What emotion best describes your character?
- Eagerness/Anticipation is Mikel's most common emotion. He's often working on various biological and alchemical puzzles, and the harder he has to work for it, the more he enjoys solving it.
What emotion does your character evoke in others? How do others react to you?
- Fear for enemies, though it is more of a feeling of agitation/distress/unease as most people with a modicum of sense can sense something off about him - something to do with his general twitchy demeanor, lilted cadence of speech, and a tendency to trail off into nothing and psacing out while otherwise holding an intelligent conversation.
-- Not that anybody would know, but these effects most likely stem from some required instances of experimenting on himself for lack of a better subject.
- Disgust (as in yuck factor) as anybody who would call him "friend" has undoubtedly already been made aware of his... experiments.
What does your character need most?
- Mikel needs, what any scientist needs: raw materials. Hunters, trappers, tanners, and such will generally take coin to bring back unintelligent animals, and Orc and Demonic parts are easy enough to come by as nobody particularly cares what happens to the slain "evil races", but it's much harder to come by resources related to the "goodly" races. Plenty of information is available already considering the University's focus on medicine and biology, but that doesn't help when someone wants to push the boundaries as Mikel likes to do.
What is your character’s goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one’s self, or gaining some kind of power. When you think of something, ask yourself “why?” to make sure it isn’t because of some larger, more important goal.
- Mikel's singular, underlying, end of the road goal is to find a way to build the best version of himself. Literally. Mikel believes that the demons and daemons actually have one thing right: people should not be limited in form. Their physical manifestation should be based on choice, not just what race they happen to be born into. The frailty of the mortal races is well-known. Even dwarves and orcs - each known for their hardiness in different ways - collapse and die with a couple of minor incisions in the right places. Is there a way to get around that? As a skinwalker himself, he has an innate affinity for physical alterations, but they're short-lived at best. The Kellid barbarians to the north with their ability to harness rage itself and use that as a component for self-chage are, in ways, negatively impacted by the transformations - the toll on the body forcing them to revert back to their natural self before long. Alchemical concoctions can induce changes as well, but again, the changes are short-lived. Mikel hopes to find methods to combine all of these to allow for permanent, or at least at-will modifications to one's self - your travels take you into the jungle? Here's a monkey's tail and dextrous feet for moving among the trees. Heading into the underdark? Why bring a torch when you can give yourself permanent darkvision? Trapped in a cave-in, or in a collapsed building, or trying to resuce someone from a similar fate? You now have the arms and strength of a dire gorilla.
Granted, many would find Mikel's research to be unnatural, but if it works, history will know only that he was willing to go where even Inevitables fear to tread, and all of those willing would be able to follow in his footsteps.
Background
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.
Where did your character come from? Consider your character’s initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family’s economic and social status? How were you educated? What were the three most important lessons you learned?
- Mikel is a wereboar skinwalker, left on the doorstep of Lepidstadt University in the shadows of the night. He was found in the morning and was raised by the scholars and aspiring doctors of the University itself. The omnipresence of research - literally exploring new avenues of alchemy, math, biology, and medicine easily enflamed the spark of curiosity in Mikel's heart and mind, and the other major subjects of History and Philosophy allowed him to eloquently organize his thoughts on the "natural" order of things - these thoughts being for his internal monologue only; in public he followed the common mentality of shunning undeath and immortality as opposing the natural order of things.
- The constant rotation of all except the more permanent academics and professors unfortunately meant that Mikel learned early not to grow too attached to individuals, but it also showed him that everybody is worth learning from. Even the dead have their lessons to teach. As the University's "son", Mikel was moderately well-off, wanting for very little, even as he had very little of his own. This is why, as an adult, he also carries no items of sentimental value - he's never given any such value to material items. On the other hand, using the knowledge at his disposal will often bring a smile to his face as he recalls whom he learned the information from, and he keeps track of his most well-remembered tutors and caregivers, writing in a notebook each time some tidbit of random trivia gets him into or out of trouble.
- A fondly thought-of mentor, Geraia of Merab in Thuvia, is a well travelled alchemist who took Mikel under her wing for several years. She preferred not to stay within the walls of the University and they often struck out together on their own, even for a couple of (relatively) brief trips into the Realm of the Mammoth Lords to learn what little the Kellid barbarians and bloodragers would teach outsiders regarding their own transformative abilities and their mystical animal totems. It was learning to control his own rage and combine it with Geraia's alchemy that allowed him to become the champion pugilist in the University for one of the annual tournaments - an age bracket was created specifically for him and his age-peers were invited from all around Lepidstadt, even those with naught but the most tenuous connection to the University. Geraia moved on, away from the University permanently when Mikel was 15, however she left him with the beginnings of a formula book to review and add to in his own time.
When did you grow up? Everyone begins taking responsibility for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.
- Mikel's first real, accepted, and internalized instance of death came when he was 11. One of his favorite groups of students had just completed their training and apprenticeships at the University and were readying to strike back out towards their homes, our out in search of a place where they could put their knowledge to use, or where they could seek out more knowledge themselves. The entire University - and much of Lepidstadt itself - was high in revelry when one of the most beloved department heads in the last century - and incidentally, one of those who took a personal/parental interest in Mikel - died of a heart attack. It was this specifically that set Mikel down the path of biological experimentation. Why should good people die before their time? Of course this question often leads down dark paths, and Mikel is no exception. Soon it became "Why should people die?" and with his own animal heritage, and the alchemical compounds known to be created and experimented with within the University, he began to look for animal solutions to humanoid problems. Can't die of a heart attack if you've got a spare heart. Can't be made lame if you can regrow a leg.
- Mikel grew up nearly overnight. He started to throw himself into his studies, withdrawing into himself, eventually growing to resent the Investigators and Chirurgeons in the University, wondering how none of them could have seen it coming. However, knowing that his best chance for knowledge was to remain favorably looked upon by the Dean and the rest of the staff, he was always polite and courteous and engaging with the staff and students, as always. And if he seemed a little more on edge or angry, well, it was understandable. What boy would not be with the loss of their father figure?
- It took until Mikel was nearly an adult and had long since established just how easy it was to miss the obvious illness in one's friends and family that he let himself let go of his anger. It was back to wonder and excitement as the standard when chasing down the potential for a new modification to the standard alchemical mutagen - specifically how the so-called Feral Mutagen would interact with his own biology. It was this question, and the search for answers - and subjects to experiment on, of course - that finally led him out of the University and towards the Briarstone Asylum.
What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.
- Mikel holds sacred one thing above all others: bodily autonomy. Everyone should be able to express themselves in a manner of their choosing without being ridiculed or reviled for it. This includes the obvious tattoos and piercings, but also everything from clothing to body shape to the things that people cannot change, such as the race they were born into. He has no qualms over defending someone being insulted for their... origin and he wasn't deficient in personal combat. The large majority of graduates from the University leave with their own "Lepidstadt scars" earned from their time in the Duelling Fraternities.
- This sacred belief does not translate wholly into personal autonomy. Having captured his own share of experimentees volunteers, he is more than aware that advocating for perfect personal autonomy would make him a very large hypocrite.
- Mikel also fervently believes in the pursuit of knowledge. Nearly no price is too high to gain that last bit of knowledge, to leap that last bit of logic and resolve the newest mystery. To cure the latest disease. That applies equally to him. If a friend, companion, or even an enemy uses him to resolve their own conundrums, Mikel is very likely to immediately recognize the kindred mindset and lay no fault at their feet and may even offer a parlay to work together to find the right answer. Two minds are always better than one, and as he well knows, everybody is worth learning something from.
- Mikel will not, however, forego his own answers to allow anybody else their own, or allow someone to, even benevolently and with the best of intentions prevent him from reaching that knowledge.
How does your character dress? Start generally with an overall statement of the quality of your character’s appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.
- Mikel dresses like the majority of travellers coming through Lepidstadt seemed to - earthen tones of brown and green and grey, a large backpack, and covered in bandoliers, pouches, pockets, loops, and other containers, with his own method of organizing his alchemical regents, potions, and extracts. Having heard of some wonderous items, he hopes eventually to learn to create (or be able to commission) a jacket and two bandoliers that have all of their pockets leading to the same interdimensional space, allowing him to confuse others by placing an object in one pouch and bringing out of another with no method or pattern to the actions.
- His hair is slightly courser than one would expect, and he keeps it cropped close to his skull, about 1/2 inch in length, except the a center stripe mohawk which he lets out to anywhere between four to eight inches in length at any given time. His eyes, already shadowed by a prominent brow are further hidden by a wide-brimmed hat he favors in the sun. These are common enough features, however. The only real standout are his tusks. He is a wereboar, afterall, and is proud to display it. Not having the natural snout of a boar, even in his shifted form, Mikel's tusks are angled much more forward, together forming approximately an 80 degree angle and forcing his smile impossibly wide to accomodate them. They reach out to about six inches each and he files them down into points and studs them, visibly but near their base, with various tiny jewels. He favors emeralds, when possible. The number of embedded gems is uneven between the tusks. When asked, Mikel never gives a straight answer, but always tries to lead the asker towards the opinion that each jewel is representative of a kill he's made specifically with that tusk.
What are your character’s means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character’s resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.
- Mikel's best resource is his knowledge. He knows a lot of information about a lot of subjects - growing up in a university will do that - and he's not above trading it out for other assistance. This also includes some of his own alchemical tinctures, remedies, potions, and other potables that he'll help people create, for a price.
- The University also had a side benefit. In most territories on Golarion, Mikel knows someone or he has been given contact information for one of his contacts' friends/family if he ever needs their assistance. Usually they're just out of the way enough to not be worth it, but every now and then it could come in handy.
Details
Now we’re picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.
What are your character’s personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.
- Mikel enjoys the feel of dried bodily fluids on his hands. He enjoys the stickiness as it dries that's not present in other liquids and the way it feels to dry-scrub it back off. The cleanup is just as much fun as the getting dirty.
- Mikel's dietary preferences are easily described as "anything sweet". He still eats enough standard fare to keep healthy, but pastries and fruits are his favorites. Bitter drinks such as ale often fall by the wayside where he's concerned.
- Mikel enjoys solitude to crowds; preferably the quiet of the indoors. The world at large has too many sounds - insects chirping, birds singing, trees groaning in the wind, wind itself rushing past - allow him to focus. The quiet of an otherwise empty library is perfection to Mikel's ears.
What are your character’s opinions? Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.
- Bodily autonomy is paramount. Personal autonomy is less-so. If people are not working for the betterment of their circle, at a minimum, then they should be put to better use.
- Religion is a tool, nothing more, nothing less. Even knowing that the gods and their domains literally exist, religion itself is still worthless. Provide the information about the gods to people and let them revere or fear, pray to or deride the names of those gods as their life allows.
- The location, social status, family, tribe, or race you were born into has no meaning on your personal merits. And everyone should be earning their keep, or their keep will be bought in their usefulness to someone else's goals.
What is your character’s comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.
- Mikel's confort zone is a secluded alchemy lab, preferably with several tinctures in the process of brewing. The silence, the focus, and the promise all put him at ease and engage him mentally at the same time.
Who has had the biggest impact on your character’s life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character’s beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., “What would so-and-so do?”).
- Geraia of Merab - travelling alchemist, tutor and correspondant to Mikel during his teen years - has not been heard from in several years - "How do these elements interact? Can you manipulate that interaction with other items? - These two questions can be applied to any walk of life, from math, to alchemy, to business, to politics. What you do with your information is what defines you."
- Professor Arthos DeReese - department head of alchemy at Lepidstadt University before his death - father figure and the one who primarily and deliberately cultivated Mikel's curiosity - "The question should never be 'Should I answer this question, or solve this puzzle?' for the answer to that is most definitively 'Yes.' Instead, what you need to ask yourself is, 'How can I use this information to solve one of the world's natural problems?'"
What are some of your character’s unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?
- Mikel is very twitchy. His experiments have left their mark even on him and he is often seen as restless and jittery. He's been told it continues even while he sleeps.
- Mikel is very good at quickly identifying potions and other potables (and their ingredients and mixture) by taste alone. He's had plenty of interaction with the base components of most magical mixtures, but has rarely had opportunity to put his talents to use to figure out how others brew their own concoctions.
Player
These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.
What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players’ characters.
- Mikel absolutely belongs in a physical/mental horror game. Less slasher-horror and more existential horror. His body modifications and goals are all about reflecting the animal and the madness within.
What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.
- Esoteric knowledge and an alternate way of completing challenges are Mikel's primary benefits of being in a party. He's not as bound by morals as others and as long as the goal is a worthy one, is more willing to look the other way regarding methods. Usually.
- He's not much of an interpersonal character - his negative CHA modifier comes from his twitchiness and spaciness than from his attitude, but it still unnerves people who are not used to him
What should the other players know about your character? These should be major thematic points, your character’s general emotion (if it isn’t secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you’ll probably butt heads with. Getting these things out in the open is important to ensure there aren’t unpleasant surprises.
- Mikel group up around a LOT of people. There weren't many who he really fought with or violently disagreed with. People can have differing opinions and differing methods or even be working towards opposite goals and still remain friendly with each other. The only things he truely detest are enforced uniformity (military and professional uniforms are excluded from this) and antiintellectualism. Someone who says "I don't know and I don't care to know" are immediately moved onto his shit-list. Everyone from farmers to kings should want to learn new things. Maybe they will be able to apply it to their situation, or maybe not. But they won't know unless they have the information.
What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.
- I am very detail oriented. I keep track of actions, turns, gear, names, places, etc. This goes into combat as well. Maps are the greatest thing. Even a shitty map is better than no map, because we can keep track of movements and distances.
- I am also into character immersion. Keeping track of what the character should and should not know and using that appropriately. Ensuring that your character is consistent in its actions, though attitude shifts are inevitable and welcomed over long periods of time - nobody is perfectly set in their ways, and hard choices can become easier with repitition.
How do you want your character to die? Your character won’t live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character’s fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character’s life.
- Most likely, Mikel would end up dying to something along the lines of Vecna's Head. He'd end up using some other people as test subjects first, if at all possible, but with nobody else around, it comes down to "If this works, I become a god and can accomplish my goals that much easier. If it fails, my goals never get accomplished unless I get lucky in the afterlife, but I'll already be dead anyway. Do the benefits outweigh the risk?"