Skynet's Collection of Story Ideas (M Seeking Anyone)

Started by Skynet, November 05, 2014, 12:11:29 AM

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Skynet

Welcome, and come on in to my little slice of heaven. O:)  I am a long-time writer and member of E, interested in both freeform and system games and writers of all genders. I love a good mixture of plot, smut, and character development in my tales, and love stories set in larger-than-life worlds of science fiction and fantasy.  Send me a PM if any story idea particularly grabs you.

Notes:

  • Here are my Ons & Offs.
  • I enjoy forum-based role-play, but am not averse to trying a game on Roll20 for system-based plots.  I am not comfortable with Instant Messenger services except Discord, and I generally prefer to have a moment where I have some free time to come up with responses so as to get the story "just right" without the pressure of someone else waiting right there.
  • I am a frequent PMer, often sharing my thoughts after I make a post or when you make one. Typically these are ideas on where to go in the story, or status updates in case of delays.  I won't be sending you things every day, but I do prefer to keep lines of communication open so as to get a sense of how things are doing.
  • I am uncomfortable with longer posts for new stories as of now, and I won't be able to post every day due to existing plots and real life stuff.
  • I'm not averse to pics of real characters, but I do have a fondness for anime and like using them for a lot of stories.
  • Elliquiy is a diverse community with all manner of subjects and subforums. However, I take out-of-character behavior into account when selecting my writing partners.  If you are the sort of person likely to agree with Fox News, the Daily Mail, "gender-critical feminists" (aka TERFs), or The Quartering YouTube channel, then it will save both of us a lot of time if you seek a writing partner elsewhere.  We will have little, if any, chance of finding common ground.




Older Tales

Here are some links to stories I've worked on in the past or am currently doing, in case you want to get a sense of my writing style:

1,001 Erotic Nights

Forgotten Crown

Isekai! Whisked Off by Fate!

Isekai! School Field Trip to a Barbaric World!

Redhurst Academy of Magic

Shorn Spandex

Valley of Torita

Beautiful Prisoner of Lust

Soft Wings Ranch

Planescape Femslash (as player)




My Story Ideas

On Systems: Gaming systems I'd be interested in include Dungeons & Dragons 5th Edition, old-school retroclones inspired by Dungeons & Dragons, FATE, Shadow of the Demon Lord, Apocalypse World Engine, and World of Darkness (Old or New).  These plots may be freeform RP, although I enjoy the dimension of randomness that the risk of failure can bring from the dice, and the satisfaction of making a cool character.

Craving

Stories & Systems in which I have the greatest interest at the moment.

Isekai! (Concept): I have a bit of a love/hate relationship with this subgenre. I’ve been spoiled on good works such as Konosuba, Re:Zero, and Tanya the Evil, and after finding so much chaff populating the sites and shelves I realized the next best thing is to make my own stories instead. I still have love for the underlying idea, particularly in regards to erotic role-play (and not just in regards to the iconic slave-waifu harems!).

I prefer worlds and characters which go against the grain in some way if only to make the Isekai feel unique. Generic Medieval JRPG Fantasy World? Yawn. Fantasy World with Sufficiently Advanced Schizo Tech, or centered on a non-European style locale such as Ancient Egypt? Yes please!

I hardly own even a fraction, but there's a pretty comprehensive list of campaign settings made for D&D 5e. If you have any particular favorites, I'm more than happy to hear about them!

Isekai! Conscripted Into the Mean, Green, War Machine of Another World!


It seems that every Ordinary High School Student & Salaryman who makes a meeting with Truck-Kun ends up in pretty much the same situation: sure they may be reincarnated into a younger body, and maybe their Unique Power doesn't set in immediately, but it's a guarantee they'll end up embroiled in the politics of some human-dominated medieval kingdom with a token elf or animal-eared but mostly human party member.

You're not one of those sorry schlubs, soldier! Born in the boisterous boomtown of Tombstone, you're one of the monstrous races in pseudo-WWI world where kobolds are the masters of trench warfare and paladins smite evil with healthy helpings of gatling fire! Be you goblin, orc, or some other so-called "beast," your people worked hard to eke out a niche for themselves in a world that fears them. On the fields of battle, all races are equally worthless meat shields!

Ideal Settings & Systems: Savage Company, 5th Edition or Pathfinder.

Isekai! Crossing Katanas with Clockwork Samurai in Another World!


I admit that I haven’t read much of the setting yet, but I came across a book called Mists of Akuma. With an Eastern blend of steampunk elements, it certainly looks intriguing.

Ideal Systems: Mists of Akuma, 5th Edition.

Isekai! Decadence in a Distant City!


In the world of Scarn, a near-apocalyptic war between the Titans and their divine progeny rent the land in twain. The new gods won, with only Denev the Earth Mother surviving, she being alone in turning against her primordial brethren.

The continent of Ghelspad is slowly adapting to the new divine status quo. The elves have been cursed with sterility after one last curse from the fallen Titan they slain; wicked dwarves from across the ocean seek to colonize territories. The Calastian Hegemony, Throne of the Black Dragon, is a veritable empire in a land of tribes and city-states, forging civilization with the iron scourge of sword-soldiers and slave-scythes. And then there are the progeny of the Titans, the orcs, manticora, and other monstrous beings who find themselves without gods. Some seek to find new lives with their freedom, others strike out against the new gods and their faithful, knowing of no other life.

Deep in Ghelspad’s far south, among the Sweltering Plains, sits Shelzar the City of Sins, where anything can be had for the right price. Famed the world over for its carnal delights and vision-inducing drugs, Shelzar sits at the borders of the Calastian Empire, tolerated as a way for more respectable citizens to indulge in forbidden pleasures beyond the bounds of their authoritarian society. The Courtesans of Irda, priestess of the goddess of secrets and sexuality, operate an international network of spies and informants. Nothing escapes their eyes, ears, and lips, not least of all the arrival of one from another world, untouched by the Divine War. Some may call it opportunism, preying upon a vulnerable immigrant with no social ties, but the Courtesans do not view it as one-sided. They have the power of a goddess behind them, one who can teach you how to fell foes with not a strike, but a caress.

Ideal Systems & Settings: Scarred Lands, 5e.

Isekai! Magical Romantic Fantasy in Another World!


For a lighter change of pace, why don’t we send our hero to a world truly worth fighting for? One that is fundamentally good, but threatened by those who seek to burn all that is just and right to ash?

The world of Aldis is an enlightened realm where a magical being known as the Sovereign appoints worthy charges to defend the land from evil. But sometimes, the call goes beyond the land of Aldis, even the planet itself! What if the next worthy envoy hails from humble Earth?

Fall in lust and love as you cross sword and spell with Shadow Lords and Jarzoni inquisitors. Form a psychic bond with a magical animal and ride into battle astride unicorn, griffon, or running alongside some other magnificent beast! Swim with the Sea-folk to their underwater palace and thwart pirates in the Scatterstar Archipelago. Eat, drink, make love, and be merry, for these fond memories show exactly what you are fighting for!

Ideal Settings & Systems: Blue Rose, 5th Edition.

Isekai! Marked by the Dragons in Another World!


In a post-war magitech world, people born with dragonmarks rose to become the new aristocracy in all but name. There are 12 Dragonmarked Houses, whose most favored members possessed a special magical birthmark capable of being passed on down the bloodline. But there remains a supposedly extinct 13th Mark of Death of House Vol, whose descendants were wiped out by the other Houses. You have such a Mark, located on an area of your body that is not typically viewable. Whether you like it or not, the Draconic Prophecy foretold that an outsider such as yourself will make great changes in the world of Eberron!

Ideal Settings & Systems:Eberron, 5th Edition.

Isekai Nyaa~! Becoming a Catgirl in Another World!


People believe that the Egyptian Pantheon is a dead religion, but in reality they found another world in which to settle. In the southern continent of a distant land, a proud human empire stretching to the dawn of civilization still stands. Its beloved gods grace the temples and pyramids to throngs of worshipers, who point with pride as to the closeness of their deities. Some mortals are even marked by the gods, and the catfolk of Bastet are the most well-known.

You wake up within the tomb of a pyramid, whose once-dead champions were sealed away only to be reawoken in times of great peril. It seems that you’re assumed to be such a heroine, or more likely a case of mistaken identity. Regardless of your acceptance or refusal of such a destiny, you find yourself within the marvelous city of Per-Bastet, Everlasting City of the Cat! Watch or participate in the annual Sandship Races! Take a barge-ride down the River Nuria on the back of a Dire Spinosaurus! Become a sacred prostitute and learn how to channel love and sex into divine power! Get an invitation to the Pallid Court’s never-ending party of undeath by a hot vampire guy (or gal)!

You’ve been gifted a second chance at life by the Mistress of Felines. Time to make the world your oyster...or litter box...no, that doesn’t sound right...your milk saucer! Yeah, let’s go with that.

Ideal Settings & Systems: Midgard’s Southlands, Pathfinder or 5th Edition. Has an upcoming setting update, but existing books have racial options.

Isekai! School Field Trip to a Barbaric World!
It all happened so suddenly. You and the rest of your classmates from St. Augustine's All-Girls School were on a bus headed for Yellowstone National Park. But something happened and you crashed! Coming to, you found yourself in a strange new world straight out of a fantasy game. Your classmates are nowhere to be found, but somehow you know that they're out there, weathering unknown dangers. Can you find your way in the savage land of Thule, with its decadent cities, hedonistic cults, and mighty-thewed barbarians eager for some female company, willing or no? Or will you succumb to death, madness, sexual slavery, or any number of horrible fates?

Ideal Settings & Systems: Primeval Thule, 5th Edition, Savage Worlds, or Pathfinder.

Isekai! Swashbuckling Sailors & Sirens in Another World!


Adventurers are always on the move, going from one town and dungeon to another after spending their newfound riches. Sailors are not so different, and in the world of Vodari there are plenty of islands in need of daring swordsmen and canny sorcerers to save them from some foul fate...or just happen to be ripe for the plundering. From the monstrous legions of the storm goddess Versi menacing civilization, the ever-present pirates, to the Taevaran Theocracy who has no love for roving bands of free-spirit rogues (be they Chaotic Good, Neutral, or Evil) the Seas of Vodari are blessed and doomed in equal measure to live in interesting times. One of the islands is fabled to hold the key to getting home, and if that means solving their local troubles before moving on and getting rich and famous in the process...that's not such a bad price to pay, now is it?

Ideal Settings & Systems: Seas of Vodari, 5th Edition.

Worlds of Power & Might


This isn’t a world or plot concept in and of itself so much as a fondness for a certain 3rd party system. Spheres of Power was originally designed for Pathfinder, giving a balanced yet versatile magic system capable of emulating a wide number of genres and magical traditions. Spheres of Might did the same for martial archetypes. And recently they both just came out for 5th Edition Dungeons & Dragons!

The Spheres could be the underlying mechanics of an MMO if we want to go a route akin to Sword Art Online. Or it could be a 4th wall breaking interface our Isekai’d protagonist learns about. Or maybe it’s an analogy by scholars of the world for the foundations of reality: “Just like how the solar system is a world of spheres, so too are the domains of magic…”

While it may not be MMO levels of “Lord Darke has a Level 100 Swordfighting skill!” it can be fun to have some kind of reference underpinning the world’s reality.

Ideal Systems: Spheres of Power (5th Edition or Pathfinder).

Unique Isekai Powers (Optional Rule)
It wouldn’t be a proper Isekai if the protagonist didn’t have some unique feature which set them apart from everyone else in the world! Below are some suggestions, along with potential game mechanics in regards to system-based RPG such as Dungeons & Dragons. Keep in mind that none of these are meant to be evenly balanced or even playtested, but I suppose that’s part of the charm. They may even be optional, as in some cases having a character class all your own can be enough to differentiate oneself from the people of the world.

Actual Warrior: You’re neither a high school student nor an office worker. In fact, you have a more useful skill set in the average fantasy world. Be you a modern-day special forces member or a Space Marine from the future, you have actually seen combat and may or may not have some advanced technology on your person.

System Mechanics (5e): You begin play with one modern firearm or advanced technology weapon of your choice with which you are proficient, and enough ammo to reload three times. You can replenish lost ammo once per long rest. You are proficient in Athletics, Survival, and once per long rest you can enter “the Zone.” This is a period of detached calmness where you can take 10 on any attack roll in lieu of rolling, and lasts for a number of rounds equal to your proficiency bonus.

Fully Unlocked Sphere Grid: Used in a setting making use of Spheres of Power & Might, your protagonist more or less ignores the typical progression system for unlocking new martial and magical skills.

System Mechanics (5e/PF): You have access to Advanced and Legendary Talents from Spheres of Power and Spheres of Might. You also ignore level-based prerequisites for such Talents.

Mimic: You can learn things fast and without effort via an unconventional route.

System Mechanics (5e): Whenever you defeat or have sex with a creature, you can learn one ability from them. This can be a special power, a weapon, armor, tool, or skill in which they are proficient, a feat, or some other kind of unspecified knowledge. Once you mimic someone, you cannot ‘learn’ anything else from them in this manner.

Null Magic Soul: Being taken from a world of utter mundanity to a world of magic and monsters is bound to have side effects. The truth is, a shard of the old world still lives on inside you, as much a curse as it is a blessing.

System Mechanics: You cannot take levels in a class that grants spellcasting or take an archetype that does the same. You are under the permanent effects of an antimagic field of personal range; it is of infinite duration and doesn’t require concentration to maintain.

Omnimagical: Magic can do just about anything, but nobody can use all forms of magic. You’re the exception, a spellcaster whose talents defy the conventional rules of sorcery.

System Mechanics (5e): You can learn any spell regardless of class. You can also learn spells from 3rd party sources, provided that you copy-paste the OGL text for said spell for the GM to read.

Powerless: Your special power is...that you have no special power! Most likely some kind of comedy or deconstruction take on the subgenre.

System Mechanics (5e): You have absolutely nothing unique about yourself. As such you learned to compensate in other areas. Gain proficiency in two skills of your choice.

Priceless Treasure: Your protagonist’s power is not so much inherent as it is something bestowed upon them.

System Mechanics (5e): You begin play with one Artifact level magic item of your choice.

Reincarnated as a Monster: Most isekai protagonists are humans, albeit with extraordinary powers. In a new world you get a new body as well.

System Mechanics: In lieu of picking a race or class, you choose one monster from the Monster Manual or a similar bestiary (GM’s discretion). You use said monster’s stats, and maybe an appropriate proficiency or feat reflecting your old human life.

The Best Around: You are so skilled in one area that you are on par with the most famous practitioners.

System Mechanics (5e): Pick a broad category of related weapon types, a school of magic, or all the skills you've chosen via class (pick 3 skills for Bards). You have a proficiency bonus of +6 when using said weapons/spells/skills.


Mutants & Masterminds (System): One of the more popular superhero RPGs on the market. I'm open to both 2nd and 3rd Edition.

While the system is setting-neutral, I did my own interpretation on the official setting in a world-building thread, which I'm interested in making a sort of shared universe for RPs set in it.

A League of Their Own

The Freedom League is the premiere superhero team of Earth-Prime, a proud legacy stretching back six decades and a membership roster of dozens of famed figures. They went through rough periods and even a temporary disbanding in the 1980s, but now they're back and better than ever! Your PC just happens to be the Freedom League's newest member. Having proved your worth in skill, compassion, and a desire for justice, you now grace the ranks of Doctor Metropolis, Lady Liberty, Star Knight, and other household names beloved the world over.

Even though you're no stranger to the life of a superhero, stepping up to a global level has made you busier than you were as an independent super. Their satellite headquarters and hangar full of space-planes grants them quick access to any region of Earth and nearby planets in the solar system, it seems that nary a day goes by without you saving some city, nation, or people from rampaging aliens, doomsday-device-wielding terrorists, power-hungry gods of the underworld, or the myriad other villains populating the Leagues' generations-spanning rogues' gallery.

But then again, this is what being a superhero's all about.

Variant: Argent Origins: Alternatively, one could be present at the League's 1960 founding, when the Greek God Hades sent his unliving legion to attack Freedom City. Formerly confined to shadows during the reign of McCarthyism, America's superheroes band together for the first time since World War 2 to battle the forces of evil. This allows for a more historical series inspired by the Silver Age of Comics (plus or minus the era-specific whimsiness), telling a tale of superheroes living through the second half of the 20th century's monumental events both real and fictional.

Inspiration: Justice League, the Avengers

Power Level: 10 to 13.

House Rules
Playing with the Pros: Members of Earth's most prominent superhero team are experienced and competent, even if young. PCs have access to the new Advantages from the Superteam Handbook. Tactical Training, Team Code, and Well-Equipped are highly appropriate for Freedom League members.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

Unlimited Power Points: Players have as many Power Points as they need to design their characters. PL Limits are still in play.

Freedom City Beyond

Welcome to the Cyber-Revolution. The year is 2060 AD. The decades-long project of growing corporate power has come to its natural conclusion, and various international business conglomerates have more or less outright replaced national governments in all but name (and in some cases including that). Multi-story domed megacities were built to guard against rapid ozone depletion, and even the vaunted mantle of ‘superhero’ has been claimed for sponsored name-brand teams who pose for the cameras while the slums and the dregs of society go ignored.

You’re a protege, a metahuman, someone who has that notable spark that elevates them above the common clay. Whether an escaped corporate lab experiment, a decommissioned cyber-soldier unexpectedly reactivated, or the throwback of a forgotten tradition, you are not doomed to be (or remain as) one of those PR-friendly company poseurs using their powers for the benefit of the next Wall Street stock bump. No, this era is in need of a superhero who won’t sell out.

Inspiration: Shadowrun, Batman Beyond, Cyberpunk Genre

Power Level: 8 to 10.

House Rules
Altered Skills: The computer-related functions of the Technology skill are separated into its own distinct Computers skill. Technology represents “hardware” related functions.

Capitalism Run Amok: The stratification of social classes by wealth has widened to the point that the rich live in separate enclaves, the omnipresent privatization of infrastructure has made corporations the new government, and the power of nation-states are but ineffectual rubber-stamps for big business. Benefits reflective of institutional power (such as Diplomatic Immunity) require one to have at least 2 ranks in Benefit (Wealth), and legal entry into certain arcologies requires at least 1 rank in said Benefit. Once per adventure, the character can make use of their funds to gain various favors, rights, and privileges in the form of temporary Advantages: Connected & Contacts for networking, Equipment & Inventor for construction, etc. The boons gained are temporary, lasting for one scene, representing the limits of their economic pull.

Alternatively, the character can gain a number of Power Points to outright “buy” superpowers for the duration of a scene: this most often takes the form of cutting-edge tech, genetic modifications, highly potent drugs, cybernetic implants, and so on. The ‘loss’ of such powers is due to the untested and unstable nature of experimental goods or planned obsolescence worked into the goods to encourage continual purchases.

Finally, anyone with 3 or more ranks of Benefit (Wealth) gains Complication: Enemy which manifests in the form of rival corporations and upper-class individuals who view the characters’ own status as a threat to their own.

Cyberspace: The Internet is treated as an alternate dimension that most people can travel to by projecting their consciousness into via the use of Datajacks. Datajacks are 1 point pieces of Equipment that grant Movement 1 (Dimension Travel: Internet; Limited: Leaves Body Behind), and are often installed into computers, smartphones, cybernetics, and other such devices. The hyper-realism of cyberspace means that characters have access to their normal skill sets.

Future Cars: All land vehicles convert their speed into Flight, with the Limited flaw (can only travel along predesignated safe routes). Vehicles altered to be ‘free-range’ must pay the extra cost in Equipment Points, and are illegal for civilian purposes outside of specialized occupations.

Not a Dump Stat: Every rank in Presence grants a bonus Advantage related to social skills (superfluous given unlimited Power Points.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

Wireless World: Every character has 1 free rank in the Equipment advantage to spend on at least one of the following: camera, comm-link, mobile phone, computer, audio recorder, video camera, and/or GPS. Alternatively they gain a cybernetic implant that can simulate up to 1 Power Point worth of common Equipment, effectively a Feature or version of an item that cannot be ‘disarmed.’ Excess Equipment Points can be put to other types of equipment if desired. Smartphones are 4 Equipment Points: they are a computer, mobile phone, and video camera all in one.

Freedom City, 2525 AD

In the far future, Earth is the capital of the Galactic Confederation. Technological and social innovations turned much of interstellar civilization into a bright shining future as envisioned in the more idealistic science fiction works. Disease, starvation, and resource scarcity is a thing of the past on most worlds, but that doesn’t mean the universe is any less dangerous: rogue nanomachines, renegade time-travelers, nihilistic social movements, and alien warlords are but a few of such perils that imperil this near-utopian world. Thankfully, the galaxy-spanning Freedom Legion team of superheroes stands by to securing peace and justice against the many threats of the universe!

You may be the newest member of the vaunted Freedom Legion, enrolled in the prestigious Claremont Academy for gifted youth studying topics from xenobiology to five-dimensional engineering, or part of a traveling starship going places no man, android, or alien has gone before!

Inspiration: Star Trek, Guardians of the Galaxy, Legion of Superheroes, Retrofuturist Artwork, 50s to 70s sci-fi shows and movies.

Power Level: 10-14

House Rules
Follow Your Dreams: Work for survival is a rare inconvenience rather than a necessity of life, more common in far-flung habitats and scouting vessels far beyond greater galactic society. Citizens of the Galactic Confederation have more free time on their hands to devote themselves to passion projects, manifesting as 5 free skill ranks in an Expertise of their choice.

Legion Membership: Members of the Freedom Legion have Benefit (Legion Membership) as a free advantage. They also have equipment tailored to survival in deep space and a wide variety of alien worlds. They are treated as 8 free Equipment ranks granting the following benefits: Communication 5 (subspace radio, Anywhere, Limited to Distress Signal -3), Flight 7 (250 mph), Telepathic Ear Plug (Comprehend 3 [Languages], Mental Communication 1 [Close Range]), Environmental Protection 9 (Life Support, except for starvation & thirst), with 2 Equipment Points left over. Alternatively a hero can devote any number of such ranks to beginning with (or adding to the purchased value) a spaceship up to 40 Equipment Points, mixing and matching equipment as necessary.

Not a Dump Stat: Every rank in Presence grants a bonus Advantage related to social skills.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

Post-Scarcity Society: Barring some political outliers, the Galactic Confederation is capable of providing for everyone's’ basic needs. Benefit (Wealth) is renamed Benefit (Coordinator). This does not represent financial capital so much as social capital capable of drawing together large groups of people in performing projects beyond the individual level. Once per adventure, the character can gain the benefit of an equal number of ranks related to such aid: Connected & Contacts for networking, Equipment & Inventor for construction, etc. The boons gained are temporary, lasting for one scene, and once the need for the boon passes the favors and resources are ‘reset’ or gifted back into society (converted into nanomachines, given to the next neediest candidate, etc). Similar Benefits such as Security Clearance & Status can be used in the same way, to a maximum of 5 effective "Coordinator" ranks.

Project Redemption

The US government takes incarceration of superpowered criminals very seriously. In other nations they aren’t numerous enough to warrant their own complexes, but with America being the metahuman capital of the world it’s home to three full-scale facilities: two on the respective coasts, and a private for-profit one down in landlocked Tennessee.

Recognizing the unique talents of said inmates, the federal government devised a controversial rehabilitation program: under heavy supervision, supercriminals can lend their powers for community service in exchange for greater privileges and reduced sentences. And as luck would have it, you’re one of the candidates deemed of sufficiently minimal risk! Trading in your power dampeners for a shock collar may not seem like much of an improvement, but increased family visitations, spending time outside of a cramped cell (or the showers, or the prison yard), and being able to practice honing your powers are too good to pass up.

It ain’t all sunshines and roses; inmates passed over by the program aren’t going to be happy about this favoritism, not to mention the more ideological supervillains who’ll view your activities as selling out even if done for mercenary reasons. Not to mention the prior stigma of your past crimes means that the public won’t be as trustworthy until they feel you’ve done your part (and even then). And that’s not to say that the supervisors of Project Redemption may have their own ulterior motives for sponsoring the program. Perhaps, the prison-industrial complex can always use more superpowered labor, and as they say...it takes a thief to catch a thief. Or maybe it’s but a testing ground for a new black ops squad composed of socially maligned, deniable assets.

Inspiration: Suicide Squad (comics, not movie), Thunderbolts, Women in Prison Films

Power Level: 8 to 12

House Rules
Girls Behind Bars: Prisoners have limited ability in regards to money and personal possessions. Benefit (Wealth) is replaced with Benefit (Commissary Surplus), representing personal trust funds gained from working prison jobs, money sent by friends and family, and savvy deal-making abilities in the prison barter system. PCs with the Attractive advantage can add said advantage’s ranks on top of said Benefit by giving sexual favors to prison guards. The list below represents what sorts of goods a PC can reliably have in hand based on ranks in said Advantage.

0 ranks: Clothing, pictures (non-pornographic), letters, religious books.
1 rank: coffee, instant ramen/stamps (prison currency), toiletries, 5 monthly video visits.
2 ranks: Over-the-counter medications, clock, fan, typewriter, 5 hours’ worth of phone communication/month.
3 ranks: Above-average food, books, magazines, 45 hours’ worth of email communication/month or 20 hours’ worth of video/phone communication.
4 ranks: Good food, alcohol, miniature television set, 120 hours’ worth of email communication or 50 hours’ worth of video/phone communication.
5 ranks: Just about any handheld object the average middle-class citizen has access to that cannot be reasonably ‘weaponized,’ virtually unlimited amount of phone/video/email communication.

Life of Crime: PCs begin play with 5 free ranks in an Expertise skill reflective of their illegal activities. Expertise (Criminals) is too broad; more suitable choices would be Gangs, Drugs, Black Market, etc.

Not a Dump Stat: Every rank in Presence grants a bonus Advantage related to social skills.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

School of Hard Knocks: While PCs will gain access to their normal allotment of abilities as part of their work-release program, back behind bars with power-dampening collars they can only rely upon their fists...or spines, or tentacles. PCs gain 8 free Power Points to spend upon one Fighting Style from the Deluxe Gamemaster’s Guide. Leftover Power Points can be dedicated to other combat-related Advantages, skills in line with said Fighting Style, and the Fighting ability score.

Sample List of Fighting Styles
AIKIDO
Advantages: Defensive Attack, Evasion, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Improved Trip, Uncanny Dodge
BOXING
Skills: Deception
Advantages: All-out Attack, Defensive Attack, Improved Defense, Improved Smash, Power Attack, Takedown
CAPOEIRA
Skills: Acrobatics
Advantages: Agile Feint, Defensive Attack, Improved Grab, Improved Trip, Power Attack, Prone Fighting
ESCRIMA
Advantages: Accurate Attack, Defensive Attack, Improved Disarm, Improved Hold, Power Attack, Quick Draw, Weapon Bind
JUJITSU
Advantages: Accurate Attack, Defensive Attack, Improved Disarm, Improved Grab, Improved Hold, Improved Trip
KARATE
Advantages: All-out Attack, Improved Defense, Improved Disarm, Improved Smash, Instant Up, Power Attack
KRAV MAGA
Advantages: All-out Attack, Chokehold, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Power Attack
KUNG FU
Skills: Expertise: Concentration
Advantages: Defensive Attack, Improved Critical, Improved Defense, Improved Smash, Improved Trip, Instant Up, Power Attack, Startle
MUAY THAI
Advantages: All-out Attack, Improved Critical, Improved Defense, Power Attack, Takedown
NINJUTSU
Skills: Acrobatics, Athletics, Stealth
Advantages: Chokehold, Evasion, Hide in Plain Sight, Improvised Weapon, Startle, Takedown
SUMO
Advantages: Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Trip, Power Attack
TAE KWAN DO
Advantages: All-out Attack, Defensive Roll, Improved Defense, Power Attack, Takedown
WRESTLING
Advantages: Chokehold, Improved Disarm, Improved Grab, Improved Hold, Power Attack, Weapon Bind

Public Domain Golden Age

The Golden Age of Comics is the birthplace of the superhero genre (the pulps being the paternal predecessor). Set in the tumultuous era of World War II, it was a time when the world truly needed heroes. Lost worlds and ruins hold mystical relics that need to be kept out of, or forcefully pried from, the hands of Nazi occultists. Mafioso and other depraved criminals run roughshod over the good citizens of the world, while Axis spies and  “America First” fifth columnists sabotage the Allied war effort.

A large amount of superheroes from this era have entered the public domain, with many collected in online wikis and archives. While many stories were simplistic by the standards of more postmodern comics, they were home to quite a few innovative concepts, ranging from the resurrected flying Roman soldier the Dart to the two-fisted gadgeteer Captain Battle. It’s up to you whether to create an original character of your own or pull one from the menagerie of forgotten heroes. But whatever your choice, you will be among the ranks of those valiant souls during dawn of superheroes!

Inspiration: Golden Age of Comics (too many to list here)

Power Level: 6  to 8

House Rules
Hard Times: During the Great Depression, most people had to be thrifty in what to do without. Even the wealthy were restricted to rations in what and how much they could purchase legally. Certain goods vital to the war effort were not available for general sale barring certain occupations. Purchasing rationed items on the black market requires a Persuasion DC and minimum rank in Benefit (Wealth) in order to obtain; you can get goods one rank higher than your personal wealth, but represents a huge investment and will lead to future financial problems. Every rank of Benefit (Rationing Exemption) grants you a cumulative +4 bonus when rolling on the Rationing Table.



   
   
   
   
   
   
   
   
Rationed ItemPersuasion DCWealth Rank
Common (Gas, most foods)120
Scarce Foods (Coffee, bacon, steak, sugar)201
Cigarettes, wine, whiskey251
Consumer goods (vacuum cleaner, electric toaster)251
Military-Used Item (flashlight, firearm, radio, shoes)302
Scarce Material (tires, silk, nylon stockings)353
New automobile403

Impervious Rework: The Impervious extra for Protection and various Defenses no longer grants immunity to effects half the rank of said Extra. Instead, it decreases the degree of failure by 1 (minimum 0) from any effect less than the Impervious rank. The Penetrating Extra is capable of bypassing it as usual.

Not a Dump Stat: Every rank in Presence grants a bonus Advantage related to social skills.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

Trusty Sidekick PCs have 15 free ranks in the Sidekick advantage. PCs who'd prefer to "go it alone" begin every session with 1 additional Hero Point due to having one less set of helping hands.

Shorn Spandex

Emerald City is startlingly quiet for a West Coast metropolis of its stature. Its beautiful evergreen forests have long been home to weird cryptid sightings, the ambient psychic energy of its Viridian crystals serve as a versatile super-science power source. But even more so, it was home to Maximilian Mars, world-renowned scientist, businessman, and philanthropist who served as a shining example to the world of what one man can do.

But the relative peace of the Emerald was shaken up by two notable events: first was the assassination of Maximilian Mars. The culprit was caught, but committed suicide in jail not long after he was caught. Several months later, a supernatural weather phenomenon known as the Silver Storm swept across the city, injuring thousands and granting people superpowers at random. The sudden empowerment of countless individuals turned Emerald City into the unofficial ‘metahuman capital of the world,’ and shook up the delicate power balance of the city’s long-dormant supervillain underworld who may or may not be tied to Mars’ legacy.

Your hero is but one of these new Stormers. A normal high school student empowered by sheer happenstance, you and several of your peers take up the mantle to protect your hometown as its first semi-official superhero team!

Variant: Supernatural Spandex: How about some urban fantasy to go with your superpowers? Set in the parallel reality of Earth-Eldritch, the Silver Storm was a magical ritual gone awry which revealed the existence of magic and monsters to the world. The Chamber is a network of supernatural communities and factions who've decided to cooperate for the time being, but the Great Unmasking now has everyone pointing fingers for who to blame. Whether they come from magical heritage or are newly-initiated mortals, your heroes are thrust into a world that has always laired at the edge of darkness.

Variant: Frayed Fishnets: Sex work is work. Not necessarily good work or empowering work, but the money doesn't come easy even if it's more than your typical 9-to-5 job. In spite of Emerald City's liberal sensibilities escort services and streetwalking are still illegal, and even the legitimate kinds still have to deal with social stigmas from the general public even as they feed into the multi-billion dollar industry full of countless people like yourself. Still, it was better than some other cities; Maximilian Mars' charitable contributions to rehab centers, homeless shelters, public schooling, and other initiatives helped your life from becoming too bad. Naturally there was the criminal underworld seeking to provide you 'protection,' but Madame Joy helped keep away the pimps, predators, and cops who didn't have your best interests at heart.

Then things got worse. Mars was murdered, his fortune claimed by less wholesome people, and then everyone's pocketbooks were suffering. Then the Silver Storm occurred, causing the once-placid criminal underworld to explode with infighting. Now those bastards are eyeing you and your establishments like slabs of meat, seeking to cut up your businesses and very freedoms as pieces of their 'turf.' Fortunately you and some other working girls happened to gain superpowers and can fight back better than ever before. The feds and cops aren't going to protect you, nor are the new corporate powers who may feed you scraps at best for performative activism. Some may call you criminals, but one may argue that it's better to be a professional lover than a professional killer. Emerald City's new crop of superheroes are coming from the ground up, bringing a new brand of sass and sex in fighting for the disenfranchised!

Inspiration: Ms. Marvel, Spider-Man, Static Shock

Power Level: 8 to 10

House Rules
Friendly Neighborhood Superhero: Given the PCs’ status as Emerald City’s prominent (and sole) superhero team, earning the trust of the community can grant additional boons and benefits beyond Power Points. Patreon subscribers to grant bonus Equipment, grateful citizens manifesting as limited-use Connected/Contacts/Minions, trusted neighborhoods granting Favored Environment, new recruits and reformed villains as Sidekicks/replacement DMPCs, etc.

High School Heroes:1 Advantages from Hero High 3rd Edition are permitted. A teenage character gains 2 free ranks’ worth of advantages from said book. A schoolteacher character gains 2 free ranks’ worth of advantages reflective of a leadership or mentor nature.

Not a Dump Stat: Every rank in Presence grants a bonus Advantage related to social skills.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

Wireless World: Every character has 1 free rank in the Equipment advantage to spend on at least one of the following: camera, comm-link, mobile phone, computer, audio recorder, video camera, and/or GPS. Excess Equipment Points can be put to other types of equipment if desired. Smartphones are 4 Equipment Points: they are a computer, mobile phone, and video camera all in one.

1Frayed Fishnet Variant: A sex worker character gains the Attractive advantage for free and 1 bonus advantage reflecting their ties to said community: Attractive a second time, certain Benefits, Connected, Contacts, Well-Informed, and similar choices are appropriate.

Sterling Suburbia


Everyone pitched in during World War 2: the men went off to war while the women filled in the industries they left behind. You were among the few of the latter who did the unthinkable: donning the cape and cowl you fought gangsters and the Axis’ worst, either alongside your male peers or on your own in a town or industry seen as easy pickings for its male-depopulated workforce. The Nazis were defeated, the day was saved, and the surviving soldiers came home to start life anew. Now you don’t do much mask-wearing these days, pushed into a more domestic role.

And it is suffocating.

So you find ways to rebel against the system. Sometimes for a greater cause, like going out at night to fight crime while your family’s deep asleep. Other times for your own sense of purpose and worth, like proving to the company board that hubby’s nifty super-science gadgets were your ideas rather than his. Imagine Silver Age superheroes pushing against their universe-mandated Comics Code Authority, or what really happens when you try to keep someone with superpowers barefoot, pregnant, and in the kitchen.

Inspiration: Elseworlds: Golden Age, Justice League: the New Frontier, Stepford Wives, Wandavision

Power Level: 6 to 10

House Rules
Breaking the Adamantium Ceiling: The Disarming, Holding Back and Untapped Potential advantages from Hero High are allowed. In the latter two cases your PC is at a fraction of her former power (or has yet to realize her true potential), likely from falling out of practice or self-imposed limitations in trying to adapt to a normal life. The Disarming advantage emanates from societal expectations of women being non threatening and the PC being able to effectively capitalize on this.

Not a Dump Stat: Every rank in Presence grants a bonus Advantage related to social skills.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

Old Friends: It was the norm for many Golden Age heroes & heroines to have sidekicks. If you were a sidekick, you have the Teamwork advantage for free at no cost in that you learned to coordinate well with others. If you had a sidekick or sidekicks, you have the Connected advantage for free at no cost as they still remain loyal friends (or even a husband!) in your civilian life.

Storm-Earth’s School of Superpowers

Parallel realities aren’t just theoretical. Scientists and the superhero community know that they exist, positing a staggering number of What Ifs and alternate timelines of worlds that may have been...but actually did happen.

Storm-Earth is one such reality. In Earth-Prime of the year 2019, the Silver Storm blanketed Emerald City, transforming an unknown hundreds to thousands of people with superpowers. In Storm-Earth the source of the Storm was found 30 years earlier, accidentally triggered by scientists in Freedom City. Mass chaos followed as the Silver Storm blanketed the entire Earth, and soon just about everyone had superpowers.

But a figure rose out of the turmoil. Known as the Exalt, they were a metahuman who gathered followers and brought order to the world. The dark years gradually came to an end, trust gained as the Exalt’s metahuman army brought about technological and social breakthroughs to war-ravaged regions. Now his example is remembered, particularly the proclamation that this new stage of humanity was in preparation for a future calamity.

Exalted Academies were set up across the world, dedicated to ensuring that the next generation learns how to use their powers in productive matters. Elite Saviour courses are for those who look further, wishing to be like the superheroes of old. For even in a world of superpowers, not all have the mindset to dedicate oneself to such altruistic heights.

Or maybe you just like how the spandex compliments your figure.

Inspiration: My Hero Academia, Top 10, Earth 48 (DC Comics)

Power Level: 8 to 12.

House Rules


High School Heroes: Advantages from Hero High 3rd Edition are permitted. PCs gain 2 free ranks’ worth of advantages from said book.

Humanity’s Next Step: Even if their theme or power-set reflects emphasis elsewhere (magical training, power armor, etc), over 99% of humanity has been empowered by the Silver Storm. 5 free Power Points are gained towards the purchase of Powers. PCs who decide to have no superpowers at all (no Attributes above 7, no ‘Powers’ save those which reflect mundane training such as martial arts) gain 10 free Power Points instead, although they gain the Complication: Prejudice-Powerless.

Not a Dump Stat: Every rank in Presence grants a bonus Advantage related to social skills.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

Power Overwhelming: PCs may opt to ‘trade in’ 15 Power Points at character creation to raise their personal Power Level by 1, to a maximum of -60 Power Points/+4 Power Level. This represents characters who won out in the Superhero Lottery and have massive potential, albeit not as well-controlled or broadened in abilities.

Superteen Runaways: Eurotrip Edition
Mom and Dad weren’t usually the type to take you on their business trips. Vienna isn’t as trendy as Paris or Barcelona, but by the looks of international big shots in matching business suits it’s expectedly predictable. You didn’t realize how boring rich people could be.

Things seemed to take a bit of an exciting turn when you met with a group of similar “scions of the elite” around your age, who you bonded with over a shared disdain for your parents’ priorities. When one of them (perhaps it was you) hacked into a super-secret high security feed to see what your parents were really up to, everything changed.

Vampires, creepy men in men coats, that crazy mutant you saw on YouTube, a real gathering of supervillains! Cool! And your parents are sitting among them, talking like they’re good friends. Double cool!

What’s not so cool is when one of the scientists unveils their latest plan. Some kind of experimental super-soldier device that can turn just about anyone into a brainwashed agent with powers. And you and your new friends are to be the first test subjects!

You didn’t have much choice but to run. And before you know it you’re at least two countries away in some podunk town. The cops can’t be trusted, they’ll return you to your parents. And those cybernetic biker gangs on Mister Menace’s payroll are hardly any better. The good news about Europe is that traveling across borders is a piece of cake, as long as you’re in the EU...wait, is Serbia in the EU? Googles Crap...

Inspiration: Spider-Man: Far From Home, Runaways

Power Level: 8

House Rules
Do You Speak Dutch? Every PC and DMPC has 2 free ranks in the Language advantage, reflecting the multilingual upbringing of many Europeans. Characters who have a “Rosetta Stone” style superpower of universal speech get 2 free points to devote to its purchase.

High School Heroes: Advantages from Hero High 3rd Edition are permitted. PCs gain 2 free ranks’ worth of advantages from said book.

Not a Dump Stat: Every rank in Presence grants a bonus Advantage related to social skills.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

Impervious Rework: The Impervious extra for Protection and various Defenses no longer grants immunity to effects half the rank of said Extra. Instead, it decreases the degree of failure by 1 (minimum 0) from any effect less than the Impervious rank. The Penetrating Extra is capable of bypassing it as usual.

Shared Equipment Pool: Harmonia and Hua (predesigned DMPCs) contributed 1 rank each in the Equipment Advantage for this, while Amalia and Zofia (2 other DMPCs) contributed 2 ranks each.

Vehicle, MENACE Covert Operations Vehicle (20 ep):
Large; Strength 5; Speed 5 (Swim 5 AE); Defense 8; Toughness 8; Powers: Alarm, Autopilot, Caltrops, Computer, Concealment (Radio sense type), Navigation System
Gear (10 ep): Antitoxin (+5 on resistance checks vs toxins, 1 ep), First-Aid Kit (Feature [Tools, Treatment], 1 ep), GPS (1 ep), Laptop Computer (1 ep), Lockpicks (Feature [Tools, Technology], 1 ep), Multi-tool (reduce penalty from -5 to -2 for lack of tools, 1 ep), 4 Smartphones (4 ep)

World's Finest

Many superhero RPGs have characters being but one of many established metahumans in a sea of superpowered contenders. Some even have "starting level" defaults below the most iconic and established characters. Or when your character's called into action, there's a convenient excuse as to why the other crime-fighters aren't present to deal with your local world-destroying threat.

Not this one! In World's Finest, your PC is the premiere defender of Earth from all manner of threats, a shining beacon of freedom, justice, and other feel-good values. World governments and other superheroes, if they exist, are smaller-scale and unable to meaningfully contribute against the threats you deal with on a regular basis. Catastrophic meteors full of parasitic space worms, self-aware computer viruses launching nuclear missiles, inter-dimensional warlords who can level skyscrapers with their bare fists, and other such existential threats may be beyond the ken of mere mortals, but for a being of your caliber it's a risky yet doable challenge.

Inspiration: Silver Surfer, Superman, Captain Marvel

Power Level: 14-16

House Rules
Household Name: The protagonist has the Fame Complication, but also Benefit (Status-Earth’s Mightiest Hero) to go along with it.

Knockback: the Knockback rules from the 3rd Edition Gamemaster’s Guide are in effect. In short, a character failing a Damage resistance check by two or more degrees may be knocked back, distance drank equal to Damage minus Toughness, further altered by modifiers such as Growth/Shrinking. A distance value of -5 or less results in no knockback, -4 to -3 means they fall prone, and characters suffer additional damage equal to the Knockback result or the Toughness of any obstacle they collide with (whichever is greater) as a result of forced movement.

Plot With Porn: Every "full" sex scene grants 1 Hero Point to the PC and every DMPC in the adventure, whether or not they were involved in said scene.

Unlimited Power Points: Players have as many Power Points as they need to design their characters. PL Limits are still in play.

Open To

Not at the forefront like my Craving section, but not ones I've written off yet.

Dungeons & Dragons (System): 5th Edition, Basic D&D and the various OSR games inspired by said system work best for me. I don't think that I can run 3rd Edition or Pathfinder again, and know hardly anything about 4th Edition. AD&D is a "maybe."

Descent Into Decadence
For a darker change of pace. The Princess, High Priestess, or other important female figure has been claimed in a raid and taken across the border to a realm most evil. It may be a feudal aristocracy of oppressed peasantry ruled over by vampire dynasties, or a sword & sorcery seaport brimming with slavers. As a sworn bodyguard, legendary huntress, or a well-paid adventurer, you're motivated to brave this dangerous realm and find her in time before she's lost forever...either sold off to some untouchable noble across the sea, corrupted into a sexually-depraved villainess, or some other dire fate.

Lolth's Academy

The Eightfold Academy is the pre-eminent center of education in the dark elf city of Undrek'Thoz. Eight towers connected by enchanted webs surround a central pillar, and the city itself is spread far throughout the Underdark thanks to a series of earth node portals.

Taking inspiration from the Drowtales webcomic, it's a "magic academy" centric roleplay where the schoolgirls and teachers are all cute drow!

I did a Role-Play for it on E a while ago.

Paladin Barmaids!
Founded around a college of music and learning, the metropolis of Porlandia is a bastion of culture in the Civilized Realms. The Goddess of Law and Paladins sensed that an unknown evil will manifest in this fair city. Through divine inspiration she commanded her most trusted holy warriors to gather within its walls and wait upon further orders.

You are among said warriors, but unfortunately you've been waiting for quite a while. Even worse, there's no obvious sign of this great evil. So to make ends meet your group formed the Maidenhead Bar, where you attract adventurers, wise old men, and other plot hook-worthy clientele in hopes of finding out something important and carrying out the goddess' will! But even in reserve there's much to be done: between grabby customers willing to brave a smite-powered serving tray, rampaging orcs who seemingly have nothing better to do than kidnapping some village mayor's daughter, and a brewing civil war between the catgirl priestesses of Bast and the level 1 giant rat fodder of the sewers, you've got your work cut out for you!

Sexcraft
Based off of an older RP here. You're the apprentice of a practitioner of a rather obscure yet no less powerful form of magic. As a tantric mage you gain power from instilling pleasure in others, and your tutor has instilled in you a mission to lay with the men of the settlement to attain both mystical and social power. However, society is still conservative in several regards. Infidelity is a crime, and unmarried couples caught in the act must undertake matrimony, limiting your freedoms if discovered. Still, nothing worthy in life comes easy, and so you accept the risks all the same.

We Can Be Adventurers Too!
Set in a more misogynistic world, the career options for women are few: farmhand, wife, nun, or whore. And only the last one gives anything close to a decent income. However, you and some other working girls desire even more, and seek to become proper adventurers. The mates at the Guild figured it'd be a fun lark to hire you on, using you as bait for lustful monsters while they infiltrate the dungeon. But soon you'll show them all, that women can be proper dungeon-delvers!


Call of Cthulhu (System): I'm interested in this RPG, notably the Victorian and/or Pulp eras. I tend to find the base assumption of hapless investigators vs hopeless horror not my style, but I'm fond of turn of the century style two-fisted heroes fighting against threats Man Was Not Meant to Know.

Schoolgirls vs Cthulhu
It is 20XX, and Japan is the world's 3rd largest economy and 11th largest in population...on an island roughly the size of California. Increasing urbanization leaves fewer and fewer regions that can truly be called rural.

You're an ordinary high school student in a forested town of the Tohoku region. Its backwater placement, heavy snow, and sheer dearth of hostels would make it a poor spot for tourists, were it not for its notable hot springs, old castles, and forested shrines to the kami that reside in every living thing. Even so, it's a pristine untouched spot of the Land of the Rising Sun...the perfect place for entities of dark designs.

Various strange incidents and curiosities have popped up around town lately. Some are neat, like the arrival of the cool-yet-mysterious foreign exchange student  at the beginning of the school year or the creation of the Occult Studies after school club. Some are not so neat, like the rumored late-night wanderings of someone unseen by the train station and the strange pamphlets popping up around town for a "Happy Revival Life Movement." Nobody's come forward claiming responsibility, but rumors are already spreading through word of mouth and smart phone speaking either of secret societies, guerrilla viral marketing for a new horror film, or some overzealous prankster.

But what tipped you off to things of an unwholesome nature was when Ms. Yamamoto, your math teacher, was found naked and unconscious in the street. Strange gibberish runes were painted all over her body, and the last you heard she was recovering in the hospital. Then, she asked you to come visit her via text message, promising to explain things.

Little did you know that this would mark the beginning of your descent into cosmic secrets best left unknown...

The Forgotten Legacy of G'harne


It is the late 1800s, and the British Empire is still the world's foremost superpower, but its holdings are far from stable. It is a time when the craze of Egyptology brings leagues of archaeologists into the country, but those financing their expeditions have less noble intentions than mere material greed. Strange cults are springing up amidst Victorian's many mystical societies unswayed by church and technology. The old aristocracies, from the Antebellum South to the foothills of Carpathia, gasp their last dying breathes in a Gilded Age where the merchant is the new nobleman.

Your character, either through inheritance, study, or less than legal means came upon the G'harne Fragments, detailing a forgotten civilization long hidden underneath the North African sands. You begin your journey in the port city of Alexandria, Egypt, the gateway to the Dark Continent. Soon your ordeals will pull into the schemes of forces beyond your comprehension, aged gentlemen in smoky clubs and halls focused merely on amassing worldly power. But even they are as clueless as you, as forces even beyond their comprehension see but this world as an accident beneath their notice.

But they underestimate you and your plucky band of extraordinary gentlemen and ladies. The alien underestimates the mortal, much as the king underestimated the peasants preaching revolution. Human gumption, a mean right hook, and some old-fashioned Tesla coils are oftentimes all that's needed to hold off the darkness...or a Deep One raid.


Stars/Worlds Without Number (System): The former's a sandbox-focused toolbox RPG for a variety of spacey science fiction, and I have the most familiarity and preference for the 2018 Revised Edition. The latter takes the same system and uses it to do fantasy and appropriate world-building tools for that genre. Don't have much specifics given the versatility of such a system, only that I know that I'm quite fond of it.

Archived Ideas

Ones which have long since passed me by but cannot bear to delete.

Super-President! (M&M)

Sometimes the most powerful person in the world isn’t the one with superpowers. Sometimes they’re the head of a global superpower, or an international corporation, or lead a secret society reaching back into ancient times. In one particular world, however, the President of the United States is the kind of person who treats the Secret Service as an insurance policy rather than their primary means of protection.

Maybe you were a superhero before running for public office. Maybe you’re an otherwise normal baseline human with no superpowers besides a top-of-the-line experimental mecha. Whatever the case, the fates conspire to throw every danger to America your way, be it metahuman terrorists, crooked Beltway politicians in league with shadowy conspirators, or rogue androids programmed by your disgraced opposition!

Inspiration: Earth-23 Superman, Metal Wolf Chaos, the West Wing

Power Level: 10 to 12

House Rules
TBD

Slave Elf (Freeform)
Slave Elf


Knights in shining armor. Mountaintops with dragons and their hoards. Cyclopean ruins of prior eras ripe with treasure and adventure. And lithe elven beauties at the mercy of lustful men.

In this fantasy world, elves were on the losing side of a war and humans now subjugate them. The women in particular are the quintessential pleasure slaves. Some serve in portside brothels, liquoring up sailors to get them to spend their coin and their seed behind closed doors. Some entertain nobles with dances and act as hangers-on and decoration. And some even fall in love with their masters, unable to marry or be freed yet living a good life in a gilded cage.

This is more of a setting backdrop than plot proper, although we can build around that. Perhaps an elven adventurer/thief/etc has some valuable information and is on the run, but got coerced into prostitution and convinces an adventurer patronizing the brothel to free her. Perhaps our elven slave is purchased by a seemingly-decadent lord, only to be hired on for initiation into a magical cult but a 'relationship' must be kept up so that rumors of the truth don't start circulating...

Alternatively, our elven captive might be taken by a group of orcs who intend to use her for pleasure and/or breeding purposes. Can she escape in time, or will she succumb to the cravings of hot, beastly orc cock?


The Sinlands: The Dungeons of Laishera (D&D/Pathfinder)
The Sinlands: The Dungeons of Laishera


A sexy dungeon crawl for D&D/Pathfinder/etc.

A thousand years ago the Infernal Conjunction saw the mortal world invaded and subjugated by demons and devils.  The known realms are governed by one of the seven Sin Lords, and Laishera the City of Lust is one of the most powerful and prominent trade hubs of the known world. Beneath the crooked, run-down streets and scented red light district are the ruins of the old world, said to contain the richest treasures, the last remaining Light of Hope against the Sin Lords, and other grandiose tales.

The Dungeons of Laishera are a sprawling, unmapped complex of many factions and ecologies. One level contains an orc clan which abducts women to bear the next generation of warriors, another ruled by a lamia bard whose harem of turned heroes are as deadly as any monster, a third might contain a hidden order of catgirl disciples of the Goddess of Love, Fertility, and Sexual Healing, and a renegade faction of drow worshiping the Tentacled Darkness is said to lair in the deepest depths.

In the brutish lands of Norterr ruled by Wrath, one might expect death and violence to be a regular consequence of dungeon-delving.  This is not so in Laishera, but you have far more to lose in its perfumed rooms than just one's life...

Dragonstar: Mezzenbone's Secret Service (Pathfinder)
Dragonstar: Mezzenbone's Secret Service


Set in the campaign setting of Dragonstar yet inspired by Drowtales Space Age.

To keep stability and order, the ten races of true dragon which rule the galactic empire appoint one of their own as ruler each cycle, and now it is the Red's turn.  Life under the great wyrm Mezzenbone is marked with an increase in military expansion, civil disorder, and turmoil as the drow, orcs, and other "savage species" gain increased recognition as they colonize the Outlands, a region of space unexplored yet rife with new civilizations and planetary resources.

You are a drow, part of the ISPD,  Imperial Special Police Directorate.  With a black budget and far-reaching influence in law enforcement, you're tasked with preserving law and order in the Empire, to defend it from threats foreign and domestic. Your form-fitting armorsuit strikes both fear and lust into the subjects you protect and arrest. Even then, you have a lot of freedom to pursue your own goals as long as you don't become too much of a liability in the dragons' eyes.

Our first adventure might involve visiting the pleasure planet Athrilos, where it's rumored that women are being enchanted into holo-porn shows.  As a drow you are particularly resistant to spells, but what's concerning is that several of your peers went missing shortly after investigating this very mission.  Keep a keen eye, your laser pistol set to stun, and a buff spell ready, or you may end up a holo-star yourself...

I filled up a gallery full of great inspirational pictures for this campaign idea.

XXXCrawl (Pathfinder)
XXXCrawl


Star-struck groupies, revealing magical armor, perverted paparazzi. Celebrities and noblemen hiring the magically-talented to make them beautiful. Lustful Greek gods channeling their desires into mortal Clerics, and fetish clubs for elves, harpies, and other “exotic” races. Modern day Americana in an eternal Roman Empire. Fantasy and modernity combine to make for interesting combinations for erotic games.

Xcrawl is a Pathfinder setting set in an alternate modern Earth where dragons, magic, and other classic fantasy tropes are real. The concept of "dungeon-crawling" is the world's most popular pay-per-view sport, and every city and country worth its salt has a multi-layered Colosseum full of deadly obstacle courses and challenges for the viewing pleasure of countless fans. Your PC will be a rising star within the Crawling circuit. When you're not sweating as you duel a dragon for its treasure, you're sweating in the bedroom as your celebrity status opens doors and legs alike.

There's even rumors among the Crawling community speak of a secret “Crawl of Venus” in Rome, run by a DJ (Dungeon Judge) said to the original Lilith. Here, points are not scored via violence and loot, but by ‘conquering’ the adversaries arrayed around the dungeon before they do the same to you.

Tropical Adventures! (Freeform)

Ideally set in a fantasy world, but perhaps with Renaissance/Age of Exploration-era technology and culture.

A powerful storm blows a sailor's ship off-course, causing it to crash amid the teeth-like rocks of an isolated archipelago. When the sailor comes to, he finds himself the only visible survivor; it is unknown when, or if, he'll be rescued.

The good news is that the island is far from uninhabited; the sailor comes into contact with a tribe of women, who take him to their village and treat him well. It soon turns out that the men of the village mysteriously died last year, dooming their clan to oblivion. Other tribes of the archipelago seemed to have suffered a similar fate, leaving the sailor the last, best hope of re-population.

And what of the mysterious, storm-shrouded peaks of the central island, and the horrific monsters which spill forth from them to menace the surrounding villages? What of the mysterious Water Oracles, whose prophecies once gave good omens and nice weather, but have now fallen silent? And what of the former shipwrecks caught in the "Stone Teeth" of the coasts, which might have valuable artifacts and the ghosts of dead crewmembers?

The islands are besieged with many troubles; our sailor might be the hero the people need, in more ways than one...

Inspirational Image Gallery Link.

PM me if you're interested, or if any ideas particularly grab you!

Skynet

#1
The following (in this ruleset and others) are PCs/DMPCs for potential RP ideas, for both older RPs and ones that have yet to happen.

My Character Ideas (Mutants & Masterminds)

I'm using a house rule where Presence ranks grant bonus advantages, and marked them appropriately. Builds utilizing house rules note the appropriate details in asterisks on the stat blocks.

Jetstream: A super-speedster PC that never saw action for a planned RP.

Frayed Fishnets: When the Silver Storm hit Emerald City, not every criminal type afflicted were those seeking to cause chaos and ruin. A group of sex workers operating out of a strip club offering "full service" decided to use their powers to protect like-minded people of their professions from criminal gangs, cops, and supervillains seeking to profit off of and victimize their newly-vulnerable status.

Arsenal
PL 10

Abilities (36)
STR 0  FGT 0
STA 0  INT  0
AGL 7 AWE 0
DEX 7  PRE 4

Offense
Heavy Swords +10: Ranged Damage 10
Tornado Daggers +10: Close Damage 6
Pinning Stab +10: Ranged Affliction 10 & Damage 10 (Dodge/Damage DC 20)
Rain of Spears: Ranged 30 Foot Burst Damage 7 (Dodge DC 17)
Telekinesis +10: Ranged Damaging Move Object 10

Defenses (28)
Tough 10
Dodge 10
Parry   10
Fortitude 8
Will         7

Skills (15)
Acrobatics 8 (+15)
Deception 4 (+8)
Persuasion 8 (+12)
Sleight of Hand 4 (+11)
Stealth 4 (+11)
Vehicles 2 (+9)

Advantages (15)
Accurate Attack
Attractive 2**
Connected*
Equipment 3 (1 is free)**
Evasion 2
Fascinate* (Persuasion)
Improved Aim
Improved Initiative 2
Interpose
Languages 1* (Hindi; English is native)
Move-by Action
Quick Draw
Ranged Attack 3
Takedown 2
Well-Informed*
*bonus Advantages from Presence ranks
**bonus Advantages from campaign house rules
Italics are from Enhanced Advantage from Powers

Powers (56)
Floating Arsenal (30 pt Array):
Heavy Swords: Damage 10 (Extras: Affects Insubstantial 2, Homing 3, Indirect 4, Ranged, Split 1) • 30 pts
AE: Tornado Daggers: Damage 6 (Extras: Accurate 5, Reaction [struck in melee]), Enhanced Advantage 1 (Interpose) • 1 pt
AE: Pinning Stab: Affliction 10 (Resisted by Dodge & Overcome by Damage, Hindered & Vulnerable, Defenseless & Immobile; Extras: Linked to Damage, Ranged; Flaws: Limited Degree), Damage 10 (Extras: Linked to Affliction, Ranged) • 1 pt
AE: Rain of Spears: Damage 7 (Extras: Affects Insubstantial 2, Area 30 foot Burst, Ranged, Selective) • 1 pt
AE: Telekinesis: Move Object 10 (Extras: Damaging) • 1 pt

Telekinetic Barrier: Protection 10 • 10 pts

Telekinetic Flight: Flight 5 (120 mph; Extras: Subtle 2) • 12 pt

Equipment (15 ep)
Taser (Affliction 5, resisted & overcome by Fortitude, dazed, stunned, incapacitated; Extras: Ranged) • 10 pts
Comm-link (Feature: Communication Link-Subtle) • 1 pt
Smartphone • 4 pts

Complications
Motivation: Doing Good: Arsenal’s done a lot of bad in the past, and seeks to make up for it now that she has a second chance.
Prejudice: Arsenal’s a former supervillain with a criminal record. As a stripper (and secret escort) she’s viewed by many as a woman of loose morals.
Relationship: Arsenal is the daughter of the supervillain Mastermind. She bears him little ill will, but wants nothing to do with his plans of conquest.

Power Points: Abilities 36 + Defenses 28 + Powers 56 + Advantages 15 + Skills 15=150 points

BACKGROUND: TBD

Powerfox
PL 10

Abilities (30)
STR -1/-2  FGT 0
STA 0  INT  0
AGL 4 AWE 6
DEX 0  PRE 6

Offense
Fire & Lightning +10: Ranged Damage 10
Trickster Spirit: Perception Illusion 5 (DC 15)

Defenses (26)
Tough  10
Dodge 8/10 (latter Fox Form)
Parry   8/10 (latter Fox Form)
Fortitude 8
Will         12

Skills (15)
Acrobatics 4 (+10)
Deception 6 (+12)
Insight 4 (+10)
Intimidation 4 (+10/+8 when in Fox Form)
Perception 4 (+10)
Persuasion 4 (+10)
Stealth 4 (+8/+12 when in Fox Form)

Advantages (4)
Attractive 2 **
Benefit 1 (Wealth-Well-Off)*
Daze (Deception)*
Equipment 1**
Fascinate 2 (Deception, Persuasion)*
Luck 4
Skill Mastery (Deception)*
Ultimate Effort (Deception)*

*bonus Advantages from Presence ranks
**bonus Advantages from campaign house rules

Powers (75)
Fox Form: Morph 1 (Fox Form, Linked to Shrinking), Shrinking 4 (Rize rank -3, -1 Strength, -2 Intimidation, +2 Dodge/Parry, +4 Stealth) • 13 pts

Spirit Flight: Flight 5 (120 mph; Extras: Subtle 2) • 12 pts

Spirit Immortality: Immunity 1 (Aging) • 1 pt

Spirit Tongue: Comprehend 4 (Animals 2-Speak To & Comprehend, Languages 2-Speak & Understand All) • 8 pts

Trickster’s Luck: Protection 10 (Extras: Sustained) • 10 pts

Trickster Spirit: Illusion 5 (All Senses; Extras: Selective) • 30 pts
AE: Fire & Lightning: Damage 10 (Extras: Accurate 5, Affects Insubstantial 2, Indirect 2, Ranged, Variable 1-Fire & Electricity) • 1 pt

Equipment (5 ep)
Dog Backpack (Feature: can carry things in fox form) • 1 pt
Smartphone • 4 pts

Complications

Motivation: C’est La Vie: Powerfox knows that life is what one makes of it. As such, she’s best motivated by the maintenance of creature comforts. And working at Joy’s has given her a very comfortable life.
Phobia: Powerfox has an extreme fear of dogs. When in the presence of a canine she must make a Will save or turn into fox form and flee at the earliest opportunity.
Prejudice: As a stripper (and secret escort) Powerfox is viewed by many as a woman of loose morals.
Tails: Powerfox’s five tails remain with her regardless of what form she takes. Those knowledgeable in magic and folklore can identify her as a kitsune this way.

Power Points: Abilities 30 + Defenses 26 + Powers 75 + Advantages 4 + Skills 15=150 points

BACKGROUND: TBD

Psychick
PL 10

Abilities (56)
STR 0  FGT 5
STA 5  INT  0
AGL 5 AWE 8
DEX 0  PRE 5

Offense
Electro Whip +11: Close (15 feet) Damage 7
Emotion Control/Psychic Vampirism: Perception Range Affliction 10 (Will DC 20; impaired/disabled/incapacitated or fatigued/exhausted/incapacitated)

Defenses (14)
Tough  9/5
Dodge 10
Parry   10
Fortitude 7
Will      10

Skills (7)
Close Combat: Unarmed 5 (+10)
Deception 2 (+7)
Insight 2 (+10)
Intimidation 2 (+7)
Perception 1 (+9)
Persuasion 2 (+7)

Advantages (5)
Assessment
Attractive 2**
Equipment 5** (1 rank is free)
Inspire 4* (4 ranks are free)
Language 1 (Spanish; English is native)*
Skill Mastery 1 (Insight)**

*bonus advantages from Presence ranks
**bonus advantages from campaign house rules

Powers (68)

Empathic Psionics (42 point array):
Emotion Control: Affliction 10 (Resisted & Overcome by Will; Impaired, Disabled, Incapacitated; Extras: Cumulative, Perception Ranged, Subtle, Variable Descriptor [Emotions]) • 42 pts
AE: Psychic Vampirism: Affliction 10 (Resisted & Overcome by Will, Fatigued, Exhausted, Incapacitated; Extras: Cumulative, Linked to Healing, Subtle), Healing 10 (Extras: Energizing, Subtle; Flaws: Limited [Self Only]) • 1 pt
AE: Astral Projection: Remote Sensing 11 (Aural, Mental, Visual; Flaws: Side Effect [physical body is defenseless and immobile, -2 pts/rank]) • 1 pt

Mental Network (12 point array):
Mind-to-Mind Contact: Communication 3 (Mental) • 12 pts
Telepathic Translation: Comprehend 3 (Languages 3; Extras: Affects Others, Perception Area [Hearing]) • 1 pt

Psychic Senses: Senses 11 (Awareness [Mental, Accurate, Acute, Extended Range {-1 Perception per 100 feet}], Danger Sense, Detect Emotion [Acute, Ranged]) • 11 pts

Equipment (25 ep)
Electro-Whip: Damage 7 (Extras: Accurate 3, Reach 2 [15 feet]) • 17 pts
Smartphone • 4 pts
Synthweave Fiber: Protection 4 • 4 pts

Complications
Motivation: Survival: If it were up to her, Psychick would live a risk-free life. But Emerald City’s the best place she’s got, and Joy’s is her primary source of income. Both must be protected to ensure her life’s one worth living.
Enemy: Psychick was a pupil at one of the Labyrinth’s Shadow Academies. She parted ways with them on less than ideal terms.
Prejudice: As a stripper (and secret escort) Psychick’s viewed by many as a woman of loose morals.
Relationship: Psychick looks up to Madame Joy as a mentor, for she gave her a place to stay and taught her how to wield her powers responsibly.

Power Points: Abilities 56 + Defenses 14 + Powers 68 + Advantages 5 + Skills 7=150 points

BACKGROUND: TBD

Scarlet Phantom
PL 10

Abilities (80)
STR 5  FGT 12
STA 5  INT  4
AGL 7 AWE 3
DEX 0  PRE 4

Offense
Collapsible Tonfas +12: Close Damage 8
Mini-Grenade +10: Variable Damage/Affliction 5 (DC 15 Affliction)
Pressure Points +12: Close Affliction 8 (Fortitude DC 18)

Defenses (11)
Tough  8/5
Dodge 10
Parry   12
Fortitude 8
Will         8

Skills (26)
Acrobatics 3 (+10)
Athletics 5 (+10)
Deception 6 (+10)
Insight 4 (+7)
Investigation 6 (+10)
Perception 7 (+10)
Ranged Combat: Throwing 10 (+10)
Stealth 3 (+10)
Technology 4 (+8)
Vehicles 4 (+4)

Advantages (16)
Animal Empathy*
Assessment
Attractive 2**
Contacts*
Daze (Deception)*
Defensive Roll 3
Equipment 5 (1 is free)**
Hide in Plain Sight
Improved Defense
Improved Disarm
Improved Trip
Instant Up
Move-by Action
Prone Fighting
Quick Draw
Taunt*
Uncanny Dodge
Weapon Bind
Weapon Break

*bonus Advantages from Presence ranks
**bonus Advantages from campaign house rules
Italics are from Enhanced Advantages from Equipment

Powers (27)
Parkour: Movement 4 (Safe Fall, Sure-Footed 2, Wall-Crawling 1; Extras: Innate) • 9 pts
Pressure Points: Affliction 8 (Resisted & Overcome by Fortitude, Dazed, Stunned, Incapacitated; Extras: Innate, Subtle 1, Triggered [when target physically exerts themselves]) • 11 pts
AE: Flurry: Multiattack 8 (Extras: Innate, Variable Descriptor 2-any attack effect you wield, only up to the effect’s rank) • 1 pt
Triple-Jointed: Shrinking 4 (Extras: Innate; Flaws: Concentration) • 5 pts
AE: Master Escape Artist: Insubstantial 1 (Extras: Innate; Flaws: Limited to Escaping) • 1 pt

Equipment (25 ep)
Utility Belt (15 pt array):
Mini-Grenade, Explosives: Damage 5 (Extras: Area Burst 30 foot, Ranged) • 15 pts
Mini-Grenade, Flash Bang: Affliction 5 (Resisted by Dodge, Overcome by Fortitude, Impaired, Disabled, Unaware; Extras: Area Burst 30 foot, Ranged) • 1 pt
Mini-Grenade, Gas: Affliction 5 (Resisted & Overcome by Fortitude, Dazed, Stunned, Incapacitated; Extras: Area Burst 30 foot, Ranged) • 1 pt
Mini-Grenade, Foam: Affliction 5 (Resisted by Dodge, Overcome by Damage, Hindered & Vulnerable, Defenseless & Immobilized; Extras: Area Burst 30 foot, Extra Condition, Ranged, Flaws: Limited Degree) • 1 pt
Collapsible Tonfas: Damage 3 (Extras: Strength-based, Penetrating 8, Subtle-Concealable), Enhanced Advantage 3 (Improved Defense, Weapon Bind, Weapon Break) • 1 pt

Comm-link (Feature: Communication Link-Subtle) • 2 pts
Evidence Kit (Feature: Tools Investigation) • 1 pt
Grapnel Launcher: Movement 1 (Swinging) • 2 pts
Lockpicks (Feature: Tools Technology) • 1 pt

Complications

Motivation: Responsibility: Madame Joy took her in when she had nowhere left to turn, and the other women have been good to her. They, and by extension Emerald City, are her new true home to protect.
Addiction: Scarlet Phantom is a cocaine user.
Prejudice: Scarlet Phantom was the henchwoman for the supervillain Conundrum and has a criminal record. As a stripper (and secret escort) she’s viewed by many as a woman of loose morals.


Power Points: Abilities 80 + Defenses 11 + Powers 27 + Advantages 16 + Skills 26=150 points

BACKGROUND: TBD


Gestalt: the Hero Within: DMPCs for a potential Mutants & Masterminds game set in Las Vegas in the world of Gestalt-Earth.

Nike, Gestalt of Competition
PL 10

Abilities (60)
STR 7  FGT 7
STA 7  INT  0
AGL 7 AWE 0
DEX 0  PRE 2

Offense
Unarmed +13: Close Damage 7

Defenses (15)
Tough  10/7 (+3 Defensive Roll)
Dodge 10
Parry   10
Fortitude 8
Will         8

Skills (28)
Acrobatics 8 (+15)
Athletics 8 (+15)
Close Combat: Unarmed 6 (+13)
Insight 8 (+8)
Perception 6 (+6)
Sleight of Hand 8 (+8)
Stealth 2 (+9)
Treatment 6 (+6)
Vehicles 4 (+4)

Advantages (27)
Accurate Attack
Agile Feint
Assessment
Defensive Attack
Defensive Roll 3
Equipment 5
Fearless
Great Endurance
Improved Defense
Inspire 4 (2 are free)*
Instant Up
Jack-of-all-Trades
Languages 1 (Spanish; English is native)
Move-by Action
Power Attack
Skill Mastery 2 (Acrobatics, Athletics)
Teamwork
Trance
Uncanny Dodge
*bonus advantages from Presence ranks

Powers (20)
Training Regimen: Variable 2 (10 Power Points Worth; Only for abilities related to challenging another; Extras: Affects Others, Perception) • 20 points

Equipment (25 ep)
Utility Belt (15 point array):
Flash Bang: Affliction 5 (Resisted by Dodge, Overcome by Fortitude, Impaired, Disabled, Unaware; Extras: Area 30 foot Burst, Ranged) • 15 points
AE: Affliction 5 (Resisted and Overcome by Fortitude, Dazed, Stunned, Incapacitated; Extras: Area 15 foot Cloud, Ranged) • 1 point

Commlink (Feature: Communication Link) • 1 point
First-Aid Kit: Feature (Tools: Treatment) • 1 point
Night Vision Goggles: Senses 2 (Darkvision) • 2 points
Climbing Gear: Movement 2 (Wall-Crawling 2) • 4 points
AE: Glider: Flight 4 (Flaws: Gliding) • 1 point

Complications
Motivation: Personal Improvement: As the Gestalt of Competition, Nike seeks to push herself and humanity by extension to overcome their own limits.
Honor: Nike abides by the conduct of good sportsmanship. If entering into a contest of some sort against someone else, she will abide by the rules set forth and not resort to cheating and other dirty tricks.
Weakness: Nike is vulnerable to attacks from other Gestalts related to or opposed to her field (athletes, cheaters, motivators, sloth, teachers) and suffers an extra degree when failing saves vs their powers.

Power Points: Abilities 60 + Defenses 15 + Powers 20 + Advantages 27 + Skills 28=150 points

Poker-Face, Gestalt of Gamblers

PL 10

Abilities (18)
STR 0  FGT 0
STA 0  INT  2
AGL 0 AWE 2
DEX 0  PRE 5

Offense
Throwing Dice +10: Ranged Damage 6
Catastrophe: Perception Damage 10 (Indirect 4, Subtle 2, Variable Descriptor-Accidents)
Jinx: Perception Insidious Affliction 10 (Will DC 20, Impaired & Vulnerable, Defenseless & Disabled, Indirect 4, Subtle 2)
Find Weakness: Affects Others Perception Enhanced Penetrating 9 (Variable Descriptor-Attacks, Limited to Lower of Attack or Extra's Rank)

Defenses (13)
Tough 8
Dodge 12
Parry 12
Fortitude 6
Will        9

Skills (17)
Derception 4 (+9/+13)
Expertise: Probability Mathematics 8 (+10)
Insight 8 (+10)
Perception 4 (+6)
Ranged Combat: Thrown 10 (+10)

Advantages (20)
Assessment
Attractive 2*
Beginner’s Luck
Benefit (Wealth) 3
Equipment 4
Jack-of-all-Trades
Language (Spanish)*
Luck 5
Set-Up*
Taunt*
Throwing Mastery 5

*bonus advantages from Presence ranks

Powers (82)
Defensive Luck: Protection 8, Sustained • 8 points

Catastrophe: Perception Ranged Damage 10, Indirect 4, Subtle 2, Variable Descriptor 1 (Accidents) • 37 points
AE: Jinx: Perception Ranged Affliction 10 (Resisted and Overcome by Will; Impaired and Vulnerable, Defenseless and Disabled), Extra Condition, Indirect 4, Insidious, Subtle 2, Limited Degree • 1 point
AE: Find Weakness: Enhanced Extra 9 (Penetrating, Perception), Affects Others, Variable Descriptor (Attacks), Quirk (Limited to Lower of Attack or Extra’s Rank, –1 point) • 1 point

Gambler: Feature: Automatically win at games of chance • 1 point

Lucky Dodge: Enhanced Advantage (Uncanny Dodge), Enhanced Dodge 12, Enhanced Parry 12 • 25 points

Lucky Escape: Immortality 7, Limited to Circumstances of Plausible Survival • 7 points

Visions of Fortune: Senses 4 (Precognition), Limited to Luck Trends • 2 points

Equipment (20 EP)
Installation, Mansion
Size: Large (2 EP), Toughness: 10 (2 EP), Features: Communications, Fire Prevention System, Garage, Grounds, Living Space, Personnel (6 EP) • 10 points
Weapon: Throwing Dice: Ranged Damage 1, Improved Critical 2 (18-20) • 4 points
Binoculars • 1 point
Comm-link (Feature: Communication Link): • 1 point
Smartphone • 4 points

Complications
Motivation-Recognition: “Do the impossible” is something Poker-Face lives for. And once she does that, she moves on to the next big risk.
Fame: Although not allowed to play at any casinos, Poker-Face is well known for her extraordinary lucky streaks.
Weakness: Poker-Face is vulnerable to attacks from other Gestalts related to her field (luck, chaos, superstitions, curses, gamblers) and suffers an extra degree when failing saves vs their powers.
Weirdness Magnet: Although not exactly that kind of Gestalt, Poker-Face leads a charmed life full of strange coincidences that seemingly land in her lap.

Power Points: Abilities 18 + Defenses 13 + Powers 82 + Advantages 20 + Skills 17=150

Phantasma, Gestalt of Stage Magicians
PL 10

Abilities (50)
STR 0  FGT 0
STA 0  INT  5
AGL 5 AWE 4
DEX 4  PRE 7

Offense
Illusory Affliction: Perception Reversible Subtle Affliction 6 (Will DC 16, Dazed, Stunned, Paralyzed)
Spectator's Card +8: Perception Mind Reading 8 (Effortless, Sensory Link)

Defenses (28)
Tough 0/9 with Hidden Cover
Dodge 10
Parry 10
Fortitude 7
Will         10

Skills (20)
Deception 4 (+11/+16)
Insight 8 (+8)
Perception 8 (+8)
Persuasion 4 (+11/+16)
Sleight of Hand 8 (+12)
Stealth 8 (+13)

Advantages (6)
Animal Empathy*
Attractive 2*
Daze*
Evasion 2
Fascinate (Deception)*
Quick Change
Redirect
Set-Up
Skill Mastery (Deception)*
Taunt*
Trance
*bonus advantages from Presence ranks

Powers (46)
Magic Tricks (32 point array):
More Than Meets the Eye: Illusion 8 (Visual Senses; Extras: Independent, Selective)  • 32 points
AE: Illusory Affliction: Perception Ranged Affliction 6 (Resisted and Overcome by Will), Dazed, Stunned, Paralyzed, Reversible, Subtle • 1 point
AE: Chinese Linking Rings: Ranged Affliction 10 (Resisted by Will, Overcome by Dodge, Hindered, Immobile, Paralyzed; Extras: Cumulative) • 1 point
AE: The Great Escape: Teleport 10 (Extras: Accurate, Change Direction, Change Velocity, Extended; Flaws: Skill Check Required: Sleight of Hand) • 1 point
AE: Spectator’s Card: Mind Reading 8 (Extras: Effortless, Sensory Link) • 1 point

Illusory Concealment: Concealment 10 (all senses), Resistable by Will • 10 points
AE: Hidden Cover: Protection 9 (Extras: Impervious, Subtle; Flaws: Fades) • 1 point

Complications
Motivation: Greed: Phantasma is eager to make a good living now that she’s the Gestalt of a showy profession.
Honor: Phantasma refuses to tell others how her powers work, and will not divulge the secrets of fellow stage magicians, whether their tricks are superpowered or not.
Rivalry: Phantasma views the Magician as her main competitor, and one she views as a blight upon the profession.
Weakness: Phantasma is vulnerable to attacks from other Gestalts related to her field (stage magicians, hypnotists, performers, skeptics) and suffers an extra degree when failing saves vs their powers.

Power Points: Abilities 50 + Defenses 28 + Powers 46 + Advantages 6 + Skills 20=150


Sexy Ninjas: These two characters were statted up as potential DMPCs for a secondary team in one of my Shorn Spandex incarnations.

Sundown of the Kokuen Clan
PL 10

Abilities (56)
STR 4  FGT 9
STA 4  INT  0
AGL 6 AWE 5
DEX 0  PRE 0

Offense
Initiative +14
Unarmed +11 (Close Damage 4)
Counterstrike +11 (Close Damage 8, Reaction when attacked in close combat)
Pressure Points +11 (Cumulative Affliction 6, Fortitude DC 16, Dazed, Stunned, Incapacitated)
Sword +9 (Close Penetrating Damage 10, Affects Insubstantial 2)
Shurikens +10 (Ranged Multiattack Damage 8, Affects Insubstantial 2)

Defenses (18)
Tough       8/4 (without Defensive Roll)
Dodge      12
Parry        12
Fortitude   9
Will            9

Skills (28)
Acrobatics 5 (+11)
Athletics 6 (+10)
Close Combat: Unarmed (+11)
Deception 6 (+6/8)
Intimidation 5 (+5)
Perception 4 (+9)
Ranged Combat: Throwing Weapons 10 (+10)
Sleight of Hand 10 (+10)
Stealth 8 (+14)

Advantages (22)
Attractive
Benefit 4 (Alternate Identity, Cipher 2, Substitute Sleight of Hand for Technology for lockpicking/trap disarming)
Defensive Attack
Defensive Roll 4
Equipment 4
Evasion
Fast Grab
Hide in Plain Sight
Improved Grab
Improved Hold
Improved Initiative 2
Uncanny Dodge

Powers (26)
Martial Maneuvers (12 point array):
Counterstrike: Reaction Strength-Based Damage 4 (when attacked in close combat; Flaws: Attack Check Required) • 12 points
AE: Pressure Points: Affliction 6 (Dazed, Stunned, Incapacitated, Resisted & Overcome by Fortitude; Extras: Cumulative) • 1 point
AE: Breaking Blow: Strength-based Damage 6 (Extras: Penetrating, Secondary Effect; Flaws: Limited to Objects) • 1 point
Ninja Movement: Leaping 3 (60 feet), Movement 5 Movement 5 (Safe Fall, Sure-Footed 2, Wall-Crawling 2; Flaws: Limited to Moving in Urban Environments), Speed 2 (120 feet/round, 8 mph) • 10 points
Night Training: Senses 2 (Darkvision) • 2 points

Equipment (20 ep)
Burglary Tools (+2 checks involving thievery), 1 ep
Ninja Clothing (Concealment [All Visual Senses]; Flaws: Blending, Passive), 4 ep
Arsenal: Sword (Close Penetrating Strength-based Damage 6, Affects Insubstantial 2), 14 ep
AE: Shurikens (Ranged Multiattack Strength-based Damage 4, Affects Insubstantial 2), 1 ep

Complications
Motivation: Responsibility: As a member of the Kokuen Clan, Sundown believes that humanity must be protected from that which stalks the night.
Clan Kokuen Wants Grandkids! Sundown is a relative to Shiori Chambers (aka She-Devil), and impresses upon her the need to bring a new Black Flame wielder into this world. As a result she gets up to all manner of schemes to surreptitiously get her pregnant.
Code of Honor: Despite the morally shoddy work part and parcel to ninjas, Sundown has several lines she will not cross. Terrorist actions with high civilian body counts, sex trafficking, and dark sorcerous arts are some of the few things that will make her turn on a client. She’ll also refuse to betray the secrets of the Kokuen Clan to outsiders.
Identity: As a ninja, Sundown puts other superheroes to shame with her myriad alternate legal identities, false financial accounts, and other back-ups making it nearly impossible to trace her identity.

Power Points: Abilities 56 + Defenses 18 + Powers 26 + Advantages 22 + Skills 28=150 points

Torikabuto of the Kokuen Clan
PL 10

Abilities (68)
STR 0  FGT 10
STA 8  INT  0
AGL 8 AWE 8
DEX 0  PRE 0

Offense
Ninja-to +10: Strength-based Damage 2 (Affects Insubstantial 2)
Dim Mak +10: Close Progressive Reversible Affliction 8 (Fortitude DC 18, Fatigued & Impaired, Disabled & Exhausted, Incapacitated)

Defenses (8)
Tough      8
Dodge     12
Parry       10
Fortitude 12
Will          8

Skills (21)
Acrobatics 6 (+14)
Athletics 6 (+6)
Deception 6 (+6)
Intimidation 5 (+5)
Perception 4 (+12)
Sleight of Hand 6 (+6)
Stealth 8 (+16)

Advantages (17)
Attractive
Benefit 4 (Alternate Identity, Cipher 2, Substitute Sleight of Hand for Technology for lockpicking/trap disarming)
Equipment 5
Evasion
Hide in Plain Sight
Improved Initiative 2
Startle
Takedown
Uncanny Dodge

Powers (46)
Acquired Tolerance: Immunity 1 (Poison) • 1 point
Dim Mak: Affliction 8 (Resisted and Overcome by Fortitude; Fatigued and Impaired, Disabled and Exhausted, Incapacitated; Extras: Extra Condition, Progressive, Reversible) • 33 points
Ninja Movement: Leaping 3 (60 feet), Movement 5 (Safe Fall, Sure-Footed 2, Wall-Crawling 2; Flaws: Limited to Moving in Urban Environments), Speed 2 (120 feet/round, 8 mph) • 10 points
Night Training: Senses 2 (Darkvision) • 2 points

Equipment (20 ep)
Bug (Remote Sensing 12, Limited to Transmitter Placement, Medium: Transmitters), 12 ep
Burglary Tools (+2 checks involving thievery), 1 ep
Disguise Kit (+5 Deception checks involving disguise), 2 ep
Ninja Clothing (Concealment [All Visual Senses]; Flaws: Blending, Passive), 4 ep
Ninja-to (Strength-based Damage 2, Affects Insubstantial 2), 4 ep
Tracer (Senses 1 [Tracking]), 1 ep
Voice Mask (Illusion 2 [Aural], Limited to Voices), 1 ep

Complications
Motivation: Freedom: Although grateful to the Kokuen Clan for raising and training her, Torikabuto is secretly envious of Shiori’s relative independence. She hopes that helping her carry on the Black Flame legacy will give her more freedom to do what she wants.
Americanophile: Torikabuto has an intense fascination with the United States, and has a rather rose-tinted view of the country. Some can find this off-putting or “trying too hard.”
Identity: As a ninja, Torikabuto puts other superheroes to shame with her myriad alternate legal identities, false financial accounts, and other back-ups making it nearly impossible to trace her identity.
Relationship: Torkabuto is rather overprotective of Shiori Chambers (aka She-Devil), and not just due to her carrying the Black Flame. She regards her as akin to a little sister in need of guidance and help on her path as a ninja.

Power Points: Abilities 68 + Defenses 8 + Powers 46 + Advantages 17 + Skills 21=150 points


Shorn Spandex: When an alien nanovirus erupts across the once-placid Emerald City, a small group of high school students find themselves empowered with metahuman abilities. Dubbing themselves the Menagerie due to shared "nature themes" among their powers, they keep their city safe from all manner of criminals, supervillains, and misunderstood yet dangerous Stormers.

Amrita Khatri, Codename Scarab

ABILITIES (18)
STR 0  FGT 0
STA 0  INT  0
AGL 0 AWE 7
DEX 0  PRE 2

OFFENSE
Initiative +0
Telekinetic Strike: Close Damaging Move Object 10 60 Foot Cone (DC 20 Dodge)
Emotion Control: Perception, Subtle Cumulative Affliction 9 (Impaired, Disabled, Incapacitated), Resisted & Overcome by Will, Affects Insubstantial 2, Indirect 3, Variable Descriptor (Emotions)
Mental Blast: Perception Damage 9, Resisted by Will, Affects Insubstantial 2

DEFENSES (13)
Tough 10 (0 w/o Force Field)
Dodge 10
Parry 10
Fortitude 6
Will 14

SKILLS (8)
Insight 4 (+11)
Investigation 4 (+4)
Perception 4 (+11)
Persuasion 4 (+6)

ADVANTAGES (2)
Beginner's Luck
Cool (Persuasion) 1**
Equipment 1**
Jack-of-all-Trades
Language (Hindi)*
Ultimate Effort (Will)
Uncanny Dodge
Untapped Potential**
Well-Informed*
*bonus advantage from Presence ranks
**bonus advantages from campaign house rules

POWERS (109)
Self-Propelled Kinesis: Flight 5 (900 ft/round, 120 mph) • 10 points

Telekinetic Barrier: Protection 10 (Sustained) • 10 points

Ka Sense: Senses 1 [Mental Awareness]) • 1 point

Past-Life Memories: Enhanced Advantages 2 [Beginner’s Luck, Jack-of-all-Trades]) • 2 points

Predictive Defense: Enhanced Defenses [Dodge 10, Parry 10]) • 20 points

Telepathic Link: Communication 4 (Mental), Comprehend 3 (speak and understand all languages, everyone able to understand what she’s saying) • 22 points

Mental Powers (40 pt Array)

Telekinesis: Move Object 10 (Extras: Perception, Subtle) • 40 points
-AE: Telekinetic Strike: Move Object 10 (Extras: Area Cone 60 foot length/width/height, Damaging, Selective; Flaws: Limited: Away from Self, Reduced Range [Close]) • 1 point
-AE: Mind Reading 10 (Extras: Cumulative, Effortless) • 1 point
AE: Mental Blast: Damage 9 (Extras: Perception Range, Resisted by Will, Affects Insubstantial 2, Indirect 2) • 1 point
AE: Emotion Control: Affliction 9 (Impaired, Disabled, Incapacitated; Resisted and Overcome by Will: Extras: Cumulative, Indirect 2, Perception Range, Subtle, Variable Descriptor 1 [Emotions]) • 1 point

Equipment (5 ep)
Comm-link (Feature: Communication Link) • 1 point
Smartphone • 4 points

COMPLICATIONS
Motivation: Responsibility: Amrita intuitively knows that she comes from a long line of reincarnated heroes, and knows that she must fulfill her role in the cosmic order.
Enemy: The terrorist organization SHADOW is one of the Scarab's greatest foes, and it seems that fate draws them together to do battle on a regular basis.
Identity: Amrita's superhero identity is secret.

Power Points: Abilities 18 + Defenses 13 + Powers 109 + Advantages 2 + Skills 8=150 points

BACKGROUND: Amrita Khatri was born the second-generation immigrant of an Indian-American family. Between a mother who falls for online scams, an older sibling who still refers to her as her “baby sister,” and a father paranoid of her relationship with any boy that doesn't meet his exacting standards, Amrita is eager to find any excuse to spend time with her friends outside home. Still, life could be worse.

The Silver Storm was a great blow to any sense of normalcy. Her parents, both involved in the medical industry, became overworked to the bone, and Amritra herself gained superpowers from the nanovirus. But it turned out that it merely awoke powers already dormant within her. Visions of past lives dating all the way back to Ancient Egypt, an eternal battle with a shadowy rival, and possessed of miraculous abilities called sorcery in some eras, superpowers in another. Amritra felt like the first time in her life, she knew who she really was

Amy Rogers, Codename Hornet
ABILITIES (60)

STR 6  FGT 10
STA 6  INT  0
AGL 4 AWE 4
DEX 0  PRE   0

OFFENSE
Initiative +8
Sword-Stinger +10: Close, Damage 10, Affliction 10 (Fortitude DC 20, Hindered & Vulnerable, Defenseless & Immobilized)
Bee-Bee Gun +10: Ranged (900/1.8k/3.6k feet), Weaken 9 (Fortitude DC 19, Any One Defense)
Unarmed +10: Close, Damage 6

DEFENSES (10)
Tough 10/6 (defenseless/vulnerable)
Dodge 10
Parry   10
Fortitude 10
Will        6

SKILLS (17)
Acrobatics 9 (+15)
Athletics 5 (+11)
Deception 4 (+4)
Perception 8 (+12)
Persuasion 4 (+4)
Stealth 4 (+10)

ADVANTAGES (11)
Agile Feint
Cool (Deception)**
Defensive Roll 4
Equipment 1**
Improved Initiative 1
Move-by Action
Takedown
Teamwork
Tracking
Uncanny Dodge
Untapped Potential**
*bonus advantages from campaign house rules

POWERS (52)
Bug-Themed Gadgets (Array, 35 pts, -14 for Easily Removable):
Sword-Stinger: Strength-based Damage 4 (Extras: Linked to Affliction); Affliction 10 (Resisted by Dodge, Overcome by Fortitude; Hindered & Vulnerable, Defenseless & Immobilized; Extras: Extra Condition, Progressive, Insidious; Flaws: Limited Degree) • 21 points
Bee-Bee Gun (1 pt): Weaken 9 (Resisted by Fortitude; Extras: Accurate 5, Extended Range 2 [900/1.8k/3.6k], Subtle, Ranged, Broad [Defenses]) • 1 point

Insect Mobility: Flight 5, Wings (900 feet/round, 120 mph, Subtle) • 6 points
AE: Wall-Walker: Movement 3 (Safe Fall, Wall-Crawling 2) • 1 point

Insect Senses: Senses 4 (Accurate and Acute Smell, Analytical Vision, Communication Link-Spy Fly) • 5 points

Proportional Insect Strength: Enhanced Strength 4 (Limited to Lifting, 25 tons can carry/lift/throw, with Extra Effort can be as much as 50/100 tons if fatigue/exhausted) • 4 points

Speak With Animals: Comprehend 2 (Animals) • 4 points

Summon Insect Swarm: Summon 3 (Active, Controlled, Limited: Must be physically present in the area) • 9 pts
AE: Spy Fly: Summon 3 (Active, Controlled, Limited: Must be Physically Present in the area)• 1 pt

Swarm
PL8 • MR3
STR — STA 2 AGL 0 DEX 0 FGT 0 INT — AWE 0 PRE -3
Powers: Swarm (Insubstantial 2, Permanent, Innate, Quirk: Limited by size of individual components, –2 points), Swarm Attack (Affliction 6, Resisted and Overcome by Fortitude, Dazed, Stunned, Incapacitated; Affects Corporeal, Concentration, Cumulative), plus choose one of Flight 2 or Movement 2 (Slithering and Wall-Crawling)
Skills: Close Combat: Swarm Attack 10 (+10)
Offense: Initiative +0, Swarm Attack +10 (Close, Affliction 6)
Defense: Dodge 8, Parry 4, Fortitude 5, Toughness 2, Will Immune
Power Points: Abilities –12+ Powers 37 + Advantages 0 + Skills 5 + Defenses 15 = 45 points

Spy Fly
PL10 (skill)• MR3
STR -5 STA 2 AGL 0 DEX 0 FGT 0 INT — AWE 0 PRE -3
Powers: Flight 2, Senses 7 (Accurate Smell, Communication Link-Hornet, Darkvision, Microscopic Vision 2, Scent Tracking 1), Shrinking 20 ( size -5, +10 Dodge/Parry, +20 Stealth, -5 Strength, -2 ground speed, -10 Intimidation)
Advantages: Hide in Plain Sight, Skill Mastery (Perception)
Skills: Perception 10 (+10), Stealth 0 (+20)
Offense: Initiative +0, Unarmed 0 (Close, -5 Damage)
Defense: Dodge 10, Parry 10, Fortitude 2, Toughness 2, Will Immune
Totals Abilities –14 + Powers 52 + Advantages 2 + Skills 5 + Defenses 0= 45

Equipment (5 ep)
Comm-link (Feature: Communication Link) • 1 point
Smartphone • 4 points

COMPLICATIONS
Motivation: Acceptance: Amy learned early on that few of her old friends wanted to help out of the kindness of their hearts. She believes that if she can prove herself, she will gain recognition and respect.
Identity: Amy strives to keep her personal life and superhero life secret.
Reputation: Amy had a falling out with most of her online friends a year and a half ago for being perceived as a scammer when she promoted a sick friend who turned out to have faked his illness for money. She defended him, believing that he was being maligned, only for her credibility to plummet along with his.
Weakness: Due to her enhanced senses, Amy is particularly vulnerable to sensory overloads related to vision and smell. Attacks and Afflictions which target said senses inflict the Dazed condition on her on a failed Dodge or Fortitude roll (shield one's eyes or overcome stench, DC depends on power or level of magnitude of phenomena).

Power Points: Abilities 60 + Defenses 10 + Powers 52 + Advantages 11 + Skills 17=150 points

BACKGROUND: Amy Rogers is a bubbly, extroverted girl and top of her class in the school basketball team. She lived a life like many American high school girls: geeking out over the latest music album or Netflix drama, socializing with friends in person and more often online, and working part-time at various retail jobs to buy the latest consumer items when pestering her parents failed.

Amy always fantasized about being a superhero, ideally a cool one such as Centurion's secret lovechild or some Ivy League graduate who could build super-armor like the Freedom League's Daedalus. She has more than a few embarrassing fanfics of torrid romances between herself and members of established superteams, although nobody knows or will know if she can help it.

Her deepest fantasy was granted, but not on her terms. While on a trip to the zoo, the Silver Storm hit. Being in close proximity to a beehive and the alien nanovirus caused her essence to partially mesh with the creatures, in turn gaining some insect-like qualities and a limited telepathic communication with bugs of all kinds.

Amy appears happy to be a superhero, and the gravity of the situation hasn’t fully sunk in yet. She adopted the codename Hornet, and got a few nifty gadgets from her friend Kaitlin in keeping with this theme.

Kaitlin Saito, Codename H2GO!
ABILITIES (34)

STR 0  FGT 0
STA 7  INT  6
AGL 4 AWE 0
DEX 0  PRE  0

OFFENSE
Initiative +4
Water Blast +10, Ranged Damage 10; short range 250 feet, medium 500 feet (-2 hit), long 1,000 feet (-5 hit)
Blinding Splash +10: Ranged Cumulative Affliction 10 (DC 20, Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision; short range 250 feet, medium 500 feet (-2 hit), long 1,000 feet (-5 hit)
Water Cannon: Line Area Cumulative Affliction 8 (DC 18, Resisted by Dodge, Overcome by Fortitude; Dazed, Prone), Limited Degree; 5 feet wide, 60 feet long
Electro-Stun Tonfas +8: Close, Affliction 6 (Resisted by Dodge, Overcome by Fortitude DC 16, dazed, stunned, paralyzed), Linked to Damage 6, Strength-based

DEFENSES (32)
Tough 7
Dodge 13
Parry   13
Fortitude 10
Will        7

SKILLS (13)
Acrobatics 6 (+10)
Athletics 4 (+11)
Investigation 8 (+13)
Technology 8 (+14)

ADVANTAGES (11)
Agile Feint
Contacts
Disarming 2**
Equipment 5 (Various Saito Solutions Gadgets, 1 rank is free)**
Jack-of-All-Trades
Language (Japanese)
Skill Mastery (Investigation)
Teamwork
Well-Informed
**bonus advantages from campaign house rules

POWERS (60)
Water Attacks (Array, 25 points)
Water Blast: Ranged Damage 10 (water impact), Accurate 5 • 25 points
AE: Blinding Splash: Ranged Cumulative Affliction 10 (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision; Accurate 5 • 1 point
AE: Water Cannon: Line Area Cumulative Affliction 8 (Resisted by Dodge, Overcome by Fortitude; Dazed, Prone), Limited Degree; 5 feet wide, 60 feet long • 1 point

Amphibious: Immunity 1 (Can Breathe Underwater) • 1 point

Swimming: Swimming 10 (500 mph) • 10 points
AE: Frog-Hop: Leaping 5 (250 feet), Immunity 5 (Falling Damage) • 1 point

Water Control (20-point array):
Hydrokinesis: Move Object 10, Perception Range, Limited to Water • 20 points
AE: Wall of Water: Create 20, Limited to Walls • 1 point

EQUIPMENT (25 EP)
Comm-link (Feature: Communication Link) • 1 point
First-Aid Kit: Feature (tools, Treatment) • 1 point
Smartphone • 4 points
Wrist-Comp: Feature (tools, Technology) • 1 point
Utility Belt (16 pt array):
Flash Bang Grenades: Ranged Burst Area Dazzle 4 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware) • 16 points
Electro-Stun Tonfas: Affliction 6 (Resisted and Overcome by Fortitude, dazed, stunned, paralyzed), Linked to Damage 6, Strength-based, Accurate 4 • 1 point
Smoke Pellets: Ranged Cloud Area Visual Concealment Attack • 1 point

COMPLICATIONS
Motivation: Thrills: Coming from a strict, boring household, Kaitlin privately enjoys the drastic life changes her powers granted.
Identity: Kaitlin's superhero identity is secret.
Responsibility: Kaitlin's parents have high hopes for her, and enrolled her in more than a few after-school social clubs which can put a damper on her vigilante duties.

Power Points: Abilities 34 + Defenses 32 + Powers 60 + Advantages 11 + Skills 13=150 points

BACKGROUND: Kaitlin Saito is the star in her parents’ eyes, although at times it doesn’t feel like it due to their constant pushing. As the daughter to the CEO of Saito Solutions’ American division, she’s been molded from a young age to excel in fields her father believes are important. She’s met his expectations so far, although in her teen years she’s begun to rebel in pursuing ‘irreverent’ hobbies, dyeing her hair red, and dressing provocatively...albeit not too publicly.

She gained superpowers from the Silver Storm. Adapting amphibian qualities and the ability to turn ambient moisture into powerful blasts of water, she dubbed herself H2GO! Unlike her peers she is excited to be a superhero mainly for the thrills, viewing it as a means of freedom and cutting loose that she could never do as unassuming ol’ Kaitlin.

Leslie Stafford, Codename Chlorophyll
ABILITIES (40)

STR 0  FGT 0
STA 5  INT  0
AGL 5 AWE 5
DEX 0  PRE   5

OFFENSE
Initiative +5
Throwing Thorns +10: Ranged Damage 10 (piercing, Multiattack); short range 250 feet, medium 500 feet (-2 hit), long 1,000 feet (-5 hit)
Pollen Cloud: Cloud Area 2 (30 feet) Affliction 10 (DC 20, Resisted and Overcome by Fortitude; Fatigued, Exhausted, Incapacitated, Extras: Indirect 2); short range 250 feet, medium 500 feet (-2 hit), long 1,000 feet (-5 hit)
Tanglevines: Ranged Burst Area Affliction 9 (DC 19, Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Indirect 3, Limited Degree; short range 250 feet, medium 500 feet (-2 hit), long 1,000 feet (-5 hit)
Thornskin: Close Damage 8 (piercing, Extras: Reaction [to being touched or struck])

DEFENSES (25)
Tough 10
Dodge 10
Parry   10
Fortitude 10
Will        10

SKILLS (8)
Expertise: Pop Culture 8 (+8)
Persuasion 8 (+13/+18)

ADVANTAGES (0)
Attractive 2*
Cool 2 (Deception, Persuasion)**
Connected*
Daze (Deception)
Equipment 1**
Fascinate (Persuasion)*
Fascinate 1 (Deception)
Leadership*
Redirect
Skill Mastery 2 (Deception, Persuasion)

*bonus advantages from Presence ranks
**bonus advantages from campaign house rules
italics represents advantages gained via Pheromones

POWERS (77)
Floral Attacks (Array, 35 pts)
Throwing Thorns: Ranged Damage 10 (piercing, Extras: Accurate 5, Multiattack) • 35 pts
AE: Pollen Cloud: Cloud Area 2 (30 feet) Affliction 10 (Resisted and Overcome by Fortitude; Fatigued, Exhausted, Incapacitated, Extras: Indirect 2) • 1 pt
AE: Tanglevines: Ranged Burst Area Affliction 9 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Indirect 3, Limited Degree • 1 pt
AE: Thornskin: Damage 8 (piercing, Extras: Reaction [to being touched or struck]) • 1 pt

Bio-Seed Armor (Immunity 1 [Starvation]; Protection 5) • 6 pts

Sling-Vines: Movement (Swinging), Speed 3 (250 feet) • 5 pts

Speak to the Trees (Array, 24 pts)
Green Network: Remote Sensing 8 (visual, auditory, tactile; Flaws: Medium [plants]) • 24 pts
AE: Animate Plants: Summon Animated Plant 7, Controlled, General Type • 1 pt
AE: Pheromones: Subtle Enhanced Presence 5, Subtle Ranged Weaken Awareness 6 • 1 pt

Equipment (5 ep)
Comm-link (Feature: Communication Link) • 1 pt
Smartphone • 4 points

COMPLICATIONS
Motivation: Doing Good: Leslie is at heart a kind soul who enjoys feeling like she can make a positive difference in the world. Being a famous model is nice, but this way she can make a difference in a more direct way.
Identity: Leslie's superhero identity is secret.
Fame: Leslie has a seven-figure follower count online, which means that she’s recognizable in her civilian identity among certain demographics.

Power Points: Abilities 40 + Defenses 25 + Powers 77 + Advantages 0 + Skills 8=150 points

BACKGROUND: Leslie Stafford likes to think that she’s still the same sweet lovable girl she was before her Instagram photos went viral. The ego boost was nice, as were the offers of business deals to help buy nice things...and help her parents pay the bills, which isn’t as fun. But it’s also been really stressful, as she has to deal with her classmates, teachers, and the whole Internet following her every Like and upload. But it’s been fun, and Leslie’s pre-famous friends are still friends, and she helped some sick kids with a few charity streams. Life isn’t all that bad.

Getting hit with an alien nanovirus could’ve been worse. In fact, the powers she got are pretty fire (as in ‘amazing,’ not literally flame-based), and mesh well with the “natural theme” going on with Amy and Kaitlin. Amrita’s psychic powers clash a bit with this set-up, but nothing some fancy Photoshop and well-timed social media posts can’t handle!


Superteen Runaways: Eurotrip Edition: Although gaining superpowers from your parents' secret science experiment would normally be a cause for celebration, the discovery of their plot to use you as the newest recruits for the supervillain organization known as MENACE can be a real downer. On the run and stranded in an unfamiliar country, the girls of Project Prometheus are on a half-chase, half-road trip across Europe as they try to find ways to evade and thwart the wicked plots of MENACE that can put all of Europe (if not the world) in danger!

Amalia Nader
PL 8

Abilities (36)

STR 0  FGT 4
STA 6  INT  0
AGL 5 AWE 0
DEX 0  PRE 3

Offense

Defenses (19)

Tough  6
Dodge 10
Parry   10
Fortitude 6
Will         8

Skills (8)

Acrobatics 4 (+9)
Intimidation 6 (+9)
Vehicles 6 (+6)

Advantages (11)

Attractive 1*
Equipment 2
Holding Back 6 (Hero High sourcebook, Avatar of Apep Stat Block, 2 ranks are free)**
Inspire 5* (1 rank is free)
Language 2** (English, Italian; Arabic native)
Set-Up
Startle*

*bonus advantages from Presence ranks
**bonus advantages from campaign house rules

Powers (46)

Chaos Aura: Luck Control 3 (Spend Hero Point/Luck use on another character's behalf, bestow upon another, or to force die reroll & take worst result) • 9 pts
Eyes of Apep: Senses (Darkvision) • 2 pts

Manifestation of Apep, 32 pt Array:
Entropy Wave: Damage 8 (Extras: Cone Area [60-foot length and width, Linked to Weaken Toughness), Weaken Toughness 8 (Extras: Cone Area; Flaws: Affects Objects Only) • 32 pts
AE: Touch of Entropy: Damage 8 (Extras: Accurate 2, Multiattack, Linked to Weaken), Weaken 7 (Resisted by Fortitude, Extras: Broad [Any Ability]) • 1 pt
AE: Hypnotic Gaze: Perception Ranged Cumulative Affliction 8 (Resisted & Overcome by Will, Entranced, Compelled, Controlled) • 1 pt
AE: Shadow Shroud: Concealment 4 Attack (All Visual Senses; Extras: Ranged, Burst Area 5 [150 foot radius & height]) • 1 pt

Complications
Motivation: Survival: Amalia is terrified of the origin of her powers, and seeks to find a way to exorcise Apep from her soul.
Vessel of Evil: The Egyptian deity Apep is anchored to Amalia's soul, and as such can be detected as a malign force by the supernaturally attuned.
Jittery: Amalia has not adapted well to being on the run or the superpowered lifestyle. This has left her consistently stressful, and she is prone to overreact from loud noises and unexpected surprises.

Power Points: Abilities 36 + Defenses 19 + Powers 46 + Advantages 11 + Skills 8=120

Background: The Nader family came from a long line of Egyptian scholars, delving into subjects ranging from the study of pyramids and the country’s millennia-long history to biology and chemistry. Being employed by the government as scientists of classified projects, Amalia’s parents fled the country in 2013 after the coup d'état. Settling in Italy, they found a more stable life and a cushy position working for Tomorrow Technologies. Amalia adjusted well enough, although she misses her home country and has felt uneasy from the more anti-immigrant sections of society which have been growing of late.

Amalia’s test involved the binding of Apep, an Ancient Egyptian deity of chaos and darkness, to her soul. This granted her great power, but at the cost of having the ever-present feeling of being watched over by an otherworldly force. A normally average girl, Amalia has adjusted the least to the new state of affairs and hasn’t had a good night’s sleep in a while. As a side effect it has made her one of the most loyal teammates, for she’s lost her childhood home, the trust of her parents, and hopes of having a normal life. If she loses her friends, then what else does she have?

Amalia Nader, Avatar of Apep
PL 12

Abilities (36)

STR 12*  FGT 4
STA 18*  INT  0
AGL 5 AWE 0
DEX 0  PRE 3

*+12 from Growth ranks

Offense

Defenses (17)

Tough  18
Dodge 4
Parry   4
Fortitude 18
Will         6

Skills (10)

Acrobatics 4 (+10)
Intimidation 6 (+15)
Technology 4 (+4)
Vehicles 6 (+6)

Advantages (16)

All-Out Attack
Animal Empathy*
Daze (Intimidation)
Equipment 2
Fascinate (Intimidation)
Fast Grab
Fearless
Holding Back 4
Improved Grab
Improved Hold
Improved Smash
Instant Up
Language 2** (English, Italian; Arabic native)
Set-Up
Skill Mastery (Intimidate)*
Startle*

*bonus advantages from Presence ranks
**bonus advantages from campaign house rule

Powers (97)

Chaos Aura: Luck Control 3 (Spend Hero Point/Luck use on another character's behalf, bestow upon another, or to force die reroll & take worst result) • 9 pts
Eyes of Apep: Senses (Darkvision) • 2 pts

GIANT SNAKE OF EVIL: Growth 12 (Size Rank 1 [60 feet long, 100 tons], +12 STR/STA, +1 Speed [60 feet], +6 Intimidation, -6 Dodge/Parry; Extras: Innate, Permanent), Movement (Slithering; Extras: Innate), Senses 2 (Acute Smell, Low-Light Vision; Extras: Innate]), Swimming 4 (120 feet; Extras: Innate) • 35 pts

Manifestation of Apep, 48 pt Array:
Entropy Wave: Damage 12 (Extras: Cone Area [60-foot length and width, Linked to Weaken Toughness), Weaken Toughness 8 (Extras: Cone Area; Flaws: Affects Objects Only) • 48 pts
AE: Massive Bite: Damage 12 (Extras: Accurate 6, Multiattack, Linked to Weaken), Weaken 9 (Resisted by Fortitude, Extras: Broad [Any Ability]) • 1 pt
AE: Hypnotic Gaze: Perception Ranged Cumulative Affliction 12 (Resisted & Overcome by Will, Entranced, Compelled, Controlled) • 1 pt
AE: Shadow Shroud: Concealment 4 Attack (All Visual Senses; Extras: Ranged, Burst Area 5 [2 miles]) • 1 pt

Complications
Same as normal stat block with the following:

Monstrosity: As the Avatar of Apep, Amalia strikes a primordial terror into all who see her. She suffers a -5 circumstance penalty on all Presence-related rolls (sans Intimidation) for one week for anyone who’s seen her in this form.
Humongous: As the Avatar of Apep, Amalia's sheer size can be to her detriment. Most buildings are incapable of holding her weight, and she cannot fit in most indoor spaces. Moving around in populated urban centers is bound to cause collateral damage.

Power Points: Abilities 36 + Defenses 21 + Powers 97 + Advantages 16 + Skills 10=180

Harmonia
PL 8

Abilities (18)

STR 10  FGT 4
STA 10  INT  0
AGL 0 AWE 0
DEX 0  PRE 5

Offense

Defenses (13)

Tough 10
Dodge 5
Parry 6
Fortitude 10
Will          6

Skills (10)

Close Combat: Unarmed 2 (+6)
Deception 4 (+9)
Expertise (Theology) 4 (+4)
Intimidation 4 (+9)
Persuasion 6 (+11)

Advantages (7)

Accurate Attack
Attractive 2*
Cool 2 (Intimidation, Persuasion**
Daze (Deception)*
Equipment 1
Fascinate (Persuasion)*
Fast Grab
Improved Grab
Leadership
Redirect
Skill Mastery 2 (Deception, Persuasion, 1 rank is free)*

*bonus advantages from Presence ranks
**bonus advantages from campaign house rules

Powers (72)

Immortal Being: Immortality 5 (1 day), Immunity 11 (Aging, Life Support) • 21 pts
Polyglot: Comprehend 4 (Languages; Read, Speak, Understand & Understood) • 6 pts*
Strength of the Gods: Enhanced Stamina 10, Enhanced Strength 10, Speed 2 (120 feet/8 mph) • 42 pts
Divine Might, Strength-based AE Array (20 pts):
AE: Cracking the Whip: Line Area 2 (5 feet by 60 feet) Affliction 10 (Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Prone and Stunned), Extra Condition, Limited Degree, Limited to targets on an appropriate surface • 1 pt
AE: Shockwave: Burst Area 2 (60 foot radius) Affliction 10 (Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Prone and Stunned), Extra Condition, Limited Degree, Limited to targets on the ground • 1 pt
AE: Sleeper Hold: Affliction 10 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated), Progressive, Grab-Based • 1 pt

*bonus ranks (2 power points’ worth) from campaign house rule

Complications
Motivation: Responsibility: As a divine stewardess of a group of superpowered teenage peers, Harmonia believes that it is her duty to safeguard her mortal charges and undo the harm of her mother Eris.
Enemy: Harmonia has a bit of a complicated relationship with her mother Eris, Greek Goddess of Strife.
Overconfident: Harmonia believes that few “mere mortals” are capable of mounting a threat against her.

Power Points: Abilities 18 + Defenses 13 + Powers 72 + Advantages 7 + Skills 10=120

Background: The child of a human father and the Greek goddess Eris, Harmonia was named after the goddess of harmony and concord as an ironic joke by the latter. She got along well enough with her father, but resented her mother’s manipulative ways and who only rarely got involved in her life save to cause some kind of trouble. In spite of this, Harmonia is proud of her heritage, knowing that her divine bloodline grants her a privilege possessed by precious few people on Earth-Prime. Still, her father taught her to hide her powers; she understood why, but chaffed at such restrictions and eagerly looked towards the day she could let loose and show the world who she really is as a bonafide superhero.

Initially a supporter of Project Prometheus, Harmonia’s opinion of the program darkened once she discovered Eris’ involvement. Now that they’re all on the run, she feels a sense of protection towards her friends and a need to stop MENACE’s wicked plots. Although her teammates are all metahumans to one degree or another, their recent “coming in” to their powers makes it hard for her to see them as equals and has more or less appointed herself team leader.

Chiou Hua
PL 8

Abilities (32)

STR 0  FGT 0
STA 0  INT  6
AGL 0 AWE 10
DEX 0  PRE 0

Offense

Defenses (13)

Tough     8/0
Dodge    8/5
Parry      4
Fortitude 4
Will         10

Skills (10)

Expertise: Magic 10 (+16)
Insight 5 (+15)
Perception 5 (+15)

Advantages (5)

Cool (Deception)*
Equipment 1
Language 2* (English, Russian; Mandarin Chinese Native)
Ritualist
Skill Mastery (Expertise: Magic)
Trance
Ultimate Effort (Expertise: Magic rolls)
Untapped Potential*
Uncanny Dodge

*bonus advantages from campaign house rule
Italics are bonus advantage from powers

Powers (60)

Everwatchful Eye of Ios: Enhanced Advantage 1 (Uncanny Dodge), Senses 3 (Danger Sense, Radius Vision) • 4 pts
Hand of Helios: Flight 5 (900 feet/60 mph; Flaws: Platform) • 5 pts
Shining Shield of Sirrion: Protection 8, Enhanced Dodge 3 • 11 pts

Academy of Set Grimoire, 32 pt Array:
All-Seeing Eyes of Abbridon: Remote Sensing (Visual, Auditory, Mental) 8 • 32 pts
AE: 1st Wheel of Weyan: Transform 10 (broken objects into repaired objects) • 1 pt
AE: 3rd Wheel of Weyan: Deflect 8 (Extras: Reflect, Redirect) • 1 pt
AE: 6th Wheel of Weyan: Communication 5 (air & auditory; Extras: Area, Selective, Subtle 2) • 1 pt
AE: Bitter Lash of Bal’Hemoth: Affliction 8 (Resisted and Overcome by Will; Dazed, Stunned, Paralyzed; Extras: Accurate 4, Cumulative, Multiattack, Reach 4) • 1 pt
AE: Grasp of Ghorummaz: Affliction 8 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized; Extras: Perception Range, Extra Condition, Limited Degree, Affects Incorporeal 2, Indirect 1) • 1 pt
AE: Gale of Ghorummaz: Environment 8 (Impeded Movement 2, Visibility –5) • 1 pt
AEL Holy Hosts of Heshem: Nullify Magic 8 (Extras: Area 1 [30 ft burst], Broad, Selective) • 1 pt
AEL Vile Venom of Vhoka: Weaken Strength 7 (Extras: Accurate 3, Ranged, Progressive, Variable Descriptor [Weakens Stamina after Strength reaches 0]) • 1 pt

Complications
Motivation: Mystical Empowerment: Hua seeks to dedicate herself to assuming the role of Earth-Prime’s Master Mage in order to fill in the mystical community’s power vacuum.
Pragmatist: Hua does not consider herself a superhero, or villain for that matter, and prioritizes survival and her own magical pursuits. She is not cold, but will need some convincing to do acts of reckless valor with no discernible benefit to herself or the group.
Reputation: Hua’s tutelage at the Academy of Set carries with it a distinct magical calling card, which may not have a positive reception among certain mystical communities.
Weakness: Hua suffers from a large amount of allergies, from pollen to lactose intolerance to animal dander. On a failed Fortitude save she suffers the impaired, disabled, or incapacitated conditions based on the degree of failure when exposed to a common allergen. This persists until she is removed from the stimuli or receives medical treatment.

Power Points: Abilities 32 + Defenses 13 + Powers 60 + Advantages 5 + Skills 10=120

Background: The star pupil of a school in a world-class educational system, Chiou Hua showed such promise that she was given a scholarship program at the Academy of Set in the nation of Volkavia. Albeit the study of magic was a rather obscure field, it was also one with great promise, so she readily accepted enrollment and moved out of Singapore. Soon she was working alongside her parents, dedicating what little remained of her free time with improving her talents at Tomorrow Technologies.

It was this drive that also made her curious about the mysterious Project Prometheus. Realizing that ascending to the status of Master Mage1 requires gathering knowledge of all kinds, she covertly looked into its inner workings. Eventually she escaped with the rest of the group; not out of any sense of moral disapproval of the project in and of itself, but more out of a sense of loyalty to her friends. A self-defined “practicalist,” Hua is the most reluctant team member when it comes to the group’s more selfless natures.

1the primary mystic guardian for a dimension of existence.

Zofia Dziekan
PL 8

Abilities (24)

STR -1  FGT 0
STA 1  INT  4
AGL 4 AWE 0
DEX 4  PRE 0

Offense

Defenses (23)

Tough 6/0
Dodge 8
Parry   8
Fortitude 5
Will         7

Skills (21)

Investigation 6 (+10)
Perception 8 (+8)
Ranged Combat: Kinetic Array 4 (+8)
Sleight of Hand 8 (+12)
Stealth 8 (+12)
Technology 8 (+12)

Advantages (14)

Defensive Roll 6
Disarming 2**
Equipment 2
Extraordinary Effort
Jack-of-All-Trades
Languages 4* (Dutch, English, French, German, Italian, Russian, Spanish, Ukrainian; Polish is native; 2 ranks are free)
Skill Mastery (Ranged Combat: Kinetic Array)
Skill Mastery (Sleight of Hand)
Ultimate Effort (Sleight of Hand)
Well-Informed

*bonus advantages from campaign house rules
Italics are bonus advantage from powers

Powers (38)

Kinetic Powers (Dynamic Array, 24 points)
Psychokinesis: Move Object 8 [Extras: Perception Range, Precise, Subtle; Flaws: Tiring] • 24 points
AE: Momentum Boost: Enhanced Speed 7, Enhanced Advantage 4 (Agile Feint, Evasion 2, Move-by Action) [Extras: Affects Others, Ranged, Variable Descriptor (movement effects); Flaws: Tiring] • 2 points
AE: Kinetic Bullet: Damage 8 (Extras: Multiattack, Ranged; Flaws: Quirk [requires objects as ammo, –1 point], Tiring), Enhanced Advantage (Improved Aim) • 2 points
AE: Momentum Drain: Weaken Movement Effects 8 [Extras: Affects Objects, Broad, Ranged ; Flaws: Tiring] • 2 points

Kineto-Gloves: Removable (-2 points), Buys off the Tiring Flaw on Kinetic Power Array, Enhanced Advantage 2 (Extraordinary Effort, Skill Mastery [Ranged Combat: Kinetic Array]) • 8 points

Complications
Motivation: Acceptance: Even though she was trained by supervillains, Zofia feels that she must put her training to good use and earn the right to wield the power instilled in her.
Low Self-Esteem: In a team of superheroines with god-given powers and a studious initiate of the dark arts, Zofia feels that she's way out of her league and frequently underestimates herself.

Power Points: Abilities 24 + Defenses 23 + Powers 38 + Advantages 14 + Skills 21=120

Background: Zofia always felt that something was off about herself growing up. Born with a mutation that granted her psychokinetic abilities, the few times her powers manifested were painful and small-scale to the point that she subconsciously suppressed them to avoid further harm. But what her parents are proud of (and she to some extent) is her amazing knack in picking up and learning a multitude of languages. While in a gifted studies program in Belgium, Zofia was approached by a woman who revealed herself to be the retired Countess Carat, renowned jewel thief! As she and another figure of her roguish predilections were generous donors to the institute and found out about her “condition,” they saw her as a worthy successor to the Carat name.

Zofia should’ve known better, but her low self-esteem and sense of Imposter Syndrome made it easy to sway her. She was flown to Tomorrow Technologies, where a pair of gloves fashioned for her helped her painlessly and effectively channel her powers.

Zofia more than anything wants to be recognized as having contributed something of worth to the world. That she is highly skilled for her age by both baseline and metahuman standards doesn’t matter, as she cannot help but compare herself to more talented, smarter, and prettier women. She worries about her family more than usual given that she alone among the team has normal parents, and is loathe to confront the Countess and what fate may be in store for her as a result.

The Ride: MENACE C.O.V. (Covert Operations Vehicle)


This van-sized automobile was stolen by the Project Pandora team in order to escape Tomorrow Technologies. The Covert Operations Vehicle (or COV for short) was created from reverse-engineering absconded gear and blueprints from various black budget projects of world governments, and as such is designed specifically to elude attention and pursuit from all manner of threats. The COV is capable of traveling across the surface of water in addition to terrestrial roads, comes equipped with a built-in WI-FI, computer, navigation system, autopiloting feature, an anti-electronic sensor “stealth mode,” the ability to deploy caltrops which can pierce even reinforced tires, and last but not least a car alarm.

Shared Equipment Pool (30 EP):
Harmonia and Hua contributed 1 rank each in the Equipment Advantage for this, while Amalia and Zofia contributed 2 ranks each.

Vehicle, MENACE Covert Operations Vehicle (20 ep):
Large; Strength 5; Speed 5 (Swim 5 AE); Defense 8; Toughness 8; Powers: Alarm, Autopilot, Caltrops, Computer, Concealment (Radio sense type), Navigation System
Gear (10 ep): Antitoxin (+5 on resistance checks vs toxins, 1 ep), First-Aid Kit (Feature [Tools, Treatment], 1 ep), GPS (1 ep), Laptop Computer (1 ep), Lockpicks (Feature [Tools, Technology], 1 ep), Multi-tool (reduce penalty from -5 to -2 for lack of tools, 1 ep), 4 Comm-links (4 ep)


My Character Ideas (D&D 5e)

All of these characters were made at 3rd level using the standard elite array (15/14/13/12/10/8). We Can Be Adventurers Too! made use of the optional feat system with Variant Humans. Isekai! Primeval Thule made use of rules from said setting and rolled for ability scores.

We Can Be Adventurers Too! In a patriarchal fantasy world, there aren't many gainful means of employment for women besides sex work. As part of what was initially a lark, the women are taken on as 'hirelings' for the Adventurer's Guild!

Syrrak Khalala
Medium drow elf warlock 3 (fiend patron), Neutral
Armor Class 15
Hit Points 21 (3d8+3)
Speed 30 ft.


STR
DEX
CON
INT
WIS
CHA
8 (-1)16 (+3)13 (+1)12 (+1)10 (0)16 (+3)


Saving Throws Wisdom +1, Charisma +5
Skills (Skill) Arcana +3, Deception +5, History +3, Intimidation +5, Perception +2
Condition Resistances advantage on saves vs. charm
Condition Immunities magical sleep
Senses Darkvision 120 feet, passive Perception 12
Languages Common, Deep Speech, Elven, Undercommon

Special Equipment: Quarterstaff, Spear, Leather Armor, 2 Daggers, Arcane Focus, bottle of black ink, quill, small knife, letter from dead colleague with yet-unanswered question, common clothes, belt pouch containing 10 gp
Special Abilities: Faerie Fire 1/long rest, Agonizing Blast (Invocation, add CHA modifier to Eldritch Blast damage), Book of Ancient Secrets (Invocation, Ritual Caster, can record ritual spells), Pact of the Tome (class, 3 bonus cantrips), Trance (‘sleep’ for 4 hours a day), Sunlight Sensitivity (disadvantage on attack rolls and Perception for sight in sunlight), Dark One’s Blessing (gain temp HP = Cha mod + level when reduce foe to 0 HP)
Background: Sage
Spellcasting: Syrrak is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +5 to hit with spell attacks, 2 spell slots of 2nd level). Syrrak knows the following spells:

Cantrips (at will): Dancing Lights (drow), Eldritch Blast, Guidance (Tome), Mage Hand, Mending (Tome), Prestidigitation (Tome)
1st level: Armor of Agathys, Cause Fear, Faerie Fire (1/long rest, drow) Find Familiar (Ritual Only), Hex, Unseen Servant (Ritual Only)
2nd level: Invisibility

Actions

Eldritch Blast: Ranged Attack: +5 to hit, range 120 ft., one creature; Hit: 1d10+3 force damage.
Quarterstaff: Melee Attack: +1 to hit, reach 5 ft., one target (or creature); Hit: 1d8-1 bludgeoning.
Armor of Agathys: Gain 5 temporary hit points for 1 hour, if damaged in melee the target takes 5 cold damage.
Cause Fear: Up to 2 targets within 60 feet of the caster and within 30 feet of each other become frightened of the caster for concentration duration up to 1 minute).
Hex: bonus action places a curse on target within 90 feet for concentration up to 1 hour. Caster deals 1d6 extra necrotic damage to target on all attacks, and target suffers disadvantage on ability checks with one ability.

PERSONALITY/IDEALS/BONDS/FLAWS
Background: Sage

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
Self-Improvement. The goal of a life of study is the betterment of oneself.
I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Fresh Quill
Medium Tabaxi Monk 3 (Way of the Drunken Master), Chaotic Good
Armor Class 15
Hit Points 21 (3d8+3)
Speed 30 ft.(climbing 20 ft., +10 each if no armor or shield)

STR
DEX
CON
INT
WIS
CHA
10 (0)16 (+3)12 (+1)8 (-1)15 (+2)14 (+2)


Saving Throws Strength +2, Dexterity +5
Skills Acrobatics +5, Athletics +2, Medicine +4, Performance +4, Perception +4, Religion +1, Stealth +5
Tools: Brewer’s Supplies, Herbalism Kit, Mason’s Kit
Senses Darkvision 60 ft., Perception 14
Languages Common, Celestial, Draconic

Special Equipment: Shortsword, 10 darts, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope, scroll case full of notes from studies & prayers, winter blanket, common clothes, herbalism kit, 5p gp
Special Abilities: Feline Agility (double move for 1 round, must spend 1 turn not moving to regain use), Cat’s Claws (unarmed slashing), Martial Arts (DEX instead of STR for unarmed and monk weapons, 1d4 damage die, can make unarmed attack as bonus action when attacking with unarmed/monk weapon), Ki (DC 12, 3 Ki Points), Unarmoured Movement (+10 ft. when in no armor or shield), Flurry of Blows (1 ki to make 2 unarmed attacks as bonus action when attacking, +10 ft. walking speed and can Disengage), Patient Defense (1 ki point to Dodge as bonus action), Step of the Wind (1 ki point to Disengage/Dash as bonus action, jump distance doubled), Deflect Missiles (reaction vs ranged weapon attack, reduce damage by 1d10+5, reduce to 0 can catch weapon and spend 1 ki point to throw back if missile)

Actions

Unarmed: Melee Attack: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d4+3 bludgeoning or slashing damage.
Shortsword: Melee Attack: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d6+3 piercing damage.
Dart: Ranged Attack: +5 to hit, range 20/60 ft., one target (or creature); Hit: 1d4+3 piercing damage.


PERSONALITY/IDEAL/BONDS/FLAWS
Background: Hermit

Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

I’m oblivious to etiquette and social expectations
Free Thinking: Inquiry and curiosity are the pillars of progress.
I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.

Anezka
Medium Human (Variant) Ranger 3 (Gloom Stalker Conclave), Neutral Good
Armor Class 15
Hit Points 28 (3d10+6)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
10 (0)16 (+3)14 (+2)12 (+1)14 (+2)8 (01)


Saving Throws Strength +2, Dexterity +5
Skills Athletics +2, Investigation +3, Nature +4, Perception +4, Stealth +5, Survival +4
Tools Zither (musical instrument)
Senses Darkvision 60 feet, passive Perception 14
Languages Common, Draconic, Southern, Undercommon

Special Equipment: Leather Armor, Two-Bladed Sword (as pair of shortswords), Longbow and Quiver of 20 arrows, backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope, staff, hunting trap, trophy from slain animal, traveler’s clothes, belt pouch with 10 gp
Special Abilities: Favored Enemy (+2 damage rolls, advantage on Survival to track creatures of monstrosity type), Natural Explorer (bunch of boons in wilderness and traveling), Fighting Style-Two-Weapon Fighting (add DEX modifier to damage of off-hand attack), Primeval Awareness (can do basic communicates with beasts), Umbral Sight (darkvision, invisible to creatures with darkvision while in darkness), Dread Ambusher (Add both DEX and WIS to initiative rolls, +10 ft. walking speed 1st round of combat, can make 1 bonus attack that deals 1d8 bonus damage when Attacking on 1st round of combat)
Feats: Alert (+5 initiative, can’t be surprised while conscious, enemies don’t get advantage on attack rolls if she cannot see them)
Spellcasting: Anezka is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Anezka knows the following spells:

1st level (3 slots): Absorb Elements, Disguise Self, Goodberry, Hunter’s Mark

Actions

Longbow: Ranged Attack: +5 to hit, range 150/600 ft., one target (or creature); Hit: 1d8+3 piercing damage, +1d8 if part of Dread Ambusher.
Two-Bladed Sword: Melee Attack: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d6+3 piercing damage (same amount offhand), +1d8 if part of Dread Ambusher.

PERSONALITY/IDEALS/BONDS/FLAWS
Background: Outlander

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

I have a lesson for every situation, drawn from observing nature.
Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.
It is my duty to provide children to sustain my tribe.
I am too enamored of ale, wine, and other intoxicants.

Lioran
Medium Human (variant) Rogue (Swashbuckler), Neutral Good
Armor Class 15
Hit Points 21 (3d8+3)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
8 (-1)16 (+3)12 (+1)14 (+2)10 (0)14 (+2)


Saving Throws Dexterity +5, Intelligence +4
Skills Acrobatics +5, Deception +4, Insight +2, Investigation +4, Performance +4, Perception +2, Religion +4, Sleight of Hand +5, Stealth +7
Tools: Alchemist’s Tools, Tambourine (musical instrument), Thieves’ Tools
Senses passive Perception 13
Languages Common, Southern, Thieves’ Cant

Special Equipment: Rapier, Shortbow and Quiver of 20 arrows, Leather Armor, Thieves’ Tools, 2 Daggers, backpack, bag of 1k ball bearings, 10 ft. of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, waterskin, 50 feet of hempen rope, traveler’s clothes, tambourine, poorly wrought maps from homeland depicting current location, small piece of homeland-crafted jewelry worth 10 gp, pouch containing 5 gp
Special Abilities: Expertise (Thieves’ Tools, Stealth), Sneak Attack 2d6, Cunning Action (Dash, Disengage, or Hide as bonus action), Fancy Footwork (creature struck in melee cannot make opportunity attacks), Rakish Audacity (CHA to initiative, can also Sneak Attack if 1-on-1 with creature and do not have disadvantage on attack roll)
Feats: Skilled (three more skill/tool proficiencies)

Actions

Rapier: Melee Attack: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d8+3 piercing damage.
Shortbow: Melee Attack: +5 to hit, range 80/320 ft., one target (or creature); Hit: 1d6+3 piercing damage.
Dagger: Ranged Attack: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d4+3 piercing damage.

PERSONALITY/IDEALS/BONDS/FLAWS
Background: Far Traveler

Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

I begin or end my day with small traditional rituals that are unfamiliar to those around me.
Open. I have much to learn from the kindly folk I meet along my way.
Though I had no choice, I lament having to leave my loved ones behind. I hope to see them again one day.
I pretend not to understand the local language in order to avoid interactions I would rather not have.


Paladin Barmaids! Muir, the Goddess of Paladins, foresaw a great and unknown evil arising in the city of Bard's Gate! Summoning what few champions remained among her order, they congregated together in this great metropolis. However, the identity of this great evil was rather vague, so as of now the paladins ply a fair trade as barmaids. That way they have close contact with the adventurer community and can pick up all manner of rumors and goings-on!

Animith Mavat
Medium Eladrin Elf Paladin 3 (Oath of Ancients), Neutral Good
Armor Class 15
Hit Points 28 (3d10+6)
Speed 30 ft.(teleport 30 feet)

STR
DEX
CON
INT
WIS
CHA
8 (-1)16 (+3)15 (+2)12 (+1)10 (+0)14 (+2)


Saving Throws Wisdom +2, Charisma +4
Skills Athletics +1, Medicine +3, Perception +2, Religion +3, Survival +2
Tools Flute
Condition Immunities Magical Sleep
Senses Darkvision 60 feet, passive Perception 12
Languages Common, Elven, Giant

Special Equipment: Quarterstaff, longbow w/ 20 arrows, scimitar, dagger, hunting trap, trophy of boar’s tusks, set of traveler’s clothes, belt pouch containing 10 gp, explorer’s pack, chain shirt, holy symbol of Muir
Special Abilities: Fey Ancestry (advantage on saves vs charm), Trance (only need to ‘sleep’ for 4 hours per day), Divine Sense, Lay on Hands, Fighting Style-Dueling, Divine Smite, Channel Divinity, Divine Health (Immune to Disease)
Spellcasting: Animith is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +4 to hit with spell attacks). Animith (has the following spells prepared:

1st level (3 slots): Divine Favor, Ensnaring Strike, Purify Food and Drink, Speak with Animals, Wrathful Smite

Actions

Longbow: Ranged Weapon: +5 to hit, range 150/600 ft.), one target (or creature); Hit: 1d8+3 piercing damage.
Scimitar: Melee Weapon: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d6+5 slashing damage.
Quarterstaff: Melee Weapon: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d8+5 bludgeoning damage.
Dagger: Melee Weapon: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d4+5 piercing damage.
Divine Sense (3/long rest): detect celestial/fiend/undead within 60 feet.
Lay on Hands (15 hp/long rest): heal hp on touched target, spend 5 to cure disease/poison.
Channel Divinity, Nature’s Wrath (1/rest): Creature within 10 feet is restrained on a failed Strength or Dexterity (its choice) save. Makes 1 save at end of each turn to free itself.
Channel Divinity, Turn the Faithless (1/rest): Each fey and/or fiend within 30 feet is turned for 1 minute or until they take damage on a failed Wisdom save. If taken illusory/concealed form, true form is revealed when turned.
Divine Smite: 2d8+1d8 damage per spell slot level on any melee attack (done as part of Attack action), +1d8 if undead or fiend target.


Bonus Actions

Fey Step (1/rest): Teleport 30 feet to unoccupied space within sight. Has variant effects based on season (Autumn 2 creatures 10 feet are charm on failed Wisdom for 1 minute, Winter 1 creature within 5 feet before teleporting are frightened on failed Wisdom save, Spring can teleport willing creature within 5 feet instead of self, Summer each creature of her choice within 5 feet after teleporting takes 2 fire damage).

Cathrine
Medium Human Paladin 3 (Oath of Redemption), Lawful Good
Armor Class 18
Hit Points 28 (3d10+6)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)9 (-1)14 (+2)11 (0)13 (+1)15 (+2)


Saving Throws Wisdom +3, Charisma +4
Skills Athletics +5, Insight +3, Persuasion +4, Religion +2
Senses passive Perception 11
Languages Common, Norsk, Sylvan

Special Equipment: Bard’s Gate city watch uniform, horn to summon help, set of manacles, pouch containing 10 gp, priest pack, holy symbol of Muir, mace, shield, shortsword
Special Abilities: Divine Sense, Lay on Hands, Fighting Style-Protection, Divine Smite, Channel Divinity, Divine Health (Immune to Disease)
Spellcasting: Cathrine is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +4 to hit with spell attacks). Catherine has the following spells prepared:

1st level (3 slots): Bless, Protection from Evil and Good, Sanctuary, Shield of Faith, Sleep

Actions

Mace: Melee Weapon: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d6+3 bludgeoning damage.
Shortsword: Melee Weapon: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d6+3 piercing damage.
Divine Sense (3/long rest): detect celestial/fiend/undead within 60 feet.
Lay on Hands (15 hp/long rest): heal hp on touched target, spend 5 to cure disease/poison.
Channel Divinity, Emissary of Peace (1/rest): +5 on Persuasion checks for next 10 minutes.
Divine Smite: 2d8+1d8 damage per spell slot level on any melee attack (done as part of Attack action), +1d8 if undead or fiend target.

Reactions

Fighting Style-Protection: impose disadvantage when target within 5 feet is attacked, need shield to do so
Channel Divinity, Rebuke the Violent (1/rest):  impose radiant damage equal to damage dealt as reaction on failed Wisdom save (success halves) if target within 30 feet attacked someone besides Cathrine.

Sweet Scarf
Medium Tabaxi Paladin 3 (Oath of Glory), Chaotic Good
Armor Class 18 (19 if attack w/ tail)
Hit Points 25 (3d10+3)
Speed 30 ft.(climbing 20 ft., double speed until end of turn but cannot reuse until moving 0 feet on a future turn)

STR
DEX
CON
INT
WIS
CHA
10 (+0)16 (+3)12 (+1)8 (-1)13 (+1)16 (+3)


Saving Throws Wisdom +3, Charisma +5
Skills (Skill) Acrobatics +5, Athletics +2, Insight +3, Intimidation +5, Perception +3, Stealth +5
Tools Vehicles (land)
Senses Darkvision 60 ft., passive Perception 13
LanguagesCommon, Deep Speech, Primordial

Special Equipment: Rapier, Whip, 5 javelins, shield, Leather Ball, lucky charm, set of traveler’s clothes, pouch containing 10 gp, explorer’s pack, Chain mail, holy symbol of Muir
Special Abilities: Feline Agility (double movement for 1 turn, but must spend 0 ft on future turn to regain use), Divine Sense, Lay on Hands, Fighting Style-Tail Fighting (tail is light unarmed, add Dex modifier to damage w/ offhand, can choose to gain +1 AC or move 5 ft. for free when making tail attack), Divine Smite, Channel Divinity, Divine Health (Immune to Disease)
Spellcasting: Sweet Scarf is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +5 to hit with spell attacks). Sweet Scarf has the following spells prepared/knows the following spells:

1st level (3 slots): Command, Compelled Duel, Guiding Bolt, Heroism, Searing Smite, Shield of Faith

Actions

Claw or Tail: Melee Weapon: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d4+3 slashing or bludgeoning damage. Move 5 ft. or +1 AC until the end of next turn if off-hand tail attack.
Rapier: Melee Weapon: +5 to hit, reach 5 ft., one target (or creature); Hit: 1d8+3 piercing damage).
Javelin: Melee or Ranged Weapon: +5 to hit, reach 5 ft. or 30/120 ft. thrown, one target (or creature); Hit: 1d6+3 piercing damage.
Divine Sense (3/long rest): detect celestial/fiend/undead within 60 feet.
Lay on Hands (15 hp/long rest): heal hp on touched target, spend 5 to cure disease/poison.
Divine Smite: 2d8+1d8 damage per spell slot level on any melee attack (done as part of Attack action), +1d8 if undead or fiend target.

Bonus Actions

Channel Divinity, Peerless Athlete (1/rest): advantage on Acrobatics & Athletics, carrying capacity is doubled, distance of long and high jumps increase by 10 feet, all for next 10 minutes.
Channel Divinity, Inspiring Smite (1/rest): After dealing smite damage can distribute 2d8 + level worth of temporary hp to creatures of choice including self within 30 ft.


Isekai! Primeval Thule: The girls of St. Augustine Academy take a most unexpected detour on their field trip when their bus ends up transported to a more magical and savage Earth. Separated and enslaved, our (unnamed) PC heroine must make alliances among her fellow slavegirls in order to escape and hopefully return home.

Ellen
Ellen
Medium Human (Variant) Cleric 3 (Trickery Domain), Chaotic Neutral
Armor Class 12
Hit Points 21 (3d8+3)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)14 (+2)12 (+1)12 (+1)18 (+4)16 (+3)


Saving Throws Constitution +3, Wisdom +6, Charisma +5
Skills (Skill) Deception +5, Insight +6, Persuasion +5, Religion +3, Stealth +4
Senses passive Perception 14
Languages Low Atlantean

Equipment: Holy Symbol of Ishtar
Special Abilities: Spellcasting (Cantrips, Rituals), Divine Domain (Trickery), Channel Divinity 1/rest, Blessing of the Trickster (grant advantage on Stealth checks to touched creature for 1 hour), Healing Blessing (use action to heal self or another via touch)
Feats: Resilient (+1 Constitution, Proficiency in Constitution saves)
Character Narrative: Initiate of Mysteries (Ishtar, trained in Deception & Religion)
Spellcasting: Ellen is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following spells prepared:

Cantrips (at will): Guidance, Sacred Flame, Thaumaturgy
1st level (4 slots): Bless, Ceremony, Charm Person, Cure Wounds, Disguise Self, Guiding Bolt, Sanctuary
2nd level (2 slots): Augury, Enhance Ability, Mirror Image, Pass Without Trace

Actions

Sacred Flame: Ranged Spell Attack: Range 120 ft., one target (or creature); Hit: 4 (1d8 radiant damage on failed DC 14 Dexterity save).
Guiding Bolt: Ranged Spell Attack: +6 to hit, range 120 ft., one target (or creature); Hit: 15 (4d6 radiant damage +1d6 per spell slot above 1st, next attack roll made against target has advantage).
Blessing of the Trickster: Grant touched target advantage on Stealth checks for 1 hour.
Healing Blessing: Use action to heal self or another via touch. Up to 15 HP per day (3 x character level), grants Resistance spell benefits if target other than self.
Channel Divinity (1/rest): Creates illusion of self for 1 minute with concentration, appears within 30 feet. Bonus action can move it up to 30 feet, provided it’s within 120 feet. Cast spells as though in illusion’s space, advantage on attack rolls if self and illusion are within 5 feet of target.

Senfra
Senfra
Medium Atlantean Paladin 3 (Oath of Victory, Primeval Thule Player’s Companion), Lawful Good
Armor Class 8
Hit Points 25 (3d10+3)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)7 (-2)13 (+1)14 (+2)9 (-1)15 (+2)


Saving Throws Wisdom +1, Charisma +4
Skills (Skill) Arcana +4, Athletics +5, History +4, Intimidation +4, Investigation +4, Persuasion +4
Senses Passive Perception 9
Languages Giant, High Atlantean, Low Atlantean

Equipment: Practically Naked
Special Abilities: Headstrong (advantage on saves against command/dominate/geas/hold spells), Divine Sense (know location of celestials, fiends, & undead within 60 feet 3/long rest), Lay on Hands (15 HP/long rest), Fighting Style (Dueling, +2 damage when wielding 1 one-handed melee weapon), Divine Smite (spend spell slot to deal 2d8 extra radiant damage +1d8 for every slot level over 1st), Divine Health (immune to disease), Channel Divinity
Character Narrative: Atlantean Noble (Proficient in History & Persuasion, 1/rst use bonus action to allow ally within 30 feet to make 1 ranged/melee attack as reaction.)
Spellcasting: Senfra is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Senfra has the following spells prepared:

1st level (3 slots): Compelled Duel, Divine Favor, Fog Cloud, Heroism, Thunderous Smite

Actions

Unarmed: Melee Weapon Attack: +4 to hit, reach 5 ft., one target (or creature); Hit: 6 bludgeoning damage, +2d8 radiant damage if Divine Smite.
Urgent Command (1/rest): Use bonus action to allow 1 ally within 30 feet to make a single melee or ranged attack as a reaction.
Channel Divinity, Moment of Inspiration (1/rest): Allies within 60 ft. add 1d4 to any attack roll or saving throw made until the end of Senfra’s next turn.
Channel Divinity, Lead the Way (1/rest): As a bonus action, Senfra grants all allies within 30 feet advantage on melee/ranged attacks vs target Senfra hit in melee.

Zhandi
Zhandi
Medium Beastfolk (Reflavored Tabaxi) Rogue 3 (Scout), Neutral Evil
Armor Class 14
Hit Points 24 (3d8+6)
Speed 30 ft., Climb 20 ft., (x2 via Feline Agility)

STR
DEX
CON
INT
WIS
CHA
14 (+2)19 (+4)14 (+2)14 (+2)13 (+1)16 (+3)


Saving Throws Dexterity +6, Intelligence +4
Skills Acrobatics +6, Athletics +4, Deception +5, Intimidation +5, Nature +6, Performance +5, Perception +3, Sleight of Hand +6, Stealth +8, Survival +5
Senses Darkvision 60 ft., passive Perception 13
Languages Low Atlantean, Thieves’ Cant, Urgan

Equipment: Practically Naked.
Special Abilities: Sneak Attack 2d6, Expertise (x2 Proficiency in Stealth, Thieves’ Tools), Cunning Action (bonus action 1/round to Dash, Disengage, Hide), Survivalist (x2 Proficiency and Proficient in Nature, Survival), Skirmisher (half speed as reaction if enemy moves 5 ft. of self, doesn’t provoke Op Attacks), Feline Agility (Can move twice as fast, cannot reuse until spent 1 turn moving 0 ft.), Cat’s Claws (Climb, 1d4 natural weapons)
Character Narrative: Escaped Slave (Proficiency in Athletics & Stealth, Blend in With the Crowd, use action to ‘blend in’ in noncombat and gain advantage on passing oneself off as part of the group)

Actions

Cat’s Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target (or creature); Hit: 6 (1d4+4 slashing damage).


My Character Ideas (Pathfinder)

Sigrún Hildesdottir
A Nordic-flavored elven skald visiting the world of Midgard.

Character Sheet Link.

My Character Ideas (World of Darkness)

Includes both Old & New.

Princess the Hopeful: An abandoned RP where a group of magical girls fought supernatural evil and mortal repression in Salt Lake City, Utah. Also the PC had a werewolf boyfriend.

Haseya Hatathli

Ardeth Ingold
Character Sheet

Mundane Appearance
Transformed

Jennifer Snow
Character Sheet

Mundane Appearance
Transformed

Karen Alders
Character Sheet

Mundane Appearance
Transformed

Eric
Character Sheet

Mundane Appearance (Hishu)
Near-Human (Dalu)
Wolf Form (Urhan)
Near-Wolf (Urshul)
War Form (Gauru)


My Character Ideas (Call of Cthulhu)

The Forgotten Legacy of G'harne: A Victorian-era pulp-flavored adventure where the PC and a few trusty sidekicks trek across Africa in search of a hidden cyclopean city.

Amal Hakimi
Name: Amal Hakimi
Face Claim: Zara Ghufran (Battlefield 4)     
Age: 23
Archetype: Big Game Hunter
Occupation: Hunter
Sex: Female
Residence: Alexandria, Egypt
Birthplace: Sinai Peninsula

Strength:  65   Dexterity:  70   Intelligence:  50
Constitution:  70   Appearance:  75   Power:  60
Size:  40   Education:  45   Movement Rate: 9

Hit Points:  22   Sanity: 60/60
Luck:  75   Magic Points: 12

Damage Bonus:  0   Build: -

Pulp Talents

Animal Companion: start play with a faithful animal companion (horse) and gains a bonus die when making Animal Handling rolls.
Beady Eye: does not suffer penalty die when “aiming” at a small target (Build –2), and may also fire into melee without a penalty die.
Resilient: may spend Luck points to shrug-off points of Sanity loss, on a one-for-one basis.

Investigator Skills

Accounting (05%):     Anthropology (01%):     Appraise (05%):     Archaeology (01%):     Art/Craft (05%):     Charm (15%):     Climb (20%): 40%    Credit Rating (00%):  20%   Cthulhu Mythos (00%):
Disguise (05%):     Dodge (Half DEX):     Drive Carriage (20%):     Elec. Repair (1%):     Fast Talk (05%):     Fighting (Brawl) (25%):  30%   Firearms (Handgun) (20%):  60%   Firearms (Rifle/Shotgun) (25%): 50%
First Aid (30%):  35%   History (05%):     Intimidate (15%):     Jump (20%):  40%   Language (Other) (01%):     Language (Own, Arabic) (EDU):     Law (05%):     Library Use (20%):     Listen (20%): 35%
Locksmith (01%):     Mech. Repair (10%):     Medicine (01%):     Natural World (10%):  60%   Navigate (10%):  50%   Occult (05%):     Op. Hv. Machine (01%):     Persuade (10%)     Pilot (01%):
Psychology (10%):     Psychoanalysis (01%):     Ride (20%):  55%   Science (01%):     Sleight of Hand (10%):     Spot Hidden (25%):  60%   Stealth (20%):  55%   Survival (10%):     Swim (20%):
Throw (20%):     Track (10%): 60%

Skill Specialties

Art/Craft (Animal Handling) (05%): 30%

Survival (Desert) (10%): 40%

Weapons

Weapon Name -- Damage, Range, Attacks, Ammo, Malfunction

Unarmed -- 1d3, touch, 1, none, none

Large Knife (Machete) -- 1d8, touch, 1, none, none

.38 Revolver -- 1d10, 15 yards, 1 (3), 6, 100

.577 Martini-Henry Rifle -- 1d8+1d6+3, 80 yards, 1 per 3 rounds, 1, 100

Gear & Possessions

Backpack, canteen, shovel, 10 rounds rifle ammunition, 50 rounds revolver ammunition, lantern w/ 4 quarts of fuel

Cash & Assets

Spending Level:  $10   Cash: $40
Assets: $1,000

Backstory

Personal Description:  Clad in a flowing desert robes, the henna on Amal’s tanned face accentuates her already pleasant features. She is rather short, a little over 5 feet but her lean build makes up for her size.

Traits: Is a practical joker, often sings to herself when bored or idle.

Ideology/Beliefs: Stay honest and faithful. The night is darkest just before the dawn.

Significant People:  Her two brothers, who she saved from the clutches of the crime lord Silas Caravaggio.

Meaningful Locations:  An outpost along a road trailing through Mount Sinai, where she leaves notes for her family and vice versa in the event they need to share information.

Treasured Possessions:  Any possessions that your character might have that has meaning to them.

Injuries & Scars: A three-clawed gash from a Barbary lion over the left stomach.

Phobias & Manias:  None yet.

Arcane Tomes, Spells, and Artifacts:  None yet.

Encounters with Strange Entities:  None yet.

While some are travelers by choice or by misfortune, Amal Hakimi was a Bedouin and thus her birthright. Her extended family knew many wonders, from the aqua-painted homes of Chefchaouen to the foothills of Mount Sinai where Moses brought God’s word to the people. It was a difficult upbringing, but Amal felt blessed to lay eyes upon the many wonders of the world.

It was during a trip to Cairo where Amal came upon a team of British Egyptologists. Curious about their resources and mission, she realized that she could make a nice living shepherding European scholars and tourists across Africa and aiding them in the hunts of rare animals. She invested her funds back to her family and almsgiving in line with her Islamic faith after attending to her own upkeep, although she eventually met with misfortune during one expedition. The group she was guiding turned out to be professional criminals hoping to poison the region’s water supply. Once the local tribes were cleared off, the land would be open to excavation by their foreign patron.

Amal stopped their plan by force, but it turned out that their employer was no mere rich businessman: it was Silas Caravaggio, one of Europe’s most influential crime lords. Silas enacted revenge upon Amal by luring her into a trap by capturing her brothers, but he underestimated the resolve of family bonds. After foiling yet another plot, Amal learned just how deep the mastermind’s influence reached around the world. Although still employing herself as a guideswoman, she is on the lookout for mention of any ruins, lands, or rumored treasure vaults which she knows Silas will surely seek.

Feng Baozhai
Name: Feng Baozhai
Face Claim: Lan Au Kim     
Age: 16
Archetype: Grease Monkey
Occupation: Skilled Tradesperson
Sex: Female
Residence:
Birthplace: Hong Kong

Strength:  45   Dexterity:  60   Intelligence: 90
Constitution:  50   Appearance:  70   Power: 50
Size:  40   Education:  70   Movement Rate: 9

Hit Points:  18   Sanity:  50/50
Luck:  75   Magic Points:  10

Damage Bonus:  0   Build: -

Pulp Talents:

Gadget: start game with one weird science gadget (jet pack).
Handy: reduces difficulty by one level or gains bonus die when making Electrical Repair, Mechanical Repair, and Operate Heavy Machinery rolls.
Weird Science: may build and repair weird science devices.

Investigator Skills

Accounting (05%):     Anthropology (01%):     Appraise (05%):     Archaeology (01%):     Art/Craft (05%):     Charm (15%):     Climb (20%):  50%   Credit Rating (00%):  10%   Cthulhu Mythos (00%):
Disguise (05%):     Dodge (Half DEX):  60%   Drive Carriage (20%):     Elec. Repair (01%):  81%   Fast Talk (05%):     Fighting (Brawl) (25%):  80%   Firearms (Handgun) (20%):     Firearms (Rifle/Shotgun) (25%): 39%
First Aid (30%):  50%   History (05%):     Intimidate (15%):     Jump (20%):     Language (Other) (01%):     Language (Own) (EDU):     Law (05%):     Library Use (20%):     Listen (20%):
Locksmith (01%):     Mech. Repair (10%):  80%   Medicine (01%):  25%   Natural World (10%):     Navigate (10%):     Occult (05%):     Op. Hv. Machine (01%):  90%   Persuade (10%)     Pilot (01%):
Psychology (10%):     Psychoanalysis (01%):     Ride (20%):     Science (01%):     Sleight of Hand (10%):     Spot Hidden (25%):     Stealth (20%):     Survival (10%):     Swim (20%):
Throw (20%):     Track (10%):

Skill Specialties

Language (English) (01%): 40%
Language (Cantonese) (EDU): 70%

Weapons

Weapon Name -- Damage, Range, Attacks, Ammo, Malfunction

Unarmed -- 1d3+damage bonus, touch, 1, none, none

Sickle -- 1d6+1+damage bonus, touch, 1, none, none

12-gauge shotgun -- 4d6/2d6/1d6, 10/20/50 yards, 1 or 2, 2, 100

Gear & Possessions

Jet pack, sketch pad, umbrella, tool outfit (20 tools), telescope

Cash & Assets

Spending Level:  $10.00   Cash: $20.00
Assets: $500.00

Backstory

Personal Description:  A short teenage Asian girl, it can be easy to overlook Baozhai when she’s working behind a welder’s mask. Her posture seems slightly bent due to hours hunched over a workshop desk or pouring through an engineer’s manual.

Traits: has a monotone voice, taps handheld objects (or fingernails) against a surface in a rhythmic fashion, can be excessively focused on one task.

Ideology/Beliefs: humanity is on the verge of a technological golden age, but luddism and short-sightedness will handle this.

Significant People:  Lord William Lake, who spotted her potential and paid for her tutoring.

Meaningful Locations: The 1889 World’s Fair in Paris, where she showcased her flying jetpack.

Treasured Possessions: A Taoist talisman given to her by her mother, which in turn was given to her by her mother.

Injuries & Scars:  A slight burn mark on the side of her right leg.

Phobias & Manias:  None yet.

Arcane Tomes, Spells, and Artifacts:  None yet.

Encounters with Strange Entities:  None yet.

Feng Baozhai grew up as one of the many street children going hungry in Hong Kong. She had parents, but they spent all day at the factories to provide for much support. She would have joined her parents working in the factories, and was very close to doing so were it not for attracting the eye of one Lord William Lake. At the tender age of five Baozhi was connecting copper wire while repairing a chicken coop to make a primitive electric fence; an ill-understood natural phenomenon at the time, Lake realized the potential in this child genius. Her parents were more than eager to see her get a better life in London, and so she began a tutelage under the finest minds.

Things seemed fine for a while, although Baozhai found that her understanding of science was more intuitive than practical. She could not explain the whys or hows, but when she set her mind to the task at hand she could create and repair even the most complicated of machinery without understanding the underlying mechanisms. Baozhai felt discouraged after earning more than a few rumors about the legitimacy of her talents due to this as well as her gender, and started to pick up other vocations.

Lord Lake passed away when Baozhai was five years old; she never really knew the man but was grateful for how he helped her realize her talents. As such she maintains a sense of familial loyalty to Celeste and has accompanied her on more than a few adventures.

Hessa Ganim
Name: Hessa Ganim
Face Claim: Unknown (vintage Egyptian photography)     
Age: 32
Archetype: Dreamer
Occupation: Occultist
Sex: Female
Residence: Cairo, Egypt
Birthplace: Faiyum, Egypt

Strength:  50   Dexterity:  60   Intelligence: 60
Constitution:  50   Appearance:  70   Power: 90
Size:  40   Education:  80   Movement Rate: 9

Hit Points:  18   Sanity:  90/90
Luck:  50   Magic Points: 18

Damage Bonus:  0   Build: -

Pulp Talents:

Keen Vision: gain a bonus die to Spot Hidden rolls.
Psychic Power: Choose one psychic power (Clairvoyance) to take as a skill.
Strong Willed: Gain a bonus die when making POW rolls.

Investigator Skills

Accounting (05%):     Anthropology (01%):     Appraise (05%):  50%   Archaeology (01%):  60%   Art/Craft (05%):     Charm (15%):  Clairvoyance (00%): 90%   Climb (20%):     Credit Rating (00%):  32%   Cthulhu Mythos (00%): Disguise (05%):     Dodge (Half DEX):     Drive Carriage (20%):     Elec. Repair (01%):     Fast Talk (05%):  30%   Fighting (Brawl) (25%):     Firearms (Handgun) (20%):  40%   Firearms (Rifle/Shotgun) (25%): First Aid (30%):     History (05%):  30%   Intimidate (15%):     Jump (20%):     Language (Other) (01%):     Language (Own) (EDU):     Law (05%):     Library Use (20%):  50%   Listen (20%): Locksmith (01%):  40%   Mech. Repair (10%):     Medicine (01%):     Natural World (10%):     Navigate (10%):     Occult (05%):  50%   Op. Hv. Machine (01%):     Persuade (10%)     Pilot (01%): Psychology (10%):     Psychoanalysis (01%):     Ride (20%):     Science (01%):     Sleight of Hand (10%):  50%   Spot Hidden (25%):  50%   Stealth (20%):  50%   Survival (10%):     Swim (20%): Throw (20%):     Track (10%):

Skill Specialties

Language (Arabic) (EDU): 80%

Language (English) (01%): 44%

Science (Astronomy) (01%): 23

Weapons

Weapon Name -- Damage, Range, Attacks, Ammo, Malfunction

Unarmed -- 1d3+damage bonus, none, 1, none, none

Blackjack -- 1d8+damage bonus, none, 1, none, none

.45 Revolver -- 1d10+2, 15 yards, 1 (3), 8, 100

Gear & Possessions

100 rounds of .45 ammunition, Spy Glass, Journal, Pocket Compass, Playing Cards, Unabridged Dictionary (English), Backpack, prayer rope

Cash & Assets

Spending Level:  $10   Cash: $64
Assets: $1,600

Backstory

Personal Description:  Dressed in dark robes and faded jewelry, this woman’s ink-stained fingers absentmindedly fidget and clutch at her clothes every so often.

Traits: Headstrong, eager to prove herself to others, is a bit of an optimist.

Ideology/Beliefs: God gave everyone a purpose. It is up to us to best live in His example.

Significant People: Her uncle, who gave her a new home when her old one burned down. Her son, who is growing up to be a fine young man and attending university in Britain.

Meaningful Locations:  Her uncle’s antique shop in Cairo, which served as her new home.

Treasured Possessions: A partially-burnt candelabra which survived her old home’s arson.

Injuries & Scars:  None yet.

Phobias & Manias: None yet.

Arcane Tomes, Spells, and Artifacts: None yet.

Encounters with Strange Entities:  None yet.

Hessa Ganim is a Copt, a religious and ethnic group who traditionally lived within Egypt since the introduction of Christianity to the country during the late Roman Empire. Born not very long after the lifting of discriminatory laws against her people, she never truly knew what her parents went through but was taught the stories of older times and the importance of perseverance with honor and faith. She lived in a humble farm among the banks of the Nile, but this idyllic life came to an end when an unknown miscreant burned down the fields and her house. With not enough to support the whole family, her parents sent her to live with her uncle in Cairo.

As a man of means, he was educated in Istanbul as an Ottoman Dragoman and had the opportunity to collect many books. Hessa worked in his antique shop, learning to appraise all manner of books and artifacts from myriad cultures. It was through him she came into contact with various explorers and Egyptologists in need of skilled and knowledgeable natives, and helped more than a few expeditions.


My Character Ideas (Archived)

These are less full stories so much as character ideas for both freeform and system-based role-plays.

Edit: I've long since passed these ideas in favor of newer ideas and tales. These are kept here for archival purposes.

Maribelle, Traveling Nudist Monk

Maribelle is a member of a monastic order who seeks to further the light the sun god in the world through good deeds. Taking a vow to let her lord's light touch her body at all times, she walks the lands unclad save in a hair ribbon. Thankfully her martial training and grace more than makes up for her lack of protection, and her supernatural endurance weathers the worst elements. Maribelle is still naive and inexperienced in the ways of the world, and her goals simple. To travel the world and help people out with their local problems, be it finding a lost pet or saving a community from rampaging monsters.

Her nudism also has an unintended side-effect: towns and villages she passes through experience a dramatic uptick in healthy births shortly after her departure. More than a few caught on to this and believe that the skyclad monk holds supernatural powers, dubbing her Lifemaker. The truth is far simpler: her young body inspires lust in many men, who become agitated during extended interactions with her, from shopping to talking. They relieve their stress by making passionate love to their wives, girlfriends, and mistresses as a result.


Servant of the Sea

A mermaid, likely a warrior-priestess of an ocean goddess. Imagine her as unusually kind and gentle for her role, but when true evil rears its ugly head, she can strike with the fury of the storm, the swiftness of the current, and the strength of a tsunami!

Picture

Zhandi

Zhandi's a catgirl from the southern nations, blessed by the deities/spirits of the storm. She used to be a concubine/pleasure slave for a decadent noble, although their relationship was a good one in that she wanted for nothing and had access to herbs to prevent unwanted children. Sometime later she received an epiphany and became a true Cleric, which may or may not have contributed to buying her freedom. She enjoyed her master's company, but felt a calling to travel the world.

Picture


Scion of the Wolf

A werewolf bard who provides morale for her clan in the form of good song and cheer, as well as the erotic arts. Although owned by the alpha male, she is lent out to the others who earned the right through service and valorous deeds. Perhaps her master is cruel and she seeks escape or is rescued.

NSFW Imgur Album

Yonalia

Hailing from a glorious mountain city, Yonalia grew up the slave of a lustful noble.  Although her official duties were to tend to house and home, her owner used her in other ways.  She more or less was brought up to accept the treatment as the way of the world, but deep in the back of her mind she desired to live life as a free woman.  In recent years she stumbled upon a book of a traveling mage, and learned much of the worlds beyond worlds and other majestic artifacts of the past.  She knew the stories of sorcerers, scholars and priests possessed of supernatural power who accessed the secrets of old eras, and that her master kept such a device in the private cellar.

One fateful night she sneaked into this hidden room, taking her master's artifact.  It was a metal spider-like device which burrowed inside her arm.  From the pain came insight, and with insight power.  Fearing for her safety and her master's wrath, she stole into the night, down the mountain and into the Steadfast, where she now lives as a traveling wonder-worker.  Even then she is not safe; in addition to her master's retainers, the lands beyond the posh manor is a dangerous place, and even other wealthy people are not above snagging an escaped slave of sufficient talent, especially one as beautiful as Yonalia...

SFW Pics




Tamrithra

Tamrithra is a catfolk adventurer.  Born into a merchant caravansary, she is no stranger to life on the road.  Over the years she's had the opportunity to hone her skills and finally set out on her own path as an adventurer.  From the ruins of ancient empires to the thriving bazaars of the land of silk and spices, she can blend into just about any social situation.  She does not care for most personal possessions, long ago learning the value of impermanence in a nomadic life, but there is one treasure she truly prizes.  On her 14th birthday she was given an ancestral curved blade by her father, passed down by the clan's greatest warriors.  It is said that it will unlock its true potential at a time of greatest need, but little is known more than that.

Pictures






Spunky Elf Girl (Name TBD)

Elf girl who I can imagine being a high-spirited unarmed fighter or athlete. Can also imagine her getting charmed into working at a brothel owned by a succubus.

Picture


Avuldri

Avuldri is a brash and hotheaded drow girl.  Raised from a young age in the arts of stealth and assassination, she is a competent fighter whose arrogance is her greatest weakness.  Her home city's a series of Underdark metropolises connected by a network of portals.  In recent years a catastrophe swept across the land, disrupting the magic and destroying the portals.  This left her cut off from what few allies she had, and an outsider force over the city.

The below picture could serve as an inspiration for the onset of the story, with Avuldri enslaved by a decadent lord, or sometime to happen later on.  Perhaps she served as a pleasure slave in the past, but recently broke free.



Basmat

A succubus from the infernal planes, Basmat currently resides in the mortal world to search for skilled and powerful mortals to lure into her diabolic lord's service.  It is a hard job, as the reputations of demons and their ilk is both ancient and widely feared.  But there are places in this world, born of desperation, greed, and other lowly emotions where even normally righteous folk will stoop to dealing with her kind, if only to put things right.

Basmat is a contract demon, a professional diplomat and troubleshooter who performs services and aid to mortals who enter into an agreement with her or her lord.  As most mortals ask for great prices in exchange, her job is one of frequent danger and high risks, from killing the hated leaders of an enemy nation, to stealing the wealth of merchant princes to tempt others with great wealth.  And she's not above using her feminine wiles to sweeten the deal...

Pictures





Alliaris

Beautiful, graceful, skilled in magic and swordplay, Alliaris is the iconic elven adventurer.  Unlike other elves, she grew up among the human Church of the Celestial Choir, and tends to be reserved and anxious when meeting others of her kind.  Even though she has many suitors, Alliaris feels that it would be wrong to bind herself to a person while she remains an adventurer; what would happen if she were to die away from home, leaving no recourse for her lover to find her?

An explorer of dungeons deep and caverns old, she has a knack for running into all sorts of trouble, not the least of which includes monsters and wicked humans who desire her for her body. >:)

Picture, Girl on Right


Afflicted with an enchantment spell NSFW

Soulswapped with a mirror entity NSFW