Incomplete Character Sheets or waiting for approval
- tooleychris
- Rider of Rohan
- Posts: 3578
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- Location: Just west of the future site of Defiance.
Incomplete Character Sheets or waiting for approval
Post your character templates here and I will Let you know when to move them to "Finalized Character Sheets"
Character sheet: Abel Simion
Character Name: Abel Simion
Character Type: Mutated Human male
Campaign #122
Dice Roller Character #: 914
CHARACTER DESCRIPTION
Sex: male
Height: 73"
Weight: 200lbs
Color skin/hair: light olive skin/black hair
Handed1: right
Eye Color: green
Distinguishing Marks: none
Description: Abel resembles a pure strain human in every sense, nondescript and unassuming. He has no scars or distinguishing marks of any kind.
ATTRIBUTE SCORES
Physical Strength(PS): 10
Constitution(CN): 14
Dexterity(DX): 9
Mental Strength(MS): 16
Intelligence(IN): 10
Charisma(CH): 7 (max followers: 3, moral adj: -1, Reaction adj: -1)
COMBAT SCORES
Armor Class(AC): 6
Rear AC: 6 (with armor worn)
Unarmored AC:10
Hit Points(HP): 51
Hit Dice(HD): d6 x Con = 14
Experience(XP): 0
XP needed for next Level: 3000xp
Movement (search/normal/run or charge): 6 / 12 / 24 meters
MUTATIONS AND NOTES
Physical: 2
1. Density Control
2. Heightened Vision
Mental: 3
1. Epilepsy (Defect)
2. Total Healing
3. Teleportation
Domars: 190
(starting domars: 750)
Equipment: (item/cost)
- Clothes, old military uniform (5)
- Boots, high-hard (5)
- Cloak, hooded (5)
- Belt & belt pouch (10)
- Sturdy Leather Armor (300)
- Bow (75)
- Quiver, 15 arrows (10)
- Hand axe (50)
- Backpack (5)
- Bedroll (5)
- Water skin (5)
- Dried Food, 1 week (5)
- lantern (5)
- 2 vials lamp oil (15e)
- Tinderbox (15)
- Matches (5)
- Folding camp shovel (15)
- Roll of toilet paper (5)
- Toothbrush & toothpaste kit (5)
Total Cost: 560 domars
Starting Character Rolls
Stats: STR:10, INT:10, CON:14, DEX:9, WIS:16, CHR:7
1: Starting HP (14 Con) roll [7d6] = 24
2: Starting HP (14 Con) roll [7d6] = 27
3: Starting Domars: Mutated Human [2d10x75] = 10x75 = 750
4: Starting Mental Mutations: [1d4] = 3
5: Starting Physical Mutations: [1d4] = 2
6: Random Mental Mutation roll: [1d100] = 18
7: Random Mental Mutation roll: [1d100] = 88
8: Random Physical Mutation roll: [1d100] = 97
Character Type: Mutated Human male
Campaign #122
Dice Roller Character #: 914
CHARACTER DESCRIPTION
Sex: male
Height: 73"
Weight: 200lbs
Color skin/hair: light olive skin/black hair
Handed1: right
Eye Color: green
Distinguishing Marks: none
Description: Abel resembles a pure strain human in every sense, nondescript and unassuming. He has no scars or distinguishing marks of any kind.
ATTRIBUTE SCORES
Physical Strength(PS): 10
Constitution(CN): 14
Dexterity(DX): 9
Mental Strength(MS): 16
Intelligence(IN): 10
Charisma(CH): 7 (max followers: 3, moral adj: -1, Reaction adj: -1)
COMBAT SCORES
Armor Class(AC): 6
Rear AC: 6 (with armor worn)
Unarmored AC:10
Hit Points(HP): 51
Hit Dice(HD): d6 x Con = 14
Experience(XP): 0
XP needed for next Level: 3000xp
Movement (search/normal/run or charge): 6 / 12 / 24 meters
MUTATIONS AND NOTES
Physical: 2
1. Density Control
2. Heightened Vision
Mental: 3
1. Epilepsy (Defect)
2. Total Healing
3. Teleportation
Domars: 190
(starting domars: 750)
Equipment: (item/cost)
- Clothes, old military uniform (5)
- Boots, high-hard (5)
- Cloak, hooded (5)
- Belt & belt pouch (10)
- Sturdy Leather Armor (300)
- Bow (75)
- Quiver, 15 arrows (10)
- Hand axe (50)
- Backpack (5)
- Bedroll (5)
- Water skin (5)
- Dried Food, 1 week (5)
- lantern (5)
- 2 vials lamp oil (15e)
- Tinderbox (15)
- Matches (5)
- Folding camp shovel (15)
- Roll of toilet paper (5)
- Toothbrush & toothpaste kit (5)
Total Cost: 560 domars
Starting Character Rolls
Stats: STR:10, INT:10, CON:14, DEX:9, WIS:16, CHR:7
1: Starting HP (14 Con) roll [7d6] = 24
2: Starting HP (14 Con) roll [7d6] = 27
3: Starting Domars: Mutated Human [2d10x75] = 10x75 = 750
4: Starting Mental Mutations: [1d4] = 3
5: Starting Physical Mutations: [1d4] = 2
6: Random Mental Mutation roll: [1d100] = 18
7: Random Mental Mutation roll: [1d100] = 88
8: Random Physical Mutation roll: [1d100] = 97
Yosef Travathas: High Elf Fighter4/Magic-User3 (rredmond's Pacesetter Games "Legacy of the Unknown" OSRIC Playtest)
Brok Sterling: Human Assassin3 (ToniXX's Incursion into Newiron OSRIC Playtest)
Tanik Tremwoodak: Dwarf Cleric3 (Dave's 1e Skype Game)
DM: home-brew OSRIC "A New Hope to the West" campaign
Fireball... good!!
"What's it gonna take?"
"Everything."
Brok Sterling: Human Assassin3 (ToniXX's Incursion into Newiron OSRIC Playtest)
Tanik Tremwoodak: Dwarf Cleric3 (Dave's 1e Skype Game)
DM: home-brew OSRIC "A New Hope to the West" campaign
Fireball... good!!
"What's it gonna take?"
"Everything."
tkrexx as Emm the Avenging Druid wrote:I shall burn you, and I shall sink your petty warship with fire and lightning, and the ocean shall swallow it and all aboard, and no one will remember any of you!
Re: Incomplete Character Sheets or waiting for approval
Character Name: Alex Auster
Character Type: Humanoid
Campaign #122
Dice Roller Character #: 889
CHARACTER DESCRIPTION
Sex: Male
Height: 6’
Weight: 180
Color skin/hair/fur: Tanned skin, brown hair
Handed: right
Eye Color: blue
Distinguishing Marks:
Description: Alex had always been good at figuring out how to use artifacts, and early on he learned to pretend that it was simply a matter of his intelligence. He knows, however, that that is only a small part of it, he can just feel which way is right, and which is wrong. He inherited his weakness to poison from his father and his epilepsy was believed to be part of it. A recent attack by venomous rodents left he and his father reeling, but his father used the last cur-in dose they had brought with on Alex and saved him at the cost of his own life. Alex returned home, but could not make sense of things, and is now wandering the waste looking for some sort of meaning or explanation. His mother gave him the cur-in doses that were not brought with on the last fateful trek with his father.
ATTRIBUTE SCORES
Physical Strength(PS): 13
(melee Damage bonus: 0) +1 per point over 15
Constitution(CN): 8
Dexterity(DX): 16
(To Hit bonus: +1) +1 per point over 15
(NAKED AC Bonus: +2) +1 per point over 14
Mental Strength(MS): 8
Intelligence(IN): 16
(use artifact mod: -1)
Charisma(CH): 8
(max followers: 3)
(moral adj: -1)
Reaction adj: 0)
COMBAT SCORES
Armor Class(AC): 4 (sturdy leather armor)
Rear AC: 6
Unarmored AC: 8
Hit Points(HP): 29
Hit Dice(HD): 8
Experience(XP): 0
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical:
Heightened Touch: Mutants with this power have a better chance to
figure out the use of ancient devices (see ARTIFACT USE AND OPERATION).
Given time, a mutant with heightened touch can “feel” the weak points of
any given object. This ability could be very useful when trying to pick a
safe, open a locked door, or escape from confinement.
No Resistance to Poison (D): Exposure to any poison will kill this
mutant unless the appropriate antidote is quickly administered.
Mental:
Molecular Understanding: This power allows the mutant to know the
weaknesses of any object and its separate parts. Because of this, the
mutant does 1 extra die of damage, over and above any damage he would
normally inflict in combat. Mutants with this power are also able to
instantly figure out the use of any artifact on CHART A, and subtract 2
points from the die roll on the other charts (see ARTIFACT USE &
OPERATION).
Epilepsy (D): This is a body paralysis that occurs for various reasons.
When attacks come on, the body is unable to respond to the environment
around it and remains motionless. The referee should set up a consistent
set of variables to determine when these attacks come on (i.e. 10% chance
per melee turn during physical combat, or 25% chance immediately preceding
any combat situation, etc.).
WEAPONS
Weapon: Sling
# At:
Fatigue: 18 (-1)
Damage: 2-5 / 2-7
WPN Class:
Charges:
Effective Range:
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars: 1,050
EQUIPMENT /WEIGHT/LOCATION
Backpack 5
Belt Pouch 5
Boots 5
Belt 5
Belt Pouch 5
Cloak 5
Rope 5
Lantern 5
Flint & Steel 5
Wine Skin 5
Rations (2 weeks) 10
Oil Flask (4) 60
Mirror 15
Cur-In Dose (3) 300
Sling, fatigue 18 (-1) 30?
Sling bullets (50), 100 meter effective range, 2-5/2-7 5 (ballistic ammo cost)
Sturdy Leather Armor (AC 6) 300 770
Stats: STR:13, INT:16, WIS:8, DEX:16, CON:8, CHR:8
HP: [1d6] = 5, [1d6] = 6, [1d6] = 5, [1d6] = 1
HP: [1d6] = 4, [1d6] = 3, [1d6] = 4, [1d6] = 1
Physical Mutations: [1d4] = 2
Physical Mutation Roll: [1d100] = 55 no resistance to poison
Mental Mutations: [1d4] = 2
Mental Mutation Roll: [1d100] = 18 epilepsy
Starting Domars: [2d10] = 14*75
Character Type: Humanoid
Campaign #122
Dice Roller Character #: 889
CHARACTER DESCRIPTION
Sex: Male
Height: 6’
Weight: 180
Color skin/hair/fur: Tanned skin, brown hair
Handed: right
Eye Color: blue
Distinguishing Marks:
Description: Alex had always been good at figuring out how to use artifacts, and early on he learned to pretend that it was simply a matter of his intelligence. He knows, however, that that is only a small part of it, he can just feel which way is right, and which is wrong. He inherited his weakness to poison from his father and his epilepsy was believed to be part of it. A recent attack by venomous rodents left he and his father reeling, but his father used the last cur-in dose they had brought with on Alex and saved him at the cost of his own life. Alex returned home, but could not make sense of things, and is now wandering the waste looking for some sort of meaning or explanation. His mother gave him the cur-in doses that were not brought with on the last fateful trek with his father.
ATTRIBUTE SCORES
Physical Strength(PS): 13
(melee Damage bonus: 0) +1 per point over 15
Constitution(CN): 8
Dexterity(DX): 16
(To Hit bonus: +1) +1 per point over 15
(NAKED AC Bonus: +2) +1 per point over 14
Mental Strength(MS): 8
Intelligence(IN): 16
(use artifact mod: -1)
Charisma(CH): 8
(max followers: 3)
(moral adj: -1)
Reaction adj: 0)
COMBAT SCORES
Armor Class(AC): 4 (sturdy leather armor)
Rear AC: 6
Unarmored AC: 8
Hit Points(HP): 29
Hit Dice(HD): 8
Experience(XP): 0
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical:
Heightened Touch: Mutants with this power have a better chance to
figure out the use of ancient devices (see ARTIFACT USE AND OPERATION).
Given time, a mutant with heightened touch can “feel” the weak points of
any given object. This ability could be very useful when trying to pick a
safe, open a locked door, or escape from confinement.
No Resistance to Poison (D): Exposure to any poison will kill this
mutant unless the appropriate antidote is quickly administered.
Mental:
Molecular Understanding: This power allows the mutant to know the
weaknesses of any object and its separate parts. Because of this, the
mutant does 1 extra die of damage, over and above any damage he would
normally inflict in combat. Mutants with this power are also able to
instantly figure out the use of any artifact on CHART A, and subtract 2
points from the die roll on the other charts (see ARTIFACT USE &
OPERATION).
Epilepsy (D): This is a body paralysis that occurs for various reasons.
When attacks come on, the body is unable to respond to the environment
around it and remains motionless. The referee should set up a consistent
set of variables to determine when these attacks come on (i.e. 10% chance
per melee turn during physical combat, or 25% chance immediately preceding
any combat situation, etc.).
WEAPONS
Weapon: Sling
# At:
Fatigue: 18 (-1)
Damage: 2-5 / 2-7
WPN Class:
Charges:
Effective Range:
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars: 1,050
EQUIPMENT /WEIGHT/LOCATION
Backpack 5
Belt Pouch 5
Boots 5
Belt 5
Belt Pouch 5
Cloak 5
Rope 5
Lantern 5
Flint & Steel 5
Wine Skin 5
Rations (2 weeks) 10
Oil Flask (4) 60
Mirror 15
Cur-In Dose (3) 300
Sling, fatigue 18 (-1) 30?
Sling bullets (50), 100 meter effective range, 2-5/2-7 5 (ballistic ammo cost)
Sturdy Leather Armor (AC 6) 300 770
Stats: STR:13, INT:16, WIS:8, DEX:16, CON:8, CHR:8
HP: [1d6] = 5, [1d6] = 6, [1d6] = 5, [1d6] = 1
HP: [1d6] = 4, [1d6] = 3, [1d6] = 4, [1d6] = 1
Physical Mutations: [1d4] = 2
Physical Mutation Roll: [1d100] = 55 no resistance to poison
Mental Mutations: [1d4] = 2
Mental Mutation Roll: [1d100] = 18 epilepsy
Starting Domars: [2d10] = 14*75
- Attachments
-
- Alex Auster - Gamma World Guy.docx
- (13.72 KiB) Downloaded 27 times
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
-
- Tracker
- Posts: 171
- Joined: Sun Jul 21, 2013 5:34 pm
- Location: McMechen, Wv
Re: Incomplete Character Sheets or waiting for approval
Character Name: Shawn Spencer
Character Type: Humanoid
CHARACTER DESCRIPTION
Sex: Male
Height: 2.25m
Weight:265lbs
Color skin/hair/fur: White (with a good tan)/brown hair
Handed: Right
Eye Color: Brown
Distinguishing Marks:
Description: Tall, well tanned and muscled from the hard work it takes to live in such a difficult environment. Keeps his hair close cropped, and his stubbe is short but always there. A face only a mother could love.... looks like psh
ATTRIBUTE SCORES
Physical Strength(PS): 18
(melee Damage bonus:_3_) +1 per point over 15
Constitution(CN): 13
Dexterity(DX): 16
(To Hit bonus:_1_) +1 per point over 15
(NAKED AC Bonus:_2_) +1 per point over 14
Mental Strength(MS): 13
Intelligence(IN): 13
(use artifact mod:_0_)
Charisma(CH): 9
(max followers:_4_)
(moral adj: ___)
Reaction adj: ___)
COMBAT SCORES
Armor Class(AC):7
Rear AC:7
Unarmored AC:9
Hit Points(HP): 42
Hit Dice(HD): 13
Experience(XP):
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical: 2
Diminished Sense - Smell
Heat generation
Mental: 1
Molecular understanding
WEAPONS
Weapon: Short Bow
# At: 2
Fatigue: 15th round
Damage: 1-6
WPN Class: 9
Charges: 15
Effective Range: 100
Notes:
Weapon: Short Sword
# At: 1
Fatigue: 14th
Damage: 1-6/1-8
WPN Class: 3
Charges:
Effective Range: Melee
Notes:
Weapon: Dagger
# At: 1
Fatigue: 18th
Damage: 1-4/1-3
WPN Class: 2
Charges:
Effective Range:
Notes:
Domars: 470 Stated with 900
EQUIPMENT /WEIGHT/LOCATION
Cured skins leather armor 200
Light sweats under armor
Backpack 5 on back
Pup Tent 15 tied under pack
Rope Coil 5 attached to side of pack
Torches 5 in pack
Flint and Steel 5 in pack
fishing line and hooks 5 in pack
bed roll 10 tied on top of pack
food dried 2 weeks 10 in pack
Character Type: Humanoid
CHARACTER DESCRIPTION
Sex: Male
Height: 2.25m
Weight:265lbs
Color skin/hair/fur: White (with a good tan)/brown hair
Handed: Right
Eye Color: Brown
Distinguishing Marks:
Description: Tall, well tanned and muscled from the hard work it takes to live in such a difficult environment. Keeps his hair close cropped, and his stubbe is short but always there. A face only a mother could love.... looks like psh
ATTRIBUTE SCORES
Physical Strength(PS): 18
(melee Damage bonus:_3_) +1 per point over 15
Constitution(CN): 13
Dexterity(DX): 16
(To Hit bonus:_1_) +1 per point over 15
(NAKED AC Bonus:_2_) +1 per point over 14
Mental Strength(MS): 13
Intelligence(IN): 13
(use artifact mod:_0_)
Charisma(CH): 9
(max followers:_4_)
(moral adj: ___)
Reaction adj: ___)
COMBAT SCORES
Armor Class(AC):7
Rear AC:7
Unarmored AC:9
Hit Points(HP): 42
Hit Dice(HD): 13
Experience(XP):
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical: 2
Diminished Sense - Smell
Heat generation
Mental: 1
Molecular understanding
WEAPONS
Weapon: Short Bow
# At: 2
Fatigue: 15th round
Damage: 1-6
WPN Class: 9
Charges: 15
Effective Range: 100
Notes:
Weapon: Short Sword
# At: 1
Fatigue: 14th
Damage: 1-6/1-8
WPN Class: 3
Charges:
Effective Range: Melee
Notes:
Weapon: Dagger
# At: 1
Fatigue: 18th
Damage: 1-4/1-3
WPN Class: 2
Charges:
Effective Range:
Notes:
Domars: 470 Stated with 900
EQUIPMENT /WEIGHT/LOCATION
Cured skins leather armor 200
Light sweats under armor
Backpack 5 on back
Pup Tent 15 tied under pack
Rope Coil 5 attached to side of pack
Torches 5 in pack
Flint and Steel 5 in pack
fishing line and hooks 5 in pack
bed roll 10 tied on top of pack
food dried 2 weeks 10 in pack
Last edited by Scythius Equinus on Wed Jul 24, 2013 1:56 am, edited 3 times in total.
You had me at blood and semen - Peter Lefluer
Frank Rock - Human
Frank Rock - Human
- tooleychris
- Rider of Rohan
- Posts: 3578
- Joined: Wed May 01, 2013 2:07 pm
- Location: Just west of the future site of Defiance.
Re: Incomplete Character Sheets or waiting for approval
I've got good news for you! Looks like you rolled for all of your mutations but you get to freely pick one from both mental and physical.
Under character creation in my thread it reads:
Under character creation in my thread it reads:
This means your character can choose 1 of each.Humanoids gain 1d4 mental mutations and 1d4 physical mutations. 1 of these are picked from both mental and physical mutations by the player with the remaining being rolled randomly.
Scythius Equinus wrote: MUTATIONS AND NOTES
Physical: 2
Diminished Sense - Smell (rolled 1d5 to come up with this)
Shorter 53 CM tall
Mental: 1
De-Volution
- GronkTheBold
- Scout
- Posts: 91
- Joined: Mon May 27, 2013 12:56 pm
Re: Incomplete Character Sheets or waiting for approval
Character Name: Zengar The Marvellous
Character Type: Humanoid Mutant “Wizard”
Campaign #122
Dice Roller Character #: PC ID: 919
CHARACTER DESCRIPTION
Sex: Male
Height: 5'10
Weight: 140
Color skin/hair/fur: Slight purple hue/brown hair and goatee
Handed: Right
Eye Color: Green
Distinguishing Marks: Bony face, large eyebrows, third eye
Description: A slender man with a purple hue to his skin, a bony face, brown, long hair and a goatee that exudes an air of seriousness about himself. He is actually a mutant human who, upon stumbling across a weathered old copy of a certain Tolkien classic, decided that his mental powers were a result of magic, and as a self-called "Wizard" he seeks to create an esteemed circle of others of his ilk. He believes that he is not a mutant, and presumes that most other mutants are either monsters or fantastical creatures.
ATTRIBUTE SCORES
Physical Strength(PS): 16
(melee Damage bonus:(+1) +1 per point over 15
Constitution(CN): 15
Dexterity(DX): 13
(To Hit bonus:(0) +1 per point over 15
(NAKED AC Bonus: (0) +1 per point over 14
Mental Strength(MS): 9
Intelligence(IN): 12
(use artifact mod:(+0)
Charisma(CH): 10
(max followers: (4)
(moral adj: (Normal)
Reaction adj: (Normal)
COMBAT SCORES
Armor Class(AC): 7
Rear AC: 7
Unarmored AC: 10
Hit Points(HP): 42
Hit Dice(HD): 15
Experience(XP): 0
XP needed for HD: 3,000
Movement:
MUTATIONS AND NOTES
Physical: Heat Generation, New Body Part (Eye on forehead).
Mental: Total Healing.
WEAPONS
Weapon: Longsword
# At: 1
Fatigue: Begins at 14
Damage: 1-8 Vs Small, 1-12 Vs large
WPN Class: 3
Charges: None
Effective Range: Melee
Notes: Zengar names this blade Ragnez. He's not that creative, as we can clearly tell.
Weapon: Vibro Dagger
# At: 1
Fatigue: Begins at 18
Damage: 10 points
WPN Class: 4
Charges: Battery Life: 30 minutes
Effective Range: melee
Notes: It is referred to as the Blade of Light by Zengar
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars:
EQUIPMENT /WEIGHT/LOCATION: Backpack on back, 20 Domars in small bag located in backpack, enough rations for two weeks in backpack, Full Waterskin, Old and weathered copy of the Lord of the Rings in backpack, 10’ pole in hand, UV and IR goggles on forehead, Long sword in sheathe on belt, Vibro Dagger in belt, Extra Hydrogen energy cell in backpack. Armour, Carapace (AC 7).
Character Type: Humanoid Mutant “Wizard”
Campaign #122
Dice Roller Character #: PC ID: 919
CHARACTER DESCRIPTION
Sex: Male
Height: 5'10
Weight: 140
Color skin/hair/fur: Slight purple hue/brown hair and goatee
Handed: Right
Eye Color: Green
Distinguishing Marks: Bony face, large eyebrows, third eye
Description: A slender man with a purple hue to his skin, a bony face, brown, long hair and a goatee that exudes an air of seriousness about himself. He is actually a mutant human who, upon stumbling across a weathered old copy of a certain Tolkien classic, decided that his mental powers were a result of magic, and as a self-called "Wizard" he seeks to create an esteemed circle of others of his ilk. He believes that he is not a mutant, and presumes that most other mutants are either monsters or fantastical creatures.
ATTRIBUTE SCORES
Physical Strength(PS): 16
(melee Damage bonus:(+1) +1 per point over 15
Constitution(CN): 15
Dexterity(DX): 13
(To Hit bonus:(0) +1 per point over 15
(NAKED AC Bonus: (0) +1 per point over 14
Mental Strength(MS): 9
Intelligence(IN): 12
(use artifact mod:(+0)
Charisma(CH): 10
(max followers: (4)
(moral adj: (Normal)
Reaction adj: (Normal)
COMBAT SCORES
Armor Class(AC): 7
Rear AC: 7
Unarmored AC: 10
Hit Points(HP): 42
Hit Dice(HD): 15
Experience(XP): 0
XP needed for HD: 3,000
Movement:
MUTATIONS AND NOTES
Physical: Heat Generation, New Body Part (Eye on forehead).
Mental: Total Healing.
WEAPONS
Weapon: Longsword
# At: 1
Fatigue: Begins at 14
Damage: 1-8 Vs Small, 1-12 Vs large
WPN Class: 3
Charges: None
Effective Range: Melee
Notes: Zengar names this blade Ragnez. He's not that creative, as we can clearly tell.
Weapon: Vibro Dagger
# At: 1
Fatigue: Begins at 18
Damage: 10 points
WPN Class: 4
Charges: Battery Life: 30 minutes
Effective Range: melee
Notes: It is referred to as the Blade of Light by Zengar
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars:
EQUIPMENT /WEIGHT/LOCATION: Backpack on back, 20 Domars in small bag located in backpack, enough rations for two weeks in backpack, Full Waterskin, Old and weathered copy of the Lord of the Rings in backpack, 10’ pole in hand, UV and IR goggles on forehead, Long sword in sheathe on belt, Vibro Dagger in belt, Extra Hydrogen energy cell in backpack. Armour, Carapace (AC 7).
That low level hireling who carries the ten foot poles...
Re: Incomplete Character Sheets or waiting for approval
Character Name: Elvis Bieber
Character Type: Mutant humanoid
Campaign #122
Dice Roller Character #: 941
CHARACTER DESCRIPTION
Sex: M
Height: 5'10"
Weight: 165 lbs
Color skin/hair/fur: Greenish-tinted skin & brown scales
Handed: Right
Eye Color: Yellow
Distinguishing Marks:
Description: Elvis looks like a typical humanoid except for a slight greenish tint to his skin and the hard brown scales across his shoulders, back and head. His parents were fans of Ancient music. The music they were able to find was of varying quality.
ATTRIBUTE SCORES
Physical Strength(PS): 7
(melee Damage bonus: 0)
Constitution(CN): 12
Dexterity(DX): 14
(To Hit bonus: 0)
(NAKED AC Bonus: 0)
Mental Strength(MS): 15
Intelligence(IN): 15
(use artifact mod: 0)
Charisma(CH): 9
(max followers: 4)
(moral adj: normal)
Reaction adj: normal)
COMBAT SCORES
Armor Class(AC): 4
Rear AC: 4
Unarmored AC: 6
Hit Points(HP): 45
Hit Dice(HD): 12
Experience(XP): 0
XP needed for HD:
Movement: 24m (12m in darkness)
MUTATIONS AND NOTES
Physical: Increased Speed, Partial Carapace, Photosynthetic Skin
Mental:
Telepathy, Complete mental block: The Greys (Reticulans)
WEAPONS
Weapon: Bow
# At: 2
Fatigue: Combat turn 15
Damage: 1-6
WPN Class: 9
Charges: 15
Effective Range: 100
Notes:
Weapon: Long sword
# At: 2
Fatigue: Combat turn 14
Damage: 1-8/1-12
WPN Class: 3
Charges: N/A
Effective Range: 0
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars: 0
EQUIPMENT /WEIGHT/LOCATION:
Edit: increased attacks to 2 because of Increased Speed mutation. Updated movement rate.
Character Type: Mutant humanoid
Campaign #122
Dice Roller Character #: 941
CHARACTER DESCRIPTION
Sex: M
Height: 5'10"
Weight: 165 lbs
Color skin/hair/fur: Greenish-tinted skin & brown scales
Handed: Right
Eye Color: Yellow
Distinguishing Marks:
Description: Elvis looks like a typical humanoid except for a slight greenish tint to his skin and the hard brown scales across his shoulders, back and head. His parents were fans of Ancient music. The music they were able to find was of varying quality.
ATTRIBUTE SCORES
Physical Strength(PS): 7
(melee Damage bonus: 0)
Constitution(CN): 12
Dexterity(DX): 14
(To Hit bonus: 0)
(NAKED AC Bonus: 0)
Mental Strength(MS): 15
Intelligence(IN): 15
(use artifact mod: 0)
Charisma(CH): 9
(max followers: 4)
(moral adj: normal)
Reaction adj: normal)
COMBAT SCORES
Armor Class(AC): 4
Rear AC: 4
Unarmored AC: 6
Hit Points(HP): 45
Hit Dice(HD): 12
Experience(XP): 0
XP needed for HD:
Movement: 24m (12m in darkness)
MUTATIONS AND NOTES
Physical: Increased Speed, Partial Carapace, Photosynthetic Skin
Mental:
Telepathy, Complete mental block: The Greys (Reticulans)
WEAPONS
Weapon: Bow
# At: 2
Fatigue: Combat turn 15
Damage: 1-6
WPN Class: 9
Charges: 15
Effective Range: 100
Notes:
Weapon: Long sword
# At: 2
Fatigue: Combat turn 14
Damage: 1-8/1-12
WPN Class: 3
Charges: N/A
Effective Range: 0
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars: 0
EQUIPMENT /WEIGHT/LOCATION:
Last edited by Zhym on Mon Aug 05, 2013 1:45 am, edited 3 times in total.
- tooleychris
- Rider of Rohan
- Posts: 3578
- Joined: Wed May 01, 2013 2:07 pm
- Location: Just west of the future site of Defiance.
Re: Incomplete Character Sheets or waiting for approval
BARF!First go. Please note somequestions in the sheet.[/color]
Character Name: Elvis Bieber
That is fineHeight: [Do we pick these, or roll?]
Weight:
I'm going to pick this for you and make your block. "The Grey's" unless this screws up your concept or proposed background?Mental:
Complete mental block [NOTE: how should the blocked thing/creature be selected?],
I think the rest looks good.
- MonkeyWrench
- Rider of Rohan
- Posts: 5993
- Joined: Wed Nov 27, 2013 2:58 pm
- Location: Missouri
Re: Incomplete Character Sheets or waiting for approval
Character Name: Ragg
Character Type: Mutated Animal (Wolf Stock)
CHARACTER DESCRIPTION
Sex:Male
Height:6'4
Weight:320lbs
Color skin/hair/fur: Grey fur with black streaks through it
Handed:Right
Eye Color: Gold
Distinguishing Marks: Scars that appear on neck
Description: Very large wolf humanoid, seems very fit and muscular, grey fur with black fur streaking it in places, golden eyes that seem to peer
directly into the soul.
ATTRIBUTE SCORES
Physical Strength(PS):15
(melee Damage bonus:+0) +1 per point over 15
Constitution(CN):13
Dexterity(DX):15
(To Hit bonus:+0) +1 per point over 15
(NAKED AC Bonus:+0) +1 per point over 14
Mental Strength(MS):13
Intelligence(IN):13
(use artifact mod:___)
Charisma(CH):6
(max followers:2)
(moral adj: -2)
Reaction adj: -1)
COMBAT SCORES
Armor Class(AC):8
Rear AC:8
Unarmored AC:10
Hit Points(HP):44
Hit Dice(HD):1
Experience(XP):0
XP needed for HD:3000
Movement:(search/normal/run or charge): 6 / 12 / 24 meters
MUTATIONS AND NOTES
Physical:3
HEIGHTENED SMELL: A mutant with heightened smell is able to identify separate odors from a great distance (60 meters), and, because of this,
cannot be ambushed (this is different from being surprised) by non-plant creatures from upwind. It can follow any trail less than a day old over
any surface but water. After contact with another being, this mutant will subsequently be able to identify objects and places associated with
that being, such as campsite or possessions.
HEIGHTENED DEXTERITY: Mutants with this ability are so agile in combat that their armor class is increased to 4. However, the referee may
penalize such a mutant by reducing its armor class when it is encumbered.
REGENERATION: This allows the being to heal itself and replace lost hit points. One hit point is regenerated per 5 kilograms of body weight per
day.
[1d4] = 3
Mental:
DIRECTIONAL SENSE: This allows the mutant to know exactly where it is in relation to where it has been. Such mutants will be able to retrace
their path at any time, even if blindfolded.
[1d4] = 1
WEAPONS
Weapon:Dagger
# At:
Fatigue:-1(18)/-2(19)
Damage:1d4(M-S)/1d3(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:
Weapon:Hand Axe
# At:
Fatigue:-1(turn14)/-2(15)/-3(16)/-4(17)/-5(18)/-6(19)
Damage:1d8(M-S)/1d8(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:
Domars:550
EQUIPMENT
Full Leather Armor (Wearing)
Back Pack (Wearing)
Belt with pouches (Wearing)
Dagger (Wearing)
Hand Axe (Wearing)
Water skin (Wearing)
Dried Foodx3 (backpack)
Character Type: Mutated Animal (Wolf Stock)
CHARACTER DESCRIPTION
Sex:Male
Height:6'4
Weight:320lbs
Color skin/hair/fur: Grey fur with black streaks through it
Handed:Right
Eye Color: Gold
Distinguishing Marks: Scars that appear on neck
Description: Very large wolf humanoid, seems very fit and muscular, grey fur with black fur streaking it in places, golden eyes that seem to peer
directly into the soul.
ATTRIBUTE SCORES
Physical Strength(PS):15
(melee Damage bonus:+0) +1 per point over 15
Constitution(CN):13
Dexterity(DX):15
(To Hit bonus:+0) +1 per point over 15
(NAKED AC Bonus:+0) +1 per point over 14
Mental Strength(MS):13
Intelligence(IN):13
(use artifact mod:___)
Charisma(CH):6
(max followers:2)
(moral adj: -2)
Reaction adj: -1)
COMBAT SCORES
Armor Class(AC):8
Rear AC:8
Unarmored AC:10
Hit Points(HP):44
Hit Dice(HD):1
Experience(XP):0
XP needed for HD:3000
Movement:(search/normal/run or charge): 6 / 12 / 24 meters
MUTATIONS AND NOTES
Physical:3
HEIGHTENED SMELL: A mutant with heightened smell is able to identify separate odors from a great distance (60 meters), and, because of this,
cannot be ambushed (this is different from being surprised) by non-plant creatures from upwind. It can follow any trail less than a day old over
any surface but water. After contact with another being, this mutant will subsequently be able to identify objects and places associated with
that being, such as campsite or possessions.
HEIGHTENED DEXTERITY: Mutants with this ability are so agile in combat that their armor class is increased to 4. However, the referee may
penalize such a mutant by reducing its armor class when it is encumbered.
REGENERATION: This allows the being to heal itself and replace lost hit points. One hit point is regenerated per 5 kilograms of body weight per
day.
[1d4] = 3
Mental:
DIRECTIONAL SENSE: This allows the mutant to know exactly where it is in relation to where it has been. Such mutants will be able to retrace
their path at any time, even if blindfolded.
[1d4] = 1
WEAPONS
Weapon:Dagger
# At:
Fatigue:-1(18)/-2(19)
Damage:1d4(M-S)/1d3(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:
Weapon:Hand Axe
# At:
Fatigue:-1(turn14)/-2(15)/-3(16)/-4(17)/-5(18)/-6(19)
Damage:1d8(M-S)/1d8(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:
Domars:550
EQUIPMENT
Full Leather Armor (Wearing)
Back Pack (Wearing)
Belt with pouches (Wearing)
Dagger (Wearing)
Hand Axe (Wearing)
Water skin (Wearing)
Dried Foodx3 (backpack)
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33183
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Incomplete Character Sheets or waiting for approval
Character Name: Hilo
Character Type: YAZIRIAN
CHARACTER DESCRIPTION
Sex: Male
Height: 6' 11"
Weight: 125lbs
Color skin/hair/fur: Typical Skin color for Race. Hair/Fur on head black.
Handed: Right
Eye Color: Green
Distinguishing Marks: None
Description: Tall, thin humanoid wearing large, brightly colored cape and tunic, a waist belt and two belts crossed over the chest. Dark goggles worn in the daytime. When shoes are required he wears strange mitten like shoes.
ATTRIBUTE SCORES
Physical Strength(PS): 15
(melee Damage bonus: 0) +1 per point over 15
Constitution(CN): 14
Dexterity(DX): 14
(To Hit bonus: 0) +1 per point over 15
(NAKED AC Bonus: 0) +1 per point over 14
Mental Strength(MS): 14
Intelligence(IN): 13
(use artifact mod:___)
Charisma(CH): 12
(max followers: 5)
(moral adj: Normal)
Reaction adj: Normal)
COMBAT SCORES
Armor Class(AC): Sheath Armor (4)
Rear AC: 4
Unarmored AC: 10
Hit Points(HP): 47
Hit Dice(HD): 1
Experience(XP): 0
XP needed for HD: 3,000
Movement:
MUTATIONS AND NOTES
Physical: N/A
Mental: N/A
WEAPONS
Weapon: Vibro Blade
# At: 1
Fatigue: N/A
Damage: 25 points
WPN Class: 5
Charges: N/A
Effective Range: N/A
Notes: uses Hydrogen Energy Cell
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars: 50 after armor and weapon
EQUIPMENT /WEIGHT/LOCATION
1x Hydrogen Energy Cell/backpack
1x Week Dry Food/Backpack
1x Waterskin/Backpack
1x Backpack/Back
1x Typical Clothing/Worn
1x Vibro Blade/Belt
Character Type: YAZIRIAN
CHARACTER DESCRIPTION
Sex: Male
Height: 6' 11"
Weight: 125lbs
Color skin/hair/fur: Typical Skin color for Race. Hair/Fur on head black.
Handed: Right
Eye Color: Green
Distinguishing Marks: None
Description: Tall, thin humanoid wearing large, brightly colored cape and tunic, a waist belt and two belts crossed over the chest. Dark goggles worn in the daytime. When shoes are required he wears strange mitten like shoes.
ATTRIBUTE SCORES
Physical Strength(PS): 15
(melee Damage bonus: 0) +1 per point over 15
Constitution(CN): 14
Dexterity(DX): 14
(To Hit bonus: 0) +1 per point over 15
(NAKED AC Bonus: 0) +1 per point over 14
Mental Strength(MS): 14
Intelligence(IN): 13
(use artifact mod:___)
Charisma(CH): 12
(max followers: 5)
(moral adj: Normal)
Reaction adj: Normal)
COMBAT SCORES
Armor Class(AC): Sheath Armor (4)
Rear AC: 4
Unarmored AC: 10
Hit Points(HP): 47
Hit Dice(HD): 1
Experience(XP): 0
XP needed for HD: 3,000
Movement:
MUTATIONS AND NOTES
Physical: N/A
Mental: N/A
WEAPONS
Weapon: Vibro Blade
# At: 1
Fatigue: N/A
Damage: 25 points
WPN Class: 5
Charges: N/A
Effective Range: N/A
Notes: uses Hydrogen Energy Cell
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars: 50 after armor and weapon
EQUIPMENT /WEIGHT/LOCATION
1x Hydrogen Energy Cell/backpack
1x Week Dry Food/Backpack
1x Waterskin/Backpack
1x Backpack/Back
1x Typical Clothing/Worn
1x Vibro Blade/Belt
“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