Tome: A Mystery RPG
A death in the Library of Worlds forces the characters of the murdered writer to find his killer. With the fate of several literary worlds at stake, the murderer must be stopped if the Library is to survive.
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Jave Harron

This is where your player character goes. A few basic rules on them.

The player characters will be the favorite Character Concepts of the murdered Librarian, Thosilus. As character concepts, the PCs will not have the backstory or history, or even much personality, that other NPCs do (at least initially). You should have a basic idea of the society and social background the PC originated from, the skills and items they have, and their "basic" personality. They are incomplete characters from an incomplete tomeworld. Additional notes are shown below.

Name: This could be a name based on a vaguely Earth based culture, or something more alien.

Gender: May or may not be biological sex, if applicable (some races lack male and female, and some can switch roles).

Origin Concept: What sort of social background and society did they come from, and what sort of social position did they hold? See social backgrounds below for more details.

--Primitive: The character is from an isolated, tribal, or primitive community isolated from others.

--Slave: The character was a slave, serf, or stuck in an otherwise horrid position of (likely) involuntary servitude. Skills are likely to relate to manual labor.

--Lower Class: The character was a member of an urban lower class, either through birth, personal mistakes, bad luck, or a combination.

--Middle Class: The character was a member of an urban middle class, often the self-made professional class.

--Upper Class: The character was a aristocrat, born to poverty, or made it due to their own efforts, or some combination of those factors.

Race: Could be human, or other. Baseline humans, soulshells, thaumais inside soulshells, and human based abdead are the most likely ideas. All characters will be granted a common tongue by default.

-Humans and their cousins are the most common species in the tome-worlds, as technology and thaumaturgy derived from humans is a more logical export.

-Thaumai: Artificial intellects created through thaumaturgy. Often formless, but commonly bound to a mechanical or even human body. They also are able to operate through a soulshell (see below). A familiar or animal raised to self-awareness also counts as one.

-Soulshell: A human soul transplanted into a mechanical body. Often thaumechanically driven. They come in a variety of body types, from vast immobile computers to animated suits of armor. Many are also modular. A non-thaumaturgical variation is a brain in a clockwork body.

-Trilo: A race descended from trilobites. They are amphibious, and have a compartmentalized mind that makes an "identity" seem more like a "chorus" of parts than a single thing. Commonly held as the sapient first race to evolve on Earth, and founders of biomancy. While most are extinct in the present era, some reconstructed ones have been placed in the tomeworlds for study. They are often symbiotic with thaumo-autotrophic bacteria called Minutiae. Generally, they resemble somewhat erect trilobites with several small legs and two to four forearms terminating in manipulator claws. They have antennae and mandibles as well as a thick carapace.

-Angui: A second race to evolve that coexisted with dinosaurs. They used mathematical thaumaturgy. They are quadruped and have two tentacle-like tongues and telekinesis used as their primary methods of manipulating objects. The females are born with several eggs inside of them. During mating, the male's sperm are also a potent neurotoxin. The female is paralyzed while the newly fertilized eggs eat their way out of their mother. Necrophilia by males to a mate's remains is considered a sign of respect to the dead wife and her family. Currently extinct on Earth, but reconstructed in tome-worlds. Their sperm and bodily fluids are key components of various medicines and alchemical solutions.

-Vox: The Vox evolved from a species of bipedal coastal scavenger. They are amphibious, and retain the ability to use echolocation. They use a form of sound-wave based thaumaturgy to communicate, called resonance. They appear vaguely hominid, but possess "backwards" birdlike knees, nasal slits, and gray skin. They are biologically semi-mammalian amphibians, able to give birth to live young with two genders. Currently extinct on modern Earth, but revived in tomeworlds.

-Ikthys: The Ikthys are a sapient species based around the water. They have the ability to mold and shape water, and often create thaumaturgical devices to do so. Not much is known on their appearance or physical size. Ley energy is believed to be the source of their water-molding ability.

Appearance (Eyes, Hair, Skin, etc.): Depends on above.

Skills (including thaumaturgy): What skills do they have? Below includes a few. The technology and thaumaturgy they may be familiar with can vary based on what sort of society they came from.

--Craft: Skills relating to construction, design, and maintenance, from complex clockwork machines to flint hatchets. This can range from knowing how to knap flint to formal engineering training.

--Science: The knowledge behind changes in the physical world, and even the organized study of thaumaturgy. Social science, physical science, and thaumaturgical sciences fall under this.

--Folklore: Knowing religious, social, or traditional stories and practices.

--Thaumaturgical: Knowing a type of thaumaturgy and having experience with it. See list below.

--Business: Knowing economics, how to sell goods, and the relationships that commerce builds.

--Social: Includes proper social interactions for different societies, politics, and personal charm. Literacy may also be something a character does not have, based on upbringing.

--Art: Knowledge of forms of art from cave-painting to sculpting.

--Survival: Includes survival skills for wilderness and urban environments, military tactics, and use of weapons.

Items: The items that they were created with. Generally speaking, they have no more than they can carry (or no more than can carry itself in the case of construct specialists and certain types of thaumaturges).

--Clothing: What is worn by the character commonly.

--Food: What they are used to eating and drinking, and what they carry with them if they need to.

--Weapons: How the character defends themselves and inflicts harm and damage to attackers.

--Armor: What defense equipment the character brings with them.

--Devices: Includes technological and thaumaturgical items that the character relies on for different purposes. -

Other: Other notable details of the character.

6/8/2008 #1
Monev11235

Name: Clockroach

Gender: None

Origin: Slave

Race: Thaumai Soulshell

Appearance: A three-foot tall vaguely beetle-like construct of steel with six legs and two appendages for manipulation, one with a large claw and the other with a simulated hand. It has four eyes in a row along its head. Within the 'wing casing' are tools that may replace the claw arm.

Background and Basic Idea: Designed for the Autonomy but never inserted, Clockroach was meant as a self-aware manual labor robot who was designed to handle tasks requiring application of Thaumaturgy in ways both familiar and creative, without bringing a human thaumaturge on-site.

Personality: A surprisingly deep thinker, Clockroach has an unusually developed sense of humor and great capacity for sarcasm. Clockroach generally desires the presence of other intelligent beings, human or otherwise. Beings with less capacity for introspection and thought, such as simple-task-intelligences, tend to frustrate Clockroach.

Skills: Crafting (Industrial construction and other robots), Thaumechanics, Thaumokinetics/Thaumodynamics. Clockroach is generally skilled at moving things and repairing others and itself.

Items: No clothing or food; weaponry consists mainly of tools and such; armor is natural protection and thaumokinetic force fields; devices generally also consist of tools

Fighting Style: Clockroach's simple and less-than-elegant fighting style consists almost entirely of application of thaumaturgy and tools to attempt to drill, weld, smash, and saw its opponents.

6/8/2008 . Edited 6/8/2008 #2
The Crazy Talk Kid

Name: Ades"Dead-Fists"

Gender: Male

Origin Concept: Ades was born into serfdom in a militant oligarchy and he was a bastard to boot without a last name. His life was hard, other children would mock him and often beat him though he eventually learned to keep out of peoples way and made a name for himself fighting other children. At age fifteen he left his mother to join the army where he learned to fight with sword and bow as well as with other soldiers and even some battle thaumaturgy. His career was rather distinguished and earned him many battle scars until he lost his hands to an enemy soldier.

He was provided with cheap ab-dead hands by the army of his country and sent on his way to drift for a while until he joined a gladiator pen just to survive. He was trained use two swords by an elder gladiator so that he would make a better show and eventually he became a crowd favorite. Ades became very wealthy and decided to have a special construct made to allow him to fight in doubles fights because he didn't trust any normal humans to watch his back. He learned how to repair and upkeep Oro from the maker.

Race: Human

Appearance: Ades wears black boots and form fitting blue clothing trimmed in gold. His body is lean and wiry, sun dark and covered in many scars. He has curly black hair under his elaborate Grecian style helmet and a sheathed short sword on either hip.

Personality: Ades is quiet and doesn't do things unless he has to or it benefits him, except for fighting because he finds solice in it. He's level headed and quick, always looking for the easiest path.

Skills: His can repair and upkeep his things alchemically, thaumechanically, and mundanely. His fighting skills and urban survival skills are excellent. His has some basic battle thaumaturgy abilities.

Items: Thokk carries his alchemically strengthened clothing and short swords and a small pack with spare materials and parts.

Other: He is acompanied by the thaumechanical "puppet" Oro who is linked to Ades. Oro is a thaumai with a thaumechanical soulshell form with an arcane wood chassis. He carries repair materials as well and a recurved bow and arrows.

6/8/2008 . Edited 6/9/2008 #3
Crownbreaker

-Name: Geminos [Tychos and Moiros Geminos]

-Gender: male

-Origin Concept: Geminos is from a magocratic republic (for an unfinished tomeworld) where thaumaturges of various types make up the upper and upper middle class. The republic has a professional volunteer military, but also has mandatory military service for citizens. Geminos is a qualified biomancer (and thus a citizen). Thanks to his skill with biomancy and deception he served as a special ops assassin during his military service.

-Personality: Geminos is a trickster and enjoys confusing people. He also has a mild obsession with luck and fate. He usually pretends to be two different people, and often uses this to confuse people. However, he also always maintains at least a pretense of politeness, though he uses this as often to show contempt as to actually be civil.

-Race: human

-Appearance: Geminos appears to be a pair of identical twins of indeterminate ethnic origins, bearing the closest resemblance to the inhabitants of Mycenae. He wears unusual, loose clothes with numerous pockets that are a civilian version of the republic’s military uniform. Many minor attributes of Geminos (and some major, such as facial structure) are variable, as he will change them if he gets bored or has some need.

-Items: Geminos has several books filled with notes on biomancy and biology. He also possess several biomantic constructs, including biological armor from his time in the military. Geminos is armed with a short saber as well as natural weapons he creates with biomancy. He also has a coin with the words moira and tyche written on opposite sides.

-Skills: Geminos is an expert in biomancy, particularly macro-level biomancy, and has altered his own body in several ways. He is inhumanly good at multi-tasking thanks to spending many hours in two different places, pretending to be two different people. His propensity for tricks and infiltration training has made him a decent actor. He retains most of the combat training he got during his stint in the military.

6/8/2008 . Edited 6/8/2008 #4
Jave Harron

Mon and CB, your characters are approved. I did like the redone version, CTK. One minor thing. He's still referred to as "Thokk" in this statement: "He is acompanied by the thaumechanical "puppet" Oro who is linked to Thokk." I will give anyone else a few days before starting.

6/8/2008 #5
Cam S

-Name: Moros

-Gender: Male

-Origin concept: Moros was a perfectly sane individual that is now commonly considered mad. An unlucky individual that is the result of a botched attempt to attach a Thaumai to a human body. He always had a tendency to talk to himself, but now a Thaumai spirit that is incapable of straying from him adopts the persona of any person to whom he imagines that he is talking (not that it will possess those around him; when alone, it will conjure illusions of people he knows and use them to communicate with him.) He was a rumor written into an unfinished tomeworld, based on a story that the author heard: a priest hounded by an unquiet spirit, who constantly practices mortifications of the flesh in hopes of driving away the spirit.

-Race: Human/Thaumai

-Appearance: Moros is pale and always appears tired. His dark eyes have bags under them, and his dark hair is lank. He has an unkempt black beard which hangs limp from his face. A bizarre series of scars runs along his body--many of them made by needles, but others from knives, burns, and less identifiable sources.

-Personality: Moros is a quiet, grim individual who turns everything inward. He talks more when he is alone than when he is in the company of others. He shrinks away from causing harm to others, but often injures himself to power his thaumaturgy.

-Skills: Moros knows how to perform Theurgy and Agony-Driven thaumaturgy. He is also knowledgeable when it comes to anatomy, and is a competent healer, though his knowledge focuses on the mechanisms behind pain. He is not much use in a fight, though.

-Items: His clothes are simple robes; he also carries in a special leather case, a dozen long needles and a length of barbed cord; a triangular dagger; a makeshift first-aid kit.

-Other: The Thaumai bound to him is fundamentally egoless, instead taking on whatever traits Moros projects onto it, though its ability to communicate is weakened by the presence of people other than him. It is tied to him in ways he does not understand--it draws on his senses and thoughts, but the link appears to be merely one-way; it must actually manifest and appeal to his senses to communicate with him. Its motives are nebulous (it is definitely hedonistic, but what it considers to be pleasurable seems to be anything that falls under the heading of "sensation." It encourages Moros to engage in self-destructive behavior, but always attempts to stop him short of actual self-destruction.)

6/8/2008 #6
dreamshell

Name: Chandi Chamar

Age: Approximately mid-to-late thirties

Gender: Female

Race: Human (Hindustani analog)

Appearance: Average height, lean frame. Bronze-skinned. Long, dark hair (typically tied back). Attractive, but beauty weathered by time and life experiences. Has a slight, but near-constant scowl. Adorned in heavy but functional garb, as well as the sewn-together hides of her slain enemies. Also wears some light armor.

Origin Concept: Primitive; A chamar (tanner), part of the "untouchable" caste. Married off to an upper-caste widower to pay her father's debts. Endured the widower forcing himself on her, but eventually killed him and fled. Took his tanned skin as a trophy.

Joined a paramilitary group and trained in combat and stealth. Also learned about thaumokinetics thanks to a disgraced thaumaturge.

Group was later all but decimated by a rival faction. Chandi taken as a prize by the rivals' leader. Killed him when he tried to rape her and added his skin to her collection. Fought other hostile members of the rival faction until remnants of her former group arrived. Adopted those who hadn't attacked her, creating a new group. Designated its leader.

Chandi's party popular for precision, diversity, unorthodox methods, and repeatedly backing organizations which fought for rights of lower castes. Nearly a decade later, Chandi elected to serve as a government representative.

Personality: Usually composed and alert. Stern in times of crisis, but more commonly laid-back, if also somewhat impersonal. Can become vicious or gleefully sadistic, usually with opponents found especially repulsive.

Items: Carries a small dagger, a twin pair of crude air pistols, a crossbow, and ammo for appropriate weapons.

Skills: Able to create blades, force fields, and projectiles from thaumokinetic energy, as well as manipulate objects with mental effort. Adept markswoman. Flexible hand-to-hand combat techniques. Instinctive leadership abilities. Quick-witted strategist.

--dreamshell--

6/9/2008 #7
Jave Harron

Name: Hector Sofronio

Gender: Male

Age: Forties to Fifties (chronologically), Thirty-ish (Organic appearance)

Origin: Lower Class

Race: Soulshell, former human (some human parts remaining, such as his head), (Mycenae cultural/Ierne ethnic analog)

Relations: Mother: Diana (deceased), Father: Alexander (deceased), Surgeon: Galen (deceased), Militia Comrades: Platon, Ajax (both deceased)

Appearance: A six foot tall, large metal man. At first glance, he resembles a human in a suit of rusted armor with a strange mask covering his head. The “helmet” can retract into his body, revealing male human head. The head has brown hair, green eyes, and pale skin. Often times, appears in an earth-tone cloak or coat. Several compartments are visible in the armor-body, each holding some concealed supplies.

Background and Basic Idea: Hector Sofronio was originally a colonist for a thaumechanically-advanced society. He spent most of his childhood on a frontier home on a deserted island in frigid environs. His family was one of several to come to a small island for the initial group of settlers. Life in their makeshift cabin was tough. There were no natives, but there was plenty of hostile animals, and a scarcity of supplies. A visit to the governor's manor showed that despite how brutal frontier life was for the colonists, the governor lived a posh, spoiled life. It was soon apparent that the governor was corrupt, and siphoning goods meant for the colonists for his own use.

Disease and starvation took their tool on the settlers while the governor ignored them. When a particularly bad epidemic swept through the village, Hector's parents died. Now a young man, he decided to take action against the governor. First, he and several other settlers tried political methods. Public awareness and attempts to bring him to trial failed, due to the governor's political connections. With another harsh winter coming, Hector and his comrades became more desperate and radical. He served on the militia, and had several friends that shared his views. They and several militia members tried to storm into the governor's manner, but were repulsed by his well-trained guards. After a failed assassination attempt, the governor called the home country.

Reinforcements from the home country arrived and brutally crushed the rebellion. Several settlers died in the fighting, and despite some sympathy in the home country, the rebellion was doomed from the start. Hector himself was badly wounded after one battle, and a sympathetic surgeon managed to save his life by converting him into a soulshell from the neck down. With his body ruined, his comrades dead, settlement in ruins, and governor entrenched deeper than ever, Hector vanished into the wilderness.

Over time, more settlers trickled onto the island, while the garrison remained. Deciding a direct attack would be too risky, Hector remained in the woods, waging a one-man guerrilla war against the governor. Due to the settlers being totally crushed, he found no support from them. The new ones had even less will to oppose the governor. So, he began to harass the colonists as well. In time, the colony was deemed uneconomical (due a large part to both the governor's corruption and Hector stealing supplies), and the mother country prepared to abandon it. Most of the settlers and the garrison left. The governor, facing either a middle class existence back home or a lack of servants, decided to stay. However, as his servants left, he found himself growing desperate.

Both the governor and Hector knew the fate of the colony was no longer the issue. It was now personal. The former governor left the crumbling manor, and headed into the woods to face his enemy. Hector easily killed the governor, but found the victory was hollow. His family, friends, and home were all gone. The colony was abandoned (largely due to his efforts as well). He was a wanted fugitive due to his years of armed resistance to the mother country. With nothing left on the island, Hector gathered some things, climbed into a makeshift boat, and headed over the uncharted seas and into the wilderness.

Personality: Hector is largely withdrawn. However, he tends to break out into anti-authoritarian speeches when provoked. He has strong feelings against corruption, highly centralized power, and prefers self sufficiency.

Skills: Hector has years of wilderness survival experience. He is able to navigate the woods, hunt, sneak, and hide very well for being a metal man. Due to being a soulshell with a preserved head, he no longer needs to eat, drink, or breath, though he is able to. He is a proficient hand to hand fighter, marksman, and melee combatant. He is also able to perform repairs on his body and items, due to a proficiency with thaumechanical devices. He is able to produce ammo for his weapons as well. (This is not hard. His kin-ac weapons fire almost any dart-shaped projectile through thaumokinetic accelerator rings, from wood to metal. The weapons are silent and magazine fed, allowing a faster shot. However, they have less power than firearms and roughly the same as a military air gun on normal firing. The rifle is able to 'overcharge' for a powerful single shot. Mostly, he uses wood and stone tipped darts.) While his body is largely robust against grime and dirt, internally sabotaging him could damage him. Likewise, several of his parts require constant care, due to having gone a long time without a tune up in extreme temperatures. While in water, he would sink like a stone.

Items: He has customized his body with a variety of tools. He has a compass, hatchet, knives, striking flint, and other tools with him. His weapons include a kinetic accelerator rifle, a pair of kin-ac pistols (able to be integrated into his hands), and various tools used as melee weapons. Most of them are hidden in various compartments in his body.

Fighting Style: Hector prefers ambush, stealth, and guerrilla tactics. He'd prefer to end a fight before it starts, dropping a foe with his rifle, then finishing his foes off with his pistols and melee weapons. If caught unaware, he'd use his empty metal hands, but would prefer to fall back to somewhere safe and ready his weapons if he had to continue fighting. He has no honor or care for glory, preferring to eliminate his foes in the fastest ways possible. His primary tactical drawbacks are an inability to keep up with several unconventional foes (such as ones with more than two hands or feet), lack of power of his pistols, charge up time for his rifle, and occasional mechanical jams. His head can also be exposed, but he has a retractable metal covering for that. An opportunistic foe would strike at that before he could cover it. A clever foe would also engage Hector near a body of water, mud, or swamp. However, Hector has been known to walk across the bottom of bodies of water, and his weapons are able to shoot through water, albeit slower than air.

7/8/2009 #8
Michael Panush

Here is mine. Let me know if any bit needs changing.

Name: Captain Solomon O’ Dare (Celtic analogue)

Gender: Male

Age: Early Forties

Origin: Lower Class

Race: human, with clockwork implants

Relations: Mother: Matilda (fate unknown, Father: unknown, first mate: Abdullah Samir (deceased) Isabelle( wife, fate unknown) Ship: The Red Terror (sunk)

Appearance: A broad shouldered man with a thick reddish beard, unkempt and covering his chest. Wears a rough cloth shirt, a brown vest, and a black oilskin cloak. A tricorne tops his head, adorned with a rakish feather. Has a slight paunch, but still has muscle in his arms. Carries two thaumechanical volley pistols in leather holsters in his belt, and a cutlass at his side, enchanted with a druidic spell so, like the wicker men devices, the blade can be set alight by pressing the hilt. His left arm is gone beyond the wrist, replaced by a mechanical three-clawed grappling device that can extend or retract at will. His right eye is also gone, replaced by a clockwork optic, somewhat like a spyglass, that can extend a few inches from his eye socket to zoom in.

Background and Basic Idea: Captain Solomon O’ Dare was created as a tragic character, a noble pirate who was rejected by society, and carved his own life as a corsair. He was born to a dockside prostitute in Albion, a small province in a world divided between a Hibernian mercantile culture and several powerful Arabian sultanates. O’ Dare signed on for a merchant ship, but the abusive captain soon forced his crew to mutiny. O’ Dare was particularly victimized by the captain, and he fired the first shots of the mutiny, personally dispatching the captain and the officers. O‘ Dare was then elected captain, and took his ship to the Mediterranean, where he recruited numerous Barbary Corsairs to his cause. They attacked the shipping and he became a pirate king and a feared warrior. He took a wife, his beloved Isabelle, after rescued her from the Arab slavers. He then decided to attack a powerful sultan in his capitol city, a heavily fortified town. Despite his wife’s wishes, O’ Dare and his fleet sailed off and went to battle. The sultan’s men defeated them, and most of the fleet was sunk. O’ Dare himself was captured, and placed in the sultan’s dungeons, but a slave girl fell in love with him and decided to help him escape. Meanwhile, Isabelle heard the story of the failed attack, and the destruction of O’ Dare’s ship. Distraught, she clambered into a raft and set herself adrift in the sea. O’ Dare succeeded in escaping, slew the sultan, and stole his treasure, then sailed back to his coastal fortress, only to hear that his wife had left. He abandoned all of his treasure and sailed after her, searching the waves as his heart despaired. If he discovered that his entire tragedy was manufactured by authors, he would probably become incredibly angry, perhaps seeking to destroy the entire library.

He retains his pirate philosophy, is distrustful of authority, and can be quite rude and direct. But he sticks by his crew, or whatever passes for it. He has a good measure of honor and won’t break his word for nothing. He’s skilled with blade and pistols.

7/13/2009 #9
Crownbreaker

Name: Geminos

Gender: Male

Age: sixties

Origin: Upper class

Race: shape shifting human (indeterminate origin)

Relations: unknown/vary

Appearance: A pair of male humans, a few inches under six feet, with olive skin, longish red hair, and brown eyes. Neither carries any obvious weapon, and both wear verdant green robes over clothing adorned with numerous pockets. When fighting both tend to manifest a number of biomantic weapons.

Background and basic idea: Geminos is a legendary character and trickster invented by Greek storytellers. He first came from rumors of a man that could shift forms and be in two places at once, and was later explained to be biomancer with two bodies. After the rumors started to fade, a poet used them as the basis for a more complete story.

Accounts of Geminos’ origins are obscure, beyond a general consensus that they were upper class and probably aristocratic. Explanations of his two bodies also vary, offering explanations that range from scientific to divine. All agree that Geminos has always been that way and is adept at handling two bodies independently.

Stories usually describe Geminos as some kind of mercenary spy or assassin, hunting for secrets and disrupting the social order despite his own high status. His mercenary occupation is merely a facilitator, an excuse to meddle and a way to earn a living. Most of his adventures are satirical, mocking both those who support the established order and those who want to destroy it. He is usually depicted as being morally unburdened, being dedicated to certain goals rather than certain behaviors, and he can be quite cruel in pursuit of those goals.

Geminos is a good humored man with some bizarre quirks and a twisted sense of what is funny (many of his jokes are quite gruesome). He tends to speak indirectly and feign politeness. Despite the degree to which he values his own freedom he makes no effort to defend the freedom of others. He doesn’t necessarily look down upon those who follow the rules of a social order, just those who do so mindlessly (and he reserves an equal amount of contempt for mindless rebellion).

8/2/2009 . Edited 8/3/2009 #10
dreamshell

Looks good, CB, but could you do something about him/them being a fictitious character? Maybe he started out as a “real world” rumor or something and then a fictional account of his life was pieced together based on different legends and ambiguously factual information. Do what you like, of course.

And though I don’t know how much you’d play up that aspect of his personality, for my part, I’m sort of sick of seeing characters motivated purely out of self-interest. That’s a critique I have about many of our group’s PCs in general.

8/3/2009 #11
Crownbreaker

A revised version of Geminos has been posted. I took some of your suggestions into account in rewriting him.

8/3/2009 #12
dreamshell
I like it. =D
8/3/2009 #13
Jave Harron

I'm liking this Geminos, CB. You still interested in that Ikyths slaver/pirate admiral NPC?

8/3/2009 #14
Crownbreaker

I've been working on him. I'll try to get him up in the next day or so.

8/4/2009 #15
Cam S

-Name: Moros

-Gender: Male

-Origin: Moros originates from a work that is an embellishment of historical events, based on the Aegean world. He is/was a holy man, which rendered him a small amount of wealth (middle class)

-Race: Human

-Appearance: Moros is a tall man whose dark skin is webbed with scars, his long nose appears to have been broken two or three times. His hair is black and shaggy, and his eyes are gray. His wardrobe tends to be simple and uncolored. On his right hand, he wears a simple iron ring (an agathion.)

-Skills:

--Crafting: None to speak of. Capable of mending broken objects with leather cords or twine, but nothing more.

--Science: A working, but mostly theoretical, knowledge of sacred geometry (an branch of Thaumaturgical Mathematics.)

--Folklore: Has a deep understanding of the myth cycles involving the grecian Titans.

--Thaumaturgical: the embellishments made on the historical Moros have given him knowledge of Theurgy (pertaining to the Titans and Progenetoi), Sacred Geometry (mentioned above, primarily used to reinforce Theurgy) and Agony Driven (mostly a separate school, but used primarily as an anesthetic while healing and for bolstering others.)

--Business: None.

--Social: As a holy man, Moros learned to read people's moods, and to can intuit the basics of authority. He is also relatively comfortable speaking before crowds of people.

--Art: Moros can sing in his native tongue and play a lyre, but his ability to perform is somewhat limited, due to only knowing hymns and ballads dealing with his religion.

--Survival: A basic knowledge of medicine, allowing him to act as a healer in the absence of those with a thaumaturgical means of healing.

-Items:

--Clothing: Moros has changed from a toga to a shirt and pants made of coarse fabric.

--Food: several loaves of hard Bread, a few strips of dried lamb, a wineskin

--Weapons: Moros has a curved knife, used primarily for sacrifices, but capable of inflicting damage on enemies as well.

--Armor: Not being a front line combatant, he has no real protective gear.

--Devices: The iron ring he wears is a simpleminded Thaumai called his "Agathion" (Familiar.) It is no more intelligent than a lizard, but has two very useful talents--a mental connection with its wearer, allowing it to communicate and to borrow his senses, and a near-perfect memory. It provides no aid in noticing anything but absolutely explicit danger, but can be used to recall anything spoken to or seen by Moros.

-Other: I'm recasting Moros more as he was near the end of Tome's previous iteration. He is now a (possibly accurate?) reconstruction of a historical figure from the Librarian's world, a figure that existed during the transition into a literate society from an illiterate one. He is less vicious and schizophrenic, but also less effective in combat, being more of a scholar and philosopher than a warrior. He is a devotee of the Titaness Mnemosyne, the goddess of memory, hence his Agathion; he had a complex relationship with the written word, bemoaning the effect it had on memory, while praising its ability to record things beyond the lifetime of a single person. That being said, he is still able to offer prayer and request aid from other deities, but makes an invocation to Mnemosyne both before and after.

Thoughts?

8/26/2009 #16
Jave Harron

(Posting for Cthulhu.)

Name: Captain Solomon Andreios

Gender: Male

Age: Early Forties

Origin: Lower Class

Race: human, with clockwork implants (Ierne ethnic analog, Myc. cultural one)

Relations: Mother: Malva (fate unknown), Father: unknown, first mate: Abdullah Samir (deceased), Irene ( wife, fate unknown), Ship: The Red Terror (sunk)

Appearance: A broad shouldered man with a thick reddish beard, unkempt and covering his chest. Wears a rough cloth shirt, a brown vest, and a black oilskin cloak. A tricorne tops his head, adorned with a rakish feather. Has a slight paunch, but still has muscle in his arms. Carries two thaumechanical volley pistols in leather holsters in his belt, and a cutlass at his side, enchanted with a druidic spell so, like the wicker men devices, the blade can be set alight by pressing the hilt. His left arm is gone beyond the wrist, replaced by a mechanical three-clawed grappling device that can extend or retract at will. His right eye is also gone, replaced by a clockwork optic, somewhat like a spyglass, that can extend a few inches from his eye socket to zoom in.

Background and Basic Idea: Captain Solomon Andreios was created as a tragic character, a noble pirate who was rejected by society, and carved his own life as a corsair. He was born to a dockside prostitute in a small province in a world divided between a mercantile culture and several powerful sultanates. Andreios signed on for a merchant ship, but the abusive captain soon forced his crew to mutiny. Andreios was particularly victimized by the captain, and he fired the first shots of the mutiny, personally dispatching the captain and the officers. Andreios was then elected captain, and took his ship to a new sea, where he recruited numerous local corsairs to his cause. They attacked the shipping and he became a pirate king and a feared warrior. He took a wife, his beloved Irene, after rescued her from slavers. He then decided to attack a powerful sultan in his capitol city, a heavily fortified town. Despite his wife’s wishes, Andreios and his fleet sailed off and went to battle. The sultan’s men defeated them, and most of the fleet was sunk. Andreios himself was captured, and placed in the sultan’s dungeons, but a slave girl fell in love with him and decided to help him escape. Meanwhile, Irene heard the story of the failed attack, and the destruction of Andreios’s ship. Distraught, she clambered into a raft and set herself adrift in the sea. Andreios succeeded in escaping, slew the sultan, and stole his treasure, then sailed back to his coastal fortress, only to hear that his wife had left. He abandoned all of his treasure and sailed after her, searching the waves as his heart despaired. If he discovered that his entire tragedy was manufactured by authors, he would probably become incredibly angry, perhaps seeking to destroy the entire library.

He retains his pirate philosophy, is distrustful of authority, and can be quite rude and direct. But he sticks by his crew, or whatever passes for it. He has a good measure of honor and won’t break his word for nothing. He’s skilled with blade and pistols.

9/16/2009 #17
SirBayer

Name: Asterion, better known as the Minotaur

Gender: Male

Origin Concept: Upper Class in theory, no better than Slave in practice.

Race: Minotaur (Half human, half bull)

Appearance (Eyes, Hair, Skin, etc.): Asterion is a very, very tall young man, standing almost at seven and a half feet, excluding his horns. He is very heavily muscled, though rather pale from much time spent underground. From the neck up, Asterion’s body parts correspond to a bull, with substantial horns. His fur is almost pure black, and his eyes are dark blue, much as a bull’s would be. He’s a fairly well-groomed individual despite his bull-ness.

Background: Asterion was the son of Queen Pasiphae and a sacred white bull given by Poseidon. Instead of sacrificing the bull as he was meant to, Minos held on to it, and Poseidon punished him by making his wife lust for the bull. As soon as Asterion was born of this unfortunate combination, Minos had the child locked away in a labyrinth built by Daedalus, the great engineer. Pasiphae was more merciful, sending whatever tutors could bear his “beastliness” down that way, especially Daedalus. Although Asterion was never educated in thaumaturgy or anything of its particulars, he learned geometry, writing, reading, etc - the basic things he would need to be a literate adult. At some point, Daedalus disappeared; Asterion never really heard how. Left alone, he had a lot of time to practice staring at the wall.

Personality: Asterion is like a manchild. Having never really experienced the outside world and having a limited understanding of history, he behaves as a fairly young child might, with only some degree more initial learning. He is constantly curious, and when punished for curiosity, develops aversions or fears unusually easily. He very rarely will resort to violence, preferring to run away (something he’s very good at), but when he does, it’s a bad thing, as he can rarely get control of himself.

Skills (including thaumaturgy):

--Craft: Asterion knows very little about crafting - perhaps some sciences of geometry and perhaps construction, but that’s the extent of it.

--Science: Again, Asterion only knows what someone with a bit of a faulty education might know. He gets a lot of the basic concepts, and could understand more, but hasn’t had the chance.

--Folklore: Barely anything.

--Thaumaturgical: Absolutely nothing.

--Business: Asterion couldn’t sell you a stick.

--Social: Very little social interaction. He knows the theory of politeness, but little of its practice.

--Art: Asterion’s art makes children cry. It makes him cry too, sometimes. Or maybe that’s the onions.

--Survival: Asterions survival amounts to the fact that he has a vague grasp of wrestling and a lot of muscle mass.

Items: --Clothing: Asterion is dressed simply - a tunic and sandals, in general.

--Food: Asterion will generally eat what any human would eat, but not being much for adventure, doesn’t plan ahead for these things.

--Weapons: Muscles, fists, and horns.

--Armor: Muscles, fists, and horns.

--Devices: Muscles, fists, and horns.

Other: Asterion is somewhat afraid of insects.

9/24/2009 . Edited 9/24/2009 #18
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