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Ndreare

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I would like to show some sample fantasy characetrs to some new players. (They still think "Champions only works for Superheroes" but I say "HERO" works for everything)

 

So if you have them in RTF or hdc I would like to look at them and show them to some new players. I curently have two or three but I tis nice to show them a larger variety.

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One of my favorites

 

Scythis

 

 

Val Char Cost
30 STR 5
13 DEX 9
20 CON 20
12 BODY 2
15 INT 5
11 EGO 2
14 PRE 4
12 COM 1
8/13 PD 5
5/8 ED 1
3 SPD 7
8 REC 2
40 END 0
45 STUN 15
6" RUN05" SWIM35" LEAP0Characteristics Cost: 81

 

Cost Power END
3 +10 STR (10 Active Points); Increased Endurance Cost (5x END; -2), No Figured Characteristics (-1/2) (added to Primary Value) 10
-5 Native Language Offset: (-5 Active Points)
-10 Naturalist Offset: Skill Enhancer (-10 Active Points)
-38 Racial Pckg. Offset: Lizard Man: (-38 Active Points)
10 Racial Pckg. : Lizard Man: CHAR Maxima: +10 STR (30) (10 Active Points)
-7 Racial Pckg. Lizard Man: CHAR Maxima: -5 DEX (15) (-7 Active Points)
5 Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 0" reach), Reduced Endurance (0 END; +1/2) (7 Active Points); Limited Power (Always On; -1/2) (added to Primary Value)
8 Armor (5 PD / 3 ED) (12 Active Points); Activation Roll 15- (-1/4), Visible (-1/4) (added to Secondary Value)
1 Damage Resistance (1 PD / 1 ED)
7 Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); OIF (-1/2) 1
5 Infrared Perception
5 Discriminatory Sense (Normal Smell)
4 Tail: Extra Limbs (5 Active Points); Limited Manipulation (-1/4)
Powers Cost: -12

 

 

Cost Skill
3 Naturalist
5 Language: Lizardman, Native: Imitate dialects
3 Language: Pelvacian: Fluent Conversation (Literacy)
5 KS: Vocabulary: Pelvacian 14-
4 KS: Culture: Pelvacia 13-
1 KS: Religon: Pelvacia 8-
2 PS: Expedition QuarterMaster 11-
5 Survival (Temperate/Subtropical Forests, Tropical) 13-
3 Tracking 12-
2 KS: Terrain: Swamps 11-
2 AK: Swamp: Lizard Man 11-
4 KS: Flora / Fauna: Swamps 13-
3 KS: Ecology: Swamps 12-
3 Tactics 12-
2 KS: Tactics: Ambush 11-
2 KS: Blinds, Traps & Snares 11-
3 Healer 12-
3 SS: Medicine 12-
3 SS: Pharmacology 12-
3 SS: Botany 12-
2 SS: Ecology 11-
2 KS: Fevers / Infections 11-
2 KS: Lacerations / Amputations 11-
3 KS: Physiology: Lizard Men 12-
2 KS: Materials, Alchemical 11-
5 +2 with a group of similar Skills (10 Active Points); Limited Power (Only in Swamps; -1)
3 Stealth 12-
3 Concealment 12-
3 Climbing 12-
3 Trading 12-
2 KS: Trade: Gemstones 11-
2 KS: Asses: Gemstones 11-
3 WF: Blades, Polearms and Spears, Thrown Chain & Rope Weapons
Skills Cost: 96

 

Cost Perk
9 Contact: Gemcutter Guild (11-) (Contact has: useful Skills or resources), Organization Contact (+2) (9 Active Points)
6 Contact: Count Xemer, Pelvacian Alchemist (13-) (Contact has: very useful Skills or resources)
Perks Cost: 15

 

Cost Talent
1 Bump Of Direction (3 Active Points); Limited Power (Only in Swamps; -1)
Talents Cost: 1

 

 

Total Character Cost: 181

 

Val Disadvantages
15 Physical Limitation: Tempature Vunerable, Infrequently, Fully Impairing
15 Distinctive Features: Large Lizard form, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Dependent NPC: Synthis ( Benny the Claw; Guild name ), Normal, 14- (Frequently), Useful noncombat position or skills
5 Obligation: Brother is in debt to Thieves Guild, I am obligated to Guild until they are satisfied
10 Secret

Disadvantage Points: 60

 

Base Points: 90

Experience Required: 31

Total Experience Available: 31

Experience Unspent: 0

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Here's my current character. He's a bit nonstandard owing to some house rules and the requirement for spells to go in a multipower.

 

 

Aleister Carloss, misunderstood practitioner of necromancy

 

disadvantages:

5 age 40+

15 obsessed with becoming immortal (cmn/str)

15 contemptuous of anyone less intelligent than himself (vc/mod)

10 competitive with other sorcerers (unc/str)

5 reputation: evil necromancer (8-)

 

 

stats

 

str.....10 -

dex.....14 12

con.....13 6

body....13 6

int.....20 20

ego.....11 2

pre.....15 5

com.....10 -

pd......2 -

ed......3 -

speed...4 6

rec.....5 -

end.....24 -

stun....23 -

 

 

skills

 

3 scholar

1 ks: the undead

1 ks: demons and hell

 

1 ks: necromantic magic

1 ks: methods of achieving immortality

1 ks: anatomy

1 ks: methods of inflicting pain

1 ks: legends and history of wizards and magic

 

3 forensic medicine

6 combat luck

3 high society

2 familiarity with common melee weapons

 

13 magic skill 18-

3 riding

 

magic

 

13 40pt. sorcery multipower

(-0.5) requires a skill roll

(-0.25) incantations

(-0.25) gestures

(-0.25) concentrate 1/2 DCV

(-0.5) full phase to cast

(-0.25) not on holy ground

 

1u 37 weaken: 3d6 suppress str, continuous, 0 end

1u 37 strike blind: 5d6 flash, 1 hex area

1u 39 poltergeist: 26 str. telekinesis, affects whole object

1u 37 theft of life: 1.5d6 xfr body to end (25), usable at range (+1/2)

1u 30 detect magic: discriminatory, analyze, ranged, targeting

 

1u 38 animate dead: summon 1x 85-point zombie (17),

expanded class: based on corpse (+1/4)

slavishly loyal (+1)

1u 40 unlife regeneration: 4d6 simplified healing

1u 40 summon: 4x 50-point demon, slavishly loyal (+1)

1u 37 feeblemind: 5d6 suppress int, 0 end

 

1u 32 sense life: detect living creatures (10), discriminatory (5)

analyze (5) ranged (5) targeting (10)

1u 37 strength of the damned: 5d6 succor str, 0 end

1u 5 shadow walk: teleport 1" (2)

safe blind (+1/4)

megascale 1" = 1000 km (+1)

full turn to cast (-1/2)

1u 37 glimpse of the abyss: aid 3d6 to end, fade 1/turn

1u 40 foul gust: 35" leaping, accurate (40)

 

1u 40 spirit form: desolid

 

 

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Fiona Catseye

 

Val Char Cost

8 STR -2

14 DEX 12

12 CON 4

10 BODY 0

13 INT 3

13 EGO 6

10 PRE 0

16 COM 3

 

2 PD 0

2 ED 0

3 SPD 6

4 REC 0

25 END 1

20 STUN 0

 

7" RUN 2

3" SWIM 1

1 1/2" LEAP 0

Characteristics Cost: 36

 

Cost Power

33 Shift to Cat Form: Multiform (200 Character Points in the most expensive form) (x4 Number Of Forms) (50 Active Points); Costs END (Only To Change) (Only To Change; -1/2) [Notes: 4 Forms: Housecat, Lynx, Panther, Tiger]

3 Herbalism: Elemental Control, 20-point Powers, all slots: (10 Active Points); Extra Time (1 Minute; -1 1/2), OAF Expendable (Difficult to obtain new Focus; -1 1/4)

2 1) Fever-Break Poultice: Dispel 8d6: Disease (24 Active Points); Extra Time (5 Minutes; -2), OAF Expendable (Difficult to obtain new Focus; -1 1/4), Gradual Effect (1 Hour; -1 1/4)

3 2) Healing Balm: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Extra Time (5 Minutes; -2), Increased Endurance Cost (4x END; -1 1/2), OAF Expendable (Difficult to obtain new Focus; -1 1/4) [Notes: Heals BODY only.]

3 3) Infusion of Strength: Aid 1 1/2d6 (max. Aided Points: 9): STR, Delayed Return Rate (5 Points per 20 Minutes; +3/4) (26 Active Points); Extra Time (5 Minutes; -2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power -1 1/2), OAF Expendable (Difficult to obtain new Focus; -1 1/4), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Side Effect: 3d6 END Drain, recover at 5 points per hour. This Drain occurs when the last of the Aid has worn off.]

Powers Cost: 44

 

 

Cost Skill

3 Survival (Custom Adder, Temperate/Subtropical) 13-

0 KS: Druids of Dunmoria (INT-based) (Custom Adder) 12-

2 Tracking (Custom Adder) 12-

0 Stealth 8-

2 First Aid (Custom Adder) 12-

0 Climbing 8-

1 Animal Handler (Custom Adder) 12-

0 Language: Dunmorian: Idiomatic, native accent (Custom Adder) [Notes: Native Language]

2 AK: Dunmoria (Custom Adder) 12-

0 Persuasion 8-

4 PS: Herbalist (INT-based) 13-

1 WF: Sling

1 Language: Ambrian: Fluent Conversation (Custom Adder)

Skills Cost: 16

 

Cost Perk

4 Druidic Priestess (Membership, Right to Marry: Can perform the marriage ceremony)

Perks Cost: 4

 

 

Total Character Cost: 100

 

Pts. Disadvantage

15 Social Limitation: Orthodox Church will burn you as demon if they capture you, Frequently (11-), Severe, Not Limiting In Some Cultures

15 Distinctive Features: Cat's eyes - slit pupils, bright green, Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

10 Psychological Limitation: Duty to Fellow Druids, Uncommon, Strong

10 Psychological Limitation: Protective of Nature, Common, Moderate

0 Normal Characteristic Maxima: No Age Restriction

Disadvantage Points: 50

Base Points: 50

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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A VERY weird fantasy character

 

R’bon G’jiir, a Vrusk from Faustone and contract negotiator at your service... ...just as soon as you sign here... and here... Intial pages 4, 5, 6 and here and here... Sign here and here... and now you owe me a gold piece per month, i am sworn to protect your phisical and contractual life at risk of my own demise so long as we both fulfill the the issues of the contract. Understood? No. That is quite allright, I will keep on explaining it to you until untill you fully comprehend it.

 

Str 18 (9)

Dex 18 (21)

Con 13 (6)

Body 15 (12)

Int 18 (8)

Ego 14 (8)

Pre 20 (10)

Com 12 (1)

 

Pd 4

Ed 3

SPD 3 (2)

REC 10 (6)

End 26

Stn 32

Run 12" (8)

Swm 0"

Lp 2"

 

 

8 pts Vrusk Clinging Clinging at STR+9: Inherent (+1/4), Only to stabilize or help climbing (-1)

4 pts Vrusk Armor 1 rPD, 1 rED Armor – Carapace (hard shelled exoskeleton): Inherent (+1/4)

5 pts Vrusk legs Extra Limbs – 8 legs: Inherent (+1/4), Limited Manipulation (-1/4)

1 pt Attena Bonus +1 Smell Perception

9 pts Full Ambidexterity

(4)+1 Vrusk native + reading

(2)+3 Tradespeaking like a native + reading

(1)Climbing 8-

(1)Trading 8-

(1)+2 Stealth 9+D/5

(1)KS: Minerals 8-

(1)Transport Familiarity with Stone Sleds

(1)Familiarity with Conversation 8-

(1)KS: History of Faustone 8-

(1)+1 AK: Faustone 11-

(1)+1 Survial in Faustone 9+I/5-

3 Tracking: 9+I/5-

1 Power Skill Darkness manuver 8-

2 PS: Contract Investigator

2 KS: Contracts

1 Contact with a Structural Engineer

1 PS: Dancing

1 KS: Dances

1 Analyze:Social Interactions 8-

2 WF: Common Meelee Weapons

2 WF: Common Missle Weapons

2 Deduction 11-

2 Acting 11-

Vrusk Stat Adjustments

-1 pt____-1 STR

-2 pts___-1 BODY

+3 pts___+1 DEX

Limitations

15 Phisical limitation Vrusk

0 Sol Lim Vrusk

5 PSL dedication to Miners

5 Reputation implacable(8-)

10 Sol lim Contractual Agreements

10 Code of honor

20 Hunted by Goblins/Orc Kin (More Numerous, 11-)

5 DNPC miners

1 Wears Glasses

1 Seeks the truth

1 Knows a Secret

1Nervous around girls

1Ticklish

 

 

If you need more info about this strangeness let me know,

Glibly Skip!

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R'bon for more

 

Okies this if for R'bon (pronounced Robin)

He is from the Common Empires a fantasy world I have built combining concepts from David Brins Startide Rising, White Wolf, and Star Frontiers (see the Star Frontiers thread on the Star Hero boards)

 

In additon, in a breaking away from the typical ruling of both 4th and 5th edition. Every Character Skills are considered to be addable to by spending points. ie having a familiarity with Survival does not mean you have to buy the skill at full in order to raise the skill with Survival. Thusly, characters may be slightly cheaper than other characters in similar campaigns.

 

R'bon would be best described as a Vrusk from the Empire of Faustone Born to a contract negotiator in one of the Faustone mining "colonies" R'bon is a native born member of that kingdom. the Kingdom of Faustone would best be described as a Kingdom of Earth. Founded by the Dralasites as the guardians of the Gateway to the East to prevent the monsterous hordes form over running what would become the Common Empire. Primarily the Dralasites have a huge advantage in defending the land, they all live beneath the lands the monsters inhabit. Faustone as a consequence produces the best of the best Miners, Stone Crafters, Metal Smiths, and Earth Priests in the Common Empire. The greatest treasure of the Faustone however is not in it’s people or their crafts, but rather in the gargantuan ancient caves of the Star Clan, Rulers of the Faustone Empire for many Generations and placed Squarely under the Impressive bulk of Star Mountain. Taller than four Giants and wider than ten Thousand paces, this is nestled in the heart of Star Mountain and is maintained as pristine as possible in the granite heart of Star mountain as it was when it was first finished ten Thousand years ago. The other great treaure of the faustone Empire is in it’s relationship between some of the Yazarian Clans and the Dralasite Clans. During the day the Dralasite Clans will scour the above ground lands for evil and at night the Yazarians do likewise. Together thay have not had a problem with the teamwork between the two races they could not solve together since the dawn of Time. the only major problem with this situation is the touch of Clausterphiobia many Yazarians feel and the necessity of including gliding and landing spots for Yazarians in the caves, and less defenses that required the ability to move through openings less than two foot by two foot in order to pass. (Faustonians freely refer to Faustone as either an empire or a kingdom, all offical records refer to it as a kingdom and it is called a kingdom by everyone in Paen.)

 

Having been raised in Faustone he picked up some of the common mannerisms. He feels resposible for the common miner, and likes to make sure that they get a fair deal.

 

Most people that know anything about this young Vrusk know that he is considered an implacable foe. This stems from one of his previous contractual agreements with a group of Faustone miners. He was investigating their contract on their behalf when he found out that the merchant was using weighted scales to cheat them. The miners were outraged and threated violence upon the merchant R'bon calmed them pointing out that to harm him would cause them to forfit his services per the contract. R'bon declared his contractual assignment in the honorable fashion and then drew live steel upon the merchant. The Fool merchant fled cross country to his brothers keep nearly ten miles away with R'bon tracking him every step of the way.

From there R'bon demanded and was granted entrance into the keep wheren he again drew live steel and began slicing off chunks of the merchant till his brother the baron agreed to reparitions.

 

In between this he was delayed by a few attempts to jail him or kill him while following his contract. He has a minor passion for the truth (itself as oppposed to inside of a contract or as a part of his honor) for it's own sake. He wears glasses to help him get contracts, (people seem to trust people who can read and need glasses more than those who can read). He should also be considered a dangerous foe to most people though e relies moper on his natural stats than any real training.

 

R'bon typically when encountered will be wearing combat leathors, weilding a pair of swords (perferably Oriental, Vrusk make all the oriental weapons in my campaign) and more likely than not freshly paid. Typically Vrusk are presented in my game as complex, precise people able to understand many nuaces in a situation and desireous of fulfilling their social needs to all else. There are two kinds of contracts inthe game world also , non-Vrusk involved and Vrusk involved. non Vrusk usually goes about two to three paragraphs at best and enforcement is personal or haphazard. Vrusk involved is complex, technical and never less than two thousand words for a brief treatsie. If you have contracted with a Vrusk you may find your self limited also (a psy lim that is Sticky?).

 

One example: a character contracted with a Vrusk and wanted to chase after some fleeing kobolds before R'bon had fininshed jkilling his opponent(R'bon was rolling badly). The employer was immediately notified that he was about to violate a contract note(personal safety rule number 115!) and was therfore unable to chase after the kobolds until R'bon had dispatched with his opponent.

 

Most contracts are not written up (too much effort) but generally plotted out and then used as plot devices whenever necessary. And mostly they are used to give some sort of marginal control over the decision tree in order to occasionally steer the players only if necessary. And, of course only if the choose the contract disadvantage or choose to have someone hired on with one.

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Re: I want your characters

 

Originally posted by Ndreare

I would like to show some sample fantasy characetrs to some new players. (They still think "Champions only works for Superheroes" but I say "HERO" works for everything)

 

Try my website if you can (see url below). There are some 500+ characters there and only a small number are superheroes.

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Pointless FH

 

Here is a character from a game a friend of mine and I ran 10 years ago (man!). We started it in 2nd edition DnD and then switched the game over to FH without telling the players what we were doing...this character sheet is one of the tricks we used to help make the transition easier...no points.

 

Enjoy!

 

Tim

 

====

 

Fantasy Hero Character

 

Sir Fimdul the Fallen

Cobbler, knight

May 25, 1993

Moon Elf

160 yrs

 

Sir Fimdul stands tall and wiry in true elven form. His shoulder length silvery locks complement his emerald green eyes and pale features. A good looking lad, he is popular with many due to his openness and desire to be friends with all he meets. He usually wears a suit of full plate mail with a red tabard with gold trim adorning it. His undergarments consist of light leathers, dark blue tunic and pantaloons. He wears well worn (and well made!) leather boots. On his left hand he still wears a beautiful silver ring with a unicorn etched on one side, it's horn entertwined in the tail of a pegasus on the other. This ring serves as a constant reminder of his lost love, Lady Amaysha. On his left side, he carries a thoroughly beaten, battered and nicked long sword he refers to as "Gliming" which means "friend" in elven. It is obvious that it has been through many battles with him and he is very attached to it. When ever out and about adventuring, Sir Findul can be seen riding his great brown roan, "Chalice". Sir Fimdul and Chalice have been together for many years and understand each other well. A deeply stained and battered ale mug hangs loosely off his belt from a stout cord for easy access. It is obvious that Sir Fimdul likes to drink.

 

Statistics

18 STRength STR Roll: 13

11 DEXterity DEX Roll: 11

12 CONstitution CON Roll: 11

12 BODy

8 INTelligence INT Roll: 11, PER Roll: 12

8 EGO EGO Roll: 11

16 PREsence

16 COMliness

8 PD (Physical Defense)

4 ED (Energy Defense)

3 SPD (Speed)

6 RECovery

24 ENDurance

27 STUN

 

Weapon skills

Broadsword STR Min: 13 OCV Bonus: +1 Damage: 1D6+1/1.5D6 Killing

Mace STR Min: 10 OCV Bonus: +0 Damage: 1D6+1/1.5D6 Killing

Lance STR Min: 13 OCV Bonus: +0 Damage: 1.5D6/2D6 Killing

 

Skill levels with weapons

+4 OCV w/ Broadsword Total OCV: 9 Total Modified OCV: 20

+2 OCV w/ Mace/Club Total OCV: 6 Total Modified OCV: 17

+2 OCV w/ Lance Total OCV: 6 Total Modified OCV: 17

 

Racial abilities and skills

Ultraviolet Vision

Ages slowly

+1 on all PERception

Light sleeper

7" Running

Fam: singing and songs (8)

Fam: musical instruments (8)

Fam: artistry (8)

Fluent Elven

Fluent Common (with Elven accent)

 

Skills and Talents

High Society (12)

Horse riding (11)

KS: Heraldry (8)

KS: Well known knights (11)

KS: Lords and Rulers (11)

Bureaucratics (12)

Navigation (8)

Oratory (12)

Healer (11)

PS: Cobbler (14)

PS: Knight (11)

Tactics (11)

Trading (12)

TF: Cart

WFam: Common melee

WFam: Lance

AK: Home city (11)

AK: Area of Quest (11)

AK: Area of Quest (11)

PK: People of Quest (11)

PK: People of Quest (11)

KS: Good footwear (13)

KS: Good ales (12)

KS: Knights and codes (11)

Perk: Knight (fallen)

Trained in armor: +2 DCV vs Armor only

 

Disadvantages, Personality Quirks and Other interesting information

Sir Fimdul is well known both as a superb cobbler (11) and a knight who has fallen out of grace with the local baron (11)

Sir Fimdul loves to drink, he has a tankard tied to his belt by a stout cord.

He is constantly getting himself into jams, he has very little common sense and great lack of foresight.

Sir Fimdul is obsessed with good footwear and the effect if can have on people...something he always makes time to point out.

Sir Fimdul is Gung Ho. "Never mind the details, lets just get on with it!' Is a favorite quote of his. He is usually able to get people to follow him with his great charisma...even if it would have been against their better judgment.

Sir Fimdul is watched by his baron, like other knights (11); He may be watched more frequently because his baron desires him to fail

Sir Fimdul follows the knightly code of the realm and must uphold it to the best of his ability.

Sir Fimdul is questing for his baron and must complete his task to regain his full knighthood.

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