geomy's character creation thread

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ken-do-nim
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geomy's character creation thread

#1 Post by ken-do-nim »

geomys can create his characters here.
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Re: geomy's character creation thread

#2 Post by geomys »

test
Last edited by geomys on Fri Apr 08, 2016 1:21 am, edited 1 time in total.
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Re: geomy's character creation thread

#3 Post by geomys »

Name: Archibald Fear
Occupation: Professor of Archaeology, Adventurer

[1d10] = 1[1d10] = 4Wealth (14)
[3d6+3] = 10+3 = 13 Education
[3d6] = 10 Appearance
[3d6] = 17 Dex
[3d6] = 8 Power
[3d6] = 11 Int
[2d6+6] = 6+6 = 12 Size
[3d6] = 14 Con
[3d6] = 12 Str

Damage Bonus: None

HP: 13
Idea:55
Luck: 40
Magic Points: 8
Sanity: 34 (40)
Dodge: 34
Know: 65, 39, 13


Occupation: Professor (Specialty Points 260)
Library Use 55 (30)
Persuade 50 (35)
Archaeology 81 (81)
History 50 (30)
Bullwhip (specialty) 89 (84)

Other Points (110)
Fist/Punch 75 (25)
Grapple 60 (35)
Spot Hidden 45 (20)
Drive Automobile 50 (30)
Cthulu Mythos (1)

Background:
Archie grew up on modest means in Providence, Rhode Island, where his mother was a house maid and his father a bricklayer. Although a quick learner, his education was continually interrupted by the need to help support his family, which led to illicit activities amid the city's gang culture. An untimely end might have awaited, but for the intervention of a teacher who saw a spark in Archie despite his academic difficulties. Through a family connection, the kindly mentor arranged a scholarship at Miskatonic University, where Archie became inspired by the archaeological lessons of Dr. Francis Morgan who took a liking to the brash young student, even inviting him along on a winter intersession adventure in the Middle East. Unfortunately Archie was forced to drop out after one year to earn money, as his father was laid up in a work accident. But by then his passion for learning and ancient cultures and artifacts was ignited, and he maintained a relationship with his old professor while continuing to study on the side, becoming an expert in Native North and eventually South American pre-history. He found a way to earn a living collecting artifacts for the King Philip museum and lecturing at Brown, where he became an adjunct faculty member, lecturing when not out adventuring.
Last edited by geomys on Fri Nov 11, 2016 12:39 am, edited 4 times in total.
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Re: geomy's character creation thread

#4 Post by geomys »

Moe Granger

[1d10] = 3[1d10] = 3Wealth
[3d6+3] = 11+3 = 14 Education
[3d6] = 7 Dex
[3d6] = 12 Appearance
[3d6] = 11 Power
[3d6] = 8 Int
[2d6+6] = 5+6 = 11 Size
[3d6] = 13 Con
[3d6] = 6 Strength

Damage penalty: None

HP: 12
Idea: 40
Luck: 55
Magic:11
Sanity: 55
Dodge: 14
Know: 70, 42, 14

Occupation: Journalist (280)
Fast Talk: 80 (75)
Persuade 80 (65)
Psychology 65 (60)
Pilot Aircraft 80 (80)

Other (80)
Rifle 60 (35)
Swim 40 (15)
Listen 55 (30)

Background:
Maurice Granger of Brooklyn, NY was notably outgoing and self-confident despite his slight build and stature. Eager to help the war effort but quickly determined to not be ground soldier material, Moe joined the fledgling Army Air Service and became an accomplished aerial dog fighter. He returned home with his Victory medal, to find that his prying, talkative nature was more marketable than his aviation skills. He earned a place on the staff of the New York World where his penchant for snooping and sensationalism earned equal shares of admirers and detractors.
Last edited by geomys on Sat Apr 09, 2016 3:03 am, edited 2 times in total.
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Re: geomy's character creation thread

#5 Post by geomys »

Wolf Muldoon

[1d10] = 4[1d10] = 5Wealth
[3d6+3] = 6+3 = 9 Education
[3d6] = 8 Appearance
[3d6] = 11 Dex
[3d6] = 14 Power
[2d6+6] = 6+6 = 12 Size
[3d6] = 14 Int
[3d6] = 10 Con
[3d6] = 6 Str

Damage penalty: None

HP: 11
Idea: 70
Luck: 70
MP: 14
Sanity: 70
Dodge: 22
Know: 45, 27, 9

Occupation: Parapsychologist (180)
Occult: 75 (70)
Photography: 50 (40)
Locksmith: 70 (70)

Other (140):
Credit Rating: 80 (65)
Natural History: 70 (50)
Track: 35 (25)

Wolf was the son of a locksmith in Bangor, Maine. He was fascinated from a young age by horror stories and ghost tales, freakshows and fortune tellers. His family would often go camping, hunting, and fishing in the backwoods which his fervent imagination filled with monsters, phantoms, and demons. Leaving high school after a year to work with his father, he convinced some friends to form a supernatural investigation squad and occult study group in his cellar. After getting their hands on a dusty tome from an antiquities shop in Bar Harbor, the group clumsily performed a rite described on one of its pages, and in the middle of it all of them blacked out. Upon awakening, they found the cellar floor to have puddles of a viscous black substance. The would-be summoners dissolved their circle, agreeing to never speak of the incident to anyone, but Wolf continued pursuing his studies, even as he took over running the locksmith shop.
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Re: geomy's character creation thread

#6 Post by geomys »

Arapaima
Tribal Fisherman

[3d6+3] = 12+3 = 15 Education
[3d6] = 11 Appearance
[3d6] = 14 Dex
[3d6] = 7 Power
[3d6] = 12 Int
[2d6+6] = 10+6 = 16 Size
[3d6] = 10 Con
[3d6] = 11 Str
[1d10] = 10[1d10] = 2Wealth (02)

HP: 13
Idea: 60
Luck: 35
Magic: 7
Sanity: 36/40
Dodge: 28
Know: 75, 45, 15

Damage modifier: +1d4

Occupation: Tribal Fisherman (300)

Mechanical Repair 50 (30)
Natural History 75 (65)
Pilot Boat 75 (75)
Spot Hidden 65 (30)
Swim 75 (50)
Throw 75 (50)

Other (120)
Spear 50 (45)
Climb 50 (10)
Chemistry 30 (30)
English Language 35 (35)

Background
Arapaima grew up learning traditional spear-fishing and gathering in the Akutsa tribe, which inhabited several villages along the Brazilian Amazon. His tribe had contact with Western culture via traders and missionaries that came up the river, and through them he eagerly consumed lessons and books on science and math. His aptitude caught the attention of one missionary who helped Arapaima gain entrance to Oxford where he studied Chemistry. Upon returning to visit his family after three years away, the young tribesman found a disturbing change. Several villages had turned to worshiping some mysterious dark power. Arapaima attempted to persuade his people away from this practice but was met with fear and reticence. While attempting to discover the root of this change, Arapaima's village was visited by a young archaeologist, Archibald Fear, who was immediately fascinated by the strange development. Unable to root out the source of the evil, the two returned together to Providence to conduct further research.
Last edited by geomys on Fri Nov 11, 2016 12:40 am, edited 1 time in total.
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Re: geomy's character creation thread

#7 Post by geomys »

Uncle Traveling Herb

Stats: STR:10, INT:12, POW:17, DEX:12, CON:10, APP:9
[1d10] = 1[1d10] = 2Wealth (12)
[3d6+3] = 9+3 = 12 Education
[2d6+6] = 7+6 = 13 Size

HP: 12
Idea: 60
Luck: 85
Magic: 17
Sanity: 85
Dodge: 24
Know: 60,36,12

Damage modifier: 0

Occupation: Hobo (260) + (120)
Bargain 55 (+50)
Fast Talk 65 (+60)
Hide 80 (+70)
Sneak 80 (+70)
Occult (specialty) 85 (+80)

Other (+120)
Sword cane attack 70 (+60)
Sword cane parry 70 (+60)

Background
Herbert Meeks was born into the Carmel Art colony in Carmel-by-the-Sea, California. The son of a free spirited painter and one of several potential fathers, Herb likewise grew up unbound by convention, although he attended public schools. As a boy he was not much interested in the vibrant art scene of Carmel and San Francisco, but he was intrigued by the nature spirit worship practiced by some of the people around him, even to the point of obsession. His only other diversion was fencing, which he learned from an English artist, Brian Shea. At the age of 18 he spurned any last vestige of a traditional path in life and began riding the rails, searching for spiritual fulfillment and spiritual encounters in the backwaters and cities of America. After two years he wound up in Boston living under a bridge, where his penchant for telling wild stories around a campfire of his travels and of his encounters with "other worlds" earned him his affectionate nickname. Even his friends learned quickly, however, to never touch his cane.
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