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Ludanto
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Joined: Thu Mar 20, 2014 2:15 pm

Character Sheets

#1 Post by Ludanto »

Ok. It took some doing, but I was able to copy this here. The spoiler below contains the character sheet template. Go nuts!

Code: Select all


[b]NAME:[/b] - 

[u]CONDITIONS[/u]
[b]Fresh:[/b] +1D to all tests until new Condition

[b]CLASS/STOCK:[/b] -
[b]LEVEL:[/b] 1
[b]Benefits:[/b]
[b]ALIGNMENT:[/b] -
[b]ORDER OF MIGHT:[/b] 3
[b]RAIMENT:[/b] -

[b]BELIEF:[/b] -
[b]GOAL:[/b] -
[b]INSTINCT:[/b] -

[u]RELATIONS[/u]
[spoiler][b]HOME:[/b] -
[b]PARENTS:[/b] -
[b]MENTOR:[/b] -
[b]FRIENDS:[/b] -
[b]ENEMIES:[/b] -[/spoiler]

[u]TRAITS & WISES[/u]
[spoiler][b]TRAIT:[/b] -
[b]TRAIT:[/b] -

[b]WISE:[/b] -
[i]Advancement:[/i] -[/spoiler]

[u]EXPERIENCE POINTS[/u]
[spoiler][b]CURRENT FATE:[/b] 0
[b]SPENT FATE:[/b] 0 / 3
[i]Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.[/i]
[b]CURRENT PERSONA:[/b] 0
[b]SPENT PERSONA:[/b] 0 / 3
[i]Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.[/i]
[b]CHECKS:[/b] 0
[i]Checks allow you to make Camp and recover from Conditions.[/i][/spoiler]

[u]ABILITIES[/u]
[spoiler][b]WILL:[/b] -
[i]Advancement:[/i] -
[b]HEALTH:[/b] -
[i]Advancement:[/i] -
[b]NATURE:[/b] 3 / 3
[i]Descriptors:[/i] -
[i]Advancement:[/i] -
[b]RESOURCES:[/b] 0
[i]Advancement:[/i] -
[b]CIRCLES:[/b] 1
[i]Advancement:[/i] -[/spoiler]

[u]SKILLS[/u]
[spoiler][b]ALCHEMIST:[/b] Will
[i]Advancement:[/i] -
[b]ARCANIST:[/b] Will
[i]Advancement:[/i] -
[b]ARMORER:[/b] Health
[i]Advancement:[/i] -
[b]CARPENTER:[/b] Health
[i]Advancement:[/i] -
[b]CARTOGRAPHER:[/b] Will
[i]Advancement:[/i] -
[b]COMMANDER:[/b] Will
[i]Advancement:[/i] -
[b]COOK:[/b] Will
[i]Advancement:[/i] -
[b]CRIMINAL:[/b] Health
[i]Advancement:[/i] -
[b]DUNGEONEER:[/b] Health
[i]Advancement:[/i] -
[b]FIGHTER:[/b] Health
[i]Advancement:[/i] -
[b]HAGGLER:[/b] Will
[i]Advancement:[/i] -
[b]HEALER:[/b] Will
[i]Advancement:[/i] -
[b]HUNTER:[/b] Health
[i]Advancement:[/i] -
[b]LABORER:[/b] Health
[i]Advancement:[/i] -
[b]LORE MASTER:[/b] Will
[i]Advancement:[/i] -
[b]MANIPULATOR:[/b] Will
[i]Advancement:[/i] -
[b]MENTOR:[/b] Will
[i]Advancement:[/i] -
[b]ORATOR:[/b] Will
[i]Advancement:[/i] -
[b]PATHFINDER:[/b] Health
[i]Advancement:[/i] -
[b]PEASANT:[/b] Health
[i]Advancement:[/i] -
[b]PERSUADER:[/b] Will
[i]Advancement:[/i] -
[b]RIDER:[/b] Health
[i]Advancement:[/i] -
[b]RITUALIST:[/b] Will
[i]Advancement:[/i] -
[b]SAILOR:[/b] Health
[i]Advancement:[/i] -
[b]SCAVENGER:[/b] Health
[i]Advancement:[/i] -
[b]SCHOLAR:[/b] Will
[i]Advancement:[/i] -
[b]SCOUT:[/b] Health
[i]Advancement:[/i] -
[b]STEWARD:[/b] Will
[i]Advancement:[/i] -
[b]STONEMASON:[/b] Health
[i]Advancement:[/i] -
[b]SURVIVALIST:[/b] Health
[i]Advancement:[/i] -
[b]THEOLOGIAN:[/b] Will
[i]Advancement:[/i] -
[b]WEAVER:[/b] Will
[i]Advancement:[/i] -[/spoiler]

[u]EQUIPMENT & INVENTORY[/u]
[spoiler][b]HEAD:[/b] -
[b]NECK:[/b] -

[b]HANDS (worn):[/b] -
[b]HANDS (worn):[/b] -
[b]HANDS (carry):[/b] -
[b]HANDS (carry):[/b] -

[b]TORSO:[/b] -
[b]TORSO:[/b] -
[b]TORSO:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK:[/b] -
[b]BACKPACK:[/b] -
[b]BACKPACK:[/b] -

[b]BELT (pouch):[/b] -
[b]BELT (weapon):[/b] -
[b]BELT (skin):[/b] -
[b]FEET:[/b] -[/spoiler]

[u]MAGIC & MIRACLES[/u]
[spoiler]None.[/spoiler]

"Mi pensas, ke mia simio metis sian piedon en vian trinkaĵon."
Neniam dividu la adventurgrupon.
"Ĉu vi volas koboldojn? Ĉar tiel estas kiel oni akiras koboldojn!"

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BillTheGalacticHero
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Posts: 686
Joined: Sun Aug 06, 2017 1:40 am

Re: Character Sheets

#2 Post by BillTheGalacticHero »

NAME: - Thag Simmons MXL

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict
Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck l
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance
Dead: May not use wises, test or help.

CLASS/STOCK: - Strider / Human
LEVEL: 2
Benefits:
Level 1 - Strider: Wield any weapon, can wear leather or chain armour, cannot wear helmet
Level 2 - Sword Proficiency: When armed with a sword and any off-hand weapon, gain +1D to two action types when acting with the sword.
ALIGNMENT: - Law
ORDER OF MIGHT: 3
RAIMENT: - Dressed in simple outdoors garb of dull greens and browns with old worn boots. The only distinctive item he wears is a broad-brimmed, battered straw hat adorned with three old feathers: an eagle's, an owl's, and a dove's. Scabbarded to his belt is an ancient, but well-crafted, sword. He usually carries an old 6' walking staff, or a straight sapling cut to length.

BELIEF: - I am the last defense of mankind against the minions of Darkness.
GOAL: -I will destroy the evil tainting this place.
I will lead the party safely to Falco.
I will find and rescue the missing children.
INSTINCT: - Always scout ahead

RIGHT HAND: Crossbow
LEFT HAND: ditto

RELATIONS
HOME: - Remote village
PARENTS: - Thag Simmons MXXXIX (deceased?), Mabel Simmons - weaver
MENTOR: - Soloman Kane, Strider (Witch-Hunter)
FRIENDS: - Ged, aka Sparrow - a Sheppard (i.e. Peasant) from the hills near my home village
ALLIES: -
ENEMIES: -
TRAITS & WISES
TRAIT: - Grim-Visaged Lvl-1
[Session 2]: used for Hunting

TRAIT: - Early Riser Lvl-1
[Session 3]: used to fight Darkmantle

WISE: - Trap-Wise
Advancement: -
Passes:
Failures: :( - [Session 2]: avoiding falling anvils
EXPERIENCE POINTS
CURRENT FATE: 1
SPENT FATE: 6 / 7
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
Fate Used:
[Session 1.1] Reroll 6's in Flee conflict with the wolf
[Session 1.2] Reroll failed die on trap-detection failure
[Session 1.3] Reroll 6's for Disposition for fight with skeletons
[Session Falco] Reroll 6's for Lifestyle test

CURRENT PERSONA: 0
SPENT PERSONA: 3 / 6
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
Persona Used:
[Session 1.2] Rerolled failed trap-detection dice
[Session 1.2] Roll additional die for Health test
[Session 1.3] Tap Nature: Demanding to scout dark chapel


CHECKS: 0
Session 1: Earned scouting the "sitting room"
Session 4: Check earned for Pathfinder Obs 5 test.
Session 4.5: Check earned opening trap door to orphanage cellar.
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 3
Advancement: -

HEALTH: - 5
Advancement: -
Passes: :D :D :D
[Session 2] - recover from Exhaustion in Camp phase
[Session 2] - avoiding falling anvils
[Session 4.5] - opening orphanage cellar trapdoor
Failures: :(
[Session 3] - trapped by falling wall

NATURE: 3 / 3 2 / 3 2 / 2
Descriptors: - Human: Boasting, Demanding, Running
Advancement: -
Passes:
Failures: :(
[Session 3] - tapping Nature to scout Dark Chapel

RESOURCES: 0
Advancement: -
Passes:
Failures: :(
[Session Falco] - Lifestyle test leaving Falco

CIRCLES: 4
Advancement: -
Pass: :D
[Session Falco] - Digging for Leads - asking stable hands for info about the hut we found
Fail:
SKILLS
ALCHEMIST: Will
Advancement: -

ARCANIST: Will
Advancement: -

ARMORER: Health
Advancement: -

CARPENTER: Health
Advancement: -

CARTOGRAPHER: Will
Advancement: -

COMMANDER: Will
Advancement: -

COOK: Will
Advancement: -

CRIMINAL: Health
Advancement: -

DUNGEONEER: Health
Advancement: -

FIGHTER: 3
Advancement:
Pass: :D
[Session 3] - Fought skeletons w/ help from Rabon
Fail: :(
[Sesson 3] - Fight Dark Mantles w/ help from Rabon, lost a Trait

HAGGLER: 2
Advancement:
Pass: :D
[Session Falco] - Haggling in town - result = Good Find
Fail:

HEALER: Will
Advancement: -

HUNTER: 2
Advancement:
Pass:
Fail: :(
[Session 2] - Hunting w/ help from Galen - did not find anything, had to hide from something scary

LABORER: Health
Advancement: -

LORE MASTER: Will
Advancement: -

MANIPULATOR: Will
Advancement: -

MENTOR: Will
Advancement: -

ORATOR: Will
Advancement: -

PATHFINDER: 3
Advancement:
Pass:
Fail: :(
[Session 4] - lost on way to Falco, but found Witch's Hut

PEASANT: Health
Advancement: -

PERSUADER: Will
Advancement: -

RIDER: 2
Advancement: -

RITUALIST: Will
Advancement: -

SAILOR: Health
Advancement: -

SCAVENGER: Health
Advancement: -

SCHOLAR: Will
Advancement: -

SCOUT: 4
Advancement:
Pass:
[Session 1] - Instinct - Scout courtyard w/ help from Galen
[Session 2] - Instinct - Scout armoury, find secret door
[Session 5] - Instinct - Scout, find kobolds
Fail:
[Session 1] - Combat - Scout used in Flee combat against wolf in courtyard
[Session 2] - Instinct - Scouting second room in chapel, find Greygrim the Dire Wolf and become Afraid
[Session 2] - Instinct - Scout small room in chapel, did not find anvil trap
[Session 3] - Instinct - Scout chapel - did not find Dark Mantles hiding inside
[Session 4.5] - Instinct - Scout around burned orphanage

STEWARD: Will
Advancement: -

STONEMASON: Health
Advancement: -

SURVIVALIST: 3
Advancement: -

THEOLOGIAN: Will
Advancement: -

WEAVER: 2
Advancement: -
EQUIPMENT & INVENTORY
HEAD: - Straw Hat w/ three feathers - eagle, owl, dove
NECK: -

HANDS (worn): - Leather Bracer
HANDS (worn): - Leather Bracer
HANDS (carry): - Crossbow
HANDS (carry): - (Crossbow)

Leather Bracers - use once per combat, when used roll 4+ to prevent being disarmed

TORSO: - Quiver (crossbow bolts)
TORSO: - Backpack
TORSO: - (Backpack)
BACKPACK/SATCHEL: - Rope
BACKPACK/SATCHEL: - (Rope)
BACKPACK/SATCHEL: - Invigorating potion
BACKPACK: - Tinderbox
BACKPACK: - (empty)
BACKPACK: - (empty)

QUIVER: - crossbow bolts
QUIVER: - (ditto)

BELT (weapon): - Longsword
BELT (pouch): - Dagger
BELT (skin): - Waterskin (empty)
FEET: - Worn leather boots
MAGIC & MIRACLES
None.
SESSION NOTES
FATE:
Acting on Belief -
Working towards Goal -
Benefiting from Instinct -

PERSONA:
Playing against a belief - n/a if you have acted on a belief
Accomplishing a Goal -
MVP - up to group
Teamworker - up to group
Embodiment - up to group
Last edited by BillTheGalacticHero on Fri Jan 04, 2019 7:14 pm, edited 116 times in total.

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Marullus
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Posts: 17901
Joined: Fri Jan 23, 2015 1:41 am

Re: Character Sheets

#3 Post by Marullus »

NAME: - Allric the Magician

Summary:
Allric is a frail old man with a mind like a steel trap, good with lore and tales but with a loathing for libraries. He is a skilled Orator and his magic is more show/laziness than it is potent, making him good with crowds and impressing children. He also has a knack for misdeeds and at some point in his past wronged a particularly humorless dwarf. He otherwise knows folks in every town (good circles) and has particular friendships with an alchemist and a professor back at the Tower of the Ashen Throne.

"All wizards are old; it takes so long to learn our craft. The truth is that good wizards master the secrets of youth, first."

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict
Angry (Ob 2 Will): Can't use wises or beneficial traits
  • Afraid (Ob 3 Will): Can't help or use Beginner's Luck
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance
Dead: May not use wises, test or help.

CLASS/STOCK: - Human Magician
LEVEL: 2
Benefits: The ability to use a dagger as a weapon and use Arcanist to cast two first circle spells per adventure phase.
ALIGNMENT: - Chaos
ORDER OF MIGHT: 3
RAIMENT: - Impressive pointy wizard hat, patchwork blue robes. Crystal and brass reading glasses, long clay pipe.

BELIEF: - The appearance of power is power itself.
GOAL: - I will search the lower level for any evidence of what caused the magical darkness which I could not overcome with magical light.
INSTINCT: - Concoct elixirs whenever we camp.

RELATIONS
HOME: - The Ashen Throne (Wizard's Tower)
PARENTS: - (Long Deceased)
MENTOR: - Balcalath the Professor (Orator) (Ashen Tower)
FRIENDS: - Gnobbin the Alchemist (Kelsgard)
ENEMIES: - Dourgrim the Wagoner (unknown)
ALLIES: - Shen the Imperial Wizard (Falco)
TRAITS & WISES
TRAIT: - Wizard's Sight x1
TRAIT: - Thoughtful x2

WISE: - Gullible Mark-wise Elixir-wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 3 (Initial: 2. Sessions: 2; 2, 2, 2)
SPENT FATE: 7 / 7 (1, 2, 3, 4, 5, 6, 7)
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 3 (Initial: 1. Sessions: 2; 2, 2, 2)
SPENT PERSONA: 6 / 6 (1, 2, 3, 4, 5, 6)
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 1 3 1
Checks allow you to make Camp, recover from Conditions, and gain skill advancement from Helping.
ABILITIES
WILL: - 6
Advancement: - Successes: 1, 2 Failures: 0
HEALTH: - 3
Advancement: - Successes: 1, 2 0; Failures: 1 0
NATURE: 5/5 4 / 4
Descriptors: -Boasting, Demanding, and Running
Advancement: - Passed: 1; Failed: 0
RESOURCES: 1
Advancement: - (1), 0
CIRCLES: 4
Advancement: - Pass: 1; Fail: 0
SKILLS
ALCHEMIST: 4
Advancement: - Successes: 1, 2, 3 1, Failures: 1, 2, 3 1
ARCANIST: 5
Advancement: - Successes: (1, 2, 3, 4) 1, 2, 3, 4 Failures: (1, 2, 3) 1,
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: 2
Advancement: -
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: 3
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: Health
Advancement: -
HAGGLER: Will
Advancement: - 1
HEALER: Will
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: 3
Advancement: - Successes: 1, 2. Failures: 1
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: 3
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: 2
Advancement: - (1 Pass) Pass: 1, 2 Fail: 0
SCOUT: Will
Advancement: - Beginer's Luck: 1, 2
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -Pointy Wizard Hat
NECK: - Golden Necklace of the Basilisk's Eye (1D Treasure)

HANDS (worn): - A woven band of beech bark
HANDS (worn): - A hollow ring (powdered brimstone x1)
HANDS (carry): - Knobby Wizard's Staff
HANDS (carry): - small sack
* SACK: - a calming potion (cures Anger) (pack 1)
* SACK: - an invigorating potion (cures Exhaustion) (pack 1)

TORSO: - Midnight Blue Hooded Cloak
TORSO: - Backpack
TORSO: - (Backpack)
BACKPACK/SATCHEL: - Traveling Spellbook
BACKPACK/SATCHEL: - (Traveling Spellbook)
BACKPACK/SATCHEL: - Candles (3) [1 spent]
BACKPACK: - Mirror
BACKPACK: - scroll of Wisdom of the Sages (pack 1)
BACKPACK: -Sack, Small (1) (2) [second one carried]

BELT (pouch): - embroidered pouch full of sparkling gems - worth 3D (pack 1)
(nil) a brittle page, "Forgive me, dark father of the forge, my toils shall never be enough."
BELT (weapon): -Dagger
BELT (skin): - Wineskin (Full, Wine x1)
FEET: - Pointy Shoes
MAGIC & MIRACLES
MENTAL INVENTORY:
SLOT: - Dance of the Fireflies
SLOT: - Wisdom of the Sages

TRAVELING SPELL BOOK:
SLOT: - Wisdom of the Sages
SLOT: - Dance of the Fireflies
SLOT: - Mystic Porter
SLOT: - Supernal Vision
SLOT: - (Empty)

Wisdom of the Sages (First Circle): For one turn, the caster may read, speak, or comprehend a foreign or alien tongue.
Factors: Language Group: Similar to known language, far removed from known language, archaic language or dead language, arcane language. [Scribe to scroll - Ob 2]

Dance of the Fireflies (First Circle): The caster summons a number of lights that dance and whirl about his head. They each provide light equivalent to a candle and are unaffected by weather; they can even give light when submerged. With a thought, the caster may send the lights down corridors or around corners, giving the appearance of a party of adventurers carrying torches. The magician may choose to end the spell before the duration if he chooses.
Factors: Number of Lights: One light, two lights, three lights, four lights
Duration (two turns free): three turns, four turns, phase
[Scribe to scroll - Ob 2]

Mystic Porter (First Circle): The spell creates a shield-sized disc that floats at the height of the caster's waist. It follows the caster at a range of roughly six feet.
Factors: Breadth: 8 inventory slots, 10 slots, 12 slots
Duration: Four turns, Five Turns, Six Turns, a Phase

Supernal Vision (First Circle): Caster may use the Lore Master skill to study magical auras and determine their purpose. Additionally, while under the effect of this spell, the caster gains +1D to Arcanist tests but suffers -1D to all tests that require physical action.
Factors: Duration (start at 2): 1 turn, 2 turns, a phase

Standard Obstacles:
Scribing scrolls of either spell - Ob 2 Scholar
Elixir: Recover from Afraid - Ob 2 Alchemist
Elixir: Recover from Angry - Ob 3 Alchemist
Elixir: Recover from Exhausted - Ob 4 Alchemist
Fireworks: for spectacle (1 use) - Ob 1 Alchemist
Fireworks: for spectacle (3 uses) - Ob 2 Alchemist
Fireworks: for spectacle (1 use) - Ob 1 Alchemist
Explosives: as weapon (+1s feint) - Ob 3 Alchemist
Explosives: as weapon (+1s maneuver) - Ob 4 Alchemist
Explosives: as weapon (+1s attack) - Ob 5 Alchemist
Potion Base: for 1st level spell - Ob 4 Alchemist
SESSION NOTES
FATE:
Acting on Belief -
Working towards Goal -
Benefiting from Instinct -

PERSONA:
Playing against a belief - n/a if you have acted on a belief
Accomplishing a Goal -
MVP - up to group
Teamworker - up to group
Embodiment - up to group
GAMEPLAY NOTES:
  • The wolf's territory is the monastery and nearby woods.
  • Children have disappeared from nearby towns and passed through the monastery.
  • The wolf fears a tangible darkness that lies behind the southern double doors.
  • The dwarves had a King Garbold. Old dwarven sects identified Dorrask, a dark Dwarven Lord of Toil and Suffering and also Tarog, Dwarven Forge Lord (of light)
  • The dwarven hand-axe named Skyfallcan ground a flying opponent.
  • The Rustcap Mushrooms are useful in making an Invigorating Draught (elixir for Exhausted)
  • The reward is being offered by Laurel , an herbalist in town. She doesn't have much to offer, so she offered a bag of silver. She only needs eight mushrooms, any more would be overkill.
Last edited by Marullus on Mon Dec 03, 2018 4:56 pm, edited 91 times in total.

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shroomofinsanity
Pathfinder
Pathfinder
Posts: 318
Joined: Fri Aug 04, 2017 1:58 am

Re: Character Sheets

#4 Post by shroomofinsanity »

NAME: - Berenwald "Berry" Auspice:

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict
Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance
Dead: May not use wises, test or help.


CLASS/STOCK: - Cleric/Human
LEVEL: 2
Benefits: ability to cast 1 first circle miracle and also the fury of the lords of life and death.
ALIGNMENT: -Law
ORDER OF MIGHT: 3
RAIMENT: - Berry wears a torn cloth with his family's crest on it. This cloth is fashioned into a bandanna that he wears around his arm. He tells no one that it is his family crest, if pressed, it is the crest of the Cleric that gave him his mission.

BELIEF: - The disciples of the Lords can help all people
GOAL: - We must save any children we find under the monastery.
INSTINCT: - always be friendly and talk to people before fighting breaks out.

RELATIONS
HOME: - Hollifort (Religious Bastion)
PARENTS: - Malvacar the cleric
MENTOR: - none
FRIENDS: - Cale the Cartographer
ENEMIES: - Trevor the Thief
TRAITS & WISES
TRAIT: - Touched by the Gods lvl.1
TRAIT: - Defender lvl. 2

WISE: - Poultice
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 1
SPENT FATE: 6/ 7
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 1
SPENT PERSONA: 4/ 6
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 5
Advancement: - 1 pass -fail
HEALTH: - 3
Advancement: 1-pass fail-1
NATURE: 3 / 3
Descriptors: - Boasting, Demanding, Running
Advancement: -
RESOURCES: 2
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: 2
Advancement: -
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: 2
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: 3
Advancement: -pass 1 fail 1
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: Will
Advancement: -X
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: 2
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: 4
Advancement: - Pass = 2
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: 2
Advancement: - 1 Pass
SCOUT: Health
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: 3
Advancement: -pass fail-1
THEOLOGIAN: 4
Advancement: -pass-1 fail-1
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: - Helmet
NECK: - Holy symbol

HANDS (worn): - Ring of Tarog: A large ring with a round red stone
HANDS (worn): -
HANDS (carry): - shield
HANDS (carry): - lantern

TORSO: - Leather armor
TORSO: - Back pack
TORSO: - Back pack
BACKPACK/SATCHEL: -
BACKPACK/SATCHEL: -Torches x4
BACKPACK/SATCHEL: - old book with scribbling about an evil dwarf god (book of dwarven prayer) (2D Cash)
BACKPACK: - fresh rations x2
BACKPACK: -
BACKPACK: - flask of oil x1

BELT (pouch): - an unusually large red gem, cut like a teardrop and bearing some sort of runic inscription [Plot item]
BELT (weapon): - Mace
BELT (skin): -
FEET: - Shoes
MAGIC & MIRACLES
Fury of the Lords of Life and Death
Vision of the Lords of Law
Last edited by shroomofinsanity on Fri Nov 30, 2018 5:06 pm, edited 48 times in total.

Rusty Tincanne
Rider of Rohan
Rider of Rohan
Posts: 6178
Joined: Mon Jan 05, 2015 5:07 am
Location: Ithaca, NY

Re: Character Sheets

#5 Post by Rusty Tincanne »

NAME: – Rabon Hudd

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict
Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance
Dead: May not use wises, test or help.

CLASS/STOCK: – Human Thief
LEVEL: 2
Benefits: Thief (level 1) - The thief wears leather armor and cannot use a helmet or shield (except as described below). A thief can wield swords, hand axes, daggers, bows and crossbows. Also, a thief may not be of the Lawful alignment. If the thief’s alignment is ever changed to Lawful, the player can choose to retire the character or become a warrior of equivalent level.
Improvisational (level 2) - A bit of wire, a sliver of metal, a shard of bone—a thief always has tools available for Criminal or Dungeoneer tests regarding traps, escaping, locks and similar.
ALIGNMENT: Neutral
ORDER OF MIGHT: 3
RAIMENT: Cowl with green hood

BELIEF: There must be more treasure to be found in these ruins; I need to find it!
GOAL: I will keep these fools from killing themselves as they try to do good
INSTINCT: Always search for traps, secret doors and things of value when entering a new area.

RELATIONS
HOME: – Falko, (remote village)
PARENTS: – deceased peasants
MENTOR: – none
FRIENDS: - Mer Rhionn the Maid (and Weaver)
ENEMIES: – Dourgrim the Wagoner
TRAITS & WISES
TRAIT: – Rough Hands – A hard life of toil toughens the hands. Such hands mark them as working folk, which can cause some to look down on them.

WISE: - Appraisal-wise
Advancement:
:) I am Wise PASS (helping Thag at the Falko gates)
- I am Wise FAIL
:) Deeper Understanding (versus the herbalist in Falko)
- Of Course!
EXPERIENCE POINTS
CURRENT FATE: 2
SPENT FATE: 1, 2, 3, 4 and 5/7
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 2
SPENT PERSONA: 1, 2, 3, 4,
5, 6 and 7/6
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS:
Checks allow you to make Camp and recover from Conditions.
SESSION NOTES
FATE:
Acting on Belief -
Working towards Goal -
Benefiting from Instinct -

PERSONA:
Playing against a belief - n/a if you have acted on a belief
Accomplishing a Goal -
MVP -
Teamworker -
Embodiment -
ABILITIES
WILL: 3
Advancement: -
HEALTH: 5
Advancement: pass - 1, 2, 3
NATURE: 4 / 4 (lost one point when fighting the stony-octopi)
Descriptors: - Boasting, Demanding and Running
Advancement: -
RESOURCES: 2
Advancement: 2 successful tests in Falko (haggling over the value of the mushrooms and buying fresh rations)
CIRCLES: 3
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: Will
Advancement: -
COOK:3
Advancement: Pass - 1, Fail -1
CRIMINAL: 4
Advancement: Fail -1,
DUNGEONEER: 2
Advancement: -
FIGHTER: 2
Advancement: - Pass 1, 2
HAGGLER: Will
Advancement: -
HEALER: Will
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: 4
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: X,
PEASANT: 2
Advancement: Pass - 1,
Fail - 1
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: 3
Advancement: Pass - 1, 2,3,
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: -

HANDS (worn): bracelet, 1D
HANDS (worn): -
HANDS (carry): 10' pole (+1D scouting tests)
HANDS (carry):

TORSO: rope
TORSO: quiver
QUIVER: flasks of oil (2)
QUIVER: small sacks (2)
TORSO: satchel
SATCHEL: grappling hook (+1D to Dungeoneering Tests)
SATCHEL: lantern (pack 2)
SATCHEL: as above

BELT (pouch): fresh rations (2)
BELT (weapon): dwarven hand axe, "Skyfall' (somehow helps against flying enemies)
BELT (skin): water
FEET: boots
Last edited by Rusty Tincanne on Sun Feb 10, 2019 2:15 pm, edited 49 times in total.

bucksurdu
Runner
Runner
Posts: 20
Joined: Fri Apr 27, 2018 12:41 pm

Re: Character Sheets

#6 Post by bucksurdu »

Alfred the Unready: -

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict
Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck l
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance
Dead: May not use wises, test or help.


CLASS/STOCK: - Elf
LEVEL: 1
Benefits:
ALIGNMENT: -
ORDER OF MIGHT: 3
RAIMENT: – leather cap with deer antlers

BELIEF: -
GOAL: -
INSTINCT: – Shoot first and ask questions later

RELATIONS
HOME: - Elfland
PARENTS: -
MENTOR: – Wrongway Feldman (Pathfinder)
FRIENDS: – Mel Zdiner (Cook at a busy crossroads inn)
ENEMIES: – GM Assigned
TRAITS & WISES
TRAIT: – First born
TRAIT: - quiet

WISE: – Elven Craftwise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 2
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 2
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 4
Advancement: -
HEALTH: - 4
Advancement: -
NATURE: 4 / 4
Descriptors: – singing, remembering, hiding
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: 3
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: 3 Health
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: 2
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: 3
Advancement: -
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: 2
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: 2
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: 2
Advancement: -
SCOUT: 2 Health
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: 2
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: -

HANDS (worn): – Bow
HANDS (worn): -
HANDS (carry): -
HANDS (carry): -

TORSO: - Quiver
TORSO: - Backpack
TORSO: - Backpack
BACKPACK/SATCHEL: – Skin of Wine
BACKPACK/SATCHEL: – Stakes and mallet
BACKPACK/SATCHEL: – Candles
BACKPACK: – Preserved rations
BACKPACK: – Lantern
BACKPACK: - Oil

BELT (pouch): – Spell supplies
BELT (weapon): - Dagger
BELT (skin): – Wine in skin
FEET: – Shoes
MAGIC & MIRACLES
Traveling Spell Book: Lightness of Being

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