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Post by hrrrothgarrr on Jul 28, 2015 19:26:49 GMT -5
This thread is for character sheets and information
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yorrdy
Lurker under the Bridge
Posts: 0
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Post by yorrdy on Jul 28, 2015 21:17:48 GMT -5
Yorrdy, a warrior, walks up the road towards Khardoun. He has spent two years fighting in the Baronial Fief wars, and was paid off when the conflict was resolved. He is looking for work. Yorrdy is 5 foot 10 inches tall, weighs 180 pounds, has black hair, average looking. He wears a cotton shirt, leather trousers, and leather boots. Over this he wears Chain mail, carries a Buckler, and has an Open Face Helm (34 points protection) His primary weapon is a dagger mace (3d+4) He can fight with a sword but does not have one. He has a Kukri (2d+5) on his belt, and a 2d dagger in one of his boots. His worldly goods consist of a back pack, a cloak that serves him as a blanket, a wineskin, and a flint and steel firekit. He has a pair of brass knuckles in the pack. In his leather purse (inside his armor) he has 10 gold pieces and 18 silver pieces. He has some gorf and hardtack in the pack also. St = 15 Dx =14 Sp =10 Lk = 13 Adds = +6 Con = 16 IQ = 12 Wiz = 7 Ch =9 He has a +4 talent for hand to hand fighting
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Post by hrrrothgarrr on Jul 29, 2015 7:31:34 GMT -5
Yordy looks good to go. I just hope he doesn't have to fight in any wizard duels. With a WIZ of only 7 he won't last long...  of course that dagger mace would be a handy equalizer.
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yorrdy
Lurker under the Bridge
Posts: 0
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Post by yorrdy on Jul 30, 2015 6:22:29 GMT -5
Yorrdy likes the dagger mace. It does good kinetic damage and has potential for serious stab wounds delivered with crushing force. It requires less skill to use than a bladed weapon.
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Post by nebless on Jul 30, 2015 16:08:47 GMT -5
Geordie gratefully stepped off the gangplank and then stood swaying on the pier. 'Keech, forty days wi'out sightin land an ma own feet canna remember hou to walk steady.' he mumbled as he waited for his body to catch up to the fact he wasn't onboard a ship anymore. 'Willna do ta jus stand here. Time ta look for work.' say's he as he head's off the dock's and into town.
Anyone catching sight of him would be put in mind of a sell-sword. 5' 8" tall and about 190 lbs. Older than your average adventurer, late 30's, maybe 40 with brown hair and blue eyes looking out of a sun-creased face that sit's atop a muscular body. Clad in a loose sleeve shirt with laced cuff's, tucked into a brown/green colored wool kilt, with calf high leather boots below and topped off by a blue wool statute cap above, he stands out amongst the sailors and dockworkers one normally see's on the waterfront.
With a brigandine strapped on, his baskethilted broadsword and targe on one hip and a long dirk on his other he looks like he'd be worth money well spent. Moreso if you noticed the 'just in case' Sgian Dubh tucked into one knee high wool stocking.
Str: 15 / Con: 14 / Dex: 16 / Spd: 15 / Int: 16 / Wiz: 13 / Lk: 14 / Chr: 11. Adds +3 / 0 / +4 / +3 / 0 / 0 / +2 / 0 = +12
Weps: Basket Hilted Broardsword (3d+4), Dirk (2d+1), Targe (off hand spike attack) (1d+6), Sgian Dubh (knife) (1d) Armor: Brigandine: 6 (12), Targe: 4 (8), Baskethilt: 1 (2) Talents: Broadsword +3
Equip: Satchel, water skin, fishing kit, 3 days worth of oat farls.
Gold: 8 Silver: 85 Copper: 2
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kwll
3rd Level Troll
Posts: 236
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Post by kwll on Aug 17, 2015 10:30:20 GMT -5
Name: Fùnlin Type: Rogue Kin: Dwarf Height: 120cm Weight: 75kg
Level: 1 AP: 0
STR: 24 IQ: 14 LK: 10 CON: 16 DEX: 11 CHR: 9
Combat Adds: +12
Weight Possible: 2400 Weight Carried: 10
Jewels: None Gold: 0gp Silver: 0sp Copper: 0cp
Weapons: None Armour: None Other: Clothing (10wu)
Languages: Native Magic: None
Background: "Fùnlin wakes up one morning in the streets of Khardoun with no remembering of who he is and what he is doing there. His head hurts, and he does barely recognize the place. He realizes he is bare foot, and only wearing light clothes. He takes some time to get up and look around, asking himself what to do next."
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Post by mahrundl on Aug 17, 2015 18:26:29 GMT -5
Apologies for the delay. Using the DT&T rules, here is my character so far, if you approve: Name: Arc, Faerie Knight Type: Paragon Kin: Fairy Level: 2 AP: 0
| Original | Modifier | Modified | STR: | 16 | x 1/4 | 4 | IQ: | 14 | x 1 | 14 | LK: | 14 | x 3/2 | 21 | CON: | 13 | x 1/4 | 3 | DEX: | 16 | x 7/4 | 28 | CHR: | 10 | x 3/2 | 15 | SPD: | 15 | x 1 | 15 | WIZ: | 10 | x 2 | 20 | Height: | 6' 0" (72") | x 1/10 | 7.2" | Weight: | 190# | x 1/100 | 1.9# |
Combat Adds: +28 Weight Possible: 400 Weight Carried: 230 Jewels: None Gold: 6 (TARO) + 17 = 23 x 10 = 230 gp Silver: 0 sp Copper: 0 cp Weapons None Armour: None Other: None Languages: Fairy (High Elven), Common Magic: All Level 1 spells Background: Arc is the heir to the throne of the fairy realm of Tresolu, but with the spreading of the other races across the world, he needs to learn about the Big Folk first hand before he can rule wisely. I still have to pick some Talents, and I have a question (which I may ask at Trollhalla and as a general question here, since I haven't located the answer yet): how do weapon and armour weights and STR requirements work for a Fairy? With his STR modifier, there's virtually nothing that he can wield or wear. I assume that there are modifications available, but I haven't found anything giving numbers. Does anyone have any knowledge on this? I always found it odd that Leprechauns in 5th edition could only be Wizards, due (at least in part) to weapon sizes, but Fairies could be Warriors...
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Post by mahrundl on Aug 17, 2015 18:31:47 GMT -5
I forgot to say: that was a pretty amazing set of attribute rolls! 
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Post by hrrrothgarrr on Aug 17, 2015 20:29:34 GMT -5
These all look like good characters. I don't know the answer to the question about fairies and weapon/armour weights vs Strength requirements. I think I saw a note in dT&T that there are fairy sized weapons that do normal damage for their type, but that still leaves the Strength requirement an open question.
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order99
6th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 959
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Post by order99 on Aug 17, 2015 22:02:50 GMT -5
These all look like good characters. I don't know the answer to the question about fairies and weapon/armour weights vs Strength requirements. I think I saw a note in dT&T that there are fairy sized weapons that do normal damage for their type, but that still leaves the Strength requirement an open question. I hope you don't mind me commenting since i'm not part of the game(and Real Life leaves my schedule so erratic that I couldn't join even if you have an open slot-I do have time to Bookmark, microwave some popcorn and enjoy the Thread maybe once a week or so though, so you have an audience...  ). I just wanted to mention that the Baton is ST 3 or less in 5th Edition (which you mentioned using as the base system), the Sling has a ST 3 requirement, Shuriken 2 and Blowgun 1, many of the Daggers are ST 1 and 2 (and would make lovely swords for Faerie) and all of the Weird Weapons (ankus, bagh nagh,and Quarterstaff) are ST 2 ( I for one would be terrified beyond belief seeing a tiny flying man wielding a man-sized stick!)  I'd be more worried about casting Spells but I see the GM has added the Magic stat for this game. Sorry for the interrupt-i'll keep mum during play, stop by when I can and essentially Tivo the action...have fun!
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Post by ProfGremlin on Aug 18, 2015 1:18:52 GMT -5
... and I have a question (which I may ask at Trollhalla and as a general question here, since I haven't located the answer yet): how do weapon and armour weights and STR requirements work for a Fairy? As someone who enjoys the challenge of playing a fairy character I can say I've run into this conundrum myself. In Zendog's Dungeon of the Bear campaign, Flitwing's equipment was generated, as I recall, using the Strength modifier (N*1/4) for equipment weights. In DoctorX's Island of Faerie campaign, Whisperflick's equipment was created using the Weight modifier (N*1/10), IIRC. Honestly, I believe the N*1/10 modifier to make more sense when you look at the encumberance issue for a fairy, they can only carry up to 1/2 their encumberance and still fly. There's nothing sadder than a grounded fairy. The modifier N*1/10 works well for initial equipment encumberance weights. In both games we kept the strength requirements the same for the piece of equipment, considering the idea that the weapon would still cause the same amount of damage. Multiplying through by N*1/10 on everything (weight, strength requirements and damage) makes for a pretty ineffective character in combat, i.e. a Hand Cannon (18d6+2) would come out to a maximum of (18d6+2)/10 or 11 points damage. Yes, there's a certain amount of hand-wavium going on here, the basic idea being fairies are used to fighting bigger folk and, thus, are quite effective at finding 'vital spots'. In dT&T, on page 51, you will find the following statement, As far as I can see, keeping true to the above statement and multiplying the equipment weight by either N*1/4 or N*1/10 makes sense. The weapons/equipment can be carried by the fairy character and still be employed effectively. * Caveat: Keep in mind, I'm only discussing fairy created equipment for other fairies. Good luck picking up a human-sized 2d dagger, much less using it effectively.
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Post by mahrundl on Aug 18, 2015 2:47:26 GMT -5
Cheers, Prof! That was much like what I thought would be a suitable solution as well, but of course it's ultimately hrrrothgarrr's call for this game. I had noticed the comment on page 51, but wasn't sure what 'appropriate size and mass' translated as. 1/4 or 1/10 both make some sense.
order99, thanks for your input too. DT&T has the following weapons and armour that require 4 STR or less: light leather or cloth armour; buckler as a shield; and blowpipe, chakram, throwing stars, blackjack, brass knuckles, caltrops, and small or medium dagger for the weapons.
This will be, as far as I can recall, the first Fairy character that I've played, so it will be interesting to see how he goes. I'm not holding my breath - I tend to fumble critical saving rolls a lot. The kingdom had better hope that he has a younger sibling to ascend the throne if Arc doesn't return...
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Post by ProfGremlin on Aug 18, 2015 3:21:27 GMT -5
Happy to help! I agree, in the end, it's all up to Hrrrothgarrr  A word of unsolicited advice? Think in three dimensions and don't play fair! A dungeon room or hall is simply a hemmed in flight arena - think Enders Game and the zero-g training arena. Spores, dusts, allergens all are great levellers on the field of battle... Itching powder down the back of an opponents armor - while they're buckled into it...  Y'know, as I've been thinking on all this, I've had the thought that, perhaps, fairies actually do use human sized equipment. Imagine this: Empty suits of armor moving under their own power aren't haunted, they're fairy-tech! A fairy pilot sits in the helmet control unit and pilots the suit of armor as if it were a mini-mech! Fairies needed something to meet the other-kin on their own terms and fairy engineers came up with AnimatedArmor©, just add pilot! Of course, those suits need weapons and equipment, as well, so, they just use the readily available human ones. Ok, I'll leave you with that thought/image and bow out before I completely derail Hrrrothgarrr's thread!
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Post by mahrundl on Aug 18, 2015 16:42:46 GMT -5
Thanks again, Prof! I have some notes on playing fairies somewhere, and I recall them saying similar things to what you mention (poison on blowdarts, not standing toe to toe with ogres, that sort of thing).
hrrrothgarrr, your ruling please?
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Post by sonofliefeld on Aug 19, 2015 6:53:33 GMT -5
If you use the lightening rules from deluxe (page 50) -1 str required per -1 adds ( upto Max of -5),then your str 4 fairy could wield for example a 4x lightened short sword for 3d6-4 and a str required of 4. Or a 3x lightened spear for 3d6-3 and a str required of 4.
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