apn
5th Level Troll
Posts: 524
|
Post by apn on Apr 13, 2022 3:11:32 GMT -5
Here the PCs are listed in their own threads which are updated with information like APs/EPs earned, equipment and notes like which Taverns/Villages/Towns/Cities/Continents (delete as applicable) they are barred from.
|
|
apn
5th Level Troll
Posts: 524
|
Post by apn on Apr 18, 2022 14:31:28 GMT -5
Firdle the Adequate: a human wizard of no renown. STR | 8 |
| LUCK | 13 | +1 Combat Add
| CON | 13 |
| IQ | 21 |
| DEX | 14 | +2 Combat Add | WIZ | 25 |
| SPD | 8 |
| CHA | 8 |
|
Dice and Adds2d6+2 (+5) with Standard Dagger Schools of MagicAcademy Of Applied Force (Combat Spells) -3 WIZWeight Possible: | 800w.u. | Weight Carried: | tbc |
Weapons | STR | DEX | D&A | Weight | Notes | Medium Dagger | 3 | 3 | 2d6+2 | 15 | Crystal Vorpal Dagger. If the side wins roll 2D6 DARO and add to damage, apply all to one target. Blade shatters on a roll of 3. |
Armour | STR | DEX | Hits | Weight | Notes | Light Leather | 3 | 3 | 0 | 60 |
|
Other Possessions | Weight | Notes
| Backpack | 20u |
| Small sack | 3u |
| Flask of oil | 15u |
| Waterskin | 5u (40u) |
|
|
|
|
|
|
|
|
| |
|
|
| Total carried> | 38 (78)
| |
Equipment bought in Jepistra with Militia Money:Leather Armour 3 hits, Lantern, One week's Iron rations, Hand mirror, Flask of oil, Holy Water x1 vial, Belt Pouch, Bedroll AppearanceHuman; male; 22 years old5' 9" ; 150lbsTBCTalentsHistory (+3)Spells, Kremm and stuff
- IQ12, DEX13, so he can cast up to 2nd-Level spells. 3rd-Level spells require IQ14/DEX14.
- Copper Ring Spell Focus (25 Wiz) to reduce WIZ cost by 1 point per level.
- Spellcasters regain lost WIZ at the rate of 1 point per regular (10 minute) turn. So 190 minutes (3hrs 10 minutes) from zero to full.
- Spells cost 1,000Gold/spell level to purchase from the Wizard's Guild.
- Can spend 300AP once per level to become an Adept in a school and reduce casting costs by 3 WIZ.
- Spell Knowledge: Firdle knows all the standard listed 1st-Level spells.
- 2nd Level Spells: Vorpal Blade and Hidey Hole
Background Having powerful wizards of great renown as your parents would be seen by some folk as rather 'cool'. However, for Firdle Starblaze it was more of a curse. Even his siblings were blessed with great dexterity and keen intellects, while he was considered, well, just, adequate.
After his preordained enrolment into the ?tbc? Wizards Guild, Firdle cheated, lied and blagged his way through years of study to finally graduate (on his third attempt) as what the High Magus referred to as "an adequate and rather uninspiring wizard, who will not amount to much beyond perhaps cataloguing books."
Irked by the constant unflattering comparisons with his family and peers, Firdle soon left his home (and his family name) to prove to everyone that he was destined for greatness. To achieve this he is seeking out high adventure, just like in the storybooks his kind old grandpa used to read to him.
AP SPENT (in case of death subtract 10% from this total and new character starts with this plus current total):
100 - LK 10 to 11 300 - Combat Spell School training 110 - LK 11 to 12 120 - LK 12 to 13 190 - Wiz from 19 to 20 (Level 2!) 120 - IQ from 12 to 13 130 - IQ from 13 to 14 130 - DEX from 13 to 14 140 - IQ from 14 to 15 660 - 15 to 19 IQ 110 - Con from 11 to 12 410 - Wiz from 20 to 22 390 - IQ from 19 to 21 120 - Con from 12 to 13 220 - Wiz from 22 to 23 490 - Wiz from 23 to 25
|
|
apn
5th Level Troll
Posts: 524
|
Post by apn on Apr 18, 2022 14:45:29 GMT -5
Klarrrrchur Deathaxe Dwarven (Midgard, Sea) Warrior.STR | 71* | LUCK | 23 | CON | 35 | IQ | 17 | DEX | 20 | WIZ | 11 | PER* | 21 | CHR | 15 |
Gold | 266 | AP | See GM signature |
*Perception was SpeedDice and Adds23d6+87 (+84 with armour) with Sword (Dhesiri, breaks with more implode than explode - CHECK!): 11d6 and Mace: 12d6 (includes Level 6 Warrior bonus each) Personal Adds: +87 (+84 when wearing plate and reduced Dex).Armour Protection16/32 Points with Plate Armour (double to 32 by risking breakage).
Weight Possible: | 5,800 w.u. | Weight Carried: | 156 w.u. |
Weapons | STR | DEX | D&A | Weight | Notes | Axe (Hatchet) x4 | 5 | 5/15 | 3d6 | 30 | Khazad runes stating 'Deathhacker.' Other three not named. |
Weapons | STR | DEX | D&A | Weight | Notes | Mace | 14 | 8 | 5d6 | 100 | |
Weapons | STR | DEX | D&A | Weight | Notes | Club | 8 | 5/15 | 3d6 | 30 | Khazad runes stating 'Deathcrusher.' |
Weapons | STR | DEX | D&A | Weight | Notes | Dagger x2 | 3 | 3/14 | 2d6+2 | 15 | One is a Silver Dagger |
Weapons | STR | DEX | D&A | Weight | Notes | Dhesiri Spear | 7 | 10/12 | 3d6 | 35 | Shatters if more implodes than explodes (zero dice) |
Armour | STR | DEX | Hits | Weight | Notes | Sea Leather | 3 | 0 | 3 (6) | 60 |
|
Armour | STR | DEX | Hits | Weight | Notes | Plate Armour | 10 | -3 | 16 (32) | 600 | Dwarf Size |
Armour | STR | DEX | Hits | Weight | Notes | Target Shield | 10 | 8 | 4 (8) | 350 |
|
Other Possessions | Weight | Notes | Backpack, tinderbox, torch: x6. | 36 | Purchased at Jepistra, as he planned a journey north by road. |
Equipment Bought in Jepistra with Militia Money:rations: x3, waterskin (fresh water): x3: spike: x12, small hammer, rope 50 feet, small sack MAGIC ITEMSAxe 'Snaga the Sender' (7D6 + special powers, no implode, if you don't win the combat round add what you rolled to the axe as adds or buy extra dice (7 adds equals 2 dice) and any extra as adds. Spend 1-7 Kremm for 1-7D6 in the first round of a fight by invoking the name of one of the Dwarves trapped inside it for adds to the Axe. Whoever is invoked may also have some talent or bonus against certain types of enemy, including Trolls, Dragons, Demons, Undead and so on). Sack o holdin' Magic sack that holds up to 10,000 coins and weighs 100 coins at most. Will take reasonably wide items and near unlimited length items. Pendant of Truesight
Taking the pendant and putting it on costs you 1 Wiz (recovered in 10 minutes) but binds the pendant to you. If someone took it off the thing would be worthless, a cheap trinket. When wearing it you make a HIGH IQ check with a 'Talent of Discernment' +6. IT COSTS 1 WIZ/ATTEMPT TO USE THE PENDANT HIGH - What this means is roll 2D6 (DARO) three times and take the highest dice roll of the three. Add your IQ, add +6 from the Talent of Discernment and the Saving Roll you make will reveal the knowledge you glean. Generally: L1-2SR:
You can tell something is amiss but not what L3-4SR:
You can sense the intent to misguide or mislead or disguise but not see the truth of it L5+
You see through a lie or disguise to reveal the true meaning. Every L+ over 5 increases the duration of the check by 1 turn. This applies to disguises, lies, untruths, attempts to deceive and (at L5+) reveal such things as poisoned food, trapped items, hidden weapons and evil intents. Basically Detect Evil, Detect Lie, See Through Disguise, Detect Danger, Determine Intent. Certain 'shielding' magic will increase the Level of Saving Throw required for success. A smart person with this pendant (and a decent roll) still has a chance to see through the disguise. It has to be a conscious use of the Pendant otherwise if it were permanently on you'd be overwhelmed by the sheer number of people wanting to screw someone else over, hidden weapons and the like. The Pendant is NOT very durable. If the chain breaks (which is thin gold) the magic is lost. Other Notes:Appearance:Dwarf; male; 56 years old, 4' 3" ; 250 lb. Light ruddy skin; black hair; grey eyes, burly, build like a bull or minotaur and stern eyed and gruff; just a typical dwarf.
Talents: Swordsman: (ST 63 +3), Sharpshooter (Hatchet): (DEX 14 +3), Sailing (IQ 9 +3), Mountaineer (ST 63 +3), Self-defence: (ST 63 +3). Delver (IQ or LK +5) Sea Legs +1 (Dex)
Sea Legs - The Character is at home on the sea and suffers no ill effects of sea sickness and no Dex check required to keep balance when the going gets rough. In addition when fighting on sea going vessels a check before the first round will apply +1 add per level of Dex passed. Once combat is over the bonus drops to zero and needs another check at the next fight.Speciality:Strong One. [PENDING - See OOC Thread]Languages: Common (Khav’ni), Khazad. Klarrrrchur's SagaFrom the mountains in centre of the Isle of Khavad, Klarrrrchur (or Klarchur) joined the navy of Khavad in his early years when he was 38 years. He had been trained as a ferocious warrior of his clan since the day he could walk and the many decades of training had been justly given. He later served as a marine on the Dwarven ships in the service of the Death Goddess; Lerotra’hh and had dreams of being one of the 'Khazan Death Horde.' Still life was not a constant battle with pirates, but sometimes with the elements. While off the coast Khrayyt, his ship he serve upon was chased by a sea-serpent and fled into a storm to escape the beast, in truth they had no other direction to go and the hopes of survival was their only chance. While in the storm, Klarrrrchur was hurled into the sea and lost to his crew and any hope of his return. But Klarrrrchur did survive dragging himself on shore at the south end of 'The Claw.' It was his first time on the mainland of the Dragon Continent and he was pulled by the need to return home and the need to explore this realm. He travelled north-east till he encountered a small town called Jepistra and entered passing the Praetorian guards till he found a suitable inn. AP SPENT (in case of death subtract 10% from this total and new character starts with this plus current total):
120 - LK 12 to 13 90 - IQ 9 to 10 190 - Dex to 13 Spd to 8 130 - Dex to 14 130 - LK 13 to 14 140 - LK 14 to 15 80 - CHA 8 to 9 320 - Con 32 to 33 140 - Dex to 15 150 - Lk to 16 270 - Spd from 8 to 9 to 10 160 - Lk from 16 to 17 230 - Spd from 11 to 13 330 - Con from 33 to 34 170 - LK from 17 to 18 100 - IQ from 10 to 11 90 - Char from 9 to 10 170 - Wiz from 8 to 10 110 - IQ from 11 to 12 120 - IQ from 12 to 13 270 - Spd from 13 to 15 180 - Lk from 18 to 19 310 - Dex from 15 to 17 170 - Dex from 17 to 18 270 - IQ from 13 to 15 340 - Con from 34 to 35 370 - Dex from 18 to 20 150 - IQ from 15 to 16 390 - LK from 19 to 21 630 - Str 63 to 64 150 - Spd 15 to 16 640 - Str 64 to 65 STR 65 - 68 (650, 660, 670) 1980 STR to 70 = 680 +690 = 1370 100, 110, 120, 130 = 460. CHR 14 100 into WIZ to get to 11 LK +1 = 210 SPD +4 = 160, 170, 180, 190 = 700. (SPD 20) CHR +1 = 140. STR: 700 AP = 71 LK: 220 = 23.
PER: 200 = 21 IQ: 160 = 17.
|
|
apn
5th Level Troll
Posts: 524
|
Post by apn on May 5, 2022 13:57:31 GMT -5
Will Darness a (wannabe) warrior.  (adds in brackets) STR | 39 (+27) | LUCK | 19 +1 (normally 30) (+1 from feather) (+19) | CON | 17 | IQ | 15 | DEX | 21 (+9) | WIZ | 21 | PER* | 19 (+7) | CHA | 23 |
*Perception was SpeedDice and Adds15d6+ 48 (normally 62) with Magic (Elven) Sword & Vorpal Sword (includes Level 3 Warrior bonus and -3 from Armour)
Dual wield Vorpal Sword (4D6 + 3D6 Warrior level). If the wielder 'wins' the combat round the vorpal dice (first four dice of this 6D6 rolled) are 'vorpal damage' and apply to the wielders target (only). Add to this a roll of 2D6 DARO. If a roll of 3 (fumble) comes up the blade shatters! (It's made of magic crystal). As with Missile weapons, TTYF/Combat Spells the Vorpal damage comes off the HPT of the winning side and the remainder gets shared out amongst the losing side, if any.Armour Protection11 point Crystal Banded mail. When required the wearer can absorb 2D6 DARO damage for 1 Wiz. The armour shatters on a roll of 3 though! All other stats as per Banded Mail in the rules.
Weight Possible: | 1600 w.u. | Weight Carried: | 575 w.u. |
Weapons | STR | DEX | D&A | Weight | Notes | Short Sword | 8 | 7 | 3d6 | 35 |
| Sword | 12 | 12 | 4d6 | 70 | | Dagger | 3 | 3/14 | 2d6+2 | 15 | Make one L1 LK check every fight. Failure=breaks. | Dhesiri Dagger | 3 | 3/14 | 2d6+2 | 15 | Shatters if more implodes than explodes and gives zero dice | Dhesiri Bow | 12 | 15 | 4d6 | 40 | Shatters if more implodes than explodes and gives zero dice |
Armour | STR | DEX | Hits | Weight | Notes | Leather | 3 | 0 | 3 | 60 |
|
Armour | STR | DEX | Hits | Weight | Notes | Banded Mail | 3 | -3 | 11 (22) | 680 | Magical, made of magic crystal. Will can choose to spend 1 Wiz and increase protection with 2D6 (DARO). This magical protection also protects from physical damage causing spells like TTYF! but the standard protection does not. A roll of 3 on this check shatters the armour into a zillion pieces and the blow inflicts full damage. |
Other Possessions | Weight | Notes | Holy Symbol | 5 | Ostracon |
Magic Items | Effect | Four point magic resistant pendant | reduces magical damage and adds to Stats against IQ+Lk+Cha spells. Any spell that affects you roll 1d6. On a 1 it explodes for 2D6 DARO damage (Magical) and any other result means it keeps working. In any fight lasting more than 6 rounds check LK (L1SR+) to ensure the chain doesn't break and it is lost somewhere in the scrum. |
Magic Items | Effect | Feather of luck | Roll 1D6 -1. Add that many points to your luck whilst you have the feather on your person. If you are separated more than ten feet from the feather roll the total again if you are reunited with it. Costs 6 Kremm to activate as a one off (when you get the luck points) but the luck lasts whilst you wear the feather. Yes, you might pay 6 Kremm for zero luck, walk away from the feather more than 10 feet then pick it up again, pay another 6 Kremm and see what benefit it brings, for example. Magic is kind of fickle and odd like that. Lucy has nowhere to put the feather so it's an easy gift to give for her. It can be in whatever colour Will fancies. |
Pendant of Truesight Taking the pendant and putting it on costs you 1 Wiz (recovered in 10 minutes) but binds the pendant to you. If someone took it off the thing would be worthless, a cheap trinket. When wearing it you make a HIGH IQ check with a 'Talent of Discernment' +6. IT COSTS 1 WIZ/ATTEMPT TO USE THE PENDANT HIGH - What this means is roll 2D6 (DARO) three times and take the highest dice roll of the three. Add your IQ, add +6 from the Talent of Discernment and the Saving Roll you make will reveal the knowledge you glean.
Generally: L1-2SR: You can tell something is amiss but not whatL3-4SR: You can sense the intent to misguide or mislead or disguise but not see the truth of itL5+You see through a lie or disguise to reveal the true meaning. Every L+ over 5 increases the duration of the check by 1 turn.This applies to disguises, lies, untruths, attempts to deceive and (at L5+) reveal such things as poisoned food, trapped items, hidden weapons and evil intents. Basically Detect Evil, Detect Lie, See Through Disguise, Detect Danger, Determine Intent. Certain 'shielding' magic will increase the Level of Saving Throw required for success. A smart person with this pendant (and a decent roll) still has a chance to see through the disguise. It has to be a conscious use of the Pendant otherwise if it were permanently on you'd be overwhelmed by the sheer number of people wanting to screw someone else over, hidden weapons and the like.
The Pendant is NOT very durable. If the chain breaks (which is thin gold) the magic is lost.Items bought in Jepistra with Militia Money:Item | Cost | Weight | Standard Sword 4d6* | 60 | 70 | Back Pack | 1.5 | 20 | Flask of Oil | 10 | 15 | Mirror | 2.5 | 3 | 2 x iron rations | 30 | 40 | Tinder Box | 5 | 4 | 6 Torches | .6 | 12 | Water skin (filled before entering jungle) | .6 | 40 | Large sacks | 1 | 6 | 50' Rope | 20 | 250 |
* Will hopes that by the time he has to use this sword he will have increased his skill with it. until then he is on -1 adds for it and a L1SR to avoid dropping it in combat.AppearanceHuman; male; 19 years old 5' 10" ; 170lbs Light golden skin; red-brown hair; golden eyes
Talents Singing (+3) Dodge (+3) Swordsman (+3) Leadership (+3)
ALIASES Lucky Will; StinkfootWill's story (in his own words): " I grew up on the family vineyard. As a nipper I thought I'd be stuck there forever. Near the farm was an old elf who'd been a delver, years ago. I loved hearing his tales of adventure in foreign parts. I got my strength hauling wine to his place.
"Last year we had a bad season. Something bad got into the wine. I fell ill drinking it. My constitution still ain't right. The family told me to leave the farm till I was better. The elf gave me some cash to get started as an adventurer, I dunno why.
" I'm a pretty good singer. We used music to set the ryhthm when we was treading the grapes, and people said I had a talent for it. I've earned a few coppers singing since I left the farm. Just enough to keep body and soul together.
"It was bad luck getting ill, but at least it got me off the farm. I'm strong for my age and I hope that will see me through. If I make a big score I'll kick back and enjoy life like that old elf. But I won't be drinking wine again."
(Will was the inadvertent cause of the bad batch of wine, which caused financial disaster for his family. He considers this a shameful secret.)AP SPENT (in case of death subtract 10% from this total and new character starts with this plus current total):
140 - LK 8 to 9, CON 6 to 7 90 - LK from 9 to 10 170 - Con to 8 LK to 11 110 - Dex 11 to 12 110 - LK from 11 to 12 250 - Dex from 12 to 14 (120/130) 80 - Con from 8 to 9 90 - CON from 9 to 10 140 - WIZ from 14 to 15 120 - LK from 12 to 13 290 - DEX from 14 to 15, 15 to 16 700 - STR from 16 to 17 to 18 to 19 to 20 130 - Lk from 13 to 14 100 - SPD from 10 to 11 310 - Wiz 15 to 17540 - Wiz from 17 to 20330 - Speed from 11 to 13140 - Luck from 14 to 15210 - Con from 10 to 12270 - Speed 13 to 15 120 - Con from 12 to 13 LUCK to 16 = 150 AP DEX to 17 = 160 AP CON to 14 = 130 AP 350AP - Dex from 17 to 19 Speed to 16: cost 150AP Luck to 17: cost 160AP CON to 15: cost 140AP 200 - Str from 20 to 21 190 - Dex from 19 to 20 170 - Luck 17 to 18 300 - Swordsman talent 660 - Str from 21 to 24 180 - Lk from 18 to 19 160 - Spd from 16 to 17 1020 - 240+250+260+270 STR 24 to 28 190 - LUK to 20 120 - IQ to 13 570 to raise Strength to 30 170 to raise Charisma to 18 CON to 16 ...150 SPD to 19 (two steps) ...350 Charisma to 19 ...180 IQ to 14 ...130 Luck to 26: 200 + 210 + 220 + 230 + 240 + 250 = 1350 Charisma to 22: 190 + 200 + 210 = 600 Dexterity to 21: 200 IQ to 15: 140 Luck to 30: 260+270+280+290=1100 Charisma to 23=220 810 - Str +2 (from 30 to 32) and Wiz 20 to 21 320- Str from 32 to 33 1020 - STR to 36 (330+340+350) 160 - CON to 17 360+370+380 = 1110OOC Elven Sword clarification Will Darness' Elven Sword The weapon handed over by the Elven Princess Elethiran Shir'Taan was one she'd used since childhood and held onto as a secondary weapon/keepsake. It was handed over to the devilishly handsome and charming rogue Will Darness as a gift and ownership passed completely to him.IN GAME TERMS:The magical wooden sword will adapt to whatever Dex/Str requirements the user needs, down to 1/1 allowing them to use quite a few types of weapon in the off hand. The weight, length, balance even the type of blade will change to whatever is needed without thought from the user. Whatever the current requirements are set to remains the requirement to match for anyone else picking up the weapon. Any deviance from that will trigger the booby trap (below). Someone with those exact requirements (Currently 4 STR/2Dex as of this writing) could pick the weapon up without setting off the booby trap effect.
The booby trap is 2D6 damage applied immediately to the attempted users' Dex score and DOUBLE that amount rolled as a reduction in Adds. This applies every round it is held. Dex is healed at the rate of 1 point per day. This happens in the form of wooden spines that jut out, in, out, in so the damage will apply every round.
Back in the day it was the Princess' sword and she didn't like her mean brothers nicking her stuff so had one of the Palace Wizards cook up something nasty. Which he then got into trouble for because a cleaner picked it up then there was the time when Elethirans' brother Atheric Shir'Taan third of his name and heir to the throne thought to play a prank and hide it and ... well, it got messy.
The weapon is as follows:5D6 Damage STR variable Dex variable Weight variable Vorpal Blade effect for 5 Wiz Whammy! effect for 10 WizIt also has a spell of True Ownership on it.
It is crafted from Mythril, enchanted wood that only certain fey folk can grow and shape. Harder and lighter than steel, the sword is also enchanted. It can strike enemies that need a magical weapon to hit.
The weapon will attempt to find its way back to the Named User (Will Darness) if separated. This is hard to quantify but can involve whatever is deemed necessary by powerful magical forces to influence someone to hand the blade back, to change the natural order of things or even to simply teleport to within reach of the user. The further away or more restrictive the separation (like behind a vault door), the more extreme the magic that applies.
This is a nasty variant of the 'Spell of True Ownership' as cast by high level Elven Wizards.
When the ownership is handed over the user must agree (promise) to a condition set by the current owner. If the new owner breaks that promise the weapon loses all enchantment and becomes a wooden sword (Dex/Str 9 each, Weight 50, Dice 2D6). Current promise is "Make a promise to me that you will not harm the Jungle denizens unless in self defence. You will not burn or devastate the forest jungle nor willingly allow others to do so. Promise me this and my blade becomes yours. If you break this promise the blade will curse you and turn its blade upon you!"OOC Ignore the previous description. Hope this is clearer.
|
|
apn
5th Level Troll
Posts: 524
|
Post by apn on Oct 19, 2022 7:55:44 GMT -5
Üdhaav, wizard.(played by mosker ) (Pronounced as in "should have/could have") STR | 12 | LUCK | 20 | CON | 14 | IQ | 30 | DEX | 17 | WIZ | 24 | PER* | 11 | CHA | 12 |
*Perception was SpeedTO DO: Work into tablesBasic Delvers package Backpack (5 GP) Tuckerbag water skin 5 matches 30' Heavy Twine 2 Pc chalk Quill pen 5sp Ink 1 GP Book 2 gp Scissors 5sp Sewing Needles 1 GP Thread 1sp Cheapass robe 5 Sandals 4 GP Utilitarian dagger 10 gp Darts (1 set) 5 GP Tinkers Kit 25 GP Various files, nails, hammers, clamps and so on. Not enough to do any damage with as a weapon but enough to reduce the SR difficulty of a task where 'Tinkering or fixing of stuff might come in handy'. Every time you use them, roll 1D6. If you roll one something breaks and the set becomes pretty useless until replaced. Otherwise add the roll to your SR when Tinkering. Dice and AddsDagger 2D+2 and standard knife 2D +13 Combat Adds (4D6+15) Dart 1+0 Armour Protectionarmour details
Weight Possible: | 1100 | Weight Carried: | xx |
Weapons | STR | DEX | D&A | Weight | Notes | Utilitarian dagger | 1 | 1/12 | 2d | ## |
| Darts (3) | 5 | 1/12 | 1d | ## |
|
Armour | STR | DEX | Hits | Weight | Notes | details | ## | ## | ## | ## |
|
Other Possessions | Weight | Notes | details | ## | ## |
AppearanceHuman Older than he looks, younger than the oldest child in any family where he looks as if he could be related Male 5'8" 152 Physical descriptionAll people see are the burn scars, the awkward gaitTalents and Special Abilities, Magic etcTinkerer +3
Mental Discipline +3 All 1st level spells cast at -1 cost (2nd Level)
2nd Level Spells: Teacher, Omnipotent Eye and Poor BabyADVANCEMENT (in case of character death take this total less 10% and apply to the next character!!!) IQ 15 -> 17 (310) Dex 13 ->14 (130) SPD 9 ->10 (90) WIZ 12 ->13 (120) IQ 17->20 (170+180+190) 540 (2nd level!) WIZ 13 -> 15 (130+140) 270 LK 12->13 (120) 120 (NB: +1 combat adds. Look out world!) CON 8->10 (80+90) 170 Wiz 15->17 310 LK 13->15 270 DEX 14->15 140 Wiz 17->19 (-350) LK 15->16 (-150) CON 10->12 (-220) DEX 15->16 (-150) IQ 20->21 (-200) STR 11-> 12 (110) CON 12-> 13 (120) DEX 16-> 17 (+ 1 add) (160) LK 16->18 (+2 adds) (330) IQ 21->23 (430) WIZ 19->21 (390)Talent (mental Discipline) 300 LUCK 18->20 (-370) INT 23->25 (-470) WIZ 21->23 (-430) CH 11->12 (-110) IQ 25-28 (-780) IQ 28-30 (570) WIZ 23->24 -230
CON 13->14 -130
PER 10->11 -100
|
|
apn
5th Level Troll
Posts: 524
|
Post by apn on Oct 19, 2022 7:58:02 GMT -5
Akki the Jagged Level 1 Elf Rogue
(played by gringnr ) STR | 18
| LUCK | 18
| CON | 17
| IQ | 18
| DEX | 18
| WIZ | 17
| PER* | 18
| CHA | 17
|
*Perception was SpeedDice and AddsMagic Cutlass 5d6+24 Armour ProtectionBuckler 3
Weight Possible: | 1300 | Weight Carried: | 00
|
Weapons | STR | DEX | D&A | Weight | Notes | Medium Outre Sword (Terbutje)
| 12
| 15
| 4d6
| 73
|
|
Weapons | STR | DEX | D&A | Weight | Notes | Magic Cutlass
| 12
| 12
| 5d6
| 73
| First five dice of attack implode/explode but keep exploding on 6
A multiple result of 2-5 on the initial roll applies as adds. So if you 3x4 that’s +12 adds, 2x2 is +4 adds and so on... Spending 2-5 wiz also multiplies those results (and will multiply the multiple result as well!) decide on the Wiz spend/multiplier before dice are rolled though! You can choose to spend no wiz otherwise it will be determined randomly (1D4+1) wiz and multiplier.
Example roll 3x3 (+9 adds) and if you were lucky enough to spend 3 wiz before the attack the adds would be 3x3x3 (+27) |
Armour | STR | DEX | Hits | Weight | Notes | Buckler
| 3
| 8
| 3
| 75
|
|
Other Possessions | Weight | Notes | details | xx | xx |
AppearanceElf, Age 64, Male7' 8" 200lbs.Very tall with long, dark brown hair and brown eyes. Wiry and muscular. Tan due to spending time outdoors. Unkempt by nature.
Talents and Special Abilities, Magic etc TALENTS: Tracking, Stealth +5 Spells: Knock, Knock
EXPERIENCE ADVANCEMENT (in case of Character Death add this up, subtract 10% and hand to next character!)
STR 13->14 (-130) CON 9->13 (-90, -100, -110, -120) IQ 12->13 (-120) DEX 16->17 (-160) WIZ 15->16 (-150) 160 WIZ 16 -> 17 110+120+130+140+150+160 SPD 11 -> 17 130+140+150+160 LK 14 -> 17 130+140+150+160 CON 13 -> 17 140+150+160 STR 14 -> 17 130+140+150+160 IQ 13 -> 17 Stealth +3 Novice --> +5 Apprentice (-600) CHA 15 ->150 ->160 =CHA 17
STR 17 ->170 = STR 18
DEX 17 ->170 + DEX 18
SPD 17 ->170 = SPD 18
LK 17 ->170 = LK 18
IQ 17 ->170= IQ 18
|
|
apn
5th Level Troll
Posts: 524
|
Post by apn on Feb 26, 2023 13:19:57 GMT -5
Name: Garilt (Mr Chatty) (run by nialldubh ) , Kindred: Human, Class: Citizen, Level: 2. ST: 20 CON: 12 PER: 13 Combat Dice: +9 Height: 5', 10". IQ: 10 DEX: 17 WIZ: 10 Weight: 180 lb. LK: 14 CHR: 10 Age: 26. Gold Pieces: 0 gp. Weight Carried: 213 +250 rope. AP: 00. Weapons: Cutlass (4d6), Dagger: (2d6+2), Hatchet: (3d6). Armour: Leather jerkin (4). Clothing: Cloth tunic, belt, breeks, loincloth, boots (knee high) (78 w.u.). Equipment: Torch: x4, rope 50 feet. Languages: Common (Jepik’ni). Talents: Farming: 16 (IQ +3 +3 yrs). Sea Legs Magic Items: None. Other: Half personal adds, half any spell effect, Rolls twice for a SR, Illiterate. Description: A burly fellow, built like the proverbial brick outhouse and was a decent rower to boot. Black greasy and scraggly hair, cut short before his shoulders (thinning slightly on top), thick facial stubble and dark eyes. History: A once time farmer, things got bad as his family and co-workers died by Uruks and Goblin raiders. He set forth for Jepistra as a caravan wagon attendant and then signed on as a ship's crewman bound for Khazan. After this things just got getting worse. Delves: Caravan to Jepistra The Crimson Avenger, the Jungles of Khrayyt. Garilt might not have been much of a fighter but he was a big fellow and between Klarrrrchur and him the row boat powered through the water to reach the golden sands of the bay.
Garilt reflected on his years as a farm labourer, the farm being overrun by Uruks and Goblins and left in ruins and his subsequent trek to Jepistra as a Caravan labourer for a Merchant.AP Expenditure: DEX 120+130 = 250 (DEX 14) 440 into Con, Lk, Per and Dex (all +1) DEX to 17 = 310. LK to 12 = 110. 160 & 170 = 330 for a STR 18. 120 boost LK to 13 STR: 180+190 = 370 (For STR 20. 2nd-level, will take talent; either Sailing or Sea Leg (what is the best apn?)) LK: 130 = 14. PER: 110+120 = 230, for PER 13.
CON: 110 = 12.
|
|