Character Sheets

Eric.D
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Eric.D
Strider
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Joined: Mon Apr 15, 2024 1:32 am

Character Sheets

#1 Post by Eric.D »

A thread for us to maintain character sheets so everyone can refer to them. Please attempt to keep these updated at least once a week! This will be enormously useful when trying to use Help.

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hidetzugu
Runner
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Joined: Sat Apr 13, 2024 1:14 pm

Re: Character Sheets

#2 Post by hidetzugu »

Lilly, the Love-Struck Treasure-Hunter
aka Lillibrok Lorkkâd (age 62)

Lifepaths:
Born Artificer, leads to Tinkerer, leads to Adventurer
Reputations: ∅
Affiliations: 'No Questions Asked' Retrieval (1D)
Relationships:
Finnithir Rána (minor, romantic, forbidden, dark-elf siren, good at seduction/falsehood, same affiliation, travelling with the group)

Beliefs:
  • The key to every job is speed. Get in, get the diamond, get out. No distractions.
  • I am truly lucky to have found so many magically Gifted humans to work with. I can't wait to see their craft!
  • If this is a town build on a meteor crater... could we find meteor veins under it?
  • I vow to Finnithir to build a Hold so full of art and riches that no one would dare question our marriage.
Instincts:
  • Always be on the lookout for useful stuff
  • Always defend Finnithir
  • Never let them shoot from a distance
Traits:
  • Bearded
  • Curious
  • Accustomed to the Dark (No dim light penalties)
  • Greed (Emotional Attribute)
  • Oathsworn (Extra Belief slot to be filled with an Oath)
  • Shaped from Earth and Stone (Access to Dwarven open-ended skills)
  • Stout (Stride 6; Max Forte 9; Max Speed 6; one of Power/Forte must be higher than Speed)
  • Tough (Round up MW)
  • Adventurer (+1 Ob to Circle Nobles/Artificers; 1D Free Affiliation outside the hold)
  • Tinkerer (Mending/Black-Metal Artifice Call-On when trying to cobble together something new or weird)
  • Nimble (Agility/Lock Pick Call-On)
Stats and Atributes:
B4 Will; B5 Perception; B5 Power; B3 Forte; B4 Agility; B4 Speed; B5 Health; B5 Steel; B2 Circles; B0 Resources; B5 Greed; B4 Reflexes; Stride 6; Hesitation 6

Skills:
B5 Sword; B3 Brawling; B4 Lock Pick; B2 Locksmith; B5 Scavenging; B2 Stuff-Wise; B2 Lost-Treasure-Wise; B2 Survival; B2 Mending

Physical Tolerances:
B2 Superficial; B4 Light; B6 Midi; B8 Severe; B9 Traumatic; B10 Mortal

Gear:
Dwarven-Made Heavy Mail; Dwarven Arms; Shoddy Tools (Lock Pick); Travelling Gear; Clothes; Sturdy Shoes
Woad Indigo Dye (appropriate for Folklore Charms)?

Artha Pool:
0 Fate; 1 Persona; 0 Deeds

Spent Artha:
Scavenging: 1F/0P/0D

Advancement:
B4 Will: 1/2 Difficult; 0/1 Challenging

Being Learned:
Folklore (Per): 1/5
Gem Artifice (Will/Agi): 1/6
Attachments
Lilly_24.05.16.pdf
(1.57 MiB) Downloaded 2 times
Last edited by hidetzugu on Mon Apr 29, 2024 10:21 am, edited 16 times in total.

Enoch
Ranger Lord
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Joined: Fri Jan 16, 2015 4:11 pm

Re: Character Sheets

#3 Post by Enoch »

Suen-Magir, Outcast Daemonspawn

Lifepaths:
Village Born, leads to Religious, Apt Pupil, leads to Outcast, Cultist
Circles: B1
Reputations:
  • 1D reputation among the Black Citadel: an actual daemonspawn!
Affiliations:
  • 1D with the Cult of the Black Citadel
Relationships:
  • Sabit, half-sister (minor, immediate family, hateful; she claims to love him but truly sees him as a fascinating tool and plaything)
Beliefs:
  • My soul is damned. I will find a way to cleanse it.
  • This magic is a part of me, for good or for ill. I will learn to master it.
  • My gaze has saved me from destruction more than once. I will use it to defend myself, even if it imperils my soul.
  • (Zealot) The Cult of the Black Citadel could make better use of the gem than the Ten would.
Instincts:
  • Always obey my sister
  • Accept any blessing from the clergy
  • Trust anyone who shows me kindness
Traits:
  • Speaker of the Secret Language (Char)
  • Gifted
  • Tainted Legacy (Mesmerizing Gaze)
  • Believer
  • Zealot
Stats and Attributes:
Will B3, Perception B4, Power B4, Forte B4, Agility B4, Speed B4
Health B3, Steel B4, Resources B1, Reflexes B4, Stride 7, Hesitation 7

Skills:
Obscure History B2, Cult Doctrine B3, Falsehood B2, Persuasion B3, Sorcery B4

Gear:
Clothes, shoes
Shadrach, Demon-Hunter - Dust to Dust

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Marullus
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Posts: 18001
Joined: Fri Jan 23, 2015 1:41 am

Re: Character Sheets

#4 Post by Marullus »

Nutesh, the Acquirer
Nutesh.jpg
Nutesh.jpg (33.74 KiB) Viewed 134 times
Lifepaths:
Gifted Child, Wizard's Apprentice, Gravedigger
Circles: B2
Reputations:
  • Acquirer of Strange Things (1D)
  • Trusted of Algash the Cruel (1D Infamous)
Affiliations:
  • None
Relationships:
  • Ku-Aya, His True Love's Ghost (Romantic/Forbidden)
  • Carrock, The raven whose feathers smoke. Wi G2, Pe G3, Ag B4, Sp B5, Po B3, Fo B3, Hea B4, Ref B4, Ste B5, MW B9)
Beliefs:
  • "The appearance of power is power itself" was the first lesson of Alagash. I will use the power of his name to secure what I need to go find the Red Diamond.
  • Summoning is the folly of the mad. I will convince others not to summon beings too powerful for human ken, like Algash did.
  • I must learn magic to restore Ku-Aya to me permanently. I will find knowledge in Tekomel.
Instincts:
  • Never enter a fight empty-handed. (i.e. Always begin combat by wielding the best found-weapon available.)
  • Always draw a Fortress before I sleep.
  • Always check for ambushes and tails through Carrock's eyes.
Traits:
  • Character- Always in the Way, Bitter; (proposed cultural) Revenant, Necrocratic, Marked
  • Die - Spirit Familiar, Gifted, Cold, Misunderstood
Stats and Attributes:
Will B4, Perception B4, Power B4, Forte B4, Agility B4, Speed B4
Health B4, Steel B6, Resources B2, Reflexes B4, Stride 7, Hesitation 6

Skills:
Circination B5, Philosophy B3, Brawling B3, Ditch Digging B2, Read B2, Stealthy B2, Symbology B2, Bone-wise B2, Cemetary-wise B2, Great Wizard-wise B2

Gear:
Gambeson (Poor); Travelling Gear, Clothes, Shoes, Favorite Shovel
Gravekeeer's Cottage at abandoned church along the Sipe River
Raw Talent:
- Stress: Roll 2d6 on p. 251 when a Steel test is failed
- Concentration: Spend a Persona to add Will dice to a Beginner's Luck test. Roll Forte for tax.
- Accident Prone: When attempt on Sorcerous Skill and failed, it goes badly. Then a new
friend or item appears.

Traits
Always in the Way
Character

Bitter
Character

Cold
Die
In a Duel of Wits where kindness,
compassion, Grief or passion are
involved, the Eremite may double his
Will for the purposes of the body of
argument. This effect can be triggered
mid-conflict, increasing the Eremite's
body of argument immediately.

Gifted
Die
This trait is required for the character
to be able to cast spells, enchant
artifacts, speak with the dead or
summon spirits. Without it, Sorcery,
Summoning and Enchanting are merely
academic pursuits. With the Gifted
trait, the character can manipulate
magic. See Sorcery in the Burning
Wheel for more.

Outsider (Revised: Misunderstood)
Die
Choose a 1D infamous reputation. And
suffer -1 to your body of argument
whenever you're trying to explain your
nature, position, meaning, or special
insight.

Spirit Familiar
Die
This character has a familiar whose
spirit is linked to their own. They can
see through the familiar's eyes using the
familiar's Perception stat. However,
when using their familiar's eyes, a
character with this trait cannot look
through their own though other senses
may still be employed. It takes two
actions of concentration to engage their
familiar's eyes, and two more actions to
return their sight to their own eyes.
This trait does not grant Low Speech.
However the creature does understand
its companion's wishes and will go
where its master directs it to go, look at
what its master directs it to look at, etc.
A character with this trait feels the pain
of their familiar. If the familiar suffers a
light or greater wound, the master
suffers a light wound. If the familiar is
ever killed, the master suffers a
traumatic wound. In the game, the
character is physically unharmed, but
mentally traumatized. Recovery and
Treatment are as per a standard
traumatic wound. This wound does not
bleed out. A familiar uses the following
stats: Wi G2, Pe G3, Ag B4, Sp B5, Po
B3, Fo B3, Hea B4, Ref B4, Ste B5, MW
B9. Choose its form: cat, doc, snake,
bird, pig, rabbit, fox or similar. No
large predators or beasts of burden. The
animal must show some mark or
quality that indicates it is not entirely of
this world. For example, it must be
hairless, one eyed, two-tailed, of large
size or even just have a disturbing aura.


Attribute Questions
Health
Does the character live in squalor and
filth? No.
Is the character frail or sickly? No.
Was the character severely wounded in
the past? No.
Has the character been tortured and
enslaved? Yes.
Is the character athletic and active?
Yes.
Does the character live in a really clean
and happy place, like the hills in the
Sound of Music? No.
Steel
Has the character ever been severely
wounded? No.
Has the character ever murdered or
killed with his own hand more than
once? Yes.
Has the character been tortured,
enslaved or beaten terribly over time?
Yes.
Has the character lead a sheltered life,
free of violence and pain? No.
Has the character been raised in a
competitive (but non-violent) culture -
sports, debate, strategy

Travelling Gear:
A broad-brimmed hat and a warm waterproof dark
cloak, candles, torches, matches, flint and steel, a
good knife, a canvas tarp, sturdy rucksack, thick
leather belt, money purse, chalks and charcoals,
hammer and pitons, waterskin, two good lengths of
rope, a tub of salt, and other odds and ends.

Gambeson (Run of the Mill)
(2D Chest, 1D elsewhere Armor, full set)

Clothes:
Several sets of black linen.

Boots:
The one thing recently replaced - fine knee-high leather
boots fit for a long journey.

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VVhite-Crow
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Posts: 26
Joined: Sun Apr 14, 2024 5:10 pm

Re: Character Sheets

#5 Post by VVhite-Crow »

Farouk "The Merchant of Telkomel"
Image

Lifepaths:
Born Peasant, Peddler, Smuggler

Age:
18

Circles:
B2

Reputations:
"The Merchant of Telkomel" 1D

Affiliations:
Inhabitants of the Outskirt" 1D

Relationships:
Farah, mother that is still with the nomads and despises Farouk for leaving the tribe (Immediate Family/Hateful)

Beliefs:
  • Many of my people died because of the evil in Telkomel and the red diamond is the root of it. It must be removed from the city to prevent further casualties. I'll ask the outlaws if they know where it could be.
  • Only the strongest are able to restrain the flow of the arcane. Nutesh seems to be aware of the burden he carries. I'll do my best to help him find a mentor before he causes even more calamity.
  • The abominations in Telkomel and those of their kind will try to corrupt us. I'll make sure that none of us gets twisted and used for their fiendish plans. One way or another.


Instincts:
  • Always make sure that at least Bassam has enough water.
  • Never directly look into Suens eyes.
  • When dealing with the law always look out for an escape route.


Traits:
  • Character Traits: Superstitious, Paranoid; (proposed cultural) Shady, Bright blue-eyed, tea-addict
  • Die Traits: Misplaced Aura of Demon (he is not aware of), Blank Stare (+1Ob for Persuasion/ Soothing Platitudes against Farouk)
Farouk got his aura misplaced by (or exchanged with?!) a mysterious hermit that he met in the desert. The only thing he remembers is being offered tea and a place to rest in the strangers tent before loosing continues and later awaking in the desert. Unharmed but with no sign of the hermit or an idea of what might had happened.
Stats and Attributes:
Will B4, Perception B5, Power B4, Forte B4, Agility B4, Speed B4
Health B4, Steel B3, Resources B1, Reflexes B4, Stride 7, Hesitation 6


Skills:
Mending B3, Haggling B2, Persuasion B4, Inconspicuous B2, Falsehood B2, Appraisal B2, Forgery B2, Stealthy B4, Survival B2, Brawling B2, City of Telkomel-wise B2

Gear:
  • Robes of flowing linen that are designed to protect from the natural hazards of the desert and are strong enough to ward of minor blows (pq Gambeson) and matching shoes.
  • A camel called Bassam that carries most of Farouks gear, including a crude tent, cooking utensils like a pan, flint and steel, a knife and a few supplies.
  • Water skins with water for him and Bassam.
  • Supplies he gained from the outlaws through trade

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