Suzuki Stumpy Posted June 4, 2022 Clone Share Posted June 4, 2022 A general repository for all my assorted characters and general 'stuff' related to gaming. Philthy Mutha - The Ace of Bass System: Heavy Metal Wizard Sorcerers Name: Philthy Mutha Known as: The Ace of Bass Description: Face hidden behind a flaming hockey mask and framed by his long, flowing, matted black locks, Mutha makes women tremble as they want him and men tremble with longing as they want to be him. When the low, thunderous notes from his Holy Avenger (that's bass guitar to you proles) strike forth, the Universe sits up to listen! His long limbs and slender body give him a presence akin to a fear-inducing, bowel loosening, flaming praying mantis with murder in it's heart. On the few occasions that a mortal is permitted to get close enough to him and survive the experience, they are genuinely surprised to find that he actually smells faintly of lavender. Philthy Mutha - The Ace of Bass - Metallic Words of Oblivion Fire 2 Sword 3 Ice 2 Crown 1 Steel 2 Gold 1 Blood 2 Time 2 Space 2 Death 3 Dragon 2 Thunder 3 Speed 2 Vital Statistics Savagery 3 Skill 1 Presence 2 Rhythm 3 Instrumentalist Builder Health Level: 4 [X]: Ready to rock 3 [ ]: Just a flesh wound, I'm fine 2 [ ]: Thrashed 1 [ ]: Anguished rage 0 [ ]: Out Miscellaneous Song: Anaesthesia Lyric: Are there men among us Prepared to face the fight Who'll stand by their convictions 'Gainst overwhelming might, So do not hide like cowards, And await the bitter end, Come take your courage in both hands And join with me my friend -- Sabbat, Horned is the Hunter Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted June 9, 2022 Author Clone Share Posted June 9, 2022 Thammegil of the Dúnedain System: The One Ring 2nd Edition “I give hope to my kindred, but retain none for myself” Thammegil (35 y/o) Gender: Male Culture: Rangers of the NorthCultural Blessing – Kings of Men / Allegiance of the Dúnedain: Add 1 point to one Attribute of your choice. / During the Fellowship phase you recover a maximum number of Hope points equal to half your HEART score (rounding fractions up). Languages: Westron, Sindarin Standard of Living: Poor Attributes: Strength 7, Heart 5, Wits 3 Derived Stats: Endurance Str + 20, Hope Heart + 6, Parry Wits + 14 Combat Proficiencies: Spears or Swords 2, Any 1 Calling: WardenFavoured Skills (choose two): Healing, Insight Additional Distinctive Feature: Bold, Stern Shadow Path: Lure of Power Distinctive Features: Bold, Stern, Shadow Lore Fellowship Focus: ... Adventure Points: 0 Experience: 0 Spent Experience: 15 Attributes & Derived Statistics TN 20 - Str Strength 7 TN 20 - Heart Heart 5 TN 20 - Wits Wits 3 Endurance 27 / 27 Load ??? Fatigue 0 Hope 11 / 11 Shadow Pts 0 Shadow Scars None Parry 17 Valour 1 Keen WeaponAttack rolls score a Piercing Blow on 9+ Wisdom 1 MasteryChoose two skills and make them favoured (Enhearten/Stealth) Conditions ☐ Weary ☐ Miserable ☐ Wounded __(Injury: …) Skills & Proficiencies Skill Points: 0 Awe ▣☐☐☐☐☐ Athletics ▣▣☐☐☐☐ Awareness ▣▣☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ☐☐☐☐☐☐ Craft ☐☐☐☐☐☐ Skills Enhearten ▣▣☐☐☐☐ Travel ▣▣☐☐☐☐ Insight ▣☐☐☐☐☐ Healing ▣▣☐☐☐☐ Courtesy ▣☐☐☐☐☐ Battle ▣▣☐☐☐☐ Persuade ☐☐☐☐☐☐ Stealth ▣▣☐☐☐☐ Scan ▣☐☐☐☐☐ Explore ▣▣☐☐☐☐ Riddle ☐☐☐☐☐☐ Lore ▣▣☐☐☐☐ Swords ▣▣▣☐☐☐ Bows ▣▣☐☐☐☐ Combat Proficiencies War Gear Weapon Damage Injury Notes Load Keen Long sword 5{1h}/7{2h} 16{1h}/18{2h} Attack 9+ = Piercing Blow 3 Bow 3 14 2 Armour/Shield Protection Parry Mod. Load Leather-shirt 1d 3 Equipment Treasure Rating: 0 Travelling Gear War Gear Leather-shirt Long sword Bow Backstory Hunter of Orcs Long are the memories of those who have lost. Longer still are those who have lost everything. You still remember vividly the day of the raid. The day your father and mother were taken from you. The howls of the Orcs and goblins chilling you to the bone as you hid, cowering in the space between the hearth and the grate. You watched as they tore your father apart and subjected your mother to unspeakable acts. You screamed when they found you and dragged you out from where you hid, cowering. Then the snarls of rage and screams of pain. The animal sounds of foul creatures being slaughtered. The arms of a cloaked, hooded man wrapping around you, lifting you, carrying you away from that living hell. ~oOo~ Thammegil blinked awake. He slept lightly these days. Especially when he was on the hunt. But these times bought the nightmare back whenever he closed his eyes. The dreams of the day when his family was torn from him and he became one with the rangers. Not for him, the illustrious history of the Kings of Gondor, or a blood link to Elendil. For him, he was a foundling. Adopted into the ranks of the Protectors of the North through necessity more than aught else. With no birthright to call his own, he'd had to fight for everything. Fighting was all he knew now. But the fight is a good fight. He fought so that no others should have to go through the pain and loss he'd had to endure. His solemn vow to inspire and bring hope where there is none. To eradicate the foul spawn of Mordor from Eriador - and beyond if necessary. To be a beacon of hope in the darkness for all Men - regardless of their lineage. Still ... he had to focus. He was on the hunt. Murmuring softly to his companions, he motioned into the valley below their vantage point amongst the trees - a group of some ten Orcs had appeared - easy pickings for his small crew and yet more food for his thirsting blade. Time to get to work ... Previous Experience Skill purchases: Character creation: Enhearten 0→2 (3 pts) Swords 2→3 (6 pts) Insight 0→1 (1 pt) Courtesy 0→1 (1 pt) Bows 1→2 (4 pts) Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted July 27, 2022 Author Clone Share Posted July 27, 2022 Muyboole, Bullywug Necromancer System: Dungeons & Dragons, 5e Muyboole Bullywug Necromancer Gender: Male Race: Bullywug Alignment: Lawful Evil Class: Necromancer, 1 Background: Sage (Alchemist) Passive Perception: 10 Passive Investigation: 12 Passive Insight: 10 Hit Points: 9 Hit Dice: 1d6 AC: 12 Initiative: +1 Size: Medium Speed: 30 feet (Walking/Swimming) ABILITIES & SKILLS Proficiency Bonus: +2 STR DEX CON INT WIS CHA 9 (-1) 12 (+1) 16 (+3) 15 (+2) 11 (+0) 12 (+1) Save +0 Save +0 Save +0 Save +2 Save +2 Save +0 Athletics -1 Acrobatics +1 Stealth +1 Sleight of Hand +1 Arcana +4 History +4 Investigation +2 Nature +2 Religion +2 Animal Handling +0 Insight +0 Medicine +0 Perception +0 Survival +0 Deception +1 Intimidation +1 Performance +1 Persuasion +1 Bold denotes proficency PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS Simple Weapons Darts Quarterstaffs Daggers Slings Light Crossbow Light Armour Common Bullywug Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Whispers of the VoidStarting at 2nd level, as a bonus action immediately before you cast a spell of 1st level or higher, you can utter a few words of void speech and weave its dark magic into your spell. The tainted spell disorients one creature you can see that the spell affects when you cast it. The creature has disadvantage on the next attack roll or ability check it makes before the start of your next turn. You can’t use this feature if you are unable to speak. CantripsAt first level you know 2 cantrips of your choice from the wizard spell list. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column of the Necromancer table Life TapStarting at 1st level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest. Necromancer OccultAt 2nd level, you choose an occult which specializes you in your dealings with death: Keeper, Reaper, Undertaker, and Witch Doctor each of which is detailed at the end of the class description. Your occult grants you features when you choose it at 2nd level and additional features at 6th, 10th, and 14th level. Soul HarvestStarting at 3rd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any undead under your control have killed one or more creatures whose CR is greater than 1, you regain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received. One with the SwampYou have advantage on Dexterity (Stealth) checks made to hide in swampy terrain. You also ignore difficult terrain caused by mud and other swampy elements. BiteYour froggish maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. AmphibiousYou can breathe both air and water Speak with Frogs and ToadsYou can communicate simple ideas to frogs and toads, as well as their giant counterparts and any other frog-like creatures Standing LeapYour long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Club +-1 1d4 Bludgeoning Light Javelin +1 1d6 Piercing Thrown, Range (30/120) SPELLS Spell Slots: 2/2 (1st) Casting Ability: 15 Spell Save DC: 12 Spell Attack Mod: +4 Spells Known: 6 CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL Shocking Grasp Poison Spray Fire Bolt* Jump Witch Bolt 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. WIZARD SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL Magic Missile Ray of Sickness Colour Spray Chromatic Orb 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. MONEY Copper: 0 Silver: 0 Gold: 120 Obsidian: 0 Platinum: 0 (120 Coins * .02 lbs. = 2.4 lbs. Total Weight) ENCUMBRANCE Weight: 31.4 lbs. / 135 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None EQUIPMENT READIED Equipped Items: (13 lbs.) Equipped items can be retrieved with a manipulate item interaction. ARMOR (4 lbs.) WEAPONS (6 lbs.) READIED ITEMS (3 lbs.) +1 Robe of Protection - 4 lbs Club - 2 lbs 2 x Javelins (in quiver) - 4 lbs Arcane focus (Orb) - 3 lbs EQUIPMENT STORED Stored Items: (16 lbs.) Stored items can be retrieved with an action. IN BACKPACK (16 lbs.) STRAPPED TO BACKPACK (0 lbs.) AT HOME (-- lbs.) Backpack - 5 lbs. Book of Lore - 5 lbs. Spellbook - 3 lbs (10) Sheets of Parchment Bottle of Ink Ink Pen 1 x Small Bag of Sand 1 x Small Knife - 1 lb 1 x Letter 1 x Rations - 2 lbs MAGIC ITEMS Magic Items: (3 lbs.) NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.) CHARACTER OVERVIEW Appearance Age: 20 Height: 5' 0" Weight: 225 lbs. Hair: None Eyes: Greenish Brown, Amphibian Eyes Complexion: Mottled Grey/Green Muyboole appears to be a squat, vastly overweight, massive Toad who walks around on his hind legs. His skin constantly oozes slime and mucus to help keep it lubricated. "Hhhhurghhhh, *cough* *gasp* *ribbit*" Muyboole sat bolt upright coughing, spluttering and pawing frantically at his chest. The last thing he remembered was the knife of the Kobold slipping into his abdomen and slicing upwards, spilling his entrails all over his feet before he could get his last spell off. Slowly he came back to his senses and began to look around somewhat less frantically at the ruined gravestones which surrounded him. "F**k," He croaked. "Not again!"... BACKGROUND Custom: Personality Traits: Muyboole is horribly awkward in social situations, and generally miserable and bad-tempered. Ideals: Knowledge is the path to power and domination Bonds: Muyboole sold his soul for knowledge. Now, he wants it back Flaws: Unlocking the power of a great mystery is worth the price of a civilisation or two Background Feature: Backstory Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted July 27, 2022 Author Clone Share Posted July 27, 2022 Seren-R-Tee System: Paranoia ► T H I S F O R M I S M A N D A T O R Y /// PART ONE CORE INFORMATION >>>> NAME: Seren SECURITY CLEARANCE: R HOME SECTOR: Tee CLONE#: 1 GENDER: Female PERSONALITY: Annoyingly bubbly, backstabbing blonde /// PART TWO DEVELOPMENT >>>> SERVICE GROUP AND FIRM: Armed Forces [Sensitivity Trainers] Mandatory Bonus Duty TICS: ☐ Team Leader ☐ Loyalty Officer ☐ Hygeine Officer ☐ Comm & Recording ☐ Equipment Guy ☐ Happiness Officer ☐ ________________________ /// PART THREE SKILLS >>>> ACTION SKILLS Management Bootlicking 4 Chutzpah 4 Con Games 4 Hygiene 1 Interrogation 4 Intimidation 4 Moxie 4 Oratory 8 Stealth Concealment 1 Disguise 4 High Alert 4 Security Systems 8 Shadowing 4 Sleight of Hand 4 Sneaking 4 Surveillance 4 Violence Agility 4 Energy Weapons 8 Demolition 8 Field Weapons 4 Fine Manipulation 4 Hand Weapons 4 Projectile Weapons 4 Thrown Weapons 4 Unarmed Combat 4 Vehicular Combat 4 KNOWLEDGE SKILLS Hardware Bot Ops & Maintenance 7 Chemical Engineering 7 Electronic Engineering 7 Habitat Engineering 7 Mechanical Engineering 1 Nuclear Engineering 7 Vehicle Ops & Maintenance 7 Weapon & Armour Maintenance 11 Software Bot Programming 5 C-Bay 5 Data Analysis 9 Data Search 5 Financial Systems 5 Hacking 5 Operating Systems 5 Vehicle Programming 1 Wetware Biosciences 4 Bioweapons 1 Cloning 8 Medical 1 Outdoor Life 4 Pharmatherapy 8 Psychotherapy 4 Suggestion 4 /// PART FOUR WELLBEING >>>> WOUNDS: HURT: ☐ INJURED: ☐ MAIMED: ☐ DEAD: ☐ MUTANT POWER: Telekinesis ☐ Registered SECRET SOCIETY: PURGE DEGREE: 2 CURRENT SOCIETY MISSION: ATTRIBUTE RATINGS: POWER: CLASSIFIED ACCESS: CLASSIFIED SECRET SKILLS Uncommon Demolition 8 Unlikely Gloating 16 Unhealthy Twitchtalk 17 PERVERSITY TREASON CODES /// PART FIVE EQUIPMENT >>>> CREDITS: Personal Standard Jumpsuit (R) Boots (R) Assigned Treasonous /// PART SIX INTERROGATION TRANSCRIPT >>>> +++ TRANSCRIPT BEGINS It should have been a walk in the park (not, of course that I actually know what a park is as that would be proof of membership of some treasonous secret society), but there I was, standing on some corner near the Hyde building in PRK sector minding my own business whilst trying to extol the virtues of overthrowing that damnable oppressive Computer. I mean, what has that damn bundle of wires ever done for any of us, eh? We have crumbling infrastructure, we are all treated as slave labour by the machine and its cadre of High Programmers, and to top it all off, the Bouncy Bubble Beverage is always sodding cold! It's time, I say, for revolution. Time to ... Oops. Err ... Sorry, getting carried away there. Anyway, there I was on Hyde-PRK corner, giving a little speech, and the plan was for some 'friends' of mine to infiltrate the Computer surveillance centre in the building behind me and, well, perform some minot redecoration. With some MEGA-BOOM explosive packs. It was only supposed to blow the bloody doors off, but instead someone mixed up grammes with cubic metres for the quantity used. The last thing I remember from that is lying at the bottom of a large crater looking at my own boots lying about ten metres away with smoke coming from them. I'm pretty certain this is where the building used to be. Then, a squad of blues from HIL sector turned upm and the flash of one laz-rifle later, and I wind up here. +++ TRANSCRIPT ENDS Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted July 29, 2022 Author Clone Share Posted July 29, 2022 Eugene Adler, Researcher System: Call of Cthulhu EUGENE ADLER Occupation Age Sex Residence Birthplace Researcher 25 Male Magdalen College, Oxford, England Ipswich, England STR CON POW DEX APP SIZ INT EDU 65 65 40 65 40 60 65 85 32 | 13 32 | 13 20 | 8 32 | 13 20 | 8 30 | 12 32 | 13 42 | 17 Luck SAN HP MP Move 35 40 / 40 13 / 13 8 / 8 8 Build Damage Bonus Dodge +1 +1d4 20 / 10 / 4 INVESTIGATOR SKILLS Accounting 5 / 2 / 1 Law 5 / 2 / 1 Anthropology 46 / 23 / 9 Library Use 65 / 32 / 13 Appraise 5 / 2 / 1 Listen 20 / 10 / 4 Archaeology 51 / 25 / 10 Locksmith 1 / 0 / 0 Art / Craft 5 / 2 / 1 Mechanical Repair 10 / 5 / 2 Charm 50 / 25 / 10 Medicine 1 / 0 / 0 Climb 20 / 10 / 4 Natural World 10 / 5 / 2 Credit Rating 45 / 22 / 9 Navigate 10 / 5 / 2 Cthulhu Mythos 0 / 0 / 0 Occult 5 / 2 / 1 Disguise 5 / 2 / 1 Operate Heavy Machine 1 / 0 / 0 Dodge 32 / 16 / 6 Persuade 10 / 5 / 2 Drive Auto 20 / 10 / 4 Pilot 1 / 0 / 0 Electrical Repair 10 / 5 / 2 Psychology 10 / 5 / 2 Fast Talk 25 / 12 / 5 Psychoanalysis 1 / 0 / 0 Fighting (Brawling) 30 / 15 / 6 Ride 5 / 2 / 1 Firearms (Handgun) 40 / 20 / 8 Science (Astronomy) 26 / 13 / 5 Firearms (Rifle) 25 / 12 / 5 Sleight of Hand 10 / 5 / 2 First Aid 30 / 15 / 6 Spot Hidden 55 / 27 / 11 History 75 / 37 / 15 Stealth 20 / 10 / 4 Intimidate 15 / 7 / 3 Survival 10 / 5 / 2 Jump 20 / 10 / 4 Swim 40 / 20 / 8 Language (Quechua) 61 / 30 / 12 Throw 20 / 10 / 4 Language (English) 85 / 42 / 17 Track 10 / 5 / 2 WEAPONS Weapon Skill Damage Range Attacks Ammo Malf Unarmed 30 / 15 / 6 1d3+1d4 - 1 - - .38 Revolver 40 / 20 / 8 1d10 15 yards 1 (3) 6 100 Gear & Posessions CASH & ASSETS Spending Level: $50 Cash: $90 Assets: $2,250 POSSESSIONS Webley MkIV revolver; A few books on Incan civilisiation; Notebooks, writing and drawing implements; Portable writing desk; Basic field archaeological tools (trowel, brushes, scraper, etc.) Backstory Personal Description White, British Male. From the upper-middle classes. Well-built, wiry physique (from rowing for Oxford). Smart, diligent academic. Traits Bookish, highly intelligent and well-educated. Has ideas a little above his station so tends to look down a little on those he perceives as 'lower class'. Ideology/Beliefs Christian (Catholic) upbringing, although not highly religous/practicing. Injuries & Scars (None) Phobias & Manias (None) Significant People Daddy (Gerald Adler) first and foremost, since he can always bail Eugene out financially! His Senior Housemaster, Edward Smyth-Davies, who helps with day-to-day matters whilst at the University His Professor, Lord Alfred de-Plongeon-Maudesley, under whose keen (and critical) eye Eugene is conducting his studies and research (and who can provide access to the not inconsiderable university library facilities and wider academic world)[along with the absolute upper echelons of British Society] Meaningful Locations (None) Treasured Possessions His grandfather's Webley MkIV service revolver which he had during the Boer War. Eugene still carries it for personal protection. Arcane Tomes, Spells & Artefacts (None) Encounters with Strange Entities (None) Biography No-one ever said that getting his degrees would be easy, but Eugene had managed it with aplomb. Gaining first his Batchelor's in History and his Master's in Incan studies, he had stayed on at Magdalen to try for his PhD. and he knew that Mummy and Daddy were both supremely pleased with him even though Daddy was increasingly insistent that he come home and take a hand in helping run his manufacturing business but, truth be told, he wasn't really that interested - he'd rather stay here doing his research work and participating in the rowing team. Still, that would have been the case had he not seemingly hit a brick wall in his studies. His thesis had stalled and he was lacking an original direction in which to take it, so when his House Master called him in one morning and threw the paper down in front of him with the advertisement circled, he could hardly contain his excitement. Field work, in Peru! So what if no-one had ever heard of the explorer conducting the expedition, with his expenses all paid for either by this - presumably wealthy - explorer, or his Oxford College, this could mean the world to his Thesis and cement him in the highest echelons of Incan scholars world-wide. Why wouldn't he leap at the chance? Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted July 29, 2022 Author Clone Share Posted July 29, 2022 Arthur Buchman, Reporter System: Call of Cthulhu Arthur Buchman Occupation Age Sex Residence Birthplace Journalist 28 Male Bangor, ME Boston, MA STR CON POW DEX APP SIZ INT EDU 40 55 30 60 70 65 70 80 20 | 8 27 | 11 15 | 6 30 | 12 35 | 14 32 | 13 35 | 14 40 | 16 Luck SAN HP MP Move 40 30 / 30 12 / 12 6 / 6 7 Build Damage Bonus Dodge 0 None 30 / 15 / 6 INVESTIGATOR SKILLS Accounting 5 / 2 / 1 Law 25 / 12 / 5 Anthropology 1 / 0 / 0 Library Use 60 / 30 / 12 Appraise 5 / 2 / 1 Listen 60 / 30 / 12 Archaeology 1 / 0 / 0 Locksmith 1 / 0 / 0 Art / Craft (Writer) 75 / 37 / 15 Mechanical Repair 10 / 5 / 2 Charm 15 / 7 / 3 Medicine 1 / 0 / 0 Climb 20 / 10 / 4 Natural World 10 / 5 / 2 Credit Rating 15 / 7 / 3 Navigate 10 / 5 / 2 Cthulhu Mythos 0 / 0 / 0 Occult 5 / 2 / 1 Disguise 5 / 2 / 1 Operate Heavy Machine 1 / 0 / 0 Dodge 30 / 15 / 6 Persuade 10 / 5 / 2 Drive Auto 20 / 10 / 4 Pilot (Boat) 11 / 5 / 2 Electrical Repair 10 / 5 / 2 Psychology 10 / 5 / 2 Fast Talk 60 / 30 / 12 Psychoanalysis 1 / 0 / 0 Fighting (Brawling) 25 / 12 / 5 Ride 5 / 2 / 1 Firearms (Handgun) 35 / 17 / 7 Science (Forensics) 21 / 10 / 4 Firearms (Rifle/Shotgun) 25 / 12 / 5 Science (Pharmacy) 21 / 10 / 4 First Aid 30 / 15 / 6 Sleight of Hand 10 / 5 / 2 History 35 / 17 / 7 Spot Hidden 65 / 32 / 13 Intimidate 15 / 7 / 3 Stealth 55 / 27 / 11 Jump 20 / 10 / 4 Survival (Sea) 10 / 5 / 2 Language (Other) 1 / 0 / 0 Swim 20 / 10 / 4 Language (English) 90 / 45 / 18 Throw 20 / 10 / 4 Track 10 / 5 / 2 WEAPONS Weapon Skill Damage Range Attacks Ammo Malf Unarmed 25 / 12 / 5 1d3 - 1 - - Blackjack 25 / 12 / 5 1d8 - 1 - - .38 Revolver 35 / 17 / 7 1d10 15 yards 1 (3) 6 100 Gear & Posessions CASH & ASSETS Spending Level: $10 Cash: $30 Assets: $750 POSSESSIONS Mohair Suit; Overcoat; Oxford Brogues; Silk Tie; Percale Shirt; Fedora Hat; Reporter's Notebook; Fountain Pen; Pencil; Pocket Knife; Packet of Cigarettes; Book of Matches; Press Card; Indigestion Tablets; Blackjack; .38 Revolver; Box of 100 .38 Short Rounds Backstory Personal Description White, American Male. Medium build and height. Friendly, gregarious, charming. Always immaculately turned out. Significant People His old professor at Boston U., Noel Cunningham The Chief of Police in Bangor His editor at The Velocipede, Greg Martin Personality Forever on edge, forever chasing that next big story so he can get out of here. Chain smokes - especially when stressed or nervous, and pops indigestion pills as though they were going out of fashion. Still, most people seem to like (or at least tolerate) him - probably because, when he has to, he can turn on the charm and schmooze with the best of them. Character Flaws Has a tendency to chain-smoke when nervous. Suffers from terrible heartburn, and pops antacids to keep it at bay. Biography Graduating from Boston U. with his Masters in Journalism, Arthur fully expected to land a cushy reporting job at a prestidgious newspaper like the Boston Globe or New York Times, not squirrelled away in Bangor writing puff-pieces on local businesses and gossip for The Velocipede. Still, he hopes one day to get his big lucky break. That one scoop that will get him syndicated and propel him to the big-time, then he can tell his asshole editor to do one and get out of this hell-hole and back to a more civilised city, and today just might be that day. He'd not long arrived in the office when his asshole editor, Greg threw a copy of a police report onto his desk. "You're always looking to prove you're better than any of the other reporters I employ, so here's your chance, kid. Some teenager has gone missing out along the coast, State troopers can't turn up anything and the locals are turning out in force to go search for her. Get your ass down there and see what you can dig out. If you're lucky, they'll find her safe and sound and you can get the interviews. If you're really they'll find a body and a weapon and you can get the scoop! Now scram. I don't want to see your face again until you've got the story!" This is the sort of stress that gives him such bad indigestion all the time, and makes him smoke over 20 a day. Jeez, it'll be the death of him! But this opportunity? He can feel a Pulitzer in the waiting! Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted July 29, 2022 Author Clone Share Posted July 29, 2022 Barin Greycloak, Dwarf of the Grey Mountains System: The One Ring 1st Edition “quote goes here” Barin Greycloak Gender: Male Culture: Dwarf of the Grey MountainsThe lean and travel-worn Dwarves of the Grey Mountains have a dour look about them and suspicion ever in their eyes, but when approached prove to be the most gracious of all those belonging to Durin’s Folk, a politeness that is probably due to their knowledge of the ways of many lands. Often bent over with toil, they sometimes seem slightly shorter than their kin – though when they stand tall their Longbeard ancestry reveals itself, especially in their proud noses and piercing eyes. Typically, the Dwarves of the Grey Mountains carry the tools of their craft with them at almost all times, ever ready for the next opportunity to ply their trade. When they do go to war, they seem to favour the same instruments they use when working, as they wield mattocks and stout axes of blackened iron. Calling: WandererYou see the wonders of living in Middle-earth even where the Shadow is deepest. Every corner of the land holds a promise of untold secrets, and this is why you have decided that any dell, cave and river vale can be your home, albeit briefly. For when the morning comes, another horizon will show your new destination. Distinctive Features: CunningYour wit is sharp, and you are ready to use it to your advantage., HardyYou can withstand long hours of toil and travel far without rest, or under extreme conditions. Standard of Living: FrugalFrugal folk usually sleep in comfortable common halls (or tents, if nomadic) and eat the produce of their own lands and pastures. They wear simple clothes at most times, although they may possess finer garments for special gatherings like season festivals, marriages or funerals. Jewels and other superior ornaments, if any are in the keeping of members of the society, are treasured as possessions belonging to the community, and are passed down through generations of appointed keepers. Adventurers coming from a Frugal folk do not usually carry anything of unusual worth (unless as part of their war gear), with the possible exception of one or two pieces of expensive clothing or common jewellery, like a rich mantle or a golden necklace or bracelet; probably a token of their status among their peers. Consequently, Frugal adventurers can rarely afford to pay for anything, and prefer to find or make what they need instead. Cultural Blessing: RedoubtableThe legendary stubborness of Dwarves lets them endure burdens that would break the back of the sturdiest of Men. • Dwarf characters calculate their Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total. Shadow Weakness: Wandering MadnessWandering without ever really settling down might be the destiny of most adventurers, but it carries the risk of never finding something to live for. The road goes ever on and on, it’s true, but whither then? Specialties: MountaineerYou are familiar with the difficulties often encountered when crossing mountain passes, and with the ways of overcoming them., Stone-CraftCutting rock to build works of stone such as walls, halls and towers is a precious skill, revered among the highest forms of craftsmanship. You are able to discern the diverse qualities of the many building materials employed in Middle-earth, and to evaluate the use they are put to., Folk-LoreYou possess some knowledge of the many traditional customs, beliefs and stories of the various communities that compose the Free Peoples. Likely the result of your wanderings, this information may help you when dealing with strangers, letting you come up with some useful fact regarding their folk or a smattering of the appropriate language. Wanderers generally pick up this Trait during their time on the road. Fellowship Focus: Nori, son of Glom Advancement Points: 5 Experience: 6 Total Experience: 38 Attributes & Derived Statistics Body: 6 (7) Heart: 3 (6) Wits: 5 (7) Endurance 16 / 31 Encumbrance 15 Fatigue 0 Travel 0 Hope 9 / 9 Courage 2 / 2 Shadow Pts 2 (Temporary 2, Permanent 0) Parry 5 Valour 3 Fell(weapon, unique) Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour. The weapon’s Injury rating is raised by two. This upgrade may be applied only once, to any one weapon type. Wisdom 3 Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather. Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins. When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows. Conditions ☐ Weary ☐ Miserable ☐ Wounded __(Injury: …) Skills & Proficiencies Awe ▣☐☐☐☐☐ Athletics ▣☐☐☐☐☐ Awareness ▣☐☐☐☐☐ ExploreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐ Song ▣☐☐☐☐☐ CraftSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣▣☐☐☐ Inspire ▣☐☐☐☐☐ Travel ▣▣▣☐☐☐ Insight ▣▣☐☐☐☐ Healing ▣☐☐☐☐☐ CourtesySkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐ Persuade ▣▣☐☐☐☐ Stealth ▣☐☐☐☐☐ Search ▣▣☐☐☐☐ Hunting ▣☐☐☐☐☐ Riddle ▣☐☐☐☐☐ LoreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐ Personality: 0 / 3 Movement: 0 / 3 Perception: 0 / 3 Survival: 0 / 3 Custom: 0 / 3 Vocation: 0 / 3 War Gear Weapon Skill Damage Edge Injury Load (Axes) ▣▣▣▣☐☐ 5 ᚠ 20 2 Short sword ▣☐☐☐☐☐ 5 10 14 1 Dagger ▣☐☐☐☐☐ 3 ᚠ 12 0 Armour/Shield Protection Load Leather-corslet 2d 8 Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6 Buckler +1 1 Other Modifiers: Parry: 5 Damage: 0 Ranged: 0 Equipment Treasure Rating: 45 Weapons Fell Axe Dagger Armour Leather corslet (Enc. 8 ) Buckler (Enc 1) Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. (Enc. 6) Misc Elven Cloak of PersuasionGives a blessing to persuasion Miscellaneous Patrons: (None) Sanctuaries: Lake-Town Holdings: (None) Friendships & Bonds: Known and respected in the Courts of King Thranduil, King Bard and King Dain. Attended the wedding of King Bard and Queen Una. Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf. Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner.. Well-known to Gloin the Dwarven emissary to King Bard. Friends with Eawald, a human Lord from Lake-Town. Tale of the Years Your folk were a wandering folk, travelling far and wide, seeking the realms of Men to offer their services, so that they could eke out a living as smiths, masons or traders. Now all of this is in the past, for Erebor has been restored, and there is a home for every dwarf, and gold and treasure to be had. You tried to follow your kin, and for a while you dwelt there, but quickly you discovered that you were restless : for you have grown to love the road, and the life of a wanderer, and at times prefer the company of Men to that of Durin's folk, though this you would not dare tell. During the Spring of 2949, Barin accompanied his kinsman Bofri and his work crew, along with a fellowship of assorted adventurers from all the allied races on an expedition to the Southern end of the Long Marshes in order to locate the Eastfort - the reputed eastern terminus of the old Southern Trading Road that once ran across the Greenwood. Instead of finding the ruined Eastfort, the fellowship instead stumbled upon a set of ruins that appeared to be a town, or village constructed once by the ancient men of Númenor. However, whilst discovering a vast store of riches below the ruins, the fellowship also discovered that they were home to a corrupt civilisation of Marsh Dwellers - humanoid figures adapted to their environment, and fiercely territorial over their home and wealth. Barely escaping with their lives, the fellowship managed to return back to the safety of Lake-town and the Northern Kingdoms ready to relay their discoveries to their sponsors and try to gather up the interest to return. This time, with enough swords at their backs to ensure their success ... During the Winter of 2950, Barin found himself on the Western side of Mirkwood. Tasked by King Dain to ascertain the depth to which the Northern Orcs had overrun the previous holdings of his kin. Accompanied by Celebros the Elf, he became embroiled in a diplomatic mission to the Northern holdings of Viglund, a human theign in the far north of Rhovanion. Things went sideways fairly quickly when it transpired that Viglund was both warlike and treacherous, and Barin and his companions found themselves compelled to travel Westwards across the wild lands of the hillman tribes and into the shadows of Mount Gundabad. Their journey was not without tragedy however, with the sad loss of the Elf Celebros on the way. Finding a lost tower, seemingly of Human, Elven and Dwarven construction, the fellowship found a way through the magical lock barring entry and wound up under siege from the tribes of Orcs, Goblins, Wargs and Hillmen in the region. They were able to hold long enough for aid to arrive from Viglund and his people, and Beorn. Once all had settled, Barin elected to remain at the tower through the winter, that when Beorn's people travelled South in the Spring, he could, with their aid, revisit the site where his fallen companion had been lain to rest and erect a fitting shrine. Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted July 29, 2022 Author Clone Share Posted July 29, 2022 Appius Balventius Forianus, Explorer System: Lex Arcana Appius Belvenitus Forianus Hailing from the mountains of Rhaetia, Appius grew up tending the goats and sheep of his father's flocks. Often away for many days, alone in the wilderness when tracking down lost or recalcitrant beasts his love of the mountains and the craft he developed never left him. Upon coming of age, rather than remain a farmer as his father before him, he decided to attempt to join the Praetorian guard as a scout in order to see more of the wide and fascinating world before his death. Upon seeing his exceptional skills however, the officers of the Cohors Auxiliaria Arcana enlisted him into their ranks and trained him as an explorer. Virtutes * Coordinatio 12 Vigor 12 Auctoritas 9 Ingenium 10 Ratio 9 * Sensibilitas 13 Hit Points 26 Pietas 22 Peritiae De Bello 13 (x4) Bows +2 De Magia 9 (x2) De Corpore 12 (x3) * De Natura 17 (x5) Beast Lore +1 Hunting +1 Exploration +1 Weather +1 De Scientia 8 (x2) De Societate 6 (x2) General Sex Male Age 25 (Young) Province Rhaetia Office Explorer Combat Talent Hunter of MenThe Explorers of the Cohors Arcana learn to apply their survival skills to combat. The Explorer may use De Natura instead of De Bello to make ranged attacks when using a weapon with a base Damage rating of 6 or less. Any bonus Dice Points from a De Bello Specialty in weapons that would benefit from this ability still apply to the roll. Deity DianaInvocation: By spending 6 Pietas, an Explorer who has made a roll of De Natura can use this indigitamentum to roll the same dice combination again and add the result to the previous one. Mos Arcanorum 4 Pax Deorum 2 Weapons Name Dam / Diff Enc Range Feature Pugio (Dagger) 3 0 Melee Expertus Gladius 6 2 Melee Expertus Arcus (Short bow) 6 3 Long 2-Handed, Expertus Shields Type Parry Parma (Small shield) +1 Armour Name Protection / Enc. Corium Lorica (Leather armour) 3 Equipment Basic camping/mess equipment Toolkit Stilus and parchment for mapping Cloth bandages + Erba Achillea for binding of minor wounds whilst in the wilderness Extra clothing: Sagum + Bracae for when in the wilderness to better protect from exposure Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted July 29, 2022 Author Clone Share Posted July 29, 2022 Alexander Summers, Researcher/Student System: Call of Cthulhu Alexander Summers Occupation Age Sex Residence Birthplace Researcher 28 Male Arkham, MA Salem, MA STR CON POW DEX APP SIZ INT EDU 60 65 35 55 60 70 75 85 30 | 12 32 | 13 17 | 7 27 | 11 30 | 12 35 | 14 37 | 15 42 | 17 Luck SAN HP MP Move 55 35 / 35 13 / 13 7 / 7 7 Build Damage Bonus Dodge +1 +1d4 32 / 16 / 6 INVESTIGATOR SKILLS Accounting 5 / 2 / 1 Library Use 60 / 30 / 12 Anthropology 31 / 15 / 6 Listen 55 / 27 / 11 Appraise 25 / 12/ 5 Locksmith 1 / 0 / 0 Archaeology 75 / 37 / 15 Mechanical Repair 10 / 5 / 2 Charm 35 / 17 / 7 Medicine 1 / 0 / 0 Climb 20 / 10 / 4 Natural World 50 / 25 / 10 Credit Rating 16 / 8 / 3 Navigate 10 / 5 / 2 Cthulhu Mythos 0 / 0 / 0 Occult 5 / 2 / 1 Disguise 5 / 2 / 1 Operate Heavy Machine 1 / 0 / 0 Dodge 32 / 16 / 6 Persuade 50 / 25 / 10 Drive Auto 20 / 10 / 4 Psychology 10 / 5 / 2 Electrical Repair 10 / 5 / 2 Psychoanalysis 1 / 0 / 0 Fast Talk 10 / 5 / 2 Ride 5 / 2 / 1 Fighting (Brawling) 40 / 20 / 8 Sleight of Hand 10 / 5 / 2 Firearms (Handgun) 55 / 27 / 11 Spot Hidden 40 / 20 / 8 Firearms (Rifle/Shotgun) 25 / 12 / 5 Stealth 20 / 10 / 4 First Aid 30 / 15 / 6 Survival 10 / 5 / 2 History 65 / 32 / 13 Swim 20 / 10 / 4 Intimidate 20 / 10 / 4 Throw 20 / 10 / 4 Jump 20 / 10 / 4 Track 10 / 5 / 2 Language (Spanish) 31 / 15 / 6 Language (English) 90 / 45 / 18 Law 5 / 2 / 1 WEAPONS Weapon Skill Damage Range Attacks Ammo Malf Brawl 40 / 20 / 8 1d3 + 1d4 - 1 - - Blackjack 40/ 20 / 8 1d8 + 1d4 - 1 - - .38 Revolver 55 / 27/ 11 1d10 15 yards 1 (3) 6 100 Gear & Posessions CASH & ASSETS Spending Level: $10 Cash: $32 Assets: $800 POSSESSIONS Blackjack; .38 Revolver; Box of 100 .38 Short Rounds Backstory Personal Description White, American Male. Tall (6' 3") , medium build. Dark, black/brown hair. Hazel eyes. Quiet, unassuming, diligent are all words that could be attributed to Alexander. He's been at MU now for nearly ten years. Completing his undergraduate degree and more recently concentrating on his postgraduate research under the tutelage of Dr. Roads. Significant People His professor and tutor/mentor at Miskatonic University, Dr. Henry Roads. Ideology & Beliefs Whilst he never served during the Great War, what he read of the suffering and depravity of those who were stationed in Europe has convinced him that there can be no all benevolent god, and thus turning him from mainstream religion to being a staunch atheist. This has belief has helped him focus on his archaeological studies even further as he attempts to root out the drivers for past civilisations to seek answers to their ultimate questions. Character Flaws Despite his quiet nature, a rough upbringing in his hometown of Salem has left Alex with a nasty streak to his personality. He normally keeps this buried, but at times of stress, this trait can come to the fore. Meaningful Locations Home: A small rented apartment, a short walk from the main MU campus.. Treasured Possessions A set of small cubes carved from bone which were discovered on a dig several years back. Initially considered to be dice for some sort of game, however, the markings on each face seem to indicate some other Biography After a rough start to his life in Salem, Alex, ever intelligent managed to secure a scholarship to study Archaeology at Miskatonic University in Arkham upon graduating high-school. His brilliance at research and digging through musty old library tomes, as well as his aptitude for field studies secured him a place to study past his Master's degree under the tutelage of Dr. Henry Roads. A decision that he did not regret on iota. He counts Dr. Roads as not just his tutor and mentor, but also as friend and confidante. Indeed, Dr. Roads is probably the one person on this earth that knows Alex better than Alex knows himself. Link to comment Share on other sites More sharing options...
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