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Grimsages Exiled Lands; Character Sheets

Joined
Feb 26, 2014
Location
Toronto Canada
Greetings all ye willing to put up with me, here is where you drop off your character sheets! Please just link them in, will also be adding in some of the notable NPC's later and as Important ones show up.

Character Name
[Images, spoilers or links]
[Sheet]

Backstory/Blurbs about character

Belongings (You start with a strange Bracelet, nothing else)
 
Gullach, the Grey Imp
(Nemesis)
"What can ole Gullach do fer yer kind exiles? I gots lots, if ya wants ta trade in goods er knowledge. Cuse Old Gullach, why, I gots lots ta share!"

Gullach is an anomaly among the imps of the exiled lands, in that he is fully capable of human speech and more than willing to engage in trade. Indeed, the imp, bedecked in paints and with a pack on his back is a peddler of sorts, making a slow circuit of the much of the desert. As it is, he asks for no strange and debasing acts, no profane rituals and dark deeds and has never had a customer pay with sex.

Instead, this humble imp asks for simple things, treasures, exotics and such that is almost mundane. Yet, if one needs a map, or a scroll that explains some of the local beasts, few are better than this cunning one who has escaped all attempts to rob or slay him.


Common items for sale; Healing Poultice, Bestiary Scrolls, Flash Paper, Set’s Serpent, Animal Teeth Necklace

Occasional items for sale; Love Philter, Elixir of Clarity, Sleeping Potion, Yellow Lotus Pollen, Treasure Maps

Rare Items for Sale; Shimmering Abyss, Narcotic Elixir, A fine grey coat, Golden Lotus Pollen, Steel Weapon

Very Rarely for sale; Akkbitan Steel Weapon, Spellbook


Attributes
Awareness; 12 Intelligence; 12 Personality; 9 Willpower; 14 Agility; 6 Brawn; 7 Coordination; 8

Fields of Expertise
Combat; - Fortitude; 5 Knowledge; 5 Movement; 2 Senses; 2 Social; 3

Stress and Soak
Vigor; 13 Resolve; 19
Armor 1 (Tough Hide), Courage 3 (Grey Warpaint)

Attacks
Iron Sword (M); Reach 2, 4D, Parrying
Orb of Volatile Spirits (R); Range C, 4D, Area, Fearsome, Incendiary 3
Spray of Perfumed Sand (R); Range C, 5D, Blinding, Fearsome, Nonlethal, Stun
Dark Promises (T); Range C, 3D, Area, Mental, Fearsome

Special Abilities
Mesmerism; Gullach has long made a study of the mental arts, and is able to perform acts of mesmerism!

Alchemical Knowledge; When attacking with an alchemical item, Gullach uses Intelligence (Knowledge) instead of the normal Coordination (Combat)

Doom Spends
Vanishing Act; One of Gullach's most prized trinkets is a length of rope with several knots in it. By undoing a knot and spending two doom, Gullach can unbind the wind held inside that knot, riding the wind for several dozen miles, and rather far away from any that are threatening him. While it cannot cross the cursewall, it is useful in a pinch.

Impish Investments; Gullach has been a merchant in the exiled lands for a very long time, and has built up a number of favors. When in settlements, he can spend doom to summon reinforcements, contacts that just so happen to owe the imp a favor.

Bag of Alchemical Goodies; Gullach has many petty enchantments available, more than he usually tries to sell. He can easily pull out any Daunting difficulty alchemical item by spending 1 doom, and can increase the spend to 2 for a dire item and 4 for an epic item.
 
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Citra, Former Slave
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Character Sheet

Once a slave of the dread sorcerer Akmenoteph, Citra seized her freedom when she took advantage of one of her master's many rituals to strike - breaking his concentration and giving a grateful demon an opportunity to drag the wounded sorcerer down into the depths of some forgotten hell. That freedom did not last long; the escaped slave-girl was soon captured by the city guard, turned over to their arcane masters, and sentenced to a drawn-out, painful death in the Exiled Lands for daring to raise a hand against one of their own. A girl does not last long under Akmenoteph's cruel hand without learning to endure, however; Citra has survived atrocities which broke countless other slaves, and she is determined to not let this be her end.

Years in a sorcerer's service have allowed Citra to pick up a few things, here and there - some at her master's command, whenever he had need of another skilled assistant, and others through silent observation and stolen glances, listening and learning when she had been dismissed and forgotten. She has experienced the power of magic first-hand, and she intends to one day take that power for herself. With that, she will never be another's thrall again.

Belongings
- A strange bracelet
 
K'sevri, Huntress
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Character Sheet

Born to a family of hunters, K'sevri has always been competitive and possessing an intensity beyond her small stature. Refusing to allow others to tell her what she could and could not do, she insisted on training in the ways of the hunter, even people told her she was too small and weak for battle. Forced to learn the basics of crafting, K'sevri was a rebellious and bitter student. Tired of dealing with her refusal to cooperate with their stereotypes, she was apprenticed to a Zamoran shipwright. Caring little for her work, the young apprentice spent most of her time hanging out with the Shadra'mor, a gang of toughs, who humored her because she really was pretty good with a bow.


A few years later, the Shadra'mor got themselves into a fight with a guild of thieves. With poison daggers the order of the month, K'sevri prepared for the conflict by exposing herself to small quantities of thieves favorite poisons, training her system to build up a resistance. So when the big throwdown occurred, K'sevri was one of the only combatants left standing. Unfortunately, the other survivors mostly had connections, and she got scapegoated for the conflict, and sent to the Exiled Lands.

Belongings
  • A chip on her shoulder
  • A strange bracelet
 
Asenath's Character Sheet.

Background Story
Asenath was born to one of the nomadic tribes roaming the Stygian desert that earn their living by raiding. As such even though she is a female her education contained ample combat training, and it soon became evident that her slender frame harbored an unexpected strength. Apparently the blood of the ancients was flowing in her veins. That strength and prowess allowed her to fend off any male suitors that would press her into the traditional role of a wife and mother. Even more so after she suffered a grievous stab to her abdomen in one of their raids which rent her forever sterile.
Fate took a turn for the worse when the clergy of Set decided to crack down on the banditry, and in a nightly raid her camp was sacked and every single soul killed, except for herself who managed to hide among the corpses. After she managed to sneak away, though, fate was unkind to her as she was soon picked up by a patrol and sentenced to the Exiled lands.

Belongings
A strange bracelet
 
Character Name: Carmen

Backstory:
Daughter of Eduardo Catalan--of a master of the fence form Zingara—Carmen learned her father's fighting style--a blend of flamboyant acrobatics, psychological warfare, and precise, scientifically calculated techniques. Eduardo had no son. Carmen dreamed of being the new master of the school.

Zingara is a man's world. (Most of the world is.) Eduardo betrothed his daughter to one of his finest students—Alphonso.

Carmen considered Alphonso a bully and a coarse brute. Thus Carmen learned the hard truth that all men wanted from women was their beauty, their charm, and their bodies. Rather than seethe and rage—which she often wanted too--Carmen studied to become the ultimate tease. She became a temptress who flirted, charmed, performed, and wooed, but always backed off from giving in. Carmen accumulated a small fortune from men who wanted more, then took her arming sword and fled her betrothal. (She picked up whip skill, too!)


Belongings:
--A bizarre bracelet.
--A beautiful body.
 

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Character Name: Marhyan

Background:

Born to a peculiar, nomadic tribe in the wild steppes of Hyrkania, Marhyan has been no stranger to beast. Her people had many herds and it was through them that the apparently all-female clan managed to scrape a decent living. It was a tough life of course, but even through cold nights and hungry months of the year they had one another. The girl herself was a natural in the saddle, some joked that was it her choice to make her foot would never touch ground on account of not parting with her steed!

Marhyan has never seen a man until that fateful night. They came in the dark, a group of men that fell upon their temporary dwellings, slaughtered their defenders and took both tribesfolk and herds for their own. That was when they discovered the truth of the tribe: the women have nearly all been hermaphroditic. Outraged by such a blow to their fragile egos, the brigands started their own revelty of violence. Those of the tribe who survived have been sold into slavery. For Marhyan, that was how she found her cross and her exile.

Belongings:
- An Exile's Bracelet
- A complete lack of horse :(
 

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Mallog the Massive (Nemesis)
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Mallog is a massive man, easily standing at just over eight feet tall and nearly five feet across at the shoulders. Still, this giant, for all that he is a fearsome looking fellow, is a relatively peaceful and simple one. He is not sure what he did to get sent to the Exiled Lands, but for the most part, he has little issue with it. He dwells in a little cave carved out of a sandstone cliff, just large enough to fit himself, a hearth, sleeping furs, food and water storage, his club and his pug.

And attempts to harm his pug are one of the few things that make Mallog angry, for it she his great treasure.


Attributes
Awareness; 7 Intelligence; 4 Personality; 6 Willpower; 7 Agility; 8 Brawn; 14 (2) Coordination; 5

Fields of Expertise
Combat; 2 Fortitude; 3 Knowledge; - Movement; 1 Senses; - Social; -

Stress and Soak
Vigor; 19 Resolve; 10
Armor 2 (Thick Hide), Courage 1

Attacks
Wooden Club (M); Reach 2, 8D, Stun
Roaring Bellow (T); Range C, 2D, Area, Mental, Stun

Special Abilities
Inhuman Brawn 2

Ambush Tactics; Mallog has become an adept hunter. While he lacks skill with ranged weapons, he has instead grown a certain kind of cunning about leaping out of hiding to ambush his prey. His familiarity with such tactics grants him one bonus Momentum on all Movement tests to gain surprise at the start of a combat.

Lay of the Land; Mallog, for all that he is a simple soul, is adept at sniffing out food and water, gaining three bonus momentum when harvesting forage or water.
 
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