The Cruelest Animal - Characters

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Excession

Infohazard
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Genres
Horror, fantasy, sci-fi.
OPEN SIGNUPS - The Cruelest Animal Signup/OOC

How The System Works

The Cruelest Animal uses a prototype diceless system, intended to maintain an element of risk but placing as much agency in the hands of players as possible and allowing the GM to scale challenges.

To help you understand, I'll explain the Traits that describe your character within the world.

Brutality - While commonly used for raw violence, like clubbing a troublemaker or smashing down a door, Brutality is also employed for emotional violence, or brute force guesswork. It gets results but isn't pretty, especially if the desired result is damage.

Grace -
Grace implies acrobatic skill, deft footwork, and nimble fingers - but it's equally applicable to wordplay and deception, and no less a tool of murder than Brutality.

Poise -
A vital Trait for maintaining your mental and emotional equilibrium. Used in enduring psychic assaults, outlasting the barbed words of rivals, and keeping a cool head when all about you are losing theirs.

Intellect -
When a situation calls for acumen and discernment, when a grand design must be conceived and executed, this is the Trait in play.

Acuity -
A quick mind and keen eyes are necessary to survive in Umbra. Acuity allows you to notice the shadow of the goon sneaking up on you or deliver the perfect cutting remark.

Fortitude -
Where Poise is the mettle of your mind, Fortitude governs your physical hardiness. It contributes to your Vigor.

Vigor - The resource spent on tackling Challenges. Equal to Fortitude + any relevant bonuses.

So, the first thing to do is pick your Stock.

Outlanders are normal humans taken from outside. They receive +1 Wit +1 Vigor
Strangers are humans born in Umbra. They receive +1 Poise and access to sorcery.

You then have 10 points to divide between Brutality, Grace, Poise, Intellect, Acuity, and Fortitude. None can be higher than 5.

Next, you pick your Calling, which contributes to your available Talents.

Clerk - A general member of the Reclaimer's Guild tasked with paperwork, oversight, diplomacy, and doing what they're told despite multiple reservations. Technically not required to be out in the field, but frequently out in the field.

Core Trait: Poise

Lamplighter -
Scouts for the Guild who rove ahead or beside main mapping teams, moving quickly and stealthily to mark threats and places of interest. Frequently a dab shot with a rifle, but many prefer archery.

Core Trait: Acuity

Doctor -
Qualified physicians are a precious rarity in Umbra. It's not uncommon for them to go out with exploration teams for the inevitable sprained ankles, mild concussions, gunshot wounds, burns, poisoning, or suppurating claw marks leaking dark ichor.

Core Trait: Intellect

Theurgist - Doctors of the sciences who have achieved a kind of terrible enlightenment in Umbra. Eccentric and brilliant, they craft devices that should not - by any law of God or nature - actually function. Helpful to exploration teams who encounter eldritch machinery or other hazards best defeated with education and insight.

Core Trait: Intellect

Guardsman - With sword, pistol, and stern rebuke, the Guardsmen are the backbone of an exploration team. The Lamplighters find the way, the Clerks mark the maps, but it is the Guardsmen who breach ancient doorways and bring battle to the things that dwell there.

Core Trait: Fortitude

All characters have ten points to spend on Talents and Quirks.

  • These Talents are open to any character type unless otherwise stated.

    1 Point
    Tough - take one less damage from physical sources.

  • Grit - 5 points, never fall below 1 Vigor unless you lose a limb or are similarly maimed
    Bulldog - 2 points, Win ties when defending an ally
    Voltaic Graft - 3 points; an arm or leg has been replaced with a combat-ready prosthetic. Vigor expenditure counts as doubled when using these grafts with Brutality.
    Gruesome Scar - 2 points; you've got some nasty scars and can leverage them for Brutality in social situations.
    Distinguished Scar - 2 points; you've picked up some battlescars that command respect. You can use Poise aggressively in social situations.
    Breach... - 2 points; breaking doors down costs 2 less Vigor
    ...And Clear - 5 points; if you take the enemy by surprise, your first act of Brutality counts for three targets.
    Sending A Message - 4 points; when dispatching a target deal psychological harm equal to your Brutality to their nearby allies.
    Jaded - 1 point; mere human evils don't have the impact they used to.
    You're Nicked, Son - 2 points; anyone with lower Fortitude than you can't escape your grasp.
    Kneecapper - 2 points; When fighting in melee with Brutality, gain +2
    Bellringer - 2 points; When fighting in melee with Grace, gain +2
    Personal Arms - 2 points; You have a weapon of fine make, handed down to you or made personally. Gain +3 when using this weapon - but if you should lose it, it'll be a blow to morale...
    Treasure of the Dark City - 1 point; you have a mystical weapon looted from some decaying vault in Umbra, which gives +3 when used. But the item's sinister history will surely come back to bite you...

  • Vicious - 3 points; Add Brutality as damage to any attack
    Gunslinger - 3 points; you prefer to be closer to a conflict than your peers. When you wield pistols with Grace, you can either shoot two targets at once or double damage to a single target.
 
Last edited:
Maddox Kellington.

A fellow on hard times in the normal life outside of Umbra- loosely based in the times of the industrial revolution. Once was a miner, working diligently to provide iron for the engine of progress that was the beginning of industrialization in Europe. Had a wife and son; both dead to working accidents. The wife to a fire, and his son to the embrace of a chimney. Brother died in the mines a little while afterward. With all of that tragedy, he had enough and decided to leave Europe for America. Naturally, things never turned out for him. A sea and sky blacker than the coal of the mines, a ship and warriors with intent just as black, and an attack with much more of a sting than any mishap. That is what seeking change got him.

When in Rome, do as the Romans do- and that is how he lived in Umbra. He saw others of his kind: the lost, kidnapped, and huddled masses of Outlanders- some of them taking to thieving, others to peddling off what others stole, but some were tasked with some duty from the Reclaimer's Guild. With little left to lose, he joined them and looked eyes-straight at the path ahead of him.

Outlander: +1 to acuity and Vigor | Guardsman: Core = Fortitude

Brutality: 2 Grace: 0
Poise: 2 Intellect: 1
Acuity: 2 Fortitude: 4
Vigor: 7
 
Ishaan Dhir

There are two things that go through the mind of anyone who encounters this young Stranger.
The first thing is how small and unassuming he is. How young and weak and simple.
The second thing is the razor sharp teeth of the vermintide he has sent to claws out your eyes.

Ishaan is the first generation of his family born within the city's walls, his parents Outlanders, slaves of the lowest Caste, pillaged from India's southern shores. They were simple laborers, and found life in this new metropolitan sprawling hell little different than the one they left behind. Old dangers for new ones.
They were no more surprised when their son showed signs of sorcery than anything else they encountered here.

Ishaan is petite, grey haired and dusty skinned, hands and feet stained black with filth and shadow. Hooded, dark red hazel eyes mark his Stranger status, and his heavy duster coat that he wears over his shirt and breeches is several sizes too big.

The roomy coat is not a mistake however, as lurking underneath is a writhing mass of rodents. They obey his commands seemly from intention alone, attack at his command, scout, track, and report en mass and despite their vermin nature, he is immune to their plague and free of contagion. He is the Rat King of the Umbran Narrows. The Vermintide.

---

Calling: Lamplighter - Scouts for the Guild who rove ahead or beside main mapping teams, moving quickly and stealthily to mark threats and places of interest. Frequently a dab shot with a rifle, but many prefer archery. Core Trait: Acuity

Stats
Brutality: 2
Grace: 2
Poise: 1
Intellect: 2
Acuity: 3
Fortitude: 1
Vigor: 2
 
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