Characters (Mutant Future Rules) [OBSOLETE]
Characters (Mutant Future Rules) [OBSOLETE]
Last edited by Norjax on Wed Jan 02, 2019 2:58 am, edited 1 time in total.
- GreyWolfVT
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Re: Characters
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Characters
Blixx of Starlight
Level: 3
Xp: 6001
Race: Mutant Human (Mothish)
Silver-white Hair, white feathery antennae, large black multifaceted eyes (moth-Like),
pointed ears, slightly longer incisors 5'1 100#
STR: 9 (NA)
DEX: 13 (-1 AC)
CON: 12(NA)
INT: 15 (+5% TechRoll)
WP: 13
CHR: 13 (-1Reaction, 5Ret 8RM)
Alignment: Lawful
Hit Points: ( 12d6) 44
AC: 14
THAC0:
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Mutant Powers:
night vision (60’range)
mental barrier (Detect Mental powers 90’ -4 for Mental Attacks)
psionic flight (MV 13”)
vampiric field (43’r absorb HP 2d4/rd 24hr duration)
Mutant Defects:
vision impairment- eyes are extremely light sensitive (albinism) (-2 during daylight)
Skills:
Ancient English
Flying
Cooking
Tinkering
Equipment:
Hand Axe Tomahawks x2 (battle axe) (1d6)
Knife (dagger) (1d4) Old M7 Bayonet
Mace (1d6) Wrench
Studded Leather Armor AC-6 Made of rings, keys, bottlecaps etc
Backpack, bedroll, flint/steel, trail rations (5 days), 2 canteens (Waterskins), 1 pencil (quill pen), old thread-bear, pull-over sweater (od green)(Winter Blanket), 25’ rope, 3 sheets parchment, jar of killer bee honey, Spyglass, leather pouch(map case), pair of sunglasses(50gp), (4gp, 6sp, 6cp) in leather pouch. Pliers, Prybar, gun oil. 2 Mushroom Remedies.
Kaliber #7A Bolt Rifle and 30 rounds (1 shot/round. 8 round magazine (1 round to reload magazine)) 1d12/hit (a natural 12 allows another damage roll) 501-1000 ft. have a -2 base penalty
Grew up in the village of Starlight (old drive-in theater)
Starlight grew from a group of survivors that took over a drive-in movie theater. The security fence was reinforced, the individual vehicles grew from temporary shelters into homes and the central theater structure became a town hall. The citizens of Starlight grew from scavengers to tinkerers as time passed.
Level: 3
Xp: 6001
Race: Mutant Human (Mothish)
Silver-white Hair, white feathery antennae, large black multifaceted eyes (moth-Like),
pointed ears, slightly longer incisors 5'1 100#
STR: 9 (NA)
DEX: 13 (-1 AC)
CON: 12(NA)
INT: 15 (+5% TechRoll)
WP: 13
CHR: 13 (-1Reaction, 5Ret 8RM)
Alignment: Lawful
Hit Points: ( 12d6) 44
AC: 14
THAC0:
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Mutant Powers:
night vision (60’range)
mental barrier (Detect Mental powers 90’ -4 for Mental Attacks)
psionic flight (MV 13”)
vampiric field (43’r absorb HP 2d4/rd 24hr duration)
Mutant Defects:
vision impairment- eyes are extremely light sensitive (albinism) (-2 during daylight)
Skills:
Ancient English
Flying
Cooking
Tinkering
Equipment:
Hand Axe Tomahawks x2 (battle axe) (1d6)
Knife (dagger) (1d4) Old M7 Bayonet
Mace (1d6) Wrench
Studded Leather Armor AC-6 Made of rings, keys, bottlecaps etc
Backpack, bedroll, flint/steel, trail rations (5 days), 2 canteens (Waterskins), 1 pencil (quill pen), old thread-bear, pull-over sweater (od green)(Winter Blanket), 25’ rope, 3 sheets parchment, jar of killer bee honey, Spyglass, leather pouch(map case), pair of sunglasses(50gp), (4gp, 6sp, 6cp) in leather pouch. Pliers, Prybar, gun oil. 2 Mushroom Remedies.
Kaliber #7A Bolt Rifle and 30 rounds (1 shot/round. 8 round magazine (1 round to reload magazine)) 1d12/hit (a natural 12 allows another damage roll) 501-1000 ft. have a -2 base penalty
Grew up in the village of Starlight (old drive-in theater)
Starlight grew from a group of survivors that took over a drive-in movie theater. The security fence was reinforced, the individual vehicles grew from temporary shelters into homes and the central theater structure became a town hall. The citizens of Starlight grew from scavengers to tinkerers as time passed.
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Last edited by Mimdalf on Wed May 24, 2017 10:55 am, edited 21 times in total.
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
"Little surprises around every corner, but nothing dangerous!" WW
Namárië
"Little surprises around every corner, but nothing dangerous!" WW
Namárië
- Grognardsw
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- Mister-Kent
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Re: Characters
Name: Frekken Ribbitowicz
Race: Mutant fFrogmonn
STR: 10 (n/a)
DEX: 18 (+3 AC, +3 Missile Att., +2 Initiative)
CON: 11 (n/a)
INT: 12 (n/a)
WP: 7 (n/a)
CHR: 16 (-1 Reaction Adjustment)
Alignment: Neutral
Hit Points: (11d6) 36
AC: 14
BtH: +2
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Natural Weapon:
Bite - 1d4 (w/ Toxic Weapon, see below)
Mutant Powers:
Chameleon Epidermis
Dermal Poison Slime - (Class 7) = 7d6 damage, save for half
Toxic Weapon, Paralysis Venom - (Class 10) = save vs. stun attacks or paralyzed for 1d6 rounds)
Mutant Defects:
Reduced Oxygen Efficiency
Equipment:
40g 6s
Longbow (3lbs)
Quiver/20 arrows (3lbs) (-3 vs Beetles)(-3 vs Pigmonn)
Darts x 10 (5lbs)
Leather armor (15lbs)
Backpack (2lbs)
Waterskin (1lb)
Trail rations x14 (14lbs)
Rope, 50ft silk (5lbs)
Grappling hook (4lbs)
Bedroll (5lbs)
Large sack (0.5lbs)
Torches x8 (8lbs)
glowing "gem" on a necklace (-2 cold-based damage)
Encumbrance: 65.5 lbs
Movement: 60'
Skills:
Foraging [INT] +2
Grappling [DEX] +2
Persuasion [CHA] +2
Swimming [STR] +2
Bowyer/Fletcher [DEX] +2
Background:
Frekken Ribbitowicz is a plucky and optimistic frogmutant. He is of a proud amphibian family living in Bayoo, a half-submerged marshland settlement up the Sisip River, where his father Croquefort Ribbitowicz serves as unofficial town elder and de facto Mayor. Leaving his foggy little town for a life of great adventure and fame in the Gam'A Zone, Frekken is looking to make his people proud.
Race: Mutant fFrogmonn
STR: 10 (n/a)
DEX: 18 (+3 AC, +3 Missile Att., +2 Initiative)
CON: 11 (n/a)
INT: 12 (n/a)
WP: 7 (n/a)
CHR: 16 (-1 Reaction Adjustment)
Alignment: Neutral
Hit Points: (11d6) 36
AC: 14
BtH: +2
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Natural Weapon:
Bite - 1d4 (w/ Toxic Weapon, see below)
Mutant Powers:
Chameleon Epidermis
Dermal Poison Slime - (Class 7) = 7d6 damage, save for half
Toxic Weapon, Paralysis Venom - (Class 10) = save vs. stun attacks or paralyzed for 1d6 rounds)
Mutant Defects:
Reduced Oxygen Efficiency
Equipment:
40g 6s
Longbow (3lbs)
Quiver/20 arrows (3lbs) (-3 vs Beetles)(-3 vs Pigmonn)
Darts x 10 (5lbs)
Leather armor (15lbs)
Backpack (2lbs)
Waterskin (1lb)
Trail rations x14 (14lbs)
Rope, 50ft silk (5lbs)
Grappling hook (4lbs)
Bedroll (5lbs)
Large sack (0.5lbs)
Torches x8 (8lbs)
glowing "gem" on a necklace (-2 cold-based damage)
Encumbrance: 65.5 lbs
Movement: 60'
Skills:
Foraging [INT] +2
Grappling [DEX] +2
Persuasion [CHA] +2
Swimming [STR] +2
Bowyer/Fletcher [DEX] +2
Background:
Frekken Ribbitowicz is a plucky and optimistic frogmutant. He is of a proud amphibian family living in Bayoo, a half-submerged marshland settlement up the Sisip River, where his father Croquefort Ribbitowicz serves as unofficial town elder and de facto Mayor. Leaving his foggy little town for a life of great adventure and fame in the Gam'A Zone, Frekken is looking to make his people proud.
Last edited by Mister-Kent on Sun May 21, 2017 8:43 pm, edited 4 times in total.
Re: Characters
Name: Oor-zak of the T'Hunn
Race: Mutant Animal (Gorilla-based apeman)
Level 2
XP: 3001
STR: 16 (+2 Modifier to hit, damage, force doors)
DEX: 10 (n/a)
CON: 17 (n/a)
INT: 9 (n/a)
WP: 13 (n/a)
CHR: 7 (+1 Reaction Adjustment)
Alignment: Neutral
Hit Points: ( 17d6) 60
AC: 6
THAC0: 19
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Natural Weapon:
Bite - 1d6
Mutant Powers:
Xenomorphism, two small tentacles - May be used to grapple objects
Dermal Poison Slime - (Type 2) 2d6 damage, save for half
Neural Telekinesis - Lift 130#; 50ft. range; 5 rd. maximum
Natural Armour - AC6
Mutant Defects:
Simian Deformity - 2/3 Movement when bipedal; Full movement if using legs and arms
Equipment:
Axe (1d8) +2
Spears (2) (1d8) +2
Iron Breast Plate
Backpack
Chain, 10ft.
Grapling hook
Lock
Rations, trail, 5-days
Waterskin (2)
Large Sack (2)
12 Iron Spikes
Hammer (tool)
Torches (8)
Oil (3-pints)
Flint & Steel
76gp
Encumbrance: 62lbs carried
Movement: 60ft/20ft/60ft (40ft/13ft/40ft when bipedal)
Background:
Oor-zak’s people, the T’Hunn, were said to have been created by the god-men of N’Merk-Anun, the once great Warrior Kingdom. N’Merk-Anun was the rival to the Merchant Kingdom of N’Azia-Komm and the two fought for domination of the world’s buried treasures. The T’Hunn were raised to be the soldiers and workers for N’Merk-Anun’s dominions in the distant Middle Island.
After the two kingdoms destroyed each other in the Plunder Wars, the T’Hunn people were free from bondage and carved out their own kingdom in the wilderness. For generations, the T’Hunn people lived in proximity to the ruins of the god-men’s castle complex. The T’Hunn were taught to fear and respect the god-men’s creations, especially the dangerous “Cursed Sector” on the far side of the site.
One stormy day, Oor-zak and several companions were hunting near the castle complex. They accidentally wandered into the forbidden area and eventually entered a vast, crumbling chamber filled with a pool of foul water. All were immediately overcome with a disorienting, vomit-inducing illness. As they clamored along a narrow path, nine monstrous tentacles lashed out at the group from the depths of the pool. All but Oor-zak and Toh-Jak, his best friend, were pulled into the watery grave, screaming as the liquid melted them alive! Oor-zak and Toh-Jak fought back valiantly, severing eight of the tentacles with their chop swords.
The two remaining T’Hunns managed to reach an exit before the monster made a final lunge and grasped Oor-zak. Oor-zak grabbed his friend and pulled back attempting to keep him out of the pool. Despite Oor-zak’s best effort, Toh-Jak was slowly dragged into the creature’s lair, screaming in agony as the corrosive water dissolved his flesh! Oor-zak held with all his might, holding on long enough to have his arms submerged up to the elbows. The burning liquid forced Oor-zak to release his friend and he reluctantly moved away from the pool.
Scared, sick, alone and injured, Oor-zak made his way out of the chamber and up several flights of stairs before passing out on an old metal, exterior bridge; the distant howl of the wounded water beast echoing through the ruins.
The storm was over when Oor-zak awoke. He did recall vomiting several more times during his sleep, but the torrential rains must have washed the filth away. His arms were still raw from being burned, but he always healed fast so he wasn’t concerned. What did concern him was several lumps forming on his body; two on either side of his abdomen, one on each cheek and a few smaller ones on the top of his head. Soon thereafter, hideous tentacles sprouted from Oor-zak’s body. Two small tentacles drooped from his cheeks. He cut these off at first, but they kept growing back. Two larger tentacles grew from his mid-section, almost as long as his arms. In time, Oor-zak learned to make use of the larger, abdominal tentacles. The cheek tentacles were vestigial, becoming a nuisance whenever he ate. The head lumps eventually shrunk, but he endured chronic headaches for several months. The fur never grew back on his arms between the wrists and elbows.
His tribe could never accept the Oor-zak that returned from the Cursed Sector and he became an outcast. He now wanders the wasteland, taken with any companions who will accept him.
Last edited by Dogma on Mon Jan 05, 2015 2:03 pm, edited 1 time in total.
Re: Characters
Name: Frank Rock
Race: Pure Strain Human
STR: 16 (+2)
DEX: 13 (+1 to AC, +1 to missile attack & +1 to initiative)
CON: 15 (15d8 HD)
INT: 16 (+5% Technology Roll Modifier)
WP: 13 (n/a)
CHR: 12 (n/a)
Alignment: Lawful
Hit Points: 63 / 63
AC: 14
THAC0: 19
Level: 3
XP: 3001
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Skills:
1st Order: Fishing, Bowyer/Fletcher
2nd Order: Survival, Hunting
Equipment: 2 gp
Studded Leather Armor & Helmet
Long Sword
Long Bow
37 Arrows & 6 Razor-head arrows (1d8+1 damage)
Pigmonn Bolt Action Rifle (5 + 1 round capacity); 24 rounds (1d12 damage)
Backpack
Bedroll
Flint And Steel
5 days rations preserved
50' Hemp Rope
2 Large Sacks
2 Water Skins
5 Torches
1 Pint Oil
1 Bottle whiskey
Background: Born Frank Stone, Frank changed his name, after finding a stash of Sgt. Rock comics in a long forgotten box in a small cave, He became enamored with the exploits of Easy Company, and started to act out the mannerisms, he just knew the legendary Sgt. Rock had... After so many years, he almost never falls back into being Frank Stone.. He strives to one day find the definitive proof that The Sergeant who lead the lost battalion was real, so he can shove that proof under his family's noses, and shut them up….
Last edited by max_vale on Fri Aug 18, 2017 2:25 am, edited 20 times in total.
Re: Characters
Name: Bartholomew Ichabod Zinc (a.k.a. Biz, or Bart)
Race: Mutant Human
Level: ? (2 attacks per round)
STR: 16 (+2)
DEX: 13 (-1(AC)/+1(RW)/+1(I))
CON: 14
INT: 12
WP: (11)15
CHR: 8 (+1/3/6)
Alignment: Neutral
Hit Points: (14d6) 60
AC: 14
BtH: +1
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Mutant Powers:
Echolocation - Natural sonar using clicking sound, 90ft. range, +2 to hit in combat
Reflective Epidermis: Electrical Energy - no damage from this type of energy source
Know Direction - incapable of being lost
Increased Willpower - +4 to willpower, +10% to technology rolls
Mutant Defects:
Bizarre Appearance with Light-sensitive Eyes - -2 to hit in daylight, -1 to hit if wearing broad-rimmed hat
Skills
1)Use rope 1st
2)Medic/first-aid 1st
3)Craft: woodworking/lumberjack 1st
4)Perform: whistling/storytelling 1st
Equipment:
(1) Leather Armor (AC7) 15#
(1) Scale Armor
(1) Shield (+1) 10#
(1) Axe (1d8) 6#
(1) Energy Whip and (00.00.00.%) eggs belt
{A successful hit required the target to Save vs. Stun or be immobile for 1d6 rounds. A natural ‘20’ will require two successful saves.}
(1) Light Crossbow
(8) Quarrels (1d6) dmg.
(0) Blast Bolts (explosive) (1d6 + 3) dmg.
Backpack 2#
Rations, trail, 5-days 5#
Waterskin (2) 8#
Large Sack 1/2#
Rope, Hemp (50ft.) 10#
"A fine cup" ~origins unknown... at least to Bart
Ghar's wrist device
Hat, broad-rimmed
Burlap shirt & pants
Boots
0gp
Background:
Bart was a member of a lumber clan, raised by a pitman to be a pitman. His clan, the Amispi, all had similar mutations to his own. They lived out their lives for generations in peace and isolation on the edge of a small forest and a large rock formation. The Amispi built dwellings in the side of the rocks with passages to caverns within. Their eyes being light sensitive caused them to work in the dark hours. If they needed to make outings during the day, they would don large brim hats. They would regularly meet road merchant to trade lumber and blankets. The Merchants called them “Clicks”. Battles arose over the ever shrinking forest; the tree-folk didn’t much like them felling their ancestors. Peace was made and a deal struck between the two races. The tree man would give the Misp wood, if they did not lay axe on their forest. The Tree-folk were good to their word, but the amount was small, mostly deadfall and tinder. The small amount of timber and the by products of domestic goat-spiders was not enough to sustain them. Four young Misp were sent in four directions to seek a suitable home. Bart was one of these four.
Last edited by Broggrim on Thu Aug 03, 2017 12:22 pm, edited 21 times in total.
- GreyWolfVT
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Re: Characters
nice
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- Mister-Kent
- Ranger Knight
- Posts: 1941
- Joined: Mon Nov 03, 2014 10:17 pm
Re: Characters
What a handsome group!
- Grognardsw
- Rider of Rohan
- Posts: 12251
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Characters
Great montage!
Re: Characters
Race: MA (Mutant Bat out of Radioactive Hell)
STR: 16 (+2 to hit, to damage, and forcing doors)
DEX: 15 (-1 to AC, +1 to missile attacks and initiative)
CON: 17 (no modifiers)
INT: 9 (no modifiers)
WIL: 11 (no modifiers)
CHA: 7 (+1 reaction, maximum 3 retainers, retainer morale: 6)
Alignment: Lawful
Age: 18
Level: 1
Hit Points: 53
AC: 16
THAC0: 19 in daylight. 17 at night.
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Natural Weapon: claw or fangs: 1d10
Mutant Powers:
Complete Wing Development: 120 ft. movement
Aberrant Form: Natural Weaponry: Claws and Fangs: single attack, 1d10 damage
Echolocation: 90 ft. detection, +2 to hit
Natural Armor (Fur): AC4
Mutant Defects:
Mental Weakness: All followers of Bhatt Mhann are forbidden to use firearms. Bruze belongs to an especially orthodox sect that bans the use of any ranged weapons.
Sensitivity to Light: 50 ft. maximum detail viewing, -2 to hit
Skills: +2 on the following ability checks:
Hide (Dex: 15)
Move Quietly (Dex: 15)
Lore of the Pantheon of Dhee Zhee Khamix (Int: 9)
First Aid (Wil: 11)
Equipment:
1 Backpack
1 Bedroll
10 Candles
1 Vial Ink
1 Quill pen
10 sheets of parchment. 5 filled with crudely drawn superhero comics
1 Flint & Steel
1 Lock
1 Manacles
25 Days Trail Rations
2 Waterskin
2 Large Sack
8 Torches
3 Oil (pint flasks)
50 foot silk rope
1 Spyglass
82 gp
7 sp
Encumbrance: 46 lbs carried
Movement: 120 ft flying
Background:
Pious acolyte to the ancient illuminated manuscripts of the holy, human-appearing pantheon of Dhee Zhee Khamix:
- Klarkkent: Sun God and King of the Gods
Bhatt Mhann: God of Night and the Underworld
Dhianha: Goddess of Wisdom, War and Fertility
Bharri Alien: Messenger of the Gods
Queen Olivhia: Goddess of the Hunt
Hell Jhor D’Ann: God of Magic
Ahrr-Thorr: God of the Sea
Sha’Zham: God of Lightning, and rival of Klarkkent to become King of the Gods
Jho K’Arr: God of Madness and Humor
Rhidd Lore: God of Knowledge and Secrets
Lhu-Thorr: God of Tech
Dharrk 'Cide: God of Death
- Storrm Torch the Burning God of Fire
Gam’A Halk the Monster God of Strength and Destruction
Starrk the Iron Golem of the Forge
Grimm the Stone Giant
Lho Ghann the Monster God of Beasts and Nature
Parr K’Orr the Monster God of Spiders
Ghrewtt the Monster God of Plants and Nature
Hhaanq-Pimm, Monster God of Plagues of Insects
History:
A mutant animal adopted by pure humans as an infant, almost as a pet. He was cast out of their settlement when their ‘kitten’ became a ‘cat.’ After wandering for years on his own, he eventually met the Church of Dhee Zhee Khamix and found his true home and life's purpose.
The Church is inspired by the few ancient texts of Dhee Zhee Khamix that survived because they had been slabbed in plastic centuries ago, rendering them unopenable, mysterious and unknowable to their followers today, except for what scarce meaning can be gleaned from their enigmatic covers, or interpreted by the wise high priests. The Church is of pure humans, but given the startling similarities between him and some of the sacred depictions of the Almighties, an exception was made for this living omen that was delivered unto the Church by divine providence. Baptized, he joined the cult of Bhatt Mhann, was "reborn," and took a new name inspired by ancient scripture.
Weeks ago, the high priests of the Church sent faithful brother Bruze on a sacred pilgrimage to the Gam'A Zone to locate a legendary stash of illuminated manuscripts from the ancient days, at the lost vaults of See-Ghee-See. His fellow pilgrims, each from a different Dhee Zhee cult, were killed in a Pigmonn ambush where Bruze encountered the Jipzee Ormani and earned their good will. Bruze now struggles to continue his pilgrimage alone. At this point he is willing to join other travelers, even heathens, to find safety in numbers and fulfill his holy quest to the Gam'A Zone.
Source Material:
-All those cultures and religions from Star Trek, Doctor Who, Planet of the Apes, and even Thundarr the Barbarian that stem from complete misunderstanding, or insidious manipulation, of ancient literature and stories.
-A Canticle for Leibowitz by Walter M. Miller
-Man Bat, Batman, DC Comics and Marvel Comics
-Greek Mythology
-Joan of Arc
Notes:
Lesser Gods of the Dhee Zhee Khamix Pantheon:
- Jhervis Hatter: God of Wonderland
Last edited by Inferno on Mon Apr 18, 2016 11:06 am, edited 2 times in total.
Re: Characters
New group picture, with bruze and labels.
labels from:
http://acme.com/labelmaker/labelmaker.c ... =971202953
labels from:
http://acme.com/labelmaker/labelmaker.c ... =971202953
Last edited by Broggrim on Tue Aug 25, 2015 12:20 pm, edited 3 times in total.
- GreyWolfVT
- Wants a special title like Scott
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- Joined: Wed Oct 30, 2013 10:02 pm
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- Contact:
Re: Characters
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Characters
OK- I don't have any stats or details yet, but I went through my favorites folder on DeviantArt and found a picture. More to follow.
- Attachments
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- flying_baboon_concept_by_michaelkutsche-d5zgypu.jpg (161.69 KiB) Viewed 1877 times
Expect Nothing, Appreciate Everything.