta and Oma behave in an extremely polite and professional manner but are largely introverted. While not anti-social they tend to keep few friends and prefer each other’s company to anyone else’s. They display some obsessive tendencies, being compelled to take an unusually long amount of time for personal hygiene as well as cleaning and maintaining their weapons and clothing. While they usually maintain a very calm and temperate demeanor, they harbor deep insecurities over their height and will become visually frustrated if it is mentioned. Despite often coming off as kind and harmless, they carry out their business with ruthless efficiency.

BACKGROUND: Ta and Oma were born and raised in Naruub, their parents the owners of a moderately successful bank they had established themselves. Growing up they were often mocked by other children because of their small stature, something that would lead to their introverted behavior later in life. They were raised to one day take over the family business, a career they were actually quite comfortable with. This succession came sooner than they expected though, as their parents disappeared one day while traveling through the desert on business and were never heard from again. The twins were still only in their mid-twenties upon inheriting the bank. Despite this they did an excellent job running the family business, expanding to many of the free cities and greatly increasing their wealth.

Unfortunately, this made them the target of a band of criminals called the Black Jackal Gang, a group of vicious Kobold thieves. As more and more of their banks were attacked and robbed the Arkwright twins saw the fortune they had built slowly slipping away. In an attempt to capture the thieves, they laid a trap in Oasis, building a new bank and advertising it as the most secure building in the country, rivaling even the great vaults of Sumakk. The trap worked, goading the Jackals into attacking the bank on it’s opening day. The twins brought in over two-dozen mercenaries to try and apprehend the thieves, but the Jackals turned out to be far more skilled than anticipated. Despite being surrounded and outnumbered they fought their way out, setting the bank on fire in the process and their leader shooting Oma in the gut and leaving him for dead. Ta was able to carry his twin to safety just before the building collapsed on top of them, and they were taken to the nearest hospital to recover.

Afterwards the twins were left at a loss for what to do. Their banking business was all but in ruins, and it seemed likely the culprits behind the destruction of their life's work would never be brought to justice. It was during this low point they ran into an old Peacemaker who encouraged them not to give up, and offered to take them under his wing. The twins acquiesced and began their training as lawmen. While it was slow going at first, their unwavering conviction and desire to see retribution for the crimes against them gave them the strength to push through and finally be accepted into the organization. While the Peacemaker leadership was somewhat concerned with their obsession with bringing down the Black Jackals, they permitted the twins to carry out their business so long as they swore to always ensure that due process was followed and they would not act with malice. The twins agreed, and began their hunt. Even so, after three years of searching they have still had no luck in capturing their quarry.

brothers.jpg

For reference, a general idea of how the twins would dress
This is what I've got so far. Didn't go much into detail on class because I'm not exactly sure how class and combat are going to work given this is meant to be freeform. @Johnnysaurus Rex if there's anything that needs tidying up just message me. Also if this conflicts with the lore or anything just let me know and I'll make necessary changes. All you really had on Naruub was "American West" so that's what I was gunning for.
 
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Corbeau

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Name: Vulpes Corvum
Race: Human
Age: 25
Size: 6ft
Speed: 30ft
Class: Paladin
Equipment: Scimitar and shield, longbow, armour and a holy symbol
Personality: She wants desperately to be devout and she knows all the rules and regulations but she has never had an ephipany that she expects all true followers of her faith to have experienced. She reads the book of the faith daily and pursues the values of the faith but wonders from time to time if she’s actually missing out on something.
Background: Other people would pigeon-hole Vulpes as some sort of paladin, but she sees herself more as long on theory and short on practice. Plus her devotion to her religion means that she’s not the typical lawful good knight in shining armour.
In terms of being righteous and doing her religion's work, her lack of strength means she has developed her dexterity and swordplay to compensate.
Appearance: As young women go, Vulpes is tall and thin. With her tendency to dress in golden armour or a white cassock and with her pale skin, and her golden rather than blonde hair and deep blue eyes; she looks almost like an avenging angel at times - something she’s keen to play up. She may not be strong, but she is agile and uses this to compensate when others underestimate her abilities. She’s also charming and has an uncanny knack of knowing when someone’s lying in front of her.
History: Vulpes comes from a long line of priests. Some were clerics and took the fight to evil and others were more sedentary. Vulpes realised from a young age that she didn’t want to be a scholar and instead developed her agility to shine as a swordsman and ultimately be accepted as a crusader for her faith.
Religion: Verquistis
Secrets/Plot Hooks: I see Vulpes’ faith as a constant challenge. She wants to believe but is doing it by the numbers rather than through conviction. She won’t react well to others’ challenging her faith – she is passionate about succeeding - despite her shaky belief.
 
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Lavi

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Name: Kestra Rhul
Race: Caitsith
Class: Rune Fighter (Magus subclass) - A magic based class that combines runic spells with a specialized weapon, typically swords, to imbue it with magical effects. These runes are drawn directly on the blade with a specialized solution. Up to three (3) runes can be applied on the weapon at any time and can be reapplied in the field with some time spent, but have limited uses before they “burn out.”

Equipment:
- Runic rapier - a specially designed rapier capable of channeling magical energies from runes drawn upon it.
- One well of magic ink - used for writing runes.
- Leather armor (light)
- Tome of Runic Knowledge - contains information about runes that Kestra has access to.

Personality: Kestra has a flair for being well dressed, even when traveling on the road, making her stand out in the crowd. Her choice of garb pairs with her favor towards pastries and other sweetened foods (though loathes being criticized for it). She also enjoys following fashion trends, but often ends up lamenting the limitations on her wealth preventing her from maintaining a wardrobe of stylish clothing.

Background: Born to a nomadic Caitsith tribe, Kestra opted to travel to the city in hopes of a better life. She hoped to use her more human-like appearance to appear more desirable to wealthy nobles in order to find a job as a housemaid. Kestra eventually was hired by a Vaswamian scholar, who took her under his wing and also gave her a basic education. Under her master’s tutelage, Kestra found an affinity for magical studies and eventually became an apprentice scholar. Although neither could afford to send Kestra to a proper school of magic, Kestra was content with her informal studies, eventually specializing in runic spells.

Her study of runes also included the history behind them, since many runes could be traced to ancient folklore. The study of runic lore could pave the way to discovering forgotten runes and potentially powerful magicks that were never seen before. To facilitate her runic studies, Kestra traveled throughout the lands in search for the sites described in ancient texts in order to track down and discover new runes. Although she dreamed of being sponsored by a college of magic, Kestra has never reached that point in her career as a mage.
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Throwing up my character in case it creates some inspiration. I can adjust if anyone has thoughts of creating an early camaraderie with my character. I'm still considering this a WIP.
 

Logan

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Name: Alym Vizkopa
Race: Vampire
Age: 154
Size: 5'6''
Speed: 30ft
Class: Magus
Equipment: Rapier, two daggers, thieves tools, light armor, flask filled with blood.

Personality: For the most part, Alym is an opportunist. She's willing to take advantage of most situations that could potentially offer her benefit with little care for where the source of the work comes from. She's not particularly cruel or evil, so there are some jobs she will not accept from a moral standpoint. Alym has a penchant for taking jobs that steal from nobility or the otherwise financially well endowed.

In general, Alym doesn't lie if she can avoid it, especially to people she respects. She also has a soft spot in her heart for the downtrodden and those down on their luck, as well as children.

Background: Most of Alym's life has been spent wandering. Born to unknown parents, Alym grew up in a small orphanage and lived there until she was around thirteen. Deciding that there had to be better opportunities outside the walls of her not-so-homey home, the young vampire ran away, stowing herself on a caravan just as it was making its way out of town.

Life on her own wasn't as easy as Alym had assumed. She got by mostly by stealing and picking pockets, moving towns whenever people started to get wise to her or she was close to getting caught. Eventually, Alym discovered she had an affinity for magic and has used this boon to further her skills, both in martial and subterfuge realms.

These days, Alym works mostly as a sellsword, picking up jobs whenever she finds herself light on coins or becoming bored. The longevity of her race affords her ample time to figure out her true purpose in the world, something she often wonders about during the many nights she spends alone.
 
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