The Untamed Wilds: Electric Skies Character Generation


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The Untamed Wilds: Electric Skies

In 2020 the Earth went through the Violent Shift. The magnetic poles switched, throwing the world into chaos. The elemental change brought back something that been lost for eons: waylines, a specific form of energy not accessible through technology but through the mind, were available to humanity again. It was not long before people declared that magic had returned to the world, and for the first time in thousands of years magicians roamed the planet. The waylines crisscrossed the earth and influenced the plants and animals, enabling them to grow larger and display startling new abilities. The world that humanity had conquered was able to push back against modern civilization. With a decimated population from the violent pole shift, people grouped together in the largest cities. The revitalized waylines had an unexpected effect on humanity as well, changing their appearance into what became known as elves, orcs, giants, and base line humans.

The year is 2120, a century after the Violent Shift. With generations of blending magic and technology, the Helton Metroplex on the southern coast of what was once called Texas is a massive sprawl of glittering metal and glass skyscrapers surrounded by vast expanses of new, untamed wilderness. The old-world governments collapsed, and the cities that thrived became powers unto themselves with corporations providing the organization and buying votes on the ruling city council. The fossil fuel industry never reemerged after the Violent Shift, and Tesla towers were erected to provide power for all technology needs. The new Earth exists in three realms, the Hard Realm, where the physical things happen, the Virtual Reality, where all information is stored, transactions are made, and anything artificial is accessed, and the Astral Plane, which proficient magicians can travel to, leaving their bodies for a time in order to converse with spirits and view the Hard Realm in relative security.

Helton Law forbids any Artificial Intelligence to target a living thing, so all conflicts are still done by the old ways. Guns, blades, and spells (powerful abilities granted by manipulating waylines) are the weapons that dominate the streets. With the conflicts between the Ultra Corporations that dominate life in the Helton sprawl there’s plenty of work for Freelancers.

Good fortune, Liveborn, it’s a rich tapestry. (which means ‘good luck person, it’s a dangerous world’)
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Character Generation - Step 1: Choose an Archetype

- The Untamed Wilds: Electric Skies has six basic Archetypes to begin character generation. These Archetypes are based on priorities of Body, Essence, and Mind as per standard The Untamed Wilds rules. Body dictates physical actions, Essence dictates magical ability, and Mind dictates mental functions.

Archtypes: Choose a 1st, 2nd and 3rd priority for Body, Essence, and Mind. 1st priority always has the highest numbers, 2nd priority has the middle, and 3rd priority has the lowest numbers on a collective scale

Titles are not necessary. You may call your arch-type whatever you wish. The real difference is the priority of the abilities. Beginning stats are as follows.

Description -A heavy warrior or an enhanced fighter
CoreDevelopmental AbilitiesBasic Skills
1. Body 10Health 3/ Motility 3/ Strength 3Combat 3
2. Essence 10Adhesion 2/ Cohesion 2/ Confluence 2Collegiate 2
3. Mind 10Knowledge 1/ Persona 1/ Will 1Commercial 1

Description -A fighting strategist, precision striker
CoreDevelopmental AbilitiesBasic Skills
1. Body 10Health 3/ Motility 3/ Strength 3Combat 3
2. Mind10Knowledge 2/ Persona 2/ Will 2Commercial 2
3. Essence 10Adhesion 1/ Cohesion 1/ Confluence 1Collegiate 1

Description -A fighting magician, battle-mage
CoreDevelopmental AbilitiesBasic Skills
1. Essence 10Adhesion 3/ Cohesion 3/ Confluence 3Collegiate 3
2. Body 10Health 2/ Motility 2/ Strength 2Combat 2
3. Mind 10Knowledge 1/ Persona 1/ Will 1Commercial 1

Description -An intellectual magician, precision manipulator
CoreDevelopmental AbilitiesBasic Skills
1. Essence 10Adhesion 3/ Cohesion 3/ Confluence 3Collegiate 3
2. Mind 10Knowledge 2/ Persona 2/ Will 2Commercial 2
3. Body 10Health 1/ Motility 1/ Strength 1Combat 1

Description -An infiltrating expert, skill-based specialist
CoreDevelopmental Abilities Basic Skills
1. Mind 10Knowledge 3/ Persona 3/ Will 3Commercial 3
2. Body 10Health 2/ Motility 2/ Strength 2Combat 2
3. Essence 10Adhesion 1/ Cohesion 1/ Confluence 1Collegiate 1

Description -A technical specialist, skill-based operator
CoreDevelopmental AbilitiesBasic Skills
1. Mind 10Knowledge 3/ Persona 3/ Will 3Commercial 3
2. Essence 10Adhesion 2/ Cohesion 2/ Confluence 2Collegiate 2
3. Body 10Health 1/ Motility 1/ Strength 1Combat 1
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Example Character: I decided I wanted to make an intelligent character that outwits opponents, rather than use force, with little magic ability. From the Archtypes I choose my priorities of 1st: Mind, 2nd: Body, 3rd: Essence.

My beginning stats are:
As per the standard TUW rules, the Base Attributes of Mind, Body, and Essence cannot be increased over 10. The nine Developmental Attributes and all Skills are all increased using development points at a cost of an equal number of points to the previous number.
it costs 1 pt to increase a stat from 1 to 2, it costs 2 pts to increase a stat from 2 to 3, etc.
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Step 2: Descriptive Bonuses: Adding details to the character increases stats. All bonuses are cumulative.

Female:Health +1Cohesion +1Persona +1
Male:Strength +1Confluence +1Will +1

Human:Persona +1
Elf:Motility +1
Orc:Will +1
Giant:Strength +1

Short:5' +/-6"Motility +1
Average:6' +/-6"Health +1
Tall:7' +/-6"Strength +1
Giant: *only the Giant race can choose the Giant height.
There are no Giant height Humans, Orcs, or Elves. The Giant race
must choose the Giant height. There are no Short, Medium,
or Tall height Giants*
8' - 10' +/-6"Strength +2, Motility -1

Stocky:Strength +1
Average:Health +1
Thin:Motility +1

Skin Coloration
Dark:Confluence +1
Medium:Cohesion +1
Light:Adhesion +1

Skin Hue
Carotenoic:Cohesion +1shades of red or yellow
Chromatic:Adhesion +1shades of grey
Melaninic:Confluence +1shades of brown

Eye Shape
Round:Persona +1
Oval:Will +1
Narrowed:Knowledge +1

Eye Color
Dark:Persona +1
Medium:Will +1
Light:Knowledge +1
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Example Character: I decide to make this character a female (Health +1, Cohesion +1, Persona +1), Average Height 6'2" (Health +1), Average Build (Health +1), Human (Knowledge +1), Medium Skin Color (Cohesion +1), Carotenoic Hue (Cohesion +1), Round eye shape (Persona +1), and Medium Eye Color (Will +1)

After adding my detail bonuses her stats are: Mind 10, Knowledge 4, Persona 5, Will 4, Commercial 3; Body 10, Health 5, Motility 2, Strength 2, Combat 2; Essence 10, Adhesion 1, Cohesion 4, Confluence 1, Collegiate 1


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Step 3: Equipment - This is a high technology fantasy world and having the right tools can mean the difference between life and death.

OOC: Requests can be made for equipment not on this list. Approved requests will be given parameters for the new gear

Starting equipment: The Helton Metroplex is an advanced civilization and therefore ordinary items such as clothes and food are readily available. Characters may start with any standard domestic items including handheld communicators wearable on the wrist or face. Further equipment will be selected from starting packages and extra gear may be purchased in gameplay.

Starting packages: choose any 1 package
1choose any twochoose one firearm or meleevehicle
2choose any twochoose three firearms or melee--------
3------------------enchanted melee weapon or armor1000 credits worth
Also the player has saved 2000 credits before the start of the game. Can be spent on weapons or accessories but some credits will be needed in gameplay.

Cybernetics: A blending between flesh and machine, cybernetics are the edge non-magicians need to stay competitive in the post-shift world.

Cybernetics add and subtract from stats with Essence being the primary cost.
Essence can be bought again at 10 experience points per replacement point.
If any stat reaches 0, it can no longer be lowered. If the cost cannot be paid, then cybernetics cannot be applied. Cybernetics can be installed after character creation.

Cosmetic Alteration: Through surgery and magic, people can manipulate their appearance in any number of ways. Along with pigment variation, accessories like pointed ears, tusks, horns, and normal feature alterations are common place. Cosmetic alterations do not subtract from Essence. Cost: 500 credits per alteration.

Description of Cybernetics: The following items can be installed or external and could be used by most private citizens.

Virtual Reality Headset : +3 Commercial, -1 Essence. Cost: 10,000 credits

Customizable and personal to each user, the VR Headset contains the hardware required to fully connect a user to the VR that’s too bulky to install in the skull. The Virtual Reality is where all electronic information is stored, transactions are made, and anything else that we can currently do online except it’s an evolved form of the internet where the user controls a three-dimensional avatar inside the realm instead of looking at a screen. When the headset is placed over the eyes, it links with plates implanted in the skull and connects the user real time with the virtual reality realm, which operates under its own rules, separate from the hard realm. Connecting to the VR makes the user oblivious to the hard realm, and the user is not conscious while connected. A user must disconnect from the VR to interact with the hard realm. Avatars represent your presence in the VR and are completely customizable within certain size limits up to 1.5 times larger or smaller than the users hard realm size. Some people spend most of their lives in the VR, and some never go at all. If the Hard Realm brain dies, then the avatar of a user immediately vanishes, and the character is dead in the Hard Realm and the VR. Some people have cast aside their bodies and live as a brain in a jar with the VR as their only realm.

The VR can still be accessed by non-connected users and the headset is almost identical except for the pieces installed in the user that allows full connection. These visiting users cannot manipulate the VR, but can observe and interpret information with audible messages.

Avatar combat in the VR is prevalent and when a user is forced from the VR it causes feedback that can deal Body damage. In the VR, the only applicable stats are Mind, Knowledge, Persona, and Will along with the expanded versions of those attributes and the Commercial skill along with all the expanded skills. In the VR a weapon can take any shape but it’s attack, damage, and range are dependent on VR Manipulation rolls enhanced by Persona and Will. VR damage is resisted with Knowledge and reduces Mind. Once Mind is depleted the user automatically disconnects from the VR realm, but overlap damage reduces Body, and then Essence, potentially killing the user.

The VR connects cities, but defenses require that all visiting users receive permission to gain access to a city their hard realm body does not reside in.

Vehicle Link Display: +3 Commercial, -1 Essence, Cost: 5,000 for one closed link, 10,000 credits for a second link.
The VLD is a VR closed link to a hard realm vehicle. Closed links are used to connect two hard realm targets and although the vehicle user is connected to the VR realm, they cannot manipulate, attack, be attacked or harmed through it. A vehicle with a closed link is under complete control by the user and any action the user could perform inside the vehicle, they can perform from a distance dependent on Commercial and the expanded skill Remote Operation. Extra closed links can operate extra vehicles. Many people have a closed link as part of their profession, but very few people have two and more than that is unheard of. Each vehicle would require a separate action to command. Multiple vehicles cannot receive commands at the same time.

Note: The future society is filled with vehicles, and all are controlled by a Vehicle Link Display. There are no manual controls. By Helton law the operator of a vehicle must be present in the vehicle, although the VLD can operate a vehicle from range. Most people have a VLD for personal use, and usually the only people that do not have one are dedicated magicians.

Internal communicator: +2 Commercial, -1 Essence. Cost: 2,000 credits.
Instead of a hand-held communicator, a player can have one in their head, allowing audio, video, and text only messages sent through the VR.
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Cybernetics Description Continued: The following items are more combat oriented and rarer in civilized society

Replacement Limb: +2 Str, +2 Motility, -1 Essence, -1 Cohesion per limb; cover 10%, deflect 10, soak 5 per limb. Cost: 10,000 credits per limb

Extra Arms: Cost: 20,000 credits (Always half size or smaller because having two extra full-size arms attached to your torso is counterproductive.) +2 Motility, -1 Essence per limb. A pair of extra arms can use weapons (melee and pistols), hold items, or do anything a normal pair of arms could do at half size. They can be used for 5% cover against ranged attack with deflect 5, soak 2.

Combat Variant: -1 Essence per limb. Cost: 5,000 credits extra per limb.
Extra arms with the combat variant package can perform another attack in conjunction with the main limbs. A pair of extra arms must choose the same target.

Replacement Eye: +2 Commercial, -1 Essence per eye, Cost: 5,000 credits per eye. Increases visual range and clarity, and can alternate between viewing different wavelengths of light.

Enhanced Hearing: +2 Persona, -1 Essence for both ears, Cost: 10,000 for both ears. Increases audio range and can alternate between audio frequencies.

Optic Combat Display (OCD): +3 Combat, -1 Essence, Cost: 50,000 credits. Helps with all forms of combat.

Retractable blade: +2 Combat, -1 Essence per blade, Cost: 2,500 credits per blade. Compatible with replacement limbs.

Internal Firearm: +2 Combat, -1 Essence per firearm, Cost: 10,000 credits per firearm. Compatible with replacement limbs and limited to pistols, shotguns, and single hand fully automatics.

Reinforced skeleton: +3 Health, +2 Strength, -1 Motility, -1 Essence, Cost: 25,000 credits. Grants a character a 10 soak stat for Body damage.

Skin durability: +2 Health, -1 Persona, Cost: 12,000 credits. Grants the character a 10 deflect and 5 soak stat for received damage. Not compatible with cosmetic changes.

Muscle Increase: +2 Motility, +2 Strength, -1 Cohesion, -1 Confluence, Cost: 7,000 credits per increase. Muscle fiber grown from the characters own body is added to existing muscles, not compatible with replacement limbs.
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Modern Skills: Skills are the same as described in The Untamed Wilds Community page with these additions.

Combat – Firearms: self-explanatory. Use this skill to shoot guns. Linked attribute is Motility.
- Firearms – Pistol, Shotgun, Rifle, Full-Automatic

Commercial – VR Manipulation: the specialization that allows users to become master of the Virtual Reality. Linked attribute is Persona.

  • Remote Operation: the specialization for expert handling of hard realm vehicles over a closed link, further specializations branch to include specific vehicles. Linked attribute is Will.
  • Remote Operation - One wheel, Two Wheel, Three Wheel, Four Wheel

Vehicles: Like Firearms, road vehicles are manufactured by several corporations but to very specific legal compliances. All legal ground vehicles can reach a top speed of one hundred miles per hour. Helton vehicles are programmed to operate at peak efficiency when at top speed. They can be made with one, two, three or four wheels depending on personal preference. Air ships can reach a top speed of one hundred sixty mph, and supply drones can do over three hundred mph.

capacitytop speed Deflectcost
One wheelone operator, one passenger100 mph103000 credits
Two wheelone operator, one passenger100 mph105000 credits
Three wheelone operator, two passenger100 mph157500 credits
Four wheelone operator, one to four passenger100 mph1512000 credits

Vehicle additions:

Weapons: can be installed in vehicles at twice their normal price. A concealable vehicle weapon is twice the price of a vehicle weapon. Weapons mounted to vehicles are fired with the Remote Operation skill (Commercial)

Vehicles can increase their speed at 1000 credits per 20 mph increase. These additions are illegal and the operator will be arrested if discovered.

Vehicles can increase their deflect by up to 10 points at 100 credits per point, but the armor is obvious and suspicious to law enforcement. The engines of the vehicles can handle the added weight with speed loss.

Note: Houston PD vehicles can legally reach 120 mph to allow them to catch fleeing criminals.

Drones: Drones are robot airships with limited artificial intelligence able to complete complex tasks. Drones are primarily used for supply lines and maintenance on hard to reach areas of the city. It is illegal to have any software that allows artificial intelligences to target living things, so drones are not used for gardening, pest control, or law enforcement.

Drone speed can reach up to 300 mph for swift package delivery. Any drone that is discovered with a weapon is destroyed and its owner is arrested. Drones can be found from street level to the tops of skyscrapers and deal with much of the city maintenance and trash removal.

Surveillance drones can be made to the size of insects. Skyscrapers have devices that deactivate drones if they fly inside, granting their occupants a measure of privacy. Video from drones is not permissible in a court of law.

Surveillance5000100 mph
Delivery7500300 mph
Airships: Airships are flying vehicles with inflated tanks of lighter than air gas and rotating high speed turbines on wings that allow for enough lift and thrust to transport occupants across the city. The only way to operate an airship is with a Vehicle Link Display.

Since remote piloted vehicles must have the operator on board, and every Houston citizen has the right to self-defense, mounting weapons on airships is legal. Any firearm can be installed on an airship at twice the current cost. Since weight is a significant issue with airships, no extra armor is added.

Airships travel from the top of skyscraper to skyscraper and do not land on the street. Airships are used for law enforcement, pest control, and passenger travel. Due to the prevalence of airships in the Electric Skies, no rockets or similar armaments can be legally owned or manufactured within the city. Due to the VLD’s preventing collisions, there are no definite lanes for airships although they normally stay above the tops of skyscrapers.

one operator5000160 mph10
one operator, one passenger7500150 mph10
one operator, two passenger12000130 mph10
one operator, up to six passengers2000090 mph10
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Firearms: players can use whatever manufacturer and model to describe their guns that they like

Firearms are the premium form of physical protection. They are manufactured by multiple corporations. Cylinder pistols are still manufactured per special request, but most firearms are Semi-automatic. Full auto pistols are not legally manufactured.

Firearms come with 2 free reloads.

Range Chart+20+00-50-100-200
Shotgun- Spread0-56-2021-3031-4041-5051+
Full Auto0-56-2021-8081-120121-150151+

Revolver-Derringer901520.5 lbs-5 Reaction
Revolver-Light802063 lbs-10 Reaction
Revolver-Medium502584 lbs-12 Reaction
Revolver-Heavy2030105 lbs-15 Reaction
Semi-Auto Light Pistol802083 lbs-10 Reaction
Semi-Auto Medium Pistol5025104 lbs-12 Reaction
Semi-Auto Heavy Pistol2030125 lbs-15 Reaction
Semi-Auto Shotgun- Spread1025 (3 paces)68 lbs-15 Reaction
Semi-Auto Shotgun- Slug103568 lbs-20 Reaction
Automatic Rifle0352010 lbs-10 Reaction
Full Auto-Single Hand4030356 lbs-20 Reaction
Full Auto- Two Hand04040 (clip)
100 (belt)
12 lbs-25 Reaction
Full Auto Firearms can engage multiple targets in one attack. Incurs an extra -20 Reaction Time per extra target.

Revolver-Derringer200 credits
Revolver-Light350 credits
Revolver-Medium500 credits
Revolver-Heavy1000 credits
Semi-Auto Light Pistol350 credits
Semi-Auto Medium Pistol500 credits
Semi-Auto Heavy Pistol1000 credits
Semi-Auto Shotgun500 credits
Semi-Auto Rifle1200 credits
Full Auto Single hand1500 credits
Full Auto Two hand2500 credits

Firearm AccessoriesEffectCost
Silencer (not available for Shotguns or Revolvers)-30 to perception check200 per firearm
Concealable Holster (Pistols and Revolvers only)+50 conceal150
Concealable Holster (Shotguns and Full Auto Single Hand only+10 conceal250
Improved Sight-1 Range category for called shot500
Extra Clipsreload50
Extended Clips+10 Ammo, -10 conceal100
Bayonets and solid stocks. Due to enchantments being placed on firearms as blunt or edged weapons, bayonets and unfoldable stocks have come back into regular use.

Reinforced Stock12522
Pistol Strike-----20

Combat AccessoriesCostEffectRangeDamageArea
Flash Grenade150LightBody+Health10 Mind2 paces
Effectiveness: Body+Health+Mind+Knowledge+Will+Commercial+d100

Fragmentation Grenade200ShockBody+Health10 Body3 paces
Effectiveness: Body+Health+Mind+Knowledge+Will+Commercial+d100

Concussion Grenade100PushBody+Motility-----2 paces
Effectiveness: Body+Motility+Mind+Knowledge+Will+Commercial+d100

Poison Grenade250PoisonBody+Motility10 Mind1 pace
Effectiveness: Body+Motility+Mind+Knowledge+Will+Commercial+d100

Detox Vial150PurifyConsumed--------single
Effectiveness: Body+Motility+Mind+Knowledge+Will+Commercial+d100
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Armor: probably a necessity, but you might get lucky

Full Light80201020350
Full Medium85251525550
Full Heavy903020301000
Light, Medium, and Heavy Armor grant a +25 bonus to Mind defense
Armor Clothing9010515200
Long Coat - Long Coat grants +10 to Conceal for weapons. Can be worn over Armor Clothing for a +10 added Hindrance, other armors for a +50 added Hindrance60538450
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Astral Plane:

Once a player reaches Collegiate 10 they may access the Astral Plane by projecting their astral self and leaving their Hard Realm body in a state of unconsciousness. The Astral Plane is a realm of magical energy overlapping the hard realm. Where the energy from the Astral Plane seeps into the Hard Realm are the waylines. When projecting into the Astral Plane, characters are completely incorporeal and invisible to Hard Realm characters. Magicians with Collegiate over 10 can roll to detect projectors with the Divination skill. In the Astral Plane the only applicable stats are Essence, Adhesion, Cohesion, and Collegiate along with the expanded magic skills. Characters can manipulate, attack, and be attacked in the Astral Plane using their skills in the same manner as in the Hard Realm. All damage is taken from Adhesion and then Essence, and is enhanced by Cohesion and Confluence for attack, damage, range, and defense. Once Adhesion is reduced to 0, the projector automatically leaves the Astral Plane, although overlap damage occurs and reduces Essence. If Essence is reduced to 0, the character dies. Projectors cannot harm anyone in the Hard Realm, but they can observe the Hard Realm and interact with other projectors.

Enchanted Weapons and Armor: any weapon and armor can become enchanted through a secret process guarded by the Academy of Magicians and their enchanters. The Academy takes orders from citizens and creates the items for a profit. Enchanting the weapon or armor grants it a +1 to a chosen development ability as the magician advances in collegiate magic. Once an enchantment is placed on an item, no other enchantments can be placed on that item. Items you purchased before can be enchanted later.

Enchanted Weapons can harm spirits as for regular rules. Non enchanted weapons do not harm spirits.

Firearms can be enchanted as blunt, edged, or piercing weapons. It does not improve the aim or effectiveness of the shooting, but they can be used as melee weapons. This has brought into practice many different blades and blunt ends being a part of any firearm.

Enchantments can be stacked with the same cost for every enchantment.

The enchantment allows the weapon or armor to be repaired through meditation by the character. Spontaneous materials do not simply appear, they must be provided by the player and be within their range. If range is touch the character must touch the new material and the enchanted item. The enchantment will splice the spare material into the enchanted item and repair it. No other tasks may be performed while this meditation occurs. The more material that must be repaired, the longer the process will take, and the more expensive it will be.

Cost of material repair for a weapon or armor is 10 credits per point.
Type of Magic Weapon and DamageCostAugment
Single hand edged1000+1 Development Ability
Two handed edged1500+1 Development Ability
Single hand blunt1000+1 Development Ability
Two handed blunt1400+1 Development Ability
Single hand piercing1000+1 Development Ability
Two handed piercing1300+1 Development Ability
The armor is composed of ceramic plates that bear the magical bonds. Cloths cannot be enchanted.

Type of Magic ArmorCostAugmentCoverDeflectSoakHindrance
Armored Clothing1000+1 Development Ability9010515
Light1200+1 Development Abiltiy80201020
Medium1500+1 Development Ability85251825
Heavy2000+1 Development Ability90302530
Other Items

There are substantial gardens in the Helston skyscrapers that grow many different types of plants and sell them for profit. You can buy these items at many stores.

Herbs for healingcostHeal
Mend Leaf100Body +1
Soothe Leaf100Mind +1
Mend Bark200Body +2
Soothe Bark200Mind +2
Mend Root350Body +3
Soothe Root350Mind +3
Other SubstancescostAffectTime
Leaves of Bolster100Health +110 min
Leaves of Glamour100Persona +110 min
Leaves of Iron100Will +110 min
Leaves of Rage100Strength +110 min
Leaves of Stimulation100Motility +110 min
Root bark of blood200Confluence +210 min
Root bark of bolster200Health +210 min
Root bark of iron200Will +210 min
Root bark of rage200Strength +210 min
After the Way lines returned, minerals and metals still in the ground took on Way sensitivity. These items were pulled from the ground and put to use. No metal item not in its natural state took on Way sensitivity.

Yellow Stone1000PersonaDementia
Amulets are larger since they have a chunk of the raw mineral or ore suspended in the center

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Creator of The Untamed Wilds
Thomas: Player Character


Thomas was born within the metroplex of Helton 22 years ago. He was a normal Human child of common parentage and mundane means. During his adolescence, on a trip outside the city with a group of other children, the change that infects some at that particular moment of life overcame Thomas during the night. Wracked with a dangerous fever and profuse sweats during the night, he woke in the morning to find that he had grown head and shoulders taller than his previous height and significantly increased in muscle mass. The change terrified the group and they abandoned him to his fate in the wilds.

Thomas did not die of starvation nor was he devoured by some raging beast. Others outside in the wilds found him and helped him through his change. Most of those that helped him had suffered through a change themselves, though their new form was predominantly that of an Elf. Having learned to harness his sensitivity to the Way lines, Thomas also learned to reintegrate with society though he became keenly anti-technological. He developed no adversity to the presence of technology nor of its use by others, but he had disciplined himself to function without it, an oddity in a world of virtual reality and cybernetics. These, oddly, tuned individuals who shun technology are often called Aura Monks.

On a curiosity trip back into the Helton sprawl, Thomas met with a brawl inside a tight alley just outside the back exit of a rumored Runners bar. Syd and Robert were out-numbered two to one when he waded in. His two new friends took to calling him Trollick, which befitted his giant-like appearance, in addition to his aversion to technology. As is typically the case when following a lead located in the VR, Robert, who is called Hawkeye, had run down a red herring, a false hope. Having met Syd and the both being led into the alley on the premise of greater information, the demise of the two did not quite go as planned when a total stranger decided to involve himself.
GenderMaleStrength +1Confluence +1Will +1
Height8'4"Strength +2Body +2Motility -1
BuildStockyStrength +1
ColorationLightAdhesion +1
HueMelaninicConfluence +1
Eye ShapeOvalWill +1
Eye ColorLightKnowledge +1
Enhanced Armored Clothing9010515+1 Motility
Interlocking Mystic Bracelet
Bloodstone+2 Health
Waterstone+2 Motility
Nightstone+2 Adhesion
Emberstone+2 Cohesion
Heartstone+2 Confluence
Livestone+2 Strength
Sunstone+2 Persona
Milkstone+2 Will
Bare Fists120
Mars 50 Heavy Pistol40
4 Clips Standard Ammunition (48)20n/a
Zerusk of Ranella's Mystic Portables
Katmus of the Bright Leaf Society
Gibraltar of the Hudu Krew
#102: Awarded 2. Spent 3 to raise Divination to 4. Saved 1.
6/26/19: Awarded 2. Saved 1. Total 3.
Post #115: Awarded 10. Total 13. Spent 6 to raise Confluence to 7. Spent 6 to raise Aberrative to 7. Saved 1.
#120: Awarded 2. 1 Saved. 3 Total. Spent 3 to raise Commercial to 4.
8/30/19: Awarded 2. Saved.
#141: Awarded 2. Total 4.
#153: Awarded 10. Spent 13 to raise Combat to 8. Saved 1.
#157: Awarded 2. Saved 3.
8/22/19: Awarded 2. Saved 5.
#182: Awarded 2. Saved 7.
#186: Awarded 10. Spent 17 to raise Combat to 10, which conveyed 1 point to Weaponless.
#190: Awarded 2. Saved.
#205: Awarded 2. Saved 4.
#209: Awarded 2. Spent 5 to raise Commercial to 6. Saved 1.
#213: Awarded 2. Saved 3.
#218: Awarded 10. Spent 13 to raise Commercial to 8.
#225: Awarded 2. Saved.
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Tellerian Hawke

Defender of Oerth

Robert Barnes, aka “Hawkeye”
Human Decker
Mind Primary / Essence Secondary / Body Tertiary
Archetypes: Basic = Intellectual, Novice = Rogue, Adept = Sniper.
Combat 10
Collegiate 10
Commercial 10 (Already have this; cease spending)

Health / Motility / Strength = 1 (Already have these; cease spending.)

Adhesion / Cohesion / Confluence = 10

Knowledge / Persona / Will = 10; then pickup Discipline, and advance to 10.

Projectile = 1 (Requires Combat 10); when Projectile reaches 10, then pickup Fired and advance to 10.

Divination = 10 (Requires Collegiate 10)

Obscurative = 10 (Requires Commercial 10)
Awareness = 10 (Requires Obscurative 10)

Mercantile = 10 (Requires Commercial 10)
Investigation = 10 (Requires Mercantile 10)
Character Data
Mind10Knowl7Persona5/6Will5/6Commercial10 (CE)
CE = Cyberware Enhanced.

Extended Chart: Skills to Develop For Archetype:
Commercial10VR Manip (CE)8
Boost, Cost
Low-Profile Virtual Reality Headset

Closed Link Vehicle Link Display (VLD)

Replacement Eye (Left)

Internal Communicator
+3 Commercial, -1 Essence (VR)
+3 Commercial, -1 Essence (VLD)
(Total cost for both units: 10,000)

+2 Commercial, -1 Essence (L.Eye)
Cost for eye: 5,000

+2 Commercial, -1 Essence (Int.Com.)
Cost for Int. Com.: 2,000
Extra Equipment Purchased:

Armored Clothing (Mothballed / In Storage)

Heavy Pistol (Ruger Phoenix MK IV 8-shot Revolver) w/ 5 quick-change Full-Moon cylinders.

Enchanted Full Suit of Heavy Armor (+1 Motility)

Enchanted Arm Bracelet (Top Left Forearm, Underneath Armor): [+1 to Adhesion, Cohesion, Confluence, Willpower, Persona, and Strength.]

Enchanted Bloodstone Necklace (+1 Health)

Mothballed Armored Clothing9010515None
Enchanted Full Suit of Heavy Armor90403030+1 Motility
Jan. 22, 2019: +5 points awarded.
Jan. 29, 2019: +5 points awarded.
Feb. 04, 2019: +5 points awarded.
Feb. 06, 2019: Spent 10 points to raise Combat from 1 to 5; Spent 4 points to raise Commercial from 4 to 5. 1 point was saved.
Feb. 18, 2019: +5 points awarded (total = 6)
Feb. 25, 2019: +5 points awarded (total = 11); Spent 2 pts. to raise Motility from 2 to 3; Spent 3 pts. to raise Strength from 3 to 4; Spent 5 pts. to raise Adhesion from 2 to 4. (1 XP Remaining, saved.)
Mar. 11, 2019: +5 points awarded (Total = 6);
Mar. 18, 2019: +5 points awarded (Total = 11); Spent 10 points to raise Health from 1 to 5. (1 XP Remaining, saved.)
Mar. 25, 2019: +5, saved.
Apr. 02, 2019: +0 (Failed to post.)
Apr. 09, 2019: +5, saved.
Apr. 15, 2019: +5, saved, Total = 16. Spent 9 points to raise Essence from 9 back up to 10. Saved the other 7 pts. for now.
Apr. 23, 2019: +5, Total = 12; Spent 12 points to raise Motility from 3 to 6. 0 pts. remaining.
Apr. 29, 2019: +5, saved. (Total = 5.)
May 06, 2019: +5, saved. (Total = 10.)
May 14, 2019: +5, saved. (Total = 15.)
May 22, 2019: +5, saved. (Total = 20.)
Jun 03, 2019: +5, saved. (Total = 25.)
Jun 10, 2019: +2, saved. (Total = 27.)
Jun 18, 2019: +2, saved. (Total = 29.)
Jun 25, 2019: Spent 21 points to raise Persona, Cohesion, and Collegiate from 3's to 5's; spent remaining 8 pts. to raise Strength and Confluence from 4's to 5's. (0 points remaining.)
Jun 25, 2019: +2, saved. (Total = 2.)
July 09, 2019: +10 (Total = 12.); Spent 11 pts. to raise BASE Commercial skill from 5 to 7. Which means that my adjusted Commercial skill counting VR is now a 10. (1 pt. saved.)
Jul 30, 2019: +2 (Saved.)
Aug 06, 2019: +2 (Saved.)
Aug 26, 2019: +2 (Saved.)
Sep 04, 2019: +2 (Saved.) Total = 9 pts. saved.
Sep 06, 2019: Spent 9 points to raise Adhesion from 4 to 6.
Sep 09, 2019: +2 (Saved.)
Sep 17, 2019: +10 (Saved.)
Sep 22, 2019: Spent 11 points to raise Knowledge from 5 to 7. 1 point saved.
Sep 25, 2019: +2 (Saved); Total = 3.
Oct 02, 2019: +2 (Saved); Total = 5.
Oct 15, 2019: +2 (Saved); Total = 7.
Oct 22, 2019: +2 (Saved); Total = 9.
Oct 28, 2019: +2 (Saved); Total = 11.
Nov 06, 2019: +2 (Saved); Total = 13.
Nov 11, 2019: +10 (Saved); Total = 23.
Nov 11, 2019: For gaining Commercial of 10, I get 1 point (free) which I will use to start me off in Obscurative; I will then spend 1 pt. to get a point in Mercantile. (22 pts. remaining); Spent 10 pts. to raise Obscurative from 1 to 5; Spent 10 pts. to raise Mercantile from 1 to 5. (2 pts. saved.)
Nov 19, 2019: +2 (Saved); Total = 4.
Jan 01, 2020: +2 (Saved); Total = 6.
Jan 09, 2020: +2 (Saved); Total = 8.
Jan 15, 2020: +2 (Saved); Total = 10.
Jan 21, 2020: +2 (Saved); Total = 12.
Jan 30, 2020: +2 (Saved); Total = 14.
Feb 06, 2020: +10 (Saved); Total = 24.
Feb 06, 2020: Spent 24 points to reclaim 3 points of essence from loss due to cybernetic implants; Essence is now once more at 10. (0 DP remaining.)

Remaining creds: 5,350

Male: +1 Strg / +1 Conf / +1 Will
Height: 7’4”: +1 Strg
Build: Lean, Wiry: +1 Motl
Race: Human: +1 Know
Skin: Medium (Tan): +1 Cohe
Skin: Melininic: +1 Conf
Eyes: Oval: +1 Will
Eyes: Light: +1 Know
To go from 7 to 10 = 24 pts.
To go from 6 to 10 = 30 pts.
To go from 5 to 10 = 35 pts.
Unknown to most people, the mystical side of nature has always been a part of the world, although without the presence of of Wayline Energy (commonly referred to as "magic") the mystical properties of various things were stunted, and incomplete. For instance, people who would have been born either Giants or Dwarves, came into this world with the physical bodies of such, but lacking their magical component; thus, people born like that were considered aberrant, and their physical structure, being incomplete, caused them many health problems, and shortened lifespans. Had Robert Barnes been born BEFORE the Great Awakening, he would have been said to be "afflicted" with the condition of "Giantism," and wouldn't be expected to live much past his mid-fifties, because the strain on his heart would have been too great.

But luckily for Robert, he was born AFTER the Great Awakening, at a time when his body could function as it was meant to, through the constant contact with, and infusion from, the presence of active Waylines; Robert is not afflicted with Giantism, but rather, he is truly a Giant, and much to the surprise of many who meet him, he is neither brutish nor slow; in fact, his mind is far more developed than his body, despite his enormous size and physical power. He was gifted with the best of both worlds, and he grew up in an environment where he was able to take advantage of that fact.

Robert is the son of Harold and Pauline Barnes; Harold, a professional trainer, and Pauline, a mechanical engineer. Robert himself attended the University of Houston, and graduated with a bachelor's degree in Computer Science, with a certificate of specialization in Cybernetic Technology. After graduation, Robert began working at Fry's Electronics, while living at home with his parents, until he could save enough money for a down-payment on an apartment.

Things were going well until last year, when both of his parents were killed in a home invasion. Robert took the deaths of his parents really hard, and vowed to find the gang members responsible, and to take them down, by any means necessary, whether or not those means happened to be legal.

Robert was his parents' sole inheritor, and after the sale of their upscale Houston townhouse, he had enough money to pay off all of their final debts, with enough leftover to pay for his own apartment, along with enough cyberware for his new career; Robert knew that the police would never solve his parents' homicide, so he chose a profession that would allow him to track down the perpetrators on his own time: corporate decker for the Texas Instruments Cyberware Division.

Nowadays, Robert spends his days in a corporate environment, and his evenings scouring cyberspace, looking for clues that will faciliate his vengeance. Lately, he has caught wind of a local bar where people with special talents can pick up extra cred, doing "odd jobs" on the side. Tonight, he is checking this bar out for the first time, in hopes of earning enough money for a major equipment upgrade.. Tonight, he will walk into the Axelrad Lounge, not realizing that his life will soon be changed forever.
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Syd 2.jpg
Syd Vicious, aka Sydney Victor Bellingham Jr.
Fighting Strategist (aka: Street Samurai)

Syd was born to a defamed London aristocrat father and a Japanese laundress mother. His father, Sydney Victor Bellingham, worked for Lloyds of London as an Actuary. It was during a trip to Vancouver, BC, where he met Koriko Taki, who he thought to be a mere laundress. Unbeknownst to Sydney, Koriko was also a "laundress" for the Vancouver Yakuza. Koriko saw an opportunity to help her Yakuza family by marrying someone who worked for Lloyds.

The marriage was a happy one, Koriko made sure of that, even giving Sydney, Sr. a son, Sydney Victor Bellingham the Second. Everything was going well, Koriko suggesting insurance policies for people she knew where to be conveniently deceased within two years after the policy was signed. Then, three policies staked death claims within six months time. After an investigation, the executives at Lloyds of London decided that Sydney Victor Bellingham did not investigate the policy holders closely enough and thus, fired him.

Koriko suggested they go to America and start over, Sydney Sr. getting another actuarial position with New York Life. But, New York was too much even for Koriko, and having a one year old in a city she considered mad as a damned hatter, she suggested somewhere in the Midwest or Heartland.

Sydney got a job as a Payroll Advisor for Texaco at their St.Louis branch. Of course, Koriko stepped in and suggested some "family" members to work for Texaco.

Meanwhile, Syd Jr. became a street fighter at an early age (9 years), earning a reputation for being a vicious and unrelenting attacker. His mother, who Syd Vicious called Mama-San, got him into the gang life, but was caught by surprise at young Syd's bloody reputation even amongst Yakuza go-gangers who used youth gangs as recruitment material. So, his parents decided he needed a change, besides the fact that his father was being demoted and shipped to another city: Houston. It seems by this time, Syd Sr. was more than a mere lush/social drinker, but an outright alcoholic.

The Houston Sprawl was little different and Syd found himself in the same kind of trouble. It landed him more than once in the Metro Houston Juvenile Detention Facility. When he wasn't in Juvee, Syd was in a go-gang known as The Hudu Krewe. They were a brother group to the tri-state (Louisiana, Arkansas, Texas) gang, The Ju Ju Zombies. The Zombies were known thugs, dealers and killers. The Hudu Krewe were nearly Boy Scouts by comparison...except for Syd the Vicious, as he was known then. His cruel fights were what led his victims to the Doc Wagons and the local constabulary took notice of the trend. Syd was on the Houston Juvenile Criminal Hot List.

It was also during this time Syd's father was fired from Texaco, and soon after, died of kidney failure due to alcohol poisoning. Koriko glossed over the self-inflicted aspects of his father's death and blamed the corporations, not just Texaco, for his death.

Syd Viciuos' path was set, and Koriko and her remaining Yakuza contacts couldn't have been happier. That is until Syd's last visit to Juvee.

Thus, it was during what seemed just another "visit" to Juvee that Syd met an ex-Street Sam, named "Butch" Grant. Seeing possibility, and maybe redemption, in young Syd, Butch trained him in the use of sword, hand to hand and weapons combat...and a Code to tame and direct a wayward heart. It was a code that spurned all gangs, corps, cults and systems; but held onto the belief that "a runner doesn't have to be a Merc or a Thug; but instead, he could do runs to help others, not just himself --- and still get paid well.

Syd still has a vicious reputation, hence the name change to Syd Vicious, legally, when he turned 21.

He is now 22 and looking to make some cred, on the streets and on his credstick...and to square some debts of injustice; especially against the company that demeaned, defeated, and ultimately killed his father --- and maybe help other "little guys" who have been beat down by Corps, gangs, or "assholes in general".

Meeting up with Hawkeye and Thomas (Trollick), Syd is ready to run the Shadows, especially against the Corps, if such a gig comes up, or just doing whatever work needs to be done.

Ho, chummers! The days are gonna be gnarly, and the nights are gonna be --- 'Vicious'.

[sblock=Base Scores]
Body: 10/3/3/3/3
Mind: 10/2/2/2/2
Essence: 10/1/1/1/1

[sblock=Description and Bonuses]
Male: +1 Strength, +1 Confluence, +1 Will
Average Height (6' 1"): +1 Health
Thin Build: +1 Motility
Human: +1 Knowledge
Medium Skin Color: +1 Cohesion
Chromatic Hue: +1 Adhesion
Oval Eyes: +1 Will
Dark Colored Eyes: +1 Persona

Vehicle Link Display (VLD)+3 Commercial, -1 Essence
Skin Durability+2 Health, -1 Persona
Muscle Increase+2 Motility, +2 Strength, -1 Cohesion, -1 Confluence
Internal Communicator+2 Commercial, -1 Essence

concealdamageammoweightHindranceextra info
Medium PistolTiger Mac10-21005025104lbs-122 clips
Full Auto, Single-handedAK47004030356lbs-202 clips
SabreWilkinson Swords 3T7022-----3.5lbs83T = Tungsten Triple -Triple". Folded Tungsten blade (64 folds). Very sharp and ultra-durable, and nearly, if not even, unbreakable. Slash Attack weapon.
Full Medium85251525

Kawazuki Street Screamer Top Speed 100; Armor 35

Modified Scores

[sblock=Various Tasks]
[sblock=Saved 20 xp] 09/15/2019 [/sblock]
[sblock=Credits earned] 3000 credits [/sblock]
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Gamer Extraordinaire


Your characters know almost nothing about Shatterframe, where she is from or what her ultimate goals are. She is an older hispanic woman with only a Texan accent. Both of her legs from the knees down are cybernetic, she uses a VR Headset, and a Vehicle Link Display, but what other improvements she might have are not known to you.
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