Nimby_

Lumi

Dec 8th, 2017
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  1. KEEP TRACK OF YOUR SHEET! Scroll below for any important things or things you need to know about the role-play.
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  3. Several years ago, a rather curious event had occurred. The very ground had begun to cave in, making way for a bottomless crevasse that descends so far that none have managed to reach its bottom floor. The city the pit formed in sunk straight into the Abyss, swallowing up the unfortunate denizens and leaving few survivors. Fortunately! The remaining few (and several explorers) have set to recreating the city around this mysterious sinkhole. Much to everyone's surprise, the pit had contained countless wonders; from old crumbled ruins to marvelous relics. This drove many to seek the pit in hopes of adventure!
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  5. The noble family owning the township was fortunate enough to survive the incident, and even began conscripting adventurers worldwide to explore the pit! Delving into the sinkhole had become a task granted to several people, in hopes of plundering whatever riches they may find.
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  7. Recently, for one reason or another, you have chosen to answer call for adventure to explore the pit. You are to retrieve whatever valuables you may found, as well as perhaps unveil the hidden mysteries within the sinkhole...be wary, however. For many who have delved into the abyss, have never returned.
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  10. Lore Tidbits (Optional): https://pastebin.com/FPDLpm8V
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  12. Name: Lumi Sade
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  14. Race: Elafi Theriothrope
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  16. Appearance: He's a rather tall Elafi, however he keeps his antlers ground down, and discards the remnants unlike others of his kind. He's solid white, quite like the color of snow. He wears leather armor with the bones of his foe woven in and out of the leather. Over his head he wears a simple grey triangular hunters hat with tufts of mottled fur on it.
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  18. Age: 24
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  20. Gender: Male
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  22. Equipment/Weaponry: He wields a large, claymore sized silver sword. The sword has "In the ashen snow" engraved on the blade. The blade can also be put into a colossal, rectangular stone block that has "The stone will shine" engraved upon the side.
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  24. Armour/Garment: Leather/bone
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  26. Other equipment: A satchel on his side.
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  28. Background: Shadow Hunter
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  30. Backstory: Lumi was born up in the mountain peaks with his kind, and grew up with a rather pleasant childhood. He had naught an idea who Aine was, nor did he particularly care. He met a woman of his kind up on the peaks, named Ash, of whom he immediately took a liking too and after a few years of courting, they got married. Lumi was a rather good hunter, always bringing home goods and despite him lacking wisdom, he made up for it in skill and intelligence. Lumi was surprisingly, after some time, enlisted to be the shamans apprentice due to his capacity for knowledge. Ash had given birth to two children, a daughter and a son. The daughter was named Amelia, and the son was named Tut. After some time and the current shaman's life began to wane, beasts came and ravaged his clan, barely fighting them off and wounding Lumi grievously, but other than that the only casualty was the sickly shaman. Unfortunately, after Lumi had recovered, the first full moon had come, forcing Lumi into the wendigo state, and causing him to kill his wife and son, and barely refraining from killing his daughter. After he realized the atrocities he had committed, he ran to the humans and the shadow hunters for help, and wound up becoming a Shadow Hunter. Lumi felt he could no longer be father to Amelia, and sent her to be raised by the church so she would hopefully not become exposed to the curse.
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  32. As his scars grew, his wisdom and charisma waned, and he became mildly reckless, infringing upon another shadow hunter's task, killing both the shadow hunter and the beast in a frenzy. Lumi knew he had wronged once the bloodlust wore off, and set off for the pit. He didn't need to hear an order from the church, to simply be executed, no, he would simply isolate himself in the pit, fighting off the curse until it finally catches up with him...
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  34. Professions: Acrobatics, Crafting
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  39. Martial Skills:
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  42. Magic:
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  44. Ability Scores: You begin with 5 points in each ability score. Every point beyond 5 grants a +1 bonus. Every point below 5 penalizes you by -1. Certain rolls may also penalize you for being below 5. You may doc yourself down to 0 points, but may not have more than 10 points in an ability score.
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  46. You begin with 6 points to spend.
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  48. Strength: 9
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  50. Dexterity: 8
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  52. Fortitude: 9
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  54. Intelligence: 8
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  56. Wisdom:2
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  58. Charisma: 2
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  60. Strength: Your ability to dish out damage, wield heavier weapons, and use raw strength to lift, smash, push, or pull obstacles. Strength is important for heavy weapons wielders.
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  62. Dexterity: Your ability to maneuver your body, as well as wield lighter weapons. Also important for handling certain weapons. Dexterity is used for various tricks of a thief's trade; such as lockpicking or sleight of hand.
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  64. Fortitude: Your ability to withstand punishment. Whenever you take an injury, you roll against the attacker's damage using your fortitude; your result may mitigate the damage down. You may also bleed out for a number of rounds equal to your Fortitude bonus. (Someone with 7 fortitude for example, would be able to withstand a bleeding wound for two rounds if they wouldn't be injured again)
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  66. 'Death' saves are rolled using fortitude. When you're dying, you're brought to a state of being called Death's Door. During this time, you receive a -2 penalty to your rolls. You may receive an additional amount of injuries depending on your fortitude score, but risk death at a certain threshold.
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  68. Intelligence: Determines your mental capacity for certain things. Intelligence more or less stored knowledge, which allows you to recall past studies, solve certain complicated puzzles, and so forth. Also important for casters.
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  70. Wisdom: Wisdom is how you apply your knowledge, as well as approach things. Certain tasks require wisdom; such as handling or caring for animals. Spells also use wisdom sometimes.
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  72. Charisma: Charisma is your charm, wit, and personal magnitude. It's used when performing certain actions that require the attention of others; such as performing, telling a believable lie, or negotiating.
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