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Gauntlet to the Face, Bitches!

Started by Drohem, May 10, 2012, 06:32:44 PM

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Drohem

Did I get your attention?  Good, now please hang with me here for a moment, OK? :)

I find it somewhat mystifying that on most RPG fora one rarely sees character sheets and characters posted.  I have come the conclusion it is because most people are afraid of criticism and ridicule about their character, or the House Rules of the RPG system used to create the character.

So, here is my challenge for theRPGSite:

1.  Post your character, any character, from any game system (it doesn't necessarily have to be an official character sheet, but just complete information).
2.  Post any House Rules used in the character's creation, or that might apply to the character.
3.  Briefly discuss the setting where the character lived and belonged.
4.  Add any information about your character that you like, such as stories of tough situations, the character's death if it died, and, etc.


Discuss! :D

Drohem

Alright, I'll get the ball rolling here (hopefully) with a random character from my files (rolls dice):

Gnordar: Gnoll Fighter 2/Thief 3

Back in the early 90s, my friend ran a Mystara campaign based on the Orcs of Thar Gazetteer.  The character were good humanoids from The Broken Lands.  Instead of the D&D Rules Cyclopedia for the game system, we used 2e Advanced Dungeons & Dragons.

IIRC, at the time we were using this system to generate character ability scores:

1.  Start with a single '18'
2.  Roll 4d6-L five times
3.  Arrange to taste
4.  Discard if you don't like and roll again (as many times as you can stand sitting around rolling dice to create a character).

Check out a few of his companions I wrote down on the character sheet; we certainly had an interesting party! :D




Benoist

I guess the DM will remember the house rules better than I do... ;)

This character was played in Drohem's 3.5 Temple of Elemental Evil RPOL game. It was fun to rediscover the setting of my childhood (I was introduced to RPGs with AD&D using T1-4) from the player's side of the screen again. Great fun was had around Hommlet and at the Moat House.

Gwyddion Ollathir of the House of Llew

Character level: 3rd
Character class/level: Wizard (Evoker) 3

Player Name: Benoist

Alignment: Neutral Good
Deity: Boccob
Race/gender: Male high elf
Physical description: Emerald skin, dark brown hair, blue eyes, 6 feet tall, 180 lbs.
Age: 141-years-old
Languages: Common, Elven, Draconic, Goblin, Gnoll, and Orc.

Experience Points: [3,290]

Ability Scores
STR 08 [-1]
DEX 16 [+3]
CON 12 [+1]
INT 18 [+4]
WIS 14 [+2]
CHA 12 [+1]

Total Hit Points [24]: (hit dice +16; Con +3; bonus +5)

Fortitude save [+2]: (Con +1; wizard +1)
Reflex save [+4]: (Dex +3; wizard +1)
Will save [+5]: (Wis +2; wizard +3)

Speed [20 feet]: (elf +30; encumbrance -10)

Armor Class [13]: (base +10; Dex +3)
Touch AC [13]: (base +10; Dex +3)
Flat-footed AC [10]: (base +10)

Initiative check [+3]: (Dex +3)

Base attack bonus [+1]: (wizard +1)

Melee attack [+0]: (bab +1; Str -1)
Missile attack [+4]: (bab +1; Dex +3)
Grapple check [+0]: (bab +1; Str -1; size +0)

Longsword [+0; 1d8-1/19-20]
Shortbow [+4; 1d6/x3]

Unarmed attack [-0; 1d3-1; non-lethal]
Unarmed disarm attack [-4]
Unarmed trip Str check [-1]

Carrying capacity: Light load 0-26 lbs; medium load 27-53 lbs; heavy load 54-80 lbs; lift over head 80 lbs; lift off ground 160 lbs; push or drag 400 lbs.

Encumbrance Level: Medium (51 lbs.)

Weapon and armor feats (1): Simple Weapon Proficiency (club, dagger, heavy crossbow, light crossbow, and quarterstaff).
Racial bonus feats (6): Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, rapier, and shortbow).
Wizard bonus feats (1): Scribe Scroll.
Level bonus feats (2): Spell Focus (Evocation), Greater Spell Focus (Evocation)

Skills
Skill Points [36] (wizard +36)
Class skill max ranks = 4 / cross-class skill max ranks = 2

Concentration             +7 (Con +1; ranks +6)
Decipher Script           +10 (Int +4; ranks +6)
Knowledge (arcana)        +10 (Int +4; ranks +6)
Knowledge (dungeoneering) +10 (Int +4; ranks +6)
Knowledge (the planes)    +10 (Int +4; ranks +6)
Listen                    +4 (Wis +2; racial +2)
Search                    +6 (Int +4; racial +2)
Spellcraft                +10 (Int +4; ranks +6)
Spot                      +4 (Wis +2; racial +2)

^ Cross-class skill.
* Armor and encumbrance check penalties may apply to skill checks.
** Double armor and encumbrance check penalties may apply to skill checks.

Spells
Spells Known:
0-level [all]: (Knows all cantrips execpt for Enchantment or Illusion schools)
1st level [9]: burning hands, enlarge person, grease, hail of stone, identify, mage armor, magic missile, obscuring mist, and shield.
2nd level [2]: knock, scorching ray.

Spell Slots per Day:
0-level [5]: (Level +4; specialization +1)
1st level [4]: (Level +2; Int +1; specialized +1)
2nd level [3]: (Level +1; Int +1; specialized +1)

Spells Memorized:
0-level: dancing lights, detect magic, light, ray of frost, and mage hand.
1st level: hail of stone, magic armor, magic missile, and shield.
2nd level: scorching ray x3

Equipment
Current Wealth
Starting Money: 90 gold.
Gold coins: 98
Silver coins: 16
Copper coins: 3

Weapons and Armor [9 lbs]:
Longsword [1d8; crit 19-20/x2; 4 lbs; slashing; 15 gp]
Shortbow [1d6; crit 20/x3; 2 lbs; 60' range; piercing; 30 gp]
Quiver, arrows (20) [3 lbs; 1 gp]

Equipment [42 lbs]:
Backpack              [2 lbs; 2 gp]
bedroll              [5 lbs; free]
winter blanket        [3 lbs; 5 sp]
map case              [0.5 lb; 1 gp]
Hemp rope, 50-ft        [10 lbs; 1 gp]
chalk x10            [free ; 1 sp]
Sunrod x2               [2 lbs; 4 gp]
Rations, x10 days       [10 lbs; 5 gp]
*Spell components pouch [2 lbs; 5 gp]
*Spellbook              [3 lbs; 15 gp]
flint and steel      [free ; 1 gp]
*belt pouch          [0.5 lb; 1 gp]
waterskin            [4 lbs; 1 gp]
*Explorer's outfit      [ free; free]

* = worn on person/in combat.

Traits & Abilities
High Elf Racial Traits
-- +2 Dexterity, –2 Constitution.
-- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
-- Elf base land speed is 30 feet.
-- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
-- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
-- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (and composite), and shortbow (and composite) as bonus feats.
-- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
-- Automatic Languages: Common and Elven.
-- Favored Class: Wizard.

Wizard (Evoker) Class Features
-- Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time.
-- Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can.
-- Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
-- Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
-- School Specialization (Evoker): A wizard may specialize in one school (Evocation) of magic. Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from her prohibited schools (Enchantment and Illusion). A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
-- Counterfire (Sp): As an immediate action, four times a day, when a visible enemy within 60 feet targets you with a ranged attack or spell, you can respond with a glowing arrow of force. This requires a ranged touch attack to hit and deals 1d6 points of damage per three wizards levels. Both attacks resolve simultaneously (neither can disrupt the other). PHB2, page 68-70 (this replaces the summon familiar Wizard class ability).

Background & Description

Character Description

Gwyddion is a male high elf of peculiar appearance. Emerald skin, blue eyes, short, dark brown hair with purple highlights, he certainly isn't your average bow wielding, fair-looking forest dweller. He is tall and slender, of average build. His face is long and angular, with a straight nose, piercing eyes and cleanly drawn eyebrows. He is usually quiet and composed, concentrating on his moves and expressions, as if all interactions were a matter of arcane strategy for him to analyze carefully.

But there is a flame flickering behind those eyes; a passionate flame awakening during times of need, during explorations and combat; a bright flame burning in the heat of passion and despair; a pyre of magical might that devours and consumes all in times of need.

Gwyddion's clothes are functional first. A simple linen shirt, brown leather pants and boots. The only two items setting Gwyddion apart are the nicely sewn crimson cloak appliquéd with golden arabesques he generally wears and the finely crafted longsword hanging at his side.



Character Background

My mother would not talk about what exactly happened that night. I know she was Ceridwen, Vestal of the Mingled Maidens of Tol-in-Edhyl, a recluse refuge and temple for the downtrodden among the Elven folk of the Duchy of Ulek.

What I know from that night, I learned from the Lotus-induced visions that guided me to my origins. I can still see the pale tower of Tol-in-Edhyl rising from the mist along the slopes of the Lortmil Mountains. I can feel the peace of the place. The quiet beauty of it all.

The shadows gradually take over the landscape. The sun is still high in the sky, but darkness soon covers everything. I see white masks and hear deep, low chants below countered by the prayers of the vestals. It is a battle between the surrounding obscurity and the few candle lights still burning true, flickering in a sea of threatening shadows.

Everything goes dark. The forces of the evil invade the tower. There is an explosion of faith, of desperate fervour on the part of the vestals. The candle lights become brighter for a fleeting moment. The resistance is strong, and it rises in a chorus of angelic voices and perfumes from beyond the Gates of Heaven.

Everything becomes so bright; so vibrant; so alive.

I can feel the warmth of my father, but that is enough for me to know it is him I feel.
Passion. Embrace. Abandon.
Love.

My mother awoke amongst the smouldering ashes of what once was Tol-in-Edhyl. She was the only survivor, as far as I know. From then on, she wandered all over the place. I was born along the way. I think she was searching for answers. I would often wake from my dreams as a young child to find her praying silently. She was trying to find my father, but she never found him again. I suspect that, deep inside, she wanted to leave this world. She wanted to die, but she didn't want me to witness it.

I was special. A gift, as she called it. To me, as young as I was, it was more like the color of my skin: a curse, yet something else that made me stand out amongst my would-be friends. Small objects would move towards me when I wanted to seize them. Candles would light up when I needed some light. I was always pushed aside, left alone, because strange things would happen when I was around.

I knew my mother would leave me behind at some point, and it finally occurred when she met Lord Rebis. He was a mage, and part of a influential human House of the Duchy of Ulek. The Wizards of Llew, he explained, were feared and respected for their magical might. I could be one of them, but my mother would have to give me up to the House's care. She would not be allowed to ever see me again.

She did give me up. Not that I complain; I understand her decision. She could have chosen worse tutors for me. The Magisters of the House of Llew were very good to me.

Melkisedekh was my Master. He taught me everything I know. Contrarily to his other apprentice, Maltheus the Bold, I would not prove to be a very competent Transmuter, but I would soon demonstrate a gift for creating things out of thin air, to affect the elements and manipulate the energies of Creation. I learned eagerly, confident in my ability to connect with my father through the inner workings of the Arcane.

Maltheus would become a brother to me. He was fiery, passionate, dedicated. I was more quiet, more calculating, more focused, which was strange really, given my gift for Evocation, and his for Transmutation. Along with the fair Ancalimë, Melkisedekh's cherished daughter, we would become an inseparable trio, the greatest friends in the world.

Soon, I had to take the Test. I knew the experience could kill me, but it was necessary for me to acquire the title of Mage of the House of Llew. Questions were asked, and I answered. Problems were presented, and I solved them. But nothing could have prepared me for the final challenge. My dear Master, Melkisedekh, became my opponent. To become a Mage, I had to defeat him in a magical duel. And so we fought, the child against the teacher, the student against the Master.

I do not know what happened. One moment I was protecting myself from a magical projectile thrown at me by my Master, and the next, I was lying on the floor, the whole room aflame around me. Maltheus was holding Ancalimë in his arms, and she was crying. I looked around me, but couldn't see my Master. Her father.

Then I saw the broken window. I heard the commotion below. I remember running down the stairs of the tower where our duel took place, running on the Courtyard's pavement, and finding him lying there, immobile. Dead.

I left that night. I knew I had to leave when Maltheus looked at me as I rushed outside. There was pain in his eyes, for sure, but there was something darker in there as well. Hatred. A thirst for revenge. I was guilty. I knew it. I would have surrendered myself to the mages of the House, but I knew Maltheus would want to be the one carrying out the sentence. I did not want to face my brother in ritual combat. I did not want to see what happened to our Master happen to him.

So I fled into the night.

My path led me to these parts. My fate is the same as my mother's: to wander, to be tried by fire again and again, until I find my peace.
Until I find my answers. My father. One blessed day, perhaps.


Drohem

Quote from: Benoist;538201I guess the DM will remember the house rules better than I do... ;)

This character was the best in the game that fit into the Greyhawk setting from the opening gate, and without me needling for more information, LOL! :)

Here were the character creation rules for that game:

This game will be using the 3.5 Dungeons & Dragons core rules (PHB, DMG, MM), with the following twists:

1.  Ability scores are bought using the Point-Buy Method (DMG p. 169) using 38 points.

2.  At 1st level only, all characters receive a bonus of +5 hit points in addition to maximum hit points for 1st hit die and Con modifier; i.e. a 1st level barbarian with a Con 18 has 21 hit points (max hit die (12) + Con mod (4) + 5 = 21).

3.  Classes that have a d4 hit dice are bumped up to a d6 hit die; i.e. the sorcerer class now rolls a d6 hit die at every level for hit points.

4.  Any hit die roll that results in a '1' is re-rolled.

5.  Classes, races, feats, spells, and equipment may be choosen from the following Wizards of the Coast books only:

Complete Adventurer
Complete Arcane
Complete Divine
Complete Mage
Complete Psionic
Complete Scoundrel
Complete Warrior
Minatures Handbook
Player's Handbook II
Races of Destiny
Races of Stone
Races of the Wild
Frostburn
Sandstorm
Stormwrack
Dungeonscape
Planar Handbook
Monster Manual I-IV
Races of Dragon
Expanded Psionics
Dragon Magic
Fiend Folio

6.  Characters start a 1st level, which means that a Level Adjustment +0 race must be selected.  However, if a player wishes to play a race with a level adjustment, we can adjust the racial traits to make the specific character LA +0.  Example: the player wants to play a cat folk, which is normally a LA +1 race.  I would remove the natural armor +1 racial trait, which would make the character a LA +0 cat folk and playable at 1st level.  This reduction would be for the player character only, and not the entire race.

Drohem

Personally, I dislike a d4 hit die in any game.  I think that a d6 should be the standard baseline for everyone in the game world.  *shrug*

Silverlion

My newest minted PC:

Name: Ahraenar Starsigil
Class: Elf (Moon)
Level:  1
Alignment; Lawful
Hit Points: 7

Str 12     None
Int  14    +1
Wis  9     None
Dex 16    +2
Con  13   +1
Cha  12    None


Armor:  Leather Armor +Shield   AC: 6    
 
Weapons
Javelin (5, in large quiver)  1d6  

Spear 1d6    

Equipment:
28 Gold pieces
Backpack                      
Clothes, Plain              
Mirror                            
Iron Rations (1 weeks)  
Rope (50')
Small Sack
Tinderbox                    
Waterskin (2)  with water.            

Skill Slots
Hunting
Nature Lore
Veterinary Healing
Survival (Forest)
Animal Training (Dog)

Spell(s)
Shield  
Detect Magic
Protection From Evil (M)


Saving Throws
Death Ray/Poison               12
Magic Wands                      13
Paralysic/Turn Stone          13
Breath Attack                     15
Rod/Staff/Spell                   15
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

trechriron

#6
System: GURPS 4e House Rules: None Setting: Old West

Eli Herbert Demming (199 points)

ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 10
  • .
Damage 1d-1/1d+2; BL 29*lb; HP 12
  • ; Will 12
  • ; Per 12
  • ; FP 10
  • .
Basic Speed 5.50
  • ; Basic Move 5
  • ; Dodge 9*.
5'9"; 165.

Social Background
TL: 5
  • .
CF: Indian [1]; Western (Native)
  • .
Languages: Comanche (Accented/None) [2]; English (Native)
  • .

Advantages
Combat Reflexes [15]; Hard to Kill 1 [2]; Hard to Subdue 1 [2]; Signature Gear 2 (Calvary Horse "Robber", Colt Pistol, Winchester Rifle) [2].
Perks: Disarming Smile. [1]

Disadvantages
Code of Honor (Soldier's) [-10]; Enemy (Donovan Willingham; More powerful than the PC; 9 or less; Unknown) [-25]; Enemy (Unknown; medium-sized group, some formidable or super-human; 9 or less; Unknown) [-35]; Insomniac (Mild) [-10]; Intolerance (Indians; One group) [-5]; Sense of Duty (Compatriots; Small Group) [-5]; Sense of Duty (The Poor; Large Group) [-10].
Quirks: Afraid of Drowning; Dislikes Wealthy; Fond of a Drink; Likes Watches; Wants to see New Places. [-5]

Skills
Animal Handling (Equines) (A) IQ+2 [8]-14; Area Knowledge (New York) (E) IQ [1]-12; Area Knowledge (West) (E) IQ [1]-12; Brawling (E) DX+2 [4]-14; Carousing (E) HT+1 [2]-11; Detect Lies (H) Per [4]-12; Diplomacy (H) IQ [4]-12; Fast-Draw/TL5 (Ammo) (E) DX+3 [4]-15*; Fast-Draw (Pistol) (E) DX+3 [4]-15*; Fast-Talk (A) IQ+1 [4]-13; First Aid/TL5 (Human) (E) IQ+2 [4]-14†; Gambling (A) IQ-1 [1]-11; Guns/TL5 (Pistol) (E) DX+4 [12]-16; Guns/TL5 (Rifle) (E) DX+4 [10]-16; Hiking (A) HT+2 [8]-12; Intimidation (A) Will+1 [4]-13; Jeweler/TL5 (H) IQ-1 [2]-11; Knife (E) DX+2 [4]-14; Lasso (A) DX+1 [4]-13; Leadership (A) IQ [2]-12; Lockpicking/TL5 (A) IQ [2]-12; Navigation/TL5 (Land) (A) IQ+2 [8]-14; Observation (A) Per [2]-12; Packing (A) IQ [2]-12; Politics (A) IQ-1 [1]-11; Professional Skill (Watchmaker) (A) IQ [2]-12; Riding (Horses) (A) DX+2 [8]-14‡; Saber (A) DX+2 [8]-14; Savoir-Faire (Cowboys) (E) IQ [1]-12; Savoir-Faire (Military) (E) IQ [1]-12; Search (A) Per [2]-12; Soldier/TL5 (A) IQ+2 [8]-14; Stealth (A) DX [2]-12; Streetwise (A) IQ [2]-12; Survival (Desert) (A) Per [2]-12; Survival (Mountain) (A) Per [2]-12; Survival (Plains) (A) Per [2]-12; Survival (River/Stream) (A) Per [2]-12; Survival (Swampland) (A) Per [2]-12; Survival (Woodlands) (A) Per [2]-12; Swimming (E) HT [1]-10; Tactics (H) IQ+2 [12]-14; Wrestling (A) DX [2]-12.
Techniques: Cavalry Training (Guns (Pistol)) (H) [3]-16; Cavalry Training (Guns (Rifle)) (H) [3]-16; Cavalry Training (Saber) (H) [2]-13; Combat Riding (Riding (Horses)) (H) [3]-16; Mounted Shooting (Rifle/Horses) (H) [5]-16.

**Includes +1 from 'Combat Reflexes'.
†*Conditional +1 from 'First Aid Kit'.
‡*Conditional +1 from 'Spurs' when controlling animal, +1 from 'Stirrups' when controlling animal.


History:

Eli Herbert Demming
Male Caucasian born November 3 (Friday), 1954
Brown hair and hazel eyes. 5'9” 165lbs. Athletic build, beard, longish hair.

Time line:
11/03/1854: Born, New York to mother: Clarice Elaine Drew and father Herbert Timothy Demming; dad is a watchmaker. Older brother Robert Herbert Demming (8 years older).
1860 (6): My brother introduces me to “The West” and stories of cowboys, Indians, and adventures. I remain fascinated with “The West” and stories thereof.
1861 (7): Civil War begins.
1863 (9): Brother volunteers for the Army, heads off to war against parents wishes.
1864 (10): News comes of brother's death in the war. Parents are devastated. Father focuses on prepping me in his field as a watchmaker, trying to dissuade my adventurous spirit.
1865 (11): Civil War ends.
1868 (14): Finished grade school, apprenticed to father as watchmaker.
1871 (17): Spend long hours working in the shop, and meet a local girl named Stacey Willingham, whom I fall madly in love with. I begin to court her.
1872 (18): The Willinghams, coming from some wealth, refuse to allow Stacey's hand in marriage, despite my attempts to prove our future in the watchmaking business. I am not allowed to see Stacey again, as she is “shipped off” upstate to stay with relatives. I attempt to track her down, but her father moves her further away, and sends his “men” to “teach me a lesson”. It takes a couple months to heal, and his daughter never speaks to him again. Donovan Willingham never forgives me. I have no idea he stills holds this incredible grudge against me.
1873 (19): Financial panic, watch shop fails. Parents in financial trouble. They lose the shop and the flat above. I join the Army to make ends meet sending money back home so my parents can afford to live in a slum. My father is angry, but understands my decision.
1873 – 79 (19 - 25): I join the Calvary and excel as a soldier. Various shenanigans and misadventures in the military, barely escaping death or deathly boredom on several occasions. I eventually obtain the rank of Sergeant. Generally stationed in the west in various forts and endeavors against American Indians.
1878: Parents die in a fire in a slum in New York. I have nothing to go back to, and decide that when I leave the army, I will travel out west (been there enough times) and find a new life.
1879 (25): Leave army, honorable discharge (finished service, didn't “re-up”).
1880 (current) (26): Heading “out west” to find my new life which generally means leaving my last post and traveling a couple days.

Unfortunately I never had the chance to play him. The group never emailed me back. :-(  Maybe my character was too cool? ;-) PM me if you want a copy of the actual character sheet from GURPS character assistant.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

----------------------------------------------------------------------
D.O.N.G. Black-Belt (Thanks tenbones!)

Drohem

Quote from: Silverlion;538208My newest minted PC:

Name: Ahraenar Starsigil

This character is for a new gaming I am starting up with our Tuesday night Skype group.  We are using the D&D Rules Cyclopedia for the game system, using the 1e Forgotten Realms Campaign Setting for the setting, and the 1e AD&D module Under Illefarn for the home base of the campaign.

The House Rules for this game are:

1.  Roll 2d6+6 in order.  Take what you get and like it!
2.  Roll hit die twice and take the higher of the two for starting hit points.
3.  Optional rules for all classes to progress to 36th level.
4.  Optional rule for ability scores to affect saving throws.

Drohem

Quote from: trechriron;538210System: GURPS 4e House Rules: None Setting: Old West

Eli Herbert Demming (199 points)

Damn, I love detailed character like this! :D

Is Donovan Stacey's father, or another family member?

Was the game going to be a straight historical game?  Or would it have some supernatural elements included?

Silverlion

#9
Quote from: Drohem;538214This character is for a new gaming I am starting up with our Tuesday night Skype group.  We are using the D&D Rules Cyclopedia for the game system, using the 1e Forgotten Realms Campaign Setting for the setting, and the 1e AD&D module Under Illefarn for the home base of the campaign.

The House Rules for this game are:

1.  Roll 2d6+6 in order.  Take what you get and like it!
2.  Roll hit die twice and take the higher of the two for starting hit points.
3.  Optional rules for all classes to progress to 36th level.
4.  Optional rule for ability scores to affect saving throws.


I new I forgot something...

Ahraenar Starsigil is the son of Maerialle and Jaohr two Moon Elves employed in the court of Sir Elorfindar Floshin of the House of Long Silences. His father is Master of the Hounds for Sir Elorfindar. Ahraenar has followed his father's footsteps and trained with hounds of many types and has been loaned to Duke Pwyll Greatshout of Daggerford in order to begin trainin the Duke's hounds as well as establish other dog trainers for the duke and his family.

Ahraenar deals with trouble hounds, and is known for helping to raise the best Boar-hunters in the area. He has a love for the wilderness but is not so fey as the Wild Elves in their appreciation of the forest.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

The Butcher

#10
Oh, a post-your-character thread! I love those!

Here's my current VtR character. We're just one session in, so I haven't had the time to flesh him out (I like to develop characters as we go along), but here goes:

Jim "Rat" Patterson, sell-out hacker
Attributes:
Strength 2, Dexterity 2, Stamina 2; Composure 2, Manipulation 3, Presence 2; Intelligence 4, Wits 3, Resolve 2
Skills: Academics 2, Computer 3 (hacking), Investigation 2 (sousveillance), Politics 2, Science 2 (cryptography); Athletics 1, Drive 1, Firearms 1, Larceny 1, Stealth 1; Expression 2, Persuasion 1, Socialize 2, Streetwise 1, Subterfuge 1
Merits: Contacts 2, Haven 3 (size 1, security 2), Resources 1, Status (Carthians) 1
Humanity: 7
Willpower: 4
Virtue: Fortitude
Vice: Sloth
Health: 7
Initiative: 4
Defense: 2
Speed: 4
Clan: Mekhet
Covenant: Carthian Movement
Blood Potency: 1
Disciplines: Auspex 2, Obfuscate 1
Jim is a former hacktivist-turned-corporate-drone recruited by a brutally violent, old-fashioned, wealthy Carthian ancilla who affects a robber baron image and possibly joined the covenant more to pester his Invictus rivals, than out of any sense of idealism (or so Jim, who hates his sire, believes). His Embrace was ostensively meant to "punish" him for selling out, though his sire has made it abundantly clear that he mans for Jim to advise him on technological matters, specially to protect him and his assets against electronic attacks, and to strike out against the hated Invictus. Jim is a clever, if despondent, Generation Y stereotype who dresses like a hipster and still has difficulty understanding why San Antonio's eccentric Dragon sheriff has recruited him as one of his Hounds; nominally it's for his talent for finding and tracking electronic data, but he dislikes the company of his fellow Hounds, two very physical Gangrel, an Acolyte and a Carthian; and an unctuous, scheming Ordo Dracul Ventrue, all neonates like himself.

jibbajibba

Seargeant Crowe

2e AD&D

4th Level Myrmidon Fighter

Str : 13  (17 under the full moon)
Dex : 12 (16 at night)
Con: 15 +1hp/d
Wis: 10
Int: 14
Chr:11

Level 4
HP : 28
Aligh : Neutral

Double Specialised Longsword
Fire Building
Heraldry
Riding
Reading/writing

Equipment
Longsword +1
Chainmail +1 - the Chain mail is part of a uniform of the Eilite Imperial Guard known as The Hundred. Crow aquired it after a particualarly bloody engagement with the Gnolls
Shield
Camping equipment - very well maintained
Manacles and a slik climbing rope

Background:
Crow is a survivor. His main ability is to not be dead at the end of a battle.
He servered in the Imperial army gettng promoted to corprol then seargeant.
He served extensively in the Gnoll Wars and was involved in five major battles, most of which he spent staying as far away from trouble as possible. He learnt to read and write because that way he gets to open the orders and could modify the ones that seemed rather rash.

He demobbed himself after the Battle of Mamut where the Imperial forces were overrun by the united Gnoll tribes and became a sell sword. Where possible he takes jobs that require minimal personal risk.
He wears a, now tattered, uniform of a Captain of The Hundred an elite Imperial guard and has been known to milk any possible benefit that may give.

Whist overnighting in a brothel he was attacked by a werewolf and now carried the curse of lycanthropy  which he has mixed feeling about. He hates the rampaging and the devouring but he is quite fond of waking up with all of his wounds healed.
As a result of his Curse he has fled to the Goblin lands as an outlaw working for a half-hobbit/half goblin as a caravan guard.
So far he has managed to keep his problems away from the rest of the group.
No longer living in Singapore
Method Actor-92% :Tactician-75% :Storyteller-67%:
Specialist-67% :Power Gamer-42% :Butt-Kicker-33% :
Casual Gamer-8%


GAMERS Profile
Jibbajibba
9AA788 -- Age 45 -- Academia 1 term, civilian 4 terms -- $15,000

Cult&Hist-1 (Anthropology); Computing-1; Admin-1; Research-1;
Diplomacy-1; Speech-2; Writing-1; Deceit-1;
Brawl-1 (martial Arts); Wrestling-1; Edged-1;

jibbajibba

Charles De Chasternais
Dark Ages oWoD

Clan : Tremere

Str: 1 Dex : 2 Sta: 3
Chr: 2 Man: 4 App: 1
Per: 3 Int: 3 Wit: 2

Alertness 1
Intimidation: 4
Leadership: 2
Subterfuge : 2
Etiquette: 3
Performance: 1
Stealth: 1
Academics: 2
Linguistics: 4
Occult: 3
Politics: 2
Theology: 2

Thaumaturgy - Path Mvnt/ Path Blood  : 3
Dominance: 3
Fortitude: 2

Resources: 2
Status: 4
Mentor: 1
Ally - Family: 1

Conscience : 2
Self Control: 5
Courage : 3

Road - Devil : 7
Willpower : 8

Blush of health, Eidetic Memory, Time Sense
Rival Sires, Eerie Presence

Rituals:
Deflection of Wooden Doom
Block Vitae's Precious Gift
Wake with Evening's Freshness
Ghoul Ward

Background
Working in Antwerp as part of a patchy alliance between the Brujha Prince and Clan Tremere to eliminate a force that is impersonating Camerilla officers and wreaking havoc.
No longer living in Singapore
Method Actor-92% :Tactician-75% :Storyteller-67%:
Specialist-67% :Power Gamer-42% :Butt-Kicker-33% :
Casual Gamer-8%


GAMERS Profile
Jibbajibba
9AA788 -- Age 45 -- Academia 1 term, civilian 4 terms -- $15,000

Cult&Hist-1 (Anthropology); Computing-1; Admin-1; Research-1;
Diplomacy-1; Speech-2; Writing-1; Deceit-1;
Brawl-1 (martial Arts); Wrestling-1; Edged-1;

Drohem

Quote from: The Butcher;538241Here's my current VtR character. We're just one session in, so I haven't had the time to flesh him out (I like to develop characters as we go along), but here goes:

Jim "Rat" Patterson, sell-out hacker

... [/snip] ...

Jim is a clever, if despondent, Generation Y stereotype who dresses like a hipster and still has difficulty understanding why San Antonio's eccentric Dragon sheriff has recruited him as one of his Hounds; nominally it's for his talent for finding and tracking electronic data, but he dislikes the company of his fellow Hounds, two very physical Gangrel, an Acolyte and a Carthian; and an unctuous, scheming Ordo Dracul Ventrue, all neonates like himself.

I like my characters to unfold as I play them as well. :)

Sounds like an interesting group!

Drohem

Quote from: jibbajibba;538281Seargeant Crowe

A werewolf in the fold, eh?  LOL!  Good times, good times.  I remember a particular scene back in our RQ3 days:

We had a large group of maybe 10 characters.  We were being hunted by a large group of bandits during a rainy and stormy night.  We find a narrow cave in which to hide from both the bandits and the raging storm.  One of the characters as an unassuming farmer who was sitting by the difficult and narrow entrance; it was more a large crack in a cliff than an actual cave where we were all huddled together.  Anyway, BLAM!, the affable farmer changes into a werewolf and started tearing through PCs like a kid who just got home with his bag of Halloween candy!

Good times, good times!  :D