Sheila - the Rogue Ranger

The cat-men Numan is one of the most ancient and wise people in Umdaar. They are known by his extreme wisdow and loyalty to the free people of Umdaar. Obviously this make them clash directly with the Masters, and many of those of them captured are tortured and send to the arenas to be killed by beast or gladiators by populace’s glee.

But even between them, time after time, there’s some “free spirits”, that don’t accord with the traditions.

Sheila is one of those “free spirits”.

Since her time with her litter, Sheila shown the signs of being not a common numan, being more impulsive and savage than normal. So, she became accomplished on the arts of tracking, lacerny and theft, until she grow enough to go and live her life by herself, for the joy of all, including herself.

With the time, she started to search and steal old Artifacts from the Demiurge’s Age, which brought her under the Masters of Umdaar’s radar.

She would already be eaten by an arena beast, if not by Shukul and the others.

She like the groups, but she have two issues with them.

First: she don’t know the idea of property, taking what she want when she want when she want, even from her friends.

Second: she have issues with hierarchy, although clear explained and justified orders can be followed by her.


Basic Info

  • Bioform: - Numan - Mutabeast (cat-woman)
  • Class: Ranger - Rogue

Aspects

Type Aspect
High Concept: A Numan Ranger without property sense
Motivation: I must know ALL the places!!!!
Personal: I must collect ALL the artifacts!!!!
  Don’t you dare to mess with my friends
  Have a issue with hierarchy

Approaches

Approach Level
Careful: Fair (+2)
Clever: Mediocre (+0)
Flashy: Average (+1)
Forceful: Average (+1)
Quick: Good (+3)
Sneaky: Fair (+2)

Stunts [ Refresh: 3 ]

  • Claws
  • Extra Senses
  • Danger Sense: +2 to Defend being Careful when avoiding to be surprised in any way

K-23 - the Demiurge Age’s Automat

No one knows when K-23 was created, and neither if he was “born” in Umdaar. What Shukul and the others knows is that K-23 was found into an old Demiurge ruins by them and he was “reactivated” after they hit some of its buttons.

K-23 don’t remember all the details from his past, as centuries passed from the Demiurge’s desappearence and the Rise of the Masters of Umdaar. K-23 have lots of knowledge about the Demiurge Era and even from before, which fascinates Grace, the Element-tamer from the Fartime Monastery.

K-23 is on an “observation mode”, as he calls itself, trying to understand what made the Demiurge’s desappear and the evil Masters of Umdaar rises. Everyone has a hinch that, when K-23 got his answers, Umdaar will not be the same, for the good and the ill.


Basic Info

  • Bioform: - Automat - Cyborg
  • Class: Scholar - Courtesan

Aspects

Type Aspect
High Concept: Automat from before the Master’s Age
Motivation: I must understand what happened with my Masters, the Demiurge
Personal: Directive: Defeat the upstars called “Masters of Umdaar”
  The world changed a lot… More information about this age needed
  This group are interesting. Protocol: Observation and Counseling

Approaches

Approach Level
Careful: Good (+3)
Clever: Fair (+2)
Flashy: Average (+1)
Forceful: Average (+1)
Quick: Mediocre (+0)
Sneaky: Fair (+2)

Stunts [ Refresh: 3 ]

  • Tactical Eyes - like X-Ray Eyes, but using Careful instead of Quick;
  • Enciclopedic Memory - +2 while Overcome being Careful by using his monumental knowledge in his databanks
  • Tactical Analyst - once per scene, by sacrifying all his actions (including Defenses), he can provides a +2 Teamwork bonus for all his allies’ rolls in that round, as long they are all in the same Zone

Grace - the Element-tamer

The Fartime Monastery is one of the most acknowledged center of studies in Umdaar. They were old even befor the Age of Demiurge, and they learned a lot from them at the time.

Neither the Masters of Umdaar would attack the Monastery, because his power and influence at the people of Umdaar. No matter who or what you are, as long you’re civilized, you are welcomed into the Fartime Elysium, a sixty kilometer (37.3 miles) of diameter region with the Monastery at its center, were all physical violence are forbidden. The Monastery has lots of thomes that are the last bastion of the systematic knowledge from the Demiurge and the time before them. No matter incomplete or imprecise it is, this knowledge is fundamental for those who look back the past and forward the future.

Grace is one of those.

Raised from the childhood by the Monastery’s monks and sages, after being left behind in the door one of the peasants that lives in the Elysium, Grace was raised under the severe ways of the study of traditions of the Monastery, including the Element-taming art, almost lost during the Demiurge age. As she grew, she became more and more powerful and versatil, until becoming, at 12, a very powerful Element-taming sage.

However, she decided this was not enough: she wanted to learn about her past and why she was left behind as a child. So she started a quest for information, at the same time she became even more powerful and skillful. With time, she found others that could help her, like Shukul, that saved her from a mutabeast, and Tu’an-Yao, one of the Usato rabbit-men from the Green Valley. And, with time, she chosed to stay with those powerful people, until she finds the answers she were asking for.


Basic Info

  • Bioform: Human - Humanoid
  • Class: Mage

Aspects

Type Aspect
High Concept: An orphan from the Fartime Monastery
Motivation: I must find why I was left in the Monastery
Personal: A superior mind in the midst of weird dangerous things
  Everyone is so nice with me, and they can lean on me
  Still need to control better her Element-taming

Approaches

Approach Level
Careful: Fair (+2)
Clever: Good (+3)
Flashy: Average (+1)
Forceful: Mediocre (+0)
Quick: Fair (+2)
Sneaky: Average (+1)

Stunts [ Refresh: 2 ]

  • Element Manipulation: Water, Air, Light, Fire