Follow TV Tropes

Following

Just For Fun / Aventures

Go To

For the main article, go here.


Tropers OCs (do not steal!)

Some tips before you go:
  • Read "So you want to avoid writing a Mary Sue".
    • Amongst all the Common Mary Sue Traits, OP is often the worst. In other words: avoid making your character a God or a Jedi.
  • Don't necessary limit yourself to the existing lore. Be creative: invent races, classes, items and energies which could fit in the universe. Besides, even if it is eventually contradicted by the canon, it's not as if this is written in stone and you could always come back to retcon the whole thing.
  • Advertisement:
  • Here are the character cards of Théo and Apple, base your characters on these models.
  • PS: Don't touch the other tropers' character entries (that would be rude! =3)

    Aventures sheet 
  • Name (troper) [optional picture]
    • Race / Class
    • MP: / HP:
    • Description
      • Themes:
      • Element:
    • Physical: xx% / Social: xx% / Mental: xx% [170% in total]
    • Skills:
      • Skill 1
      • Skill 2
      • ...
      • Known languages:
      • Basic stance: (Offensive / Defensive / Focused)
    • Gifts:
      • Gift 1
      • Gift 2
      • ...
    • Equipment:
      • Equipment 1
      • Equipment 2
      • ...
    • Level 3 crossroad class:
      • First way
      • Second way
    • Associated Tropes:

    Starventures sheet 
  • Name (troper) [optional picture]
    • Race / Class
    • HP:
    • Description
      • Themes:
    • Body: xx% / Rational: xx% / Spirit: xx% [160% in total]
    • Skills: [10 ■ + 1 racial] (don't write the one without points to save place)
      • Blaster:
      • Dodge:
      • Piloting:
      • Vigilance:
      • Astrogation:
      • Artillery:
      • Computers:
      • Patter:
      • Stealth:
      • Mechanic:
      • Bare hand combat:
      • Close combat weapons:
      • Medicinal:
      • Throwing weapons:
    • Equipment:
      • Equipment 1
      • Equipment 2
      • ...
    • Weapons:
      • Weapon 1
      • Weapon 2
      • ...
    • Special:
      • Special 1
      • Special 2
      • ...
    • Force: / Dark Side:
    • Associated Tropes:

Aventures original characters:

https://static.tvtropes.org/pmwiki/pub/images/oc_winry.png
  • Marina Diana Huß (Waddle)
    • Half-god / Watchmaker
    • MP: 9 / HP: 7
    • When she was a child Marina used to play with her toys and dolls and treated them like if they were real, and everybody thought that they she was just making herself imaginary friends. But little did they know that she was actually able to control them and make them move like if they were animated by an invisible hand. This power came from her grandmother from her mother side, who was a God who came on the mortal plain and momentarily settled with a human. Her mother, half-god (or "angel" as her kind is often called), realized that her quarter-blood daughter still had some angelic powers and urged her to not use them in public.
      Obeying her mother, she followed the steps of her father and became a watchmaker. But one day her mother disappeared, only leaving to her daughter a note and a strange mechanical chariot-shaped toy named the Lazarus. Her father, mad with grief, buried his sadness in work and was eventually recruited by the Intendants Guild. Not trusting the intendants who were too interested by the Lazarus and barely recognizing her father anymore, she left the town and became an adventurer hoping to one day find her mother.
      • Themes: Curiosity, Ingenuity, Progress
      • Element: Steel
    • Advertisement:
    • Physical: 35% / Social: 70% / Mental: 65%
    • Skills:
      • Technology (+35%)
      • Rhetoric (+10%)
      • Faith (+5%)
      • Immunity (+15%)
      • Known languages: Common, Elvish, Angelic
      • Basic stance: Focused
    • Gifts:
      • Mechanic skills (1)
      • Puppetry (touch an inanimate object and assume control over it. 4 Psy, more if big target)
      • Rust (corrode —or rejuvenate— metals. 2 Psy, 3 for rejuvenation)
    • Equipment:
      • Watchmaker kit
      • Small mechanical chariot "Lazarus" inherited from her mother. 6 wheels, several compartments with darts.
      • Whip (D4), throwing darts (DX, X being the number of daggers)
      • Long reinforced leather gloves (subscript 1), small shield (subscript 2)
    • Associated Tropes: Attack Drone, Clock Punk, The Engineer, Fingerless Gloves, Flechette Storm, Fun with Acronyms, Gadgeteer Genius, Gaslamp Fantasy, Gratuitous German, Immune to Mind Control, Mad Scientist's Beautiful Daughter, The Magic Touch, Make Them Rot, Marionette Master, Meaningful Name, Missing Mom, My Little Panzer, Our Angels Are Different, The Runaway, Skirt over Slacks, Superpowerful Genetics, Technopath, Thigh-High Boots, The Watchmaker, Whip It Good, Wrench Wench
Advertisement:

  • Galvin de Trivière (Trixus) [optional picture]
    • Human / warrior
    • 1 mp: / 15 hp:
    • The elder son of the lord of Trivière, Galvin was born with great strength but a simple mind with only interest in battle. Earning fame by winning most melee tournaments he became an adventurer after getting bored with nobles who could not keep up with his skills and looks forward to fighting monsters. While an idiot in everything not related to combat, his kindheartedness shows in his face and his exploits precedes him so much that the six foot tall dark skinned man inspires hope in the heart of commoners.
      Finally leaving the small pond of human warfare and tournaments to the ocean that is the conflicts of demons, elementals and living machinery, Galvin's fighting spirit is slowly evolving into bloodlust and a darker side of his personality is awakening on the battlefield. While lords and peasants alike call him a champion for saving their town, some supernatural creatures who wanted to claim back lost lands hold a different opinion.
      • Themes: Strength, Wild, Wrath
      • Element: Earth
    • Physical: 85% / Social: 75% / Mental: 10%
    • Skills:
      • Skill 1: Expert in hand to hand (pugilist, wrestling) + 10%
      • Skill 2: Weapon proficiency: Mace + 10%
      • Skill 3: Improvised Weapon: No penalty in using random object to hit enemy with it.
      • Known languages:Common
      • Basic stance:Offensive (Primal Stance)
    • Gifts:
      • Rallying cry: Using 1 mp to boost a selected party's attack
      • Once in a century born: His body is a blessing of the gods, if an enemy dodge roll is the same number than his attack roll, the dodge fails.
    • Equipment:
      • Equipment 1: Hard-boiled leather armor
      • Equipment 2: One-bladed axe, the other end can be used as a warhammer 2 d6
      • Equibment 3: Butcher knife 1 d3 damage
    • Level 3 crossroad class:
      • Way of the Guardian: Can trade 1 hp for +1% for a dice roll, can not be used on critical condition (3 hp or lower) and can't trump critical failure.
      • Way of the Berserker: Can do one more attack if his last attack killed, lose 20% for the next dice roll.
    • Tropes associated: Drop the Hammer, The Brute, An Axe to Grind, Scary Black Man (toward enemy),The Face, The Gift, Gentle Giant,Wrestler in All of Us, Dumb Muscle, Magically Inept Fighter, Lightning Bruiser,Blood Knight.

  • William Delacroix (Cross)
    • Half-Human (Sylph)/ Assassin
    • mp: 10 / hp: 6
    • Being the last son of one of the coriolis eastern sylph tribe, William knew before long that he would have to hide his heritage in order to survive, due to the greed that pushed humans to hunt down the elementals, leading him to go beyond the southerns desert for the rumored havens. As he grew up there, his proeficiency for wind manipulation turned to mastery and he chose to sets of weapons to aid him in every fight, a pair of chained daggers, and two small folding fans. But soon, humans came, and with them, death, pain and misery. Cross tried to fight for his newfound friends and family, but they were too many, and before long, they were poached one by one, sent to destinations unknown, only him escaped due to being sent through a wooden fence and left to die after a nasty slash wound on his chest. Since that fateful day, he decided to be a drifter, forging no bonds beyond that of colleagues when he had to, or client when he met a merchant with interesting wares, for in his mind, it's not worth it to care about people who will just disappear on you...
      • Themes: Flight, Whim, Freedom
      • Element: Wind
    • Physical: 50% / Social: 45% / Mental: 75%
    • Skills:
      • Skill 1: Wind void (Stealth) : +10%
      • Skill 2: Weapon proficiency: Thrown/Chain + 5%, melee -15%
      • Skill 3: Wind's joker : gives 50% of mp back on a critical hit, takes away 50% of max HP on a critical failure
      • Skill 4: Wind Chain : When using chains and mp, every MP and subsequent HP spent in a skill boosts both Critical Chances by 2%

      • Known languages: Common, Ancient Elemental (Sylph)
      • Basic stance: Focused
    • Gifts:
      • Tempest chain: collapes the wind void around him as the chain daggers extends to their maximum reach, and spins upon himself in order to channel the furious resulting winds in a 12m AOE (4MP, +1MP per meter past basic AOE) (2d3+1d5 damage)
      • Gale hook: launches a wind-wreathed chained dagger toward a foe (or friend, depends on the mood), and reel them in with the dagger buried in a gut or break their neck with the chain (on a critical hit) (4MP, +1 per additional damage, instant kill on critical hit, 1d4 damage otherwise)
      • Coriolis' blessing: With the blessing of the wind, become faster and more agile (2MP, +1 for a wind slide (10m), +5% on a die roll)
    • Equipment:

     Shadowgear2's OCs: The Five Mirrors 
The whole band:—-
  • Gabriel-Fantasio of Neufsetkatr (Shadowgear 2) [optional picture]
    • Half-Elemental (Shadow) / Black Mage
    • MP: 9 / HP: 9
    • Once a Friend to Balthazar Octavius and a fellow learner in the same Academy, Gabriel-Fantasio was a noble and very tallented learning mage. However, just like Balthzar, he was banished because of his nature. Being an Half-Elemental of Shadows, he was considered too dangerous. Another Academy then took him as their student, an Academy of the Dark Arts. He then learned that Balthazar was making a name for himself as a talented Pyro-Mancer along 3 of his friends, and he decided to do the exact same thing, but antagonizing his old friend.
      • Themes: Deceit, Darkness, Corruption.
      • Element: Shadows
    • Physical: 40% / Social: 60% / Mental: 70%
    • Skills:
      • Skill 1: Wisdom +10%
      • Skill 2: Dark Arts +15%
      • Skill 3: Staffs +5%
      • Skill 4: Perception +10%
      • ...
      • Known languages: Common, Elvish, Elemental
      • Basic stance: Focus
    • Gifts:
    • Equipment:
      • Equipment 1: An old Staff with a Skull at the end (1D2)
      • Equipment 2: Dark Clothes with lots of Feathers on them
      • ...
    • Level 3 crossroad class:
      • Way of the Bones: Ability to summon a Bone Golem for 9 MP + 2HP
      • Way of the Blood: Ability to convert HP into MP (1HP=2MP)
    • Associated Tropes: Animate Dead, Black Mage, Black Magic, The Dark Arts, I See Dead People, Magic Is Mental, Master of Your Domain, Magic Staff, Mana Drain, Religion Is Magic, Bad Powers, Bad People, Dark Is Evil, Cast from Hit Points, Bald of Evil, Evil Has a Bad Sense of Humor, Laughably Evil, Magnificent Bastard

  • Darzin Shadowgear 2 [optional picture]
    • Dwarf / Bounty Hunter
    • MP:5 / HP:13
    • A Dwarf of the Undermines, Darzin was a very talented Blacksmith. However, a single mistake in one commissioned Axe threw his whole life away. The one who commissioned that axe was a noble of the Red-Beard clan, with enough authority to make Darzin an Exiled just because he felt like it. As such, Darzin wanted Revenge. He created a weapon unlike any other: A Weapon that threw Mana like a bow would throw arrow. He then started selling his talents as a Blacksmith and as a newfound killer to eventually exterminate the Red-Beard Clan.
      • Themes: Betrayal, Revenge, Anger.
      • Element: Earth
    • Physical: 70% / Social: 40% / Mental: 60%
    • Skills:
      • Blacksmithing +5%
      • Weaponry Knowledge +10%
      • Magic Weapons +5%
      • Dwarf Phisiology +10%
      • ...
      • Known languages: Common, Dwarf, Elvish
      • Basic stance: Offensive
    • Gifts:
      • Charged Shot (3)
      • Rising Earth (5)
      • ...
    • Equipment:
      • Mana Thrower (Basically a Magic Shotgun) (2D6)
      • Leather Armor with some bits of Steel in it.
      • ...
    • Level 3 crossroad class:
      • Way of the Mountain: Can Reduce any instance of Damage by 5 (5MP)
      • Way of the Earthquake: Can charge a Charged Shot to do Double the damage (5MP + 5HP)
    • Associated Tropes: The Blacksmith, Bounty Hunter, Pintsized Powerhouse, Badass Beard, Shotguns Are Just Better, Bottomless Magazines (Sorta), One-Handed Shotgun Pump.

  • Trador (Shadowgear 2) [optional picture]
    • Human (Vampire) / Assassin
    • MP:8 / HP:10
    • Born a normal human 70 years ago, Trador was the only son of a wealthy and powerfull duke. However, a rogue Elemental of Fire destroyed his hometown, manor, and killed all of his familly. He would have died there, hadn't a Water Elemental showed up to confront it's "brother". Trador wandered around the Crater for months, maybe a few years, doing his best to survive. One day, however, a Vampire Lord found him and gave him a new life. He eventually became power-crazy, and murdered his entire adoptive familly in just one day. He then decided that "Killing guys you have neutral feelings for is actually kinda fun", so he decided to become an assassin.
      • Themes: Hunger, Cold Blood
      • Element: Blood
    • Physical: 65% / Social: 40% / Mental: 65%
    • Skills:
      • Super-Human Senses +10%
      • Bloodlust +5%
      • ...
      • Known languages: Common, Elvish, Vampiric Runes
      • Basic stance: Focused
    • Gifts:
      • Blood Sap (Does half the result of 2D3 as damage and regains that ammount.) (1MP)
      • Bat-Mode (Exactly What The Name Implies) (2MP)
      • Blood Shot (Shoots blood from the fingertips at varying pressures) (3MP)
      • Fog-Mode (Turns into [gasp] fog) (7MP)
      • ...
    • Equipment:
      • 2 Daggers (2D4)
      • Any assassin's attire.
      • ...
    • Level 3 crossroad class:
      • Way of the Un-Living: Can pay any amount of HP to boost the next attack by that ammount.
      • Way of the Un-Dead: Can pay any amount of HP to give that ammount to a friendly character.
    • Associated Tropes: Vampire Monarch, Blood Bath, Fully-Embraced Fiend, Stronger with Age, Vampires Are Rich, Vampiric Draining, Weakened by the Light, Blood Lust, The Sociopath, Screw the Rules, I Have Money!.

  • Eria (Shadowgear 2) [optional picture]
    • Human / Cultist
    • MP:12 / HP:6
    • Born in a cult worshipping the Demon Ennoch, Eria had beliefs shoved down her throat for her entire life, about how "The Demon's Flames will destroy the non-believers and give the true-sons a signal", and that to empower Ennoch to his fullest so that he could rule the Crater, she had to sacrifice the blood of the closest being to her "God": A mage going by the name "Balthazar Octavius Barnabé Lennon". After a rain of Meteors showered down on several representatives of the multiple Churches of the Crater, the Cult thought Ennoch was giving them "The Signal", and she started to go after "The son of the Demon".
      • Themes: Lies, (I don't know what else to put there, so if someone could do that, I'd appreciate.)
      • Element: Shadows
    • Physical: 30% / Social: 60% / Mental: 80%
    • Skills:
      • Wisdom +10%
      • Dark Arts +10%
      • ...
      • Known languages: Common, Demonic
      • Basic stance: Focused
    • Gifts:
      • Mind-Storm (Invades the mind of an Ennemy and can damage it from inside) (1MP)
      • Mind-Panic (Invades the mind of an ennemy to make it Panic) (3MP)
      • Mind-Void (Invades the mind of an ennemy to... Mind Rape it) (8MP)
      • Mind-Control (Exactly what the name implies) (12MP)
      • ...
    • Equipment:
      • Old Rune-Adorned Clothes
      • A Ceremonial Knife that she categorically refuses to use unless it involves "The Ritual"
      • ...
    • Level 3 crossroad class:
      • Way of the Lies: Can force an ennemy to attack another one. Lasts longer with more MP Cast for it. (Any ammount of MP)
      • Way of the Ritual: Can summon a Lesser-Demon. Lasts longer with more HP Cast for it. (5MP + Any ammount of HP)
    • Associated Tropes: Yandere, If I Can't Have You..., Bitch in Sheep's Clothing, Devoted to You (In a Sick Way), Stalker Without a Crush, Undying Loyalty, Screw the Money, I Have Rules!.

  • Gorn Varz'ern (Shadowgear 2) [optional picture]
    • Orc / Brute
    • MP:4 / HP:14
    • An Orc warrior that was exiled from his clan, Gorn is a psychotic brute that likes senseless murder above all. He decided to put his ability to be kill people a lot for money.
      • Themes: Insanity, Power, Destruction
      • Element: Earth
    • Physical: 75% / Social: 30% / Mental: 65% [170% in total]
    • Skills:
      • Sharp Weapons +10%
      • Violence +5%
      • Orc-Phisiology +15%
      • ...
      • Known languages: Common, Elvish
      • Basic stance: Offensive
    • Gifts:
      • Power Attack (A Full-Force attack for 1MP) (1D6)
      • Critical Strike (An attack aimed at vital organs for 1MP) (-10% Physical) (1D4) (If Critical Hit, Double Dammage)
      • Unstoppable Rage (Attack boost on self for 2MP) (2D4) (If Critical Hit, Boost Doubled)
      • ...
    • Equipment:
      • A Waraxe (1D4)
      • Crude and beaten up armor (1D4 of Defense)
      • ...
    • Level 3 crossroad class:
      • Way of the Orcs: Can buff all of his allies and himself with 1D6 of Damage for 3MP
      • Way of the Brute: Can make a Powerfull attack for 2D6 of Damage for 4MP
    • Associated Tropes: The Brute, Proud Warrior Race Guy, An Axe to Grind, Blood Knight, Glory Seeker, Always Chaotic Evil
     Shadowgear2's OCs: The Dark King 
  • The Dark King (Shadowgear 2) [optional picture]
    • Human / Soul-Warrior
    • MP:4 / HP:14
    • Not much is known about the Dark King, other that he is a conquerous Warlord from a far-away land that has set his eyes on the Crater. He wields Nightshroud, a Black Sword that is rumored to drink the souls of it's victims.
      • Themes: Invasion, Enslavement, Tyranny
      • Element: Void
    • Physical: 80% / Social: 10% / Mental: 80% [170% in total]
    • Skills:
      • Blades +15%
      • Charisma +25%
      • Heavy Armor +10%
      • Sheer Power +5%
      • ...
      • Known languages: Carasian, Common
      • Basic stance: Defensive
    • Gifts:
      • Black Ray (Throws a ray of dark energy that does 1D2 as damage) (1MP)
      • Summon Familiar: Dark Horse (Summons a Horse) (2MP)
      • Soul Charge (Uses the energy of absorbed souls to super-charge Nightshroud) (3MP+Any number of collected Souls)
      • Black Flame (Throws flames made of Dark Energy that does 2D4 over time) (4MP+1 Collected Soul)
      • ...
    • Equipment:
      • Nightshroud (Pitch-Black Bastard Sword that is supposed to Drink Souls)
      • Black Armor (Highly Durable, made of a metal that the Crater doesn't have access to)
      • ...
    • Level 3 crossroad class:
      • Way of the King: Can give a Disadvantage to a target (4MP+4 Collected Souls)
      • Way of the Soul: Can use any number of Collected Souls to power up the next attack by a corresponding ammount (2 Collected Soul=1 Dammage)
    • Associated Tropes: Your Soul Is Mine (Killed Too version), Hungry Weapon, Demonic Possession (Spoilers!), Names to Run Away from Really Fast, Red Baron, Only Known by Their Nickname, The Dreaded, Spell My Name with a "The", Badass Cape, Weapon Wields You,

  • Skarin Sköll (Shadowgear 2) [optional picture]
    • Human / War-Bringer
    • MP:1 / HP:17
    • Just like the Dark King, Skarin Sköll is practically unknown outside of Caras, the land which his lord commands. A few scholars know of him however, but for his brutality and utter and uncontrolable bloodlust.
      • Themes: War, Destruction, Extermination
      • Element: Rage
    • Physical: 95% / Social: 00% / Mental: 75% [170% in total]
    • Skills:
      • Axe +15%
      • Bloodlust +20%
      • Sheer Power +5%
      • ...
      • Known languages: Carasian, Common (Only a few words though, he doesn't need to say anything else than "I want BLOOD")
      • Basic stance: Offensive
    • Gifts:
      • Berserk Rush (When damage is taken, the next attack is powered up by that ammount of dammage) (Passive ability)
      • War-Cry (Intimidates opponents) (1MP)
      • ...
    • Equipment:
      • A War-axe. Nobody knows if it was red from the start or if he just never cleans it.
      • An Armor that is basically a normal leather armor, but with a White Tiger's skin over it. For intimidation purposes.
      • ...
    • Level 3 crossroad class:
      • Way of the Crusher: If the Berserk Rush is active, the dammage added is also dealt to the target's MP. (Passive ability)
      • Way of the Blood-Knight: The effect of the Berserk Rush is doubled. (Guess what? Passive ability.)
    • Associated Tropes: Blood Knight, The Berserker, Berserk Button (When his opponent is running away from a fight, it makes him want to decapitate everything arround him), Bring It, Catch and Return (Did that with a Ballista's shot once), The Dragon, Evil Laugh, Hot-Blooded, One-Man Army (Up to Eleven when Berserk Rush is active), Primal Stance, Super Mode (Berserk Rush), Super Strengh (As in "Can break a stone wall by punching it a few times" strong.)

  • Atomium of Alaeffar (Shadowgear 2) [optional picture]
    • Elf / Omni-Mage
    • MP:12 / HP:6
    • Perhaps one of the most well known members of the Dark King's Court, Atomium of Alaeffar is one of the rare Elves of Caras, and a member of the Triad, a trio of Arch-Mages, and is one of the few known inhabitants of Caras to not want a total war against other countries.
      • Themes: Knowledge, Peace.
      • Element: Universe
    • Physical: 20% / Social: 70% / Mental: 80% [170% in total]
    • Skills:
      • Knowledge +10%
      • Magic +5%
      • Sheer Magic Power +25%
      • Inspiration +10%
      • ...
      • Known languages: Carasian, Common, Demonic, Dwarf, Elemental, Elvish, Orcish, Sylvian, Vampiric Runes, Xenarian.
      • Basic stance: Focused
    • Gifts:
      • Fire-Storm (Does 2D6 of Fire Dammage to a target) (4MP)
      • Rising Earth (Makes the ground rise) (4MP)
      • Windfury (Target gets to do a second action for 3 turns) (4MP)
      • Water Burst (Target gets shot by a bunch of Water. Does 1D2 of Water Dammage) (4MP)
      • ...
    • Equipment:
      • Classic Mage attire.
      • A Staff with a Round sphere at the end that has a Mana-Ring around it.
      • ...
    • Level 3 crossroad class:
      • Way of the Dragon: Can cast a High-Level spell known as Dragon Storm that leaves any target with just one HP (12MP+3HP)
      • Way of the Universe: Can cast a High-Level spell known as Light Shower that summons a bunch of Meteors from Outer Space (12MP)
    • Associated Tropes: The Omnipotent, Bilingual Bonus, Russian Reversal ("In Caras, the Spells cast the Mages. Take that as friendly advice."), The Red Mage, Mage Tower, Squishy Wizard, Court Mage, The Good Chancellor, The Archmage.

  • Gal' ashyan Sla' math (Shadowgear 2) [optional picture]
    • Xenarian / Shadow Reaper
    • MP:8 / HP:10
    • The Xenarians are lizard-like humanoids of unknown origin. Some say they are Dragon/Elf hybrids, some say they come from the stars. However, what most people agree on is that Gal' ashyan (or simply "Gal") is an assassin, and a good one. Most people only know of her what they know of her race, other than she works exclusively for the Dark King.
      • Themes: Stealth, Hiding, Loyalty.
      • Element: Water
    • Physical: 60% / Social: 50% / Mental: 60% [170% in total]
    • Skills:
      • Stealth +10%
      • Super-human senses +15%
      • Daggers +5%
      • Intimidation +10%
      • ...
      • Known languages: Carasian, Common, Elvish, Xenarian
      • Basic stance: Focused
    • Gifts:
      • Camouflage (She uses her skin's Chameleon-like properties to turn practically invisible) (3MP)
      • Shadow strike (Rolls 1D6 of additionnal Damage on the next attack. Requires active Camouflage) (2MP)
      • Hardened Scales (Rolls 1D6 of Damage reduction. Can only be used in Defensive stance) (1MP)
      • Magic Stream (Throws a stream of water at the ennemy) (1D3 of Damage) (2MP)
      • ...
    • Equipment:
      • 2 Daggers (2D4)
      • The mask of Questionning (A mask that can change her appearance and voice for a day, nobody knows where or when she got it)
      • Light Armor engraved with Xenarian runes
      • ...
    • Level 3 crossroad class:
      • Way of the Dragon: Ability to manipulate (MANIPULATE) nearby fire. If used for damage, rolls 1D6. (3MP)
      • Way of the Stars: Ability to open a small rift into space for a few seconds. You wouldn't believe how much damage that can cause. (5MP)
    • Associated Tropes: Wake-Up Call Boss (The first one of the Dark King's goons to be sent to the Crater for Scouting Purposes), Unwitting Pawn, The Dragon (Both to another entity than the Dark King), Professional Killers, Immortal Assassin (Xenarians have a very long life-span), Fighter, Mage, Thief (Completes the trio with Atomium and Skarin).

  • Grima (Shadowgear 2) [optional picture]
    • Human / Sorcerer
    • MP:12 / HP:6
    • One of the Dark King's chancellors, Grima is a Powerful Sorcerer of the Dark Arts.
      • Themes: Darkness, Necromancy, Hunger
      • Element: Darkness
    • Physical: 30% / Social: 60% / Mental: 80% [170% in total]
    • Skills:
      • Staffs +5%
      • Dark Arts +15%
      • ...
      • Known languages: Carasian, Common, Elvish
      • Basic stance: Focused
    • Gifts:
      • Dead Rising (Raises a Corpse for 1 MP (which can be cast for free if in Focus Stance) and is drained of 1 MP (Focus can't be applied) each turn for each Corpse risen)
      • Dark Meteor (Casts half of the current MP to deal that much as AOE Damage.
      • ...
    • Equipment:
      • A Staff with crow feathers attached to it and a black crystal ball at the end
      • Nobles clothes with Crow feathers attached to them.
      • ...
    • Level 3 crossroad class:
      • Way of the Necromancer: Can summon A Powerfull Undead Monster (As in, not the typical Zombie or Skeleton) for 8 MP
      • Way of the Sorcerer: Can buff all Undead minions with +5 HP and +5 to all stats.
    • Associated Tropes: Pretty much all of the ones that apply to Gabriel Fantasio of Neufsetkatr, except Bald of Evil, and with the addition of The Bad Chancellor.

  • Granel Of Silverberg (Shadowgear 2) [optional picture]
    • Human(Undead) / Templar
    • MP:6 / HP:12
    • Once a Templar of the Crater's Church of Light, Granel of Silverberg was also a friend of Aldo Azur the Immortal Bard. It is on an adventure with him that he met death at the hand of a Previous King of Caras. The Dark King of this era, wishing to have more powerfull soldiers, told Grima to reanimate him and to make sure he would stay in the world of the Living long enough to take the Crater. Now one of the Dark King's minions, Granel has sworn Loyalty to his new master... But for how long?
      • Themes: Light, Betrayal, Contrast
      • Element: Chaos (Light+Darkness)
    • Physical: 75% / Social: 20% / Mental: 75% [170% in total]
    • Skills:
      • Swords +10%
      • Heavy Armor +5%
      • Intimidation +15%
      • ...
      • Known languages: Carasian, Common
      • Basic stance: Offensive
    • Gifts:
      • Light! (Summons a Bright Light in the area for 1MP)
      • Dark! (Surounds the area in thick Darkness for 1MP)
      • Chaos! (Throws a shock of Light and Darkness at the opponent for 1MP) (1D4)
      • Chaostorm (Bolts of Lightning-like chaos hit the area at random for 3MP) (2D6)
      • ...
    • Equipment:
      • A Templar armor from the Church of Light, except a lot dirtier and Darker.
      • The Chaos Blade, a Magic Sword (Basically? He has a Chaos Lightsaber).
      • ...
    • Level 3 crossroad class:
      • Way of the Silverberg: The Next attack has 2D6 of Additionnal Damage that pierces the Armor (4MP)
      • Way of the Templar: Heals 2D6 to a friendly (Non-Undead) target for 3MP)
    • Associated Tropes: The Paladin, Knight Templar, Blood Knight, Walking Spoiler, Really 700 Years Old ( Théo's Great Grandfather that Aldo Mentionned once), That One Boss (Easily one of the Dark King's strongest assests, even Skarin respects him).

  • Nightshroud The God of Darkness (Shadowgear 2) [optional picture]
    • God Elemental (Darkness) / Horseman of Apocalypse
    • MP:9 30 when serious / HP:9 30 when serious
    • Residing deep within the Sword wielded by the Dark King, Nightshroud is the god of Darkness, plotting to destroy everything in it's wake. Nobody knows if it can even be defeated at all...
      • Themes: Darkness, Coruption, Destruction
      • Element: Darkness
    • Physical: 70% / Social: 30% / Mental: 70% [170% in total]
    • Skills:
      • Raw Power +25%
      • Godhood +30%
      • ...
      • Known languages: Carasian, Common, Demonic, Godly
      • Basic stance: Focus
    • Gifts:
      • Dark Slasher (Cuts an ennemy with a Dark Infused Sword) (1MP)
      • Dark Storm (Throws a Dark Infused Tornado at the ennemy) (2MP)
      • Dark Maelström (Uses all the remaining MP to do that as damage to an opponent, hits an additionnal target if the Dice Roll is a Critical Hit)
      • ...
    • Equipment:
      • Horse of Apocalypse (Yes. His horse is in his inventory.)
      • Nightshroud (Yes. He uses his own self as a Weapon.)
      • ...
    • Level 3 crossroad class:
      • He doesn't have a level in the first place.
    • Associated Tropes: Dark Is Evil, Evil Is Hammy, Large Ham, Eldritch Abomination.

Starventures original characters:

https://static.tvtropes.org/pmwiki/pub/images/oc_wolffe.png
  • CT-0891 (Waddle)
    • Clone / Mercenary
    • HP: 18
    • Trooper in the 501st Legion under the commandment of Captain Rex, CT-0891 (nicknamed "Waddle") was presumed dead after a defeat against the Separatist droids. Left for dead, he was found by some locals who were able to save him and some other injured troopers. Instead of going back he decided to take this as the opportunity to leave the army and to become independent, angry at the Galactic Republic and the Jedi to have abandoned him and his brothers.
      Now rather old, he continues to offer his muscles and tactical knowledge to the best bidder. His clone programming however gives him a rather strict moral code and he refuses to go against civilians and innocents. His grudge against the Republic (now known as the Empire) did not appeased despite the decades but he holds an even bigger hatred against the Jedi, unaware that it is mostly due to a chip in his brain ordering him to "execute Order 66".
      • Themes: Altruism, Honor
    • Body: 70% / Rational: 55% / Spirit: 35%
    • Skills:
      • Blaster: ■■■ [racial]
      • Dodge:
      • Piloting:
      • Vigilance:
      • Artillery: ■■
      • Mechanic:
      • Bare hand combat: ■■
    • Equipment:
      • Clonetrooper helmet
      • Mandalorian crushgaunts
      • Bio-scanner (400m radius)
      • Comlink
    • Weapons:
      • Dual blasters
      • EMP grenades x6
    • Special:
      • Knowledge of the Empire's encryption and codes.
      • Berserk against Force user.
    • Force: 0 / Dark Side: 0 (clones are unaffected by design)
    • Associated Tropes: Old Soldier, Badass Mustache, Band of Brothers, Cool Helmet, Clones Are People, Too, The Danza, EMP, Enemy-Detecting Radar, Fantasy Metals, Frickin' Laser Beams, Good Old Fisticuffs, Guns Akimbo, Heads-Up Display, Hospital Surprise, Left for Dead, Manchurian Agent, Mirror Morality Machine, Screw the Money, I Have Rules!, Trick Bomb, Would Not Shoot a Civilian, You Are Number 6

  • Yar'uul (doc) Drazi (trixus) [optional picture]
    • Tusken/cyborg/ Hitman
    • HP:14
    • Yar'uul is a gun for hire with a dream, a dream that the universe shouldn't submit to the rule of Sith and depend on Jedi to save it. His nickname Doc come from the side effect of his research on corpses of targets he was assigned to kill, Yar'uul's shredded sleeves shows scars of syringes and nervous implants all aimed to make his reflex to Quick Draw even more developed. His augmentation are all aimed to make him and later everyone able to have a fighting chance against force users who abuse their power.
      While not a doctor, his many autopsies gave him a knowledge of anatomy that allows him to practice medicine although his drugs and surgery are a different matter. He tends to shoot first and also being the only one to shoot thanks to his enhanced reflexes and unsavory but efficient tactics.
      • Themes: Curiosity, Balance, Ruthlessness
    • Body: 60% / Rational: 20% / Spirit: 80%
    • Skills: [10 ■ + 1 racial]
      • Blaster:■ ■
      • Dodge:■ racial (cyborg implants)
      • Vigilance: ■ ■
      • Mechanic:■ ■
      • Medicinal:■ ■
      • Throwing weapons:■ ■
    • Equipment:
      • Drug enhancing syringes (3)
      • Force-numbing syringes (2)
      • Tusken's mask
      • Sampling kit
    • Weapons:
      • Two blaster pistols
      • Scalpel in his boot.
    • Special:
      • Psycho Serum: Use his enhancing drugs to give +10 to body and physics, withdrawal gives a disadvantage.
      • Diagnosis from Dr. Badass: Only in non fighting situation. Doc use his spirit points instead of physical to deliver debilitating strike (i.e spot and strike a tendon before someone realise there is a fight going on)
      • Force poison: Use his force numbing syringes to temporarily disable force user, or kill someone (the Force being an aspect of life and the syringes components aren't exactly friendly)
    • Force:2 / Dark Side:1
    • Associated tropes: Mad Doctor, Body Horror, Cool Mask, The Gunslinger, For Science!, Combat Medic.

  • Sanceri (Shadowgear 2) [optional picture]
    • Human-Cyborg / Bounty Hunter
    • HP:16
    • Born in the slums of Taris in 21 BBY (Before the Battle of Yavin), Sanceri quickly had to learn how to survive on this harsh planet. Abandonned by his parents a few days after his birth, he was found and raised by an old man called Sark, who raised him like his own child. One night, Sark was killed by Rakghouls, and Sanceri was left badly injured and missing an eye. He eventually found a robotic replacement for it, and murdered the Rakghouls that killed Sark while keeping a baby as "Poetic Justice". He eventually found himself a ship, and left Taris.
      • Themes: Revenge, Justice, Forgiveness
    • Body: 60% / Rational: 30% / Spirit: 70% [160% in total]
    • Skills:
      • Blaster: ■ ■
      • Dodge: ■ ■
      • Piloting:
      • Vigilance:
      • Astrogation:
      • Artillery:
      • Computers: ■ (Racial) ■
      • Patter:
      • Stealth:
      • Mechanic: ■ ■
      • Bare hand combat:
      • Close combat weapons:
      • Medicinal:
      • Throwing weapons:
    • Equipment:
      • Blast-Resistant Armor (Well, it's not Blast-Resistant for long, but hey.)
      • Rocket Launcher on the left gauntlet (It's a one-shot. For a reason.)
      • Cybernetic Implants
      • ...
    • Weapons:
      • A CR-8R model Heavy Blaster Pistol (Yes, this is an Incredibly Lame Pun)
      • Scout Droid (Old Model, only really works half of the time.)
      • ...
    • Special:
      • Infrared, Night, and Heat-Detection visions
      • Grumpy the lil' Rakghoul.
      • ...
    • Force: 2 / Dark Side: 1
    • Associated Tropes: Cyborg, Bouty Hunter, I Have Nothing Else
Top

Example of:

/
/

Feedback