Delvers Company Characters

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This page lists all members of Delvers Company. They are divided using the index by which thread they are currently active in.

Delvers Company Reborn
DCAbigail.jpg Example Example
Abigail "Strong Knees" Hardwood
Human Fighter
Example Example

Delvers Company Reborn!

Abigail Hardwood

level 1 Fighter / 0/8 experience

Abigail "Strong Knees" Hardwood Human Fighter Level: 1 Xp: 0

Look: 5'8, 120lbs. Shoulder length chestnut hair and steel blue eyes. Voluptuous breasts and wide child bearing hips, as well as surprisingly toned and firm arms. Clothes are skimpy but clearly well made and cared for. Even her armor has been adjusted to be more revealing, trading protection for advertising.

Voluptuous, sultry, and surprisingly sweet and naive-minded given her former profession. Abigail was the daughter of the village wood cutter, who did his best to raise her as a hardworking and upstanding woman. Unfortunately when an enterprising madame set up a brothel in town, Abigail realized that laying on her back was a lot less work than swinging a heavy axe all day, not to mention way more fun. She made her living entertaining fellow townsfolk, traveling merchants, and road weary adventurers, and was as happy and proud a whore as you'd ever seen. Her life would take another turn, however, when she discovered a strange axe misplaced beneath her bed, lost and forgotten by some bumbling adventurer who had used her for the night. As she touched the blade she could hear it's voice call out to her mind, urging her to live a life of adventure, glory, and riches beyond her wildest dreams. Seeing how it made some very convincing points (and who was she to argue with a magical talking axe anyways?), Abigail almost immediately cashed in all her savings to buy gear and headed off in search of adventure, much to the confusion of all her friends and family. Knowing she's not the sharpest tool in the shed, Abigail defers to her axe for most major decision making and problem solving, which of course makes her look absolutely insane to everyone around her. She's also taken to killing with almost unnerving ease, which probably doesn't help either.

Armor: 3
Hit points: 26
Damage: d10
Str: 16 [+2] Dex: 13 [+1] Con: 12 [+0]
Int: 8 [-1] Wis: 9 [+0] Cha: 15 [+1]
Alignment: Master Yourself - Defeat a Worthy Opponent
Bonds:

Race: Human/Mercenary - When you enter town and put out word that you are "for hire" ;), there is always a paying job to take ;)

Equipment Load: 8/14 Coin: 0

  • Dungeon rations (5 uses weigh 1)
  • Scale Armor (2 armor, 3 weight)
  • A shield (1 armor, 2 weight)
  • Adventuring Gear (5 uses, 1 weight)
  • Poultices and Herbs (2 uses, 1 weight)
  • Hatch: Rune Covered Axe (close, sentient, sharp, +2 piercing) (2 weight)

Moves Bend Bars, Lift Gates Armored Signature Weapon

Custom Moves

The armor is ghostly light plate armor 3 armor, worn, clumsy, 3 weight, returning, ghost armor 1. With a command, this armor will instantlymove from its current location within 20 feet from you and fasten itself to your body. Roll + Dex. On a hit, the armor latches to you more or less as intended, you get full access to it's use. On a 7-9, the armor fastens wrong leaving you partially uncovered or tangled (armor is 2 instead of 3). On a miss, the armor tangles and hobbles you for a moment, the opposition gets an opportunity. The armor becomes fatigued if worn while traveling and needs to be powered down between encounters.

Clair Blackrose

level 1 Pirate / 0/8 experience

DCClair.png

Captain Clair is the Captain of the pirate vessel The Pearl Necklace.

Look: With Siren blood running through her veins, Clair grew up to be a hauntingly alluring woman. With sharp, distinguished facial features and a bewitching body of large, outward jutting breasts, a wide set of birthing hips and thick thighs and backside, many who knew her father doubted such a person could come out of that salty seadogs loins. Standing at around six feet with bare soles, adopting a commanding presence amongst her crew was nearly effortless. For garments, she dresses appropriately for her station as a corsair captain wanting to make a name for herself: Tight fitting trousers and heeled boots, a protective corset that attempts to tame her overly ample bust and a worn captain's coat and any hat she may manage to get her hands on (before it disappears to some escapade).

The daughter of a daring yet only moderately successful corsair, Clair Blackrose was raised on the deck of a pirate ship. She inherited her father's love for seafaring, adventure and, when she was old enough, leaving a tavern and its beds more of a mess than when she found them. Thus, it was only natural that she follow her father's career path. A career path that led to a chance encounter with a hag of a fortune teller who revealed to her that the sea was in her blood--quite literally. Clair was the offspring of the Sirenfolk, a magical race of women bound to the sea, who used their bewitching bodies and alluring voices to doom sailors that came across their path.

While she struggled to believe it, her incredibly stacked figure and predilection for sea shanties made it difficult to deny. So now she sails for answers; searching for her father at every port, looking for the truth and a taste of adventure (and certain body parts) along the way.


Armor: 1
Hit points: 22
Damage: d8
Str: 8 [-1] Dex: 15 [+1] Con: 13 [+1]
Int: 9 [+0] Wis: 12 [+0] Cha: 16 [+2]
Alignment: Neutral - Increase your social position and personal influence
Bonds:

  • I worry about the ability of __________ to survive in the dungeon.
  • I need something from __________, something important.
  • __________ got me involved in a questionable adventure and I’m having second thoughts about it now.
  • __________ obviously doesn’t trust me, and this needs to change.

Race: Siren: You may treat a non-hostile group of NPCs as a single NPC for the purposes of Hypnotic Allure.

Equipment Load: 4/9 Coin: 0

  • Dungeon rations (5 uses weigh 1)
  • Chainmail (1 armor, 1 weight)
  • Dagger (hand, 1 weight)
  • Rapier (close, precise, 2 weight)

Moves Dance of Blades When you enter a fight against multiple foes, roll+DEX. On a 10+, hold 3 maneuvers. On a 7-9, hold 2. On a miss, hold 1 anyway, but your enemies already have you, in particular, at a disadvantage. Spend a hold to perform a maneuver that achieves one of the following results: •You create an advantage and you or an ally can take +1 forward for exploiting it. •You disengage from melee with one foe. •You immediately cross the distance between you and one foe it is possible for you to reach. •You throw off the effects of being stunned, confused, or enchanted.

Hypnotic Allure When you are alone with an NPC and you fix your will upon them, roll+CHA. On a 10+, hold 2 over them. On a 7-9, hold 1. While you have a hold over them, they cannot act against you, except in self-defence. They can spend one of your hold by: •Doing something you tell them to do. •Fighting to protect you. •Giving you something you want.

The Crew:

Loyal Crew You run a gang. They could be soldiers, pirates, thieves, or mercenaries, but they’re yours and you are their captain and commander. Your crew is a small-sized group (5-10 people), idealistic, cautious, intelligent, construct-and/or-magical and organized. In the normal course of operations, they obey your orders. They have a ship. •Your crew fights for a cause. Add the idealistic tag and roll+CHA to command them. At your option, you may remove the cautious tag.


The Weight of Command When you issue commands to your crew during a charged situation, roll+CHA. On a 10+, your crew obeys you. On a 7-9, you have a problem to deal with first. Either they demand rewards, fight back, or try to back down until you make an example of one of them or convince them some other way. On a miss, either one of them makes a concerted effort to supplant you as leader or they fall prey to their drawbacks, GM’s choice.

Custom Moves

When you're in the market, as it were, for a new hat and you come upon a treasure that could feasibly have one, roll + the number of places you were penetrated to get here (max +3). On a hit, you find a fine hat that your crew will respect (+1 to command/parley with pirates though it won't stick around). On a 7-9, it is a fine hat indeed, but when you lose it (GM discression), you'll take a -1 forward and be partially disrobed at the same time. On a 6-, you don't find a hat and your crew makes fun of you for it, -1 forward to command/parley.

Enniya Featherglade

level 1 Warlock / 0/8 experience

Enniya Featherglade

More detail about Enniya and the fae-elves can be found at this post.

Look: Average height. In appearance she is about typical Fae-elf with black pointy ears and a little touch of the fae growing from her tailbone. Otherwise has otherwise a standard adventurer gal body. Usually wears whatever makes her feel free.


Ennyia herself tries to keep any contact she has with the patron hush-hush and generally pretends like her magic is her own to a point of smugness. She really likes to think of herself as the cleverest and highly likable, but remains dependent on others' approval to confirm it. That's probably why she would have wanted to band together with a party to begin with. After all, she isn't exceptionally strong, nor has she had centuries to train nimble grace like many other elves, but she makes do with borrowed power and lot of plans that could be summed up as 'fey logic'. Somewhat friendly, and curious like a fey. Eager to find out what others think about things. Although she makes quick decisions like a fey. However, at times she does exhibit the sneaky lies by omission and manipulation that comes with having grown one foot on the fae-realm.

She is powerful thanks to borrowed power from Laman, but has begun to grow a gut feeling that the deal may not have been all beneficial. Enniya often tries to be strong, and resists her patron's suggestions for a while before giving into the temptation. Despite this Enniya often actively questions the motives of her patron and ponders what her goals might be, or why she has made so many enemies as she has. However, she knows that those enemies might now also be her enemies, and keeps her warlockery a secret - mostly because she's ashamed that it's borrowed power and not her own.

Armor: 0
Hit points: 15
Damage: d4
Str: 8 [-1] Dex: 12 [+0] Con: 9 [+0]
Int: 15 [+1] Wis: 16 [+2] Cha: 13 [+1]
Alignment: Chaotic - Add more magic to the civilized world.
Bonds:

Race: Fae-elf: Magic is as natural as breath to you. When you discern realities, on a hit, the GM will also tell you if anything you are studying is magical.

Equipment Load: 3/6 Coin: 0

  • A backpack
  • Dungeon rations (5 uses weigh 1)
  • Dagger (hand, 1 weight)
  • A naughty devotion totem (1 weight)
  • Crayons
  • Sexy Robes

Moves Patron - Laman Patron's Boon Conjuration Cast the Patron's Spell Prepare the Patron's Spell Devotion Totem

Fugue Eventide

level 1 Crusader / 0/8 experience

Fugue Eventide

Look:Lumins is the Goddess of Luck and Perseverance. The Luminites believe that luck can make any desire come true, if the faithful will only endure long enough to give luck time to bear fruit. Luminites are, on the surface, very similar to many religions based on Gambling, Luck, or Chance. They will roll a die to determine which innroom to stay in, they will flip a coin when wondering whether to stay the night with a handsome stranger... but there are a few rites that set the Lumintes apart from the rest. One of these rites is the 'Rite of Vulnerability.' The Rite of Vulnerability holds that, in a sexual pact with one not of the faith, a Luminite may challenge the outsider to a game of chance, the loser being bound for a period not to exceed one night. In theory, the rite is meant to test kinship and engender cooperation, similar to how a cat will expose its vulnerable stomach to communicate trust. It is not a rite practiced very often by most Luminites, as most Luminites rarely trust others to avoid the fickle winds of chance.

Fugue was not like most Luminites. Fugue loved the Rite of Vulnerability. Fugue devoted her Thesis of Supplication to the Rite of Vulnerability. Fugue is a specialist, and is out to tour the world, eager to make friends and orgasms amongst any whom she can convince to undergo the Rite with her. Fugue believes in luck and believes in enduring hardship. She is quick to play any game that she can get into and miiiiight have a bit of a gambling problem. Fugue can regularly be seen in the skimpiest of underwear anywhere she can get the dice rolling, having inevitably found other players willing to stake her ongoing thirst to play for various parts of her wardrobe. When Fugue isn't out gambling she is falling out of her chair with a mug of ale or interrupting a bard because she thinks she can tell a story better. She has had to be gagged on multiple occasions due to other patrons disagreeing about her storytelling acumen. Lastly, if Fugue cannot be found in any of these locations... she is most likely back in her room, dedicating time to honor her Goddess using all manner of clamps and bindings, forcing her slender body to endure the rough assault of all manner of custom built and enchanted devices...

Armor: 1
Hit points: 23
Damage: d6
Str: 16 [+2] Dex: 9 [+0] Con: 15 [+1]
Int: 8 [-1] Wis: 13 [+1] Cha: 12 [+0]
Alignment: Alignment: Chaotic - Deny the authorities power over your actions
Bonds:

Race: X - X

Equipment Load: 4/12 Coin: 0

  • Dungeon rations (5 uses weigh 1)
  • Adventuring gear (5 uses, 1 weight)
  • Bandages (3 uses, slow) and a healing potion
  • Chainmail (1 armor, 1 weight)
  • Halberd (Reach, +1 Damage, 2 handed, 1 weight)

Moves

Len

level 1 Metamorph / 0/8 experience

DCLen.png

Look: Len has sparked at least some curiosity for as long as she's made her stay, her clothes strange and seeming out-of-place compared to others. Some swear by the theory that she's some kind of time-traveler, while others avoid her for fear that she'll hex them. Some even believe that Len is a source of constant bad luck, as roosters and other small animals have gone missing as of late. The truth is that Len is a shifter, and while she might have lived a relatively normal life before, a terrible curse by a true witch ruined that forever. Now she sees herself as some terrible in-between, and generally shuts herself in when possible to avoid other townsfolk. Len is able to alter aspects of her body, whether that means eye color, hair, making a means of attack, altering measurements, or even growing certain...appendages. While she presents herself as cold, there's a softer exterior beneath the surface, both literally and figuratively. Only recently has she begun taking missions from the Company, doing whatever she can to assure she goes on her own. Unfortunately for her, it seems that only goes so far, and now she finds herself in a group.


Armor: X
Hit points: 24
Damage: d8
Str: 15 [+1] Dex: 13 [+1] Con: 16 [+2]
Int: 9 [+0] Wis: 12 [+0] Cha: 8 [-1]
Alignment: Good: Show others that character matters far more than appearances.
Bonds:

Race: Survivor: Once a day you can spend -1 Morph to recover hit points as if you'd used a healing potion (+10 HP). You warp your skin and body until the wounds seem to disappear.

Equipment Load: X/X+Str Coin: 0

  • Dungeon rations (5 uses weigh 1)

Moves

Priscilla Montallet

level 1 Human Princess/ 0/8 experience

DCPriscilla.jpg

Look: Sharp eyes, long hair, ornate clothes, chubby (in all the right places).

Armor: 0
Hit points: 18
Damage: d4
Str: 8 [-1] Dex: 13 [+1] Con: 12 [+0]
Int: 9 [+0] Wis: 15 [+1] Cha: 16 [+2]
Drive: Banished Heir - Pass up a chance to redeem yourself or to go home. Background: A Large Kingdom - You have been sent to many cities on diplomatic missions from your country. When you enter a new city tell the GM one unique cultural fact about it.
Bonds:

  • Abigail is a former subject of my kingdom
  • Abigail trusts my word completely
  • Len does not believe in themself. I hope to change that
  • Fugue is my trusted confidant
  • I have seen Clair in my dreams
  • I have seen Enniya('s patron) in my nightmares

Race: X - X

Equipment Load: 3/4 Coin: 0

  • Dungeon rations (5 uses weight 1)
  • Ornate rapier (close, precise, one-handed, 1 weight)
  • A loaf of bread from your kingdom (3 uses, 1 weight) and healing potion
  • Silk robes (lewd) and bandages (3 uses)

Moves The World is Made Of, Speak from the Heart, Gentle Touch, Regality and Grace

Non-Active Delvers

There are a variety of heroes who have been Delvers in previous adventures! While they may not be retired or lost, their stories stand to be revisited sometime in the future.

Bits and Bobs

Charname

level 1 CHARCLASS / 0/8 experience

File:CHARNAME.jpg
CHARNAME
CHARRACE CHARCLASS
Level: 1 Xp: 0

Look: Couple of paragraphs of description

Armor: X
Hit points: X+Constitution
Damage: dX
Str: X [+X] Dex: X [-X] Con: X [+X]
Int: X [X] Wis: X [X] Cha: X [X]
Alignment: X - X
Bonds:

Race: X - X

Equipment Load: X/X+Str Coin: 0

  • Dungeon rations (5 uses weigh 1)

Moves

Inactive