Heremeus's page

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A clockwork having a newborn baby that "might or might not be" his. Oh dear demon lord. This is gonna be interesting.

Mary is alive at the current point. I'm up for everything regards to her but I'd prefer not to have her around as a NPC. If someone wants to play her that is very much welcome. If not, a tragedy could happen and be the reason T.A.S. changes his current lifestyle. For example a disease killing her, someone kidnapping her, a meteor striking down from the sky and crushing her, etc. Any other reason why she is not constantly around works as well.

Submitting T.A.S. (Trapped Ancient Soul): A clockwork build by cultists of the demon lord to study dark arts.

A group of cultists with more magical than mechanical interest assembled T.A.S. from scrap parts and bound an ancient soul from hell to the Clockwork. They hoped to gain knowledge about old forgotten dark magic but this soul was purified and his memory completely wiped a long time ago. They tortured his soul and taught him Dark Speech for over a year to trigger his magical heritage. But even afterwards they never got access to his soul's memory. Three years after T.A.S.' creation, his master - the leader of the cultists - tried to trash T.A.S. in a rage about all the wasted time with this clockwork. T.A.S. escaped and fled into the wilderness where he met a little orphan girl (9 years old) named Mary hiding from the authorities. They made a simple deal: T.A.S. would protect and feed her and she would wind up his key to keep him "alive". He was hunting small animals like rats with a sling and gathering berries to feed Mary. Every once in a while he would use technomancy incantations ("borrowed" from his master when he fled) to hunt bigger creatures. T.A.S. strives to improve his magical knowledge to protect himself and the little girl.


+2 Intelligence from purpose
+1 Will -1 Strength to better fit the background
Ability Score: S8, A8, I11, W10.
Perception: 11 (Int)
Defense: 13 (fix)
Health: 8 (Str)
Healing Rate: 2 (1/4 Health)
Size: 1
Speed: 8
Power: 0
Damage: 0
Insanity: 0
Corruption: 0
Languages and Professions: Common (speak only), Dark Speech (speak only)

Immunities: Damage from Disease and Poison, asleep, diseased, fatigued, and poisoned conditions

Key: You have a key on you somewhere that you can't reach. When it is cranked and turning, you count as a creature and can move and make actions. When it stops, you become an object and cannot move or act (or perceive or talk, it's in "OFF" mode). Your key stops turning when you become incapacitated. It also stops turning at the end any round in which you get a total of 0 or lower on any attack roll or challenge roll. Any creature within reach can spend an action to turn the key and activate you. If you are not incapacitated, you become a creature once more. If you are, roll a d6; on a 4 or higher heal 1 point if damage and become a creature at the end of the round (3 or less does nothing).

Mechanical Body: You do not eat, drink, breathe, or age. You cannot be transformed into an undead. You cannot swim (you sink).

Repairing Damage: When you're a creature, you heal as any creature. If you're an object, any creature can repair you with a tool kit. At the end of each 4 hours of work, that creature makes an Intellect roll with 1 Bane. On a success, you heal damage equal to your healing Rate.

Background and Appearance:

Age: 3d6 ⇒ (1, 1, 6) = 8 -> You are New. 5 years or younger

Going with 4 years - 3 years service as a test unit and 1 year in the wilderness with Mary.

Purpose: 3d6 ⇒ (4, 3, 3) = 10 -> You were built to use magic. Increase your Intellect or Will by 2.

Form: 3d6 ⇒ (6, 2, 4) = 12 -> You are a humanoid clockwork. You are 6 feet tall and weigh 300 pounds.

Appearance: 3d6 ⇒ (5, 2, 4) = 11 -> You have a mere suggestion of facial features.

Background: 1d20 ⇒ 10 -> You worked to fulfill your purpose for 1d6 years. 1d6 ⇒ 3

Personality: 3d6 ⇒ (3, 3, 4) = 10 -> You search for meaning in a world in which you have no place.

I like this one so going to keep it.

Profession 1: 1d6 ⇒ 61d20 ⇒ 8 -> Wilderness (Hunter)
Profession 2: 1d6 ⇒ 21d20 ⇒ 8 -> Commoner (Drover or Herder)

Cut the second profession for speaking Dark Speech. The cultists tought it to T.A.S. in the hope it would wake his memory (without success). He has no intention to use the language for dark magic but is able to understand and speak it.

Starting Equipment: 3d6 ⇒ (6, 6, 3) = 15 -> Comfortable. You live well and make enough that you can save a little. You have a dagger, a staff or club or sling with 20 stones, fine worn clothing, an old backpack, a cloak with a bunch of holes, a week of rations, a waterskin, a coil of rope, a tinderbox, 2 torches, a healing potion, and a pouch containing 2d6 cp (copper pennies). You also can pick from the following: a small shield; an incantation of a rank 0 spell of the GM’s choice written on a scroll; or a healer’s kit, tool kit, or writing kit.
cp: 2d6 ⇒ (4, 4) = 8

His equipment is mostly stuff he gathered during his year in the wilderness. I changed some of the equipment to a more worn out version to match the story. I'd go for an incantation of a rank 0 spell. Something like Technomancy, Transformation or Teleportation. would fit him quite well (direct magic like Fire not so much). Otherwise something dark like a Curse could be a leftover from his time with the cultists.

Interesting Thing: 1d6 ⇒ 41d20 ⇒ 12 -> You have a ten-pound bag of flour.

This is gonna be.. interesting. Not sure how that fits in.


1) Describe one Positive and one Negative personality trait you have.

I am fair but tend to be sarcastic which is a faint leftover from my previous life.

2) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

I fear and avoid follower of the demon lord and other dark minded folks. I'm cautious around strangers and uncomfortable in crowded areas. But I am aware I depend on others to wind me up and so I trust my only friend Mary.

3) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

Mary is the thing I value the most. She was the first human showing kindness and being fair to me. We survived together for over a year in the wilderness and I will protect her by all means.
I do not value my physical possessions. While I use them to survive, I would not care to lose them as long as it does not endager Mary or me.

4) What do you fear? What do you hate?

I fear to become dormant. The thought of losing all control and being an inanimated object makes me nervous.
I hate the cultists of the demon lord that created me but I knows I'm too weak to take revenge.

5) What do you desire? What do you love?

I desire revenge on the cultists and a purpose for my "life".
I love my little human Mary.

6) You have (at least) one secret. What is it?

T.A.S. is unable to perform dark magic. He is not fully aware of this himself but has a vague feeling that something greater prevents him from accessing his memory or learning dark traditions. The attempt to cast a dark spell causes a tremendous mental pain to him and stresses his circuits. Actually performing a dark spell would crush his soul and destroy his body.

7) Have you done something Notable? What was it?

After I fled from the cultists I only knew hate for humans. But when I found Mary in the wilderness cowering under a fallen tree - visibly abused and almost starved - I felt empathy and took care of her.

8) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

I followed commands for my three years in service. After I fled I took charge to care for Mary and me.

9) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

I hold my promises and do what I need to do as best as I can. I feel ashamed and guilty when I can't perform as expected. Not being able to care for Mary properly - for example when failing to hunt for her food - makes me feel horrible.

10) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

I do not believe in good but I experienced evil beyond my reasoning. I value fairness and have seen innocence in Mary. My place is somewhere between seeking peace and persuing my hate driven revenge.

This took longer than expected but I picked up the core rulebook and read a bit into it.

This sounds very interesting! Throwing in some rolls for a Clockwerk character:
Age: 3d6 ⇒ (1, 1, 6) = 8
Purpose: 3d6 ⇒ (4, 3, 3) = 10
Form: 3d6 ⇒ (6, 2, 4) = 12
Appearance: 3d6 ⇒ (5, 2, 4) = 11
Background: 1d20 ⇒ 10
Personality: 3d6 ⇒ (3, 3, 4) = 10
Profession 1: 1d6 ⇒ 61d20 ⇒ 8
Profession 2: 1d6 ⇒ 21d20 ⇒ 8
Starting Equipment: 3d6 ⇒ (6, 6, 3) = 15
Interesting Thing: 1d6 ⇒ 41d20 ⇒ 12

Castle Blades wrote:
Korunar Bloodaxe wrote:
Would you allow an elf (probably wizard) in Kev'ronn? Maybe some captive?
Yes, do you know why they might be a captive?

Well, drows are not known for their kindness towards elves and they enjoy enslaving other races in general. I guess it's harder to find a reason why an elf might not be a captive in this drow city.

He could be offered by some slave trader on the market.. Maybe a noble drow wanted some lesser being for his amusement.. Or he came to free a friend but was caught himself..?

Having an elf in the group could lead to some interesting situations in a city full of drows. I'll work on a background tomorrow (it's past midnight here), I hope that's not too late.

If we roll the stats, do these already include the status point from level 4 or should we spend that point too?

(Sorry, posted with the wrong alias before)

Oh, I love sandbox pnp. Let's see what I can come up with.

Stat: 3d8 ⇒ (5, 7, 5) = 17
Stat: 3d8 ⇒ (3, 3, 4) = 10
Stat: 3d8 ⇒ (4, 5, 3) = 12
Stat: 3d8 ⇒ (3, 6, 8) = 17
Stat: 3d8 ⇒ (4, 4, 8) = 16
Stat: 3d8 ⇒ (8, 4, 7) = 19

Those stats should work.