Talk:After the Chaos: A small scale post apocalyptic fantasy RPG
Ceiliesheven

- Class: Bard
- Level: 2
- Description: Half-demon bard, discovered in the wastes and raised in one of the few undamaged cities. She has grown up a musician and a rogue, relying on stealth and arcane magic to survive. She values knowledge, and hopes one day to find the source of the cataclysm and her origins.
Ceiliesheven, or Ceilie as she likes to be called, is a tall woman with red hair and pale russet skin. Her eyes are bright green. She also has a long, segmented tail that appears to be made of iron.
She wears simple, country clothes that have been mended more than usual, and slightly burned. Her hat has two notches in the front lip, which allow her horns - a pair of long, curved iron spirals - to portrude without knocking her hat off.
- HP: 10
- Soak: 0
- Skills
- Spot 4
- Climb 3
- Grace 4
- Integrity 4
- Stealth 5
- Sing 5
- Charisma 6+1 (7)
- Constitution 3
- Abilities
- Demonic Claws 5 (short)
- Demonic Charisma 9 (seems demonic) +1 (10)
- Open Locks 4
- Dreamwalking 3
- Familiar Greater Imp
- Mesmerism 6
- Items
- Chain of Charisma +1 charisma
- 100 gp in gems
- good brandy
- Short sword and long sword
- Salted meat
- Seriously expensive wine!
- Snuff
- Silver pen
- green gem
- Level: 2
- XP: 12
- First Session: 1
- Second Session: 1
- Third Session: 1
- Fourth Session: 1
- Fifth Session: 1
- Sixth Session: 1, reached Level 2
- Seventh Session: 1
- Eighth Session: 1
- Ninth Session: 1
- Tenth Session: 1
- Eleventh Session: 1
- Twelfth Session: 1
- Demonic Claws +1 (4 to 5)
- Demonic Charisma +1 (8 to 9)
- Greater Imp upgrade (5 xp)
- Dreamwalking +1 (2 to 3)
- Mesmerism +1 (4 to 5)
- Mesmerism +1 (5 to 6)
Saphille
- Class: Healer
- Description: A cloistered elven physician who swore an oath to help heal the world of the suffering and chaos left in Elris' wake. When conventional magic and medicine proved insufficient to the task, her frustration drove her to begin dabbling in blood magic. Her experimentation eventually attracted the attention of a demon, who offered to grant her the power she desired, for a price. Blinded by her own idealism, she accepted the fiend's offer, and the creature took up residence within her body. The half-demon healer now wanders the wastes and slums, healing the sick, wounded and deformed, while heeding a mysterious call she no longer fully understands.
Saphille is a tall, willowy elven woman with ghostly pale skin and shocking red eyes. She is entirely bald, though a twisting, serpentine pattern the color of blood bisects her scalp and runs down her back to the base of her spine - a relic left by the demon that merged with her so many years ago. Her long, thin fingers sport reddish-black nails, and appear slightly crooked when in motion, as though they possess too many joints. She dresses in loose white robes, with a hood and long sleeves to help hide her head and hands, and an assortment of pouches and satchels tied to her belt, which contain various herbs, bandages, and other medical necessities.
- Abilities
- Healing Magic: 6
- Blood Magic: 7
- Blood Empowerment: 5 [Duration - 3 rounds]
- Demon Lore: 5
- Possessed: 5
- Skills
- Medicine: 5
- Elflore: 4
- Staves: 3
- Spot: 3
- Dodge: 3
- Perception: 3
- Items
- Wooden staff
- Simple dagger
- Healing herbs
- Linen and other medical supplies.
- 125 gp
- HP: 10/10
- XP
- First Session: 1 (spent)
- Second Session: 1 (spent)
- Third Session: Absent
- Fourth Session: 1 (spent)
- Fifth Session: 1 (spent)
- Sixth Session: 1 (LEVEL UP!)(spent)
- Seventh Session: Absent
- Eighth Session: 1
- Ninth Session: 1
- Tenth Session: 1
- Eleventh Session: 1
- (Healing Magic: 5 + 1 XP)
- (Blood Magic: 4 + 1 XP)
- (Blood Empowerment: 2 round duration +1 XP)
- (Blood Magic: 5 + 1 XP)
- (Blood Magic: 6 + 1 XP)
Ambrose
- Class: Apprentice Wizard
- Description: Small town apprentice wise-man turned adventurer
Ambrose came from a family typical of small villages, where the spark of magic was awaken without much education. Born to the village's hedge wizard and witch, who lived on the outskirts of town and provided the fearful and ignorant peasants basic care from simple healing magic to herbalism, to summoning forth rain and warding the village against evil spirits, Ambrose would of probably never left his village that he moved too fill in the shoes of elderly hedge-wizard who was to be his mentor. However, it fell prey to bandits and was burnt to the ground with most of the population either captured or killed. The bandits however left the wizard house alone leaving behind the old man who soon died of his advance age and a now homeless and destitute hedge wizard. With nothing to tie him down Ambrose has become a vagabond and now travels the roads just to travel and find purpose in his life again.
UTILITY BAG
Jehanne
Class: Vampire
Jehanne was the daughter of a formerly wealthy merchant who sold her to a vampire repay debts. She was turned and placed in a manor as an ornament from which she observed the Elris impact. The castle became abandoned immediately after and she fell into torpor until imprisoning enchantments wore off and she was freed a year ago. She is educated and experienced with trade and money. During her time in captivity, she became fairly well read and practiced in the etiquette and ideals of nobility. She has rudimentary knowledge of the urban fencing styles that were popular in the prosperous times of the empire just before Elris though she has no experience beyond two winters' training with a tutor and other students. The art was intended to be useful for self-defence in cities and on the road against highwaymen but is much less relevant in her current state.
As a young vampire, Jehanne has enhanced strength, agility and reflexes as well as superhuman senses and a certain predatory instinct to go with them. She can move silently, climb surfaces like a spider, turn into a creeping mist and could potentially strengthen or learn more such supernatural abilities of her kind. Her undeath also makes her very difficult to destroy; her body is resilient to damage with wounds regenerating as they are sustained. Many passive or environmental dangers are also largely irrelevant to her. In order to remain active, she must regularly consume human blood or else risk either torpor or frenzy. Being a known vampire is, needless to say, sufficient social stigma to be exiled or executed summarily.
Like most vampires, her powers thrive in darkness but yield before the purifying sun. Direct sunlight renders her powerless, mortal and unhealing as well as a bit blurry-eyed. Being suddenly exposed is very disorienting. The further removed from sunlight she is, the more her powers strengthen and become accessible. Her appearance is that of a pale, lithe and beautiful young woman with an air of aristocracy.
XP: 5/11
Hitpoints: 13/15
Blood: 8/12
Skills
Charisma 4
Dodge 4
Merchant 4
Physical 5
Spot 3
Stealth 4
Streetwise 4
Domination 5
Mist Form (2 blood)
Resilience 5+2 (7)
Vampiric Celerity (+2 sux; 1 blood)
Vampiric Might (+2 sux; 1 blood)
Loot
60 platinum
179 gold
100 silver
books
book on swordplay
breastplate
dagger
2 x sword
vintage wine
Shrine Maiden Sword +1atk/+2def
Mair
Class: Druid
Mair of Caen is the great-granddaughter of a powerful forest deity that once wandered the forests of the region, and hails from a long line of powerful druids and hedge mages endowed with semi-divine blood. Unfortunately for her, she grew up not knowing any of this, as her birth was marked by the fall of Elris onto the world. Although much of her clan were killed, she was safely carried to to a local huntsman who raised her as his own child and raised to adulthood. For a while, she was even happy, blissfully unaware of her heritage before a local lord's men had her adoptive father taken in and jailed for poaching.
His last words to her were to run apace into the woods and find her true ancestor, the ancient wolf-spirit who protected their kingdom and was the root of the heraldry worn by the nobles. What she found there in the grove where her family once lived, however, was a senile old dog mourning the bones of his human children, barely able to speak as years of sorrow and the now-poisoned geomancy of the woods had rendered him senile. Through prodding and cajoling, she convinced the wolf to allow her some measure of power in exchange for her acting as his chanter, so that he would be known and prayed to by the people of the land.
Unfortunately for Mair, he only heard 'be his antlers' and was made to ride on his head and sport a slender pair of deer's antlers- as well as the tail of a doe. Her goal is to find a fountain of youth of some kind to restore the mind of her ancestor, who has fewer and fewer moments of genuine clarity. As a druid and huntsman's daughter, Mair is a skilled archer and herbologist with some understanding of life magic. She is not skilled at healing, so much as commanding and shaping life by her will. Her senile ancestor, who's name she does not even know, is a wolf as large and broad as three horses- albeit one duller than a tortoise and less dangerous than a boulder sitting on the plains- who would theoretically be a majestic beast of incomparable power if he were not completely out of his wits. He's kind of scary and acts as a reliable mount, at least.
At a glance, Mair is a young woman in vivid, hand-made peasant clothes with a shortbow of poor quality and a few homemade arrows, astride an impossibly large wolf. She's attractive in a sort of understated way, with mousy brown hair and blue-green eyes, and a small pair of brown antlers that jut from her head. For some reason, people are disappointed she doesn't have elf ears.
Skills (0 Open)
- Attack 3
- Handicrafts 7
- Perception 3
- Herbalism 5
- Archery 4
- Stealth 4
Powers (1 Open)
- Alchemy 4
- Animal Empathy 6
- Druidism 7
- Plant Control 6
- Runic Lore 6
Inventory:
- Silk Ninja Outfit, Padded Feet, Hidden Compartments, Hidden Armor (1 Soak)
- Cloak, Coat and Pants, Reinforced and Fur-lined
- Inscribed with Fireproofing Sigil
- Longbow
- Iron-head Arrows x17
- Skinning Knife
- Good-quality Knife
- Sewing Kit
- Embroidery Kit
- Cooking Pot
- Smelting Pot for Soft Metals (gold, lead, silver, etc...)
- Charcoal Print of Fire Ward on Linen
- Silver Ankh
- Silver Plate
- Torch x2 (1 lit)
- Flint and Steel
- Thin Twine and General-usage Hempen Rope
- Book of Herbology
- Bag of Herbs
- Table Leg
- Wine of Life
- Homemade Headband with Strategic Holes (so people think the antlers are decoration)
- Silverware
- Noble Clothes
- Bolts of Silk Cloth x3
- Spool of Silken Thread
Money
- 408 Silver
Experience (Level 2)
- Catchup: 2 XP
- Session 3: 1 XP
- Session 4: 1 XP
- Session 5: 1 XP
- Session 6: 1 XP, Level 1 -> Level 2
- Session 7: 1 XP
- Session 8: 1 XP
- Session 9: 1 XP
- Session 10: 1 XP
Handicrafts 7 (+3 XP)
Runic Lore 6 (+1 XP)
Plant Control 6 (+1 XP)
Animal Empathy 6 (+1 XP)
Druidism 7 (+2 XP)
Communal Money
270 platinum 200 silver 500 copper