Under The Darkest Hour(Character Sheets)

Discussion in 'RPG Information' started by Arachna, Apr 30, 2023.

  1. Arachna

    Arachna CHYOA Guru

    This is a little different than before, but I think easy enough to follow. Let me know how it looks or if you notice any problems with it that I'm not thinking of.

    Name:
    Species:
    Faction:
    Independent for anyone not tied to any particular group.
    Equipment: 15 points
    Basic equipment might be things like crossbows to claws. A unique feature to them like heavy piercing or poisonous would raise it's cost. Use the line of best fit, but I'll try to provide examples: These aren't necessarily all the things equipment can be used on, but general ideas.
    1-3(Elixir): For an antidote, curing household poison, only one. If it's something meant to counter powerful and dangerous curses like vampirism, it would be 3.
    1-4(Weapons): 1 standard run of the mill crossbow, claws. Good enough to get the job done. 2. Fairly fancy. Maybe a modification to self reload or a few runes to make it hard to break. A witch's spellbook or focusing tool usually lands here. 3. An artifact of some power. This will make those vampires stay dead, or a vampire discovered how to drain life with his claws. 4. A famous reputed sword or eldritch tome of things nobody should know.
    1-3(Supplies): Your average things like torches, compasses, maps, general things. 1 being not very well prepared, 3 being you have what you need to survive most standard things, wherever you go.

    Resources: 15 points. Resources are anything from personal wealth and property to contacts with powerful people.

    Property:
    Wealth:
    Contacts: From criminals to the underworld, to nobles you know.
    Reputation: How well you're known as a slayer/witch/what have you. While this can be good to being taken seriously in the right circles, this can net something of a problem. As such it's discounted at .5 per rank.
    Influence: While reputation might carry to your status in the supernatural world, influence is your overall push and pull to the affairs happening politically, legally, or criminally. .5 per rank.
    Servants/Followers:

    Stats:
    14 points to distribute, maximum of 7 to an attribute, minimum of 1 at creation. Each point gives you an extra die to dice. Charisma and Intelligence, and Luck, are discounted at half.
    STR
    AGI
    MAG
    VIT
    INT- .5
    CHA- .5
    LCK- .5

    Combat Skills: Four points. More specific things that your character is specialized in doing. Archery, unarmed, more combat focused magic like fire.
    Non Combat Skills: Four points. For general utility of things like scholarship or tracking.

    Blessings: Unique non standard powers to a supernatural. While all vampires can drain blood, not all of them are capable of hypnotism, or mind reading. Hunters can as well, provided they have taken banes equal to that number of perks. Blessings can be taken to raise maximum attributes by +2. Default powers for each:
    Vampires:
    Life Drain:
    Can be done in the most known physical way, or by using magic to extract life force forcefully to replenish your own.
    Blood Gaze: Lure a target into a hypnotic trance as long as eye contact remains, to persuade or intimidate.

    Werewolf:
    Mark of the Beast:
    Transform into the much more powerful wolf form. This often requires a lot of energy, aggression, or stamina to do, but the ease to do it willingly goes along with phases of the moon. At a full moon, if exposed, transformation is mandatory. Higher ranks can allow the potential for better at will control, even to transform partially without needing to convert your whole body.
    Regeneration: It takes a lot to kill you. As long as the weapon isn't silver, magical, or manages to stay in the body, odds are, all it's going to do is piss you off. You aren't completely untouchable, and healing in human form while faster, is still much slower than the wolf form.

    Witches:
    Geas:
    Use MAG or CHA on a target to carry out a task. Unlike vampire hypnotism, this can be something specific and over a longer period of time to happen. However, targets cannot be made to do anything obviously harmful to themselves or to people they know without the use of far more advanced forms.
    Second Sight: You can naturally determine if someone is not a regular human by looking. While you will know something is off right away, this doesn't not reveal their true nature. In addition, you can naturally see and communicate to spirits if they're willing to make themselves known to you.


    Entities:
    Revelations:
    Share a secret of the universe with someone. Target a non physical stat of your opponent as their save. If they pass, nothing happens. If they fail, cause massive damage. Can only be revealed to one person, regardless of the results.
    Outer Realm: You only exist partially in reality. As a response, in place of an agility or cont roll, you can use MAG instead.

    Other:
    Just go with best judgment.

    Banes: Additional Banes can be used to increase starting resources or equipment by +5, stats by +2, skills by +2, or to take a blessing. These aren't strictly limited to how many you can take, but should offer a risk to your character that can come into play. These can pile up badly, if not careful.

    All supernatural species have a standard one. This does not provide more benefits, but they can take other things such as inability to enter holy ground which will provide benefits. Humans don't typically have one, but it's entirely possible for a hunter to have come across their share of curses and mental trauma.
    (Vampire)Sunlight: The natural weapon against vampirekind. While those of Lord Anslem's clan are known to somewhat resist it, none are completely immune to it. It's not actually common for it to vaporize you instantly on the spot, there's never been a case of surviving more than three hours that's ever been talked about, though by that point you might already wish you were.
    (Werewolf)Silver: If it stays in the body, you're in trouble. It won't heal naturally and silver poisoning happens quick.
    (Witch)Natural Barrier: There's some fundamental rules that even the darkest of magic simply cannot change.. Rings of salt, mountain ash, to name a few things, can limit a witches ability to move or affect the area with magic. Still knowing this and also being able to get close enough to ever use this is another matter.
    (Entities)Binding Oath:
    For them to exist here, they need to follow rules. They never really like to mention what those things are. But it's generally accepted they always must carry out doing....things. Most know better than to try getting out of it, and while nothing is known, it's generally agreed that something that makes these things hesitate to just do whatever they want, is something better left untested.
    Other: From the wandering Kitsune, to other things. Their weaknesses are varied among each other, but it should make sense to their myth.

    History:
    Heir:
    Optional. A successor character to your current one. Possibly a sibling or an apprentice. They can be anything from a vampire's neophyte, to who succeeds a researcher's experiments into the arcane. If succeeding a previous character, they can inherit stats and skills equal to the previous characters, but don't necessarily have to spend them the same way. While not all equipment and resources is necessarily returned, it's a little known fact that weapons always seem to find their way to their next owners somehow eventually. Things like character contacts and faction relations will likely not carry over unless there's reasons for it too otherwise.
     
    Last edited: May 7, 2023
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  2. majus

    majus CHYOA Guru

    [​IMG]
    Name: Beatrice
    Species: Witch
    Faction: Independent
    Equipment:
    Supplies (3 points) – Everything Beatrice needs to survive.
    Spellbook (4 points) – a powerful spellbook containing many spells.
    Alchemical tools (3 points) – tools to prepare any potion or alchemical compound the witch desired.
    Potion – Aprodisiac (1 point)
    Potion – Antidote (1 point)
    Potion – truth potion (1 point)
    Incense – for spreading poisons and aphrodisiacs. Several sticks included (2 points)

    Resources: 15 points.
    Property: A house in the woods, with bed, alchemy lab, kitchen and a cellar (1 point), has successful businesses in the city - a brothel, an inn and a shop with clothes (3 points)
    Wealth: A bag of gold coins (2 points)
    Contacts: A convent of lesbo – a secret group of several important (merchants, nobles) females who gather from time to time for orgies and help each other (3 points), black market contacts (3 points).
    Reputation (1): 2 points (known among several surrounding villages)
    Influence (2): 4 points (due to her services, she holds sway among the kingdom's nobility)

    Stats (14 points+2(bane)):
    STR 1
    AGI 2
    MAG 7
    VIT 1
    INT (2) 4
    CHA (2,5) 5
    LCK (0,5) 1

    Combat Skills:
    Poison Magic (1)
    Telekinesis (1)
    Mind magic (2)

    Non Combat Skills:
    Alchemy (2)
    Scholarship (2)

    Blessings:
    Geas:
    Use MAG or CHA on a target to carry out a task. Unlike vampire hypnotism, this can be something specific and over a longer period of time to happen. However, targets cannot be made to do anything obviously harmful to themselves or to people they know without the use of far more advanced forms.
    Second Sight: You can naturally determine if someone is not a regular human by looking. While you will know something is off right away, this doesn't not reveal their true nature. In addition, you can naturally see and communicate to spirits if they're willing to make themselves known to you.

    Banes:
    (Witch)Natural Barrier:
    There's some fundamental rules that even the darkest of magic simply cannot change.. Rings of salt, mountain ash, to name a few things, can limit a witches ability to move or affect the area with magic. Still knowing this and also being able to get close enough to ever use this is another matter.
    Unhealthy attraction: Beatrice feels attraction towards innocent-looking young men with wicked/sadistic/callous character ... The witch has a strong need to seduce and copulate with them. The feeling of attraction will not end until she manages to have sex with them.

    History (might still modify it later):
    A woman of unknown past, Beatrice arrived to the area years ago and established herself as a healer and supplier of aphrodisiacs.

    Beatrice is a witch leaving in a house in the woods, crafting potions and medicines. She sells her products to villagers and nobles. During her stay, she made a couple of enemies in villages, due to her sleeping with husbands... or wives of people. But mostly, she stayed out of sight.

    She has also made contacts in neighbouring cities, including nobles, merchants and black market.
     
    Last edited: May 16, 2023
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  3. merkros

    merkros CHYOA Guru

    [​IMG]

    Name:
    Clara Bennett
    Age : 28
    Species: Human
    Faction: Independent
    Equipment: 15 points
    (1 point) Weapon - A small dagger safely hidden on her person for self-defense
    (2 points)Weapon - A high-quality bow passed down through her family. Used to hunt in rare occasions.
    (3 points) Supplies - Clara carries all the tools she may need on her various expeditions
    (3 points) Tools - Clara travels with a veritable book archive in her carriage. These books involve regional history, aristocratic lineages, books on local culture, along with various books on the occult, their weakness, and how to defeat various monsters. Although not skilled in any kind of monster hunting, her intelligence may allow her to use these tools to some effect.

    Resources: 15 points. Resources are anything from personal wealth and property to contacts with powerful people.

    Property: A small manor in the Countryside. Although she often travels across the world in pursuit of knowledge and stories for her books. (3 points)
    Wealth: Clara is from a wealthy family and flaunts her wealth. (5 points)
    Contacts: She is known quite well locally and regionally the various lords and nobles have at least heard of her. She will often hire bodyguards to protect her when traveling through areas of ill repute from the local landed nobility (6 points)
    Reputation: She's not known as a notorious monster or an infamous monster slayer. (0 points)
    Influence: Although not affiliated with any supernatural group. Her books and research into the occult mean that it's fairly likely that some have heard, or at least taken note of her work. They may respect what she has to say. (1 point for 2 influence)
    Servants/Followers: I might shave off some points to add some servants/followers. Haven't decided.

    Stats:
    14 points to distribute, maximum of 7 to an attribute, minimum of 1 at creation. Each point gives you an extra die to dice. Charisma and Intelligence, and Luck, are discounted at half.
    STR 1
    AGI 2
    MAG 1
    VIT 2
    INT- (4) 8
    CHA- (3) 6
    LCK- (1) 2

    Combat Skills:

    Archery (2)
    Close Quarters/Hand-to-hand (1)
    ??? (1)


    Non Combat Skills:
    Medicine (1)
    Scholarship (2)
    Writing/Wordsmith (1)

    Blessings:


    Banes:

    History:
    Clara Bennett is an intellectual who briefly taught at some prestigious universities before she moved back to her estate after her parents passed away. She often travels all over to explore various locations and get firsthand experience with them for her own collection of written work (both historical and fantastical).

    As a scholar, her books on medicine and history have been quite acclaimed and while she does not believe in the occult, she does keep an extensive collection of books on them to aid in her more fantasy-inspired stories. Such knowledge perhaps puts a target on her back for either Supernatural or Hunter factions. However, both sides are just stories to her.


    Heir: N/A

    There's still some thought to be put into this. This is my "someone getting in over their head" character idea. It's also why I didn't invest too much in weapons because She's not really meant to be prepared to go into Monsterland and slay monsters. Not sure how she'll work out and she still needs some work. I have another idea(a vampire) for if I give up on this idea.
     
    Last edited: May 11, 2023
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  4. Tjf

    Tjf CHYOA Guru

    (Okay, so I hope I didn't go too crazy with this character. Also, I know it's cliche to use Lady D as a reference, but I couldn't resist :D )

    Name: Heinrich/Helena Von Bohm
    [​IMG]
    [​IMG]


    Species: Cursed Vampire
    Faction: Former Wilted Rose
    Equipment: 15 points

    4: Sword of the Savior (Corrupted) - Enchanted sword, passed down from generation to generation of the Von Bohm family.
    3: Vampiric claws - only present in the Helena form, capable of draining life
    2: Force change potion - capable of making Helena transform into Heinrich and vice versa immediately.
    3: Supplies



    Resources: 15 points. Resources are anything from personal wealth and property to contacts with powerful people.

    Property:
    [​IMG]
    Large, well fortified ancient castle sequestered in a mountain valley

    Wealth: 2 points
    Contacts: 2 points - contacts with nobility
    Reputation: 3 points - The Vohn Bohm family is well known, both as nobles and as slayers. Rumors are beginning to spread that the current patriarch has a secret, however
    Influence: 2 points
    Servants/Followers:
    3 - Servants and guards at Castle Von Bohm. Leaders are:
    upload_2023-6-1_23-23-10.png
    Cheerful, polite and kind, Beatrice is one of the dour castle's few sources of warmth. Having lost her own child around the time she became the infant Heinrich's nursemaid, Beatrice has come to love the boy as if he were her own, though the services she's provided since he reached adulthood have gone beyond maternal. Loyal to a fault, her first and only concern is her master's happiness.

    [​IMG]
    A former hunter, Valerian was responsible for teaching the young Heinrich about combat and the occult, preparing the heir for his future as a hunter. Valerian is loyal, but as a former hunter, despises his ward's vampire side, and seeks to erase Helena and return Heinrich to his full humanity.


    Stats:
    14 points to distribute, maximum of 7 to an attribute, minimum of 1 at creation. Each point gives you an extra die to dice. Charisma and Intelligence, and Luck, are discounted at half.
    STR - 3
    AGI - 2
    MAG - 2
    VIT - 2
    INT- 2
    CHA- 5
    LCK- 3

    Combat Skills: Four points. More specific things that your character is specialized in doing. Archery, unarmed, more combat focused magic like fire.
    - Swordsmanshipx2
    - Pistols
    - Claws and fangs (Helena only)

    Non Combat Skills: Four points. For general utility of things like scholarship or tracking.
    - Leadership x2
    - Occult knowledge
    - Persuasion

    Blessings: Unique non standard powers to a supernatural. While all vampires can drain blood, not all of them are capable of hypnotism, or mind reading. Hunters can as well, provided they have taken banes equal to that number of perks. Blessings can be taken to raise maximum attributes by +2. Default powers for each:
    Vampires:
    Life Drain:
    Can be done in the most known physical way, or by using magic to extract life force forcefully to replenish your own.
    Blood Gaze: Lure a target into a hypnotic trance as long as eye contact remains, to persuade or intimidate.

    Banes:

    The Curse: When Heinrich was just finishing his training, his parents went on the hunt for a powerful sorceress. They managed to defeat their target, but at great cost. As the Von Bohms lay mortally wounded, the witch cast a curse through them, targeting their son. When the moon rises, Heinrich transforms, his mortal, male form changing into a female vampire - Helena. Though the Helena form comes with strength and dark magic, it also comes with a ravenous bloodlust beyond even a regular vampire's. Though Heinrich's form is impervious to sunlight, Helena's isn't - meaning that if he ever transformed by accident or by enemy magic during the day, he'd be at risk of being incinerated. Because the vampirism was caused by a curse, no normal cure will work on Heinrich - only by discovering the secrets of the curse and gaining the help of a powerful mage can the curse be destroyed - or potentially by convincing its caster to undo it, if she still lives.

    History:
    For centuries, the noble Von Bohm family have lived double lives. By day, they're aristocrats, ruling their secluded valley in peace, or attending parties in the cities with the upper crust. By night, though, they're well trained killers of vampires, werewolves and all other things supernatural. Count Heinrich was no exception to this, joining the Wilted Rose and beginning his own career as a hunter. On his thirtieth birthday, however, a curse laid by the witch that killed his parents activated, and Heinrich became subject to a curse, sharing his existence with a corrupted vampire version of himself. Withdrawing from the world of hunters, Heinrich seeks a cure for his affliction in secret, with the aid of his loyal servants.
     
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