Neuronphaser

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This page will be the home of any campaign information for stuff I'm running.

Contents

Games

Active Games

  • Forgotten Realms (for Castles & Crusades)

Inactive Games

  • The Seekers (for Dungeon World)
  • Kill Bargle! (for Dungeon World)
  • Empire Ascendant (for Star Wars The Roleplaying Game 1st edition by West End Games)

Forgotten Realms for C&C

  • xxx
  • xxx

Human Fighter - Physical only

Vital Stats:

  • Name: xxx
  • Player: thirdkingdom
  • Race: Human
  • Class/level: Fighter 2
    • XP: 2,001
  • Alignment: xxx
  • Patron Deity: xxx
  • Looks: xxx

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 17 (+2) P+6
  • DEX: 12 (+0) P+6
  • CON: 12 (+0) P+6
  • INT: 12 (+0)
  • WIS: 6 (-1)
  • CHA: 6 (-1)

Racial / Class Abilities:

  • Weapon Proficiency: Any.
  • Armor Proficiency: Any.
  • Weapon Specialization: Heavy Blade; +1 to hit, +1 damage.
  • xxx
  • xxx

Combat

  • Size: Medium
  • Movement: 30 feet
  • HP: 20
  • Base to Hit bonus: +2

Armor Class

  • Armor Class: 16
  • Overburdened AC: 16
  • Touch AC: 12
  • Grapple AC: 19

Head AC: 16

Bonuses: Str +2, Dex +0, Heavy Shield +2, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Encumbrance Grip Range Attack Bonus Damage / type Critical Traits Notes
Hook Sword (Khopesh) 0.2 1H n/a +5 1d8+3 B/S 19-20/x2 Disarm, Trip n/a
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Hook Sword (Khopesh) 0.2 xxx
Heavy Shield 1 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

Human Fighter - Dex-based

Vital Stats:

  • Name: xxx
  • Player: roryb
  • Race: Human
  • Class/level: Fighter 2
    • XP: 2,001
  • Alignment: xxx
  • Patron Deity: xxx
  • Looks: xxx

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 14 (+1) P+6
  • DEX: 15 (+1) P+6
  • CON: 13 (+1)
  • INT: 11 (+0)
  • WIS: 15 (+1) P+6
  • CHA: 6 (-1)

Racial / Class Abilities:

  • Weapon Proficiency: Any.
  • Armor Proficiency: Any.
  • Weapon Specialization: Bow; +1 to hit, +1 damage.
  • xxx
  • xxx

Combat

  • Size: Medium
  • Movement: 30 feet
  • HP: 22
  • Base to Hit bonus: +2

Armor Class

  • Armor Class: 15
  • Overburdened AC: 14
  • Touch AC: 14
  • Grapple AC: 17

Head AC: 15

Bonuses: Str +1, Dex +1, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Encumbrance Grip Range Attack Bonus Damage / type Critical Traits Notes
Long Bow 0.2 Missile 100 +4 1d8+1 P x3 Reload Armor Piercing Arrows x20
Ranseur [ron-sir] 0.5 2H n/a +3 1d8+1 P x2 Disarm, Trip, Reach 1, Receive Charge n/a
Scimitar 0.3 1H n/a +3 1d8+1 S 18-20/x2 Light n/a

Gear:

Gear Encumbrance Notes
Long Bow 0.2 xxx
Arrow Piercing Arrows x20 0.2 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
Ranseur 0.5 xxx
Scimitar 0.3 xxx
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.


Dwarf Fighter

Vital Stats:

  • Name: xxx
  • Player: roryb
  • Race: Shield Dwarf
  • Class/level: Fighter 2
    • XP: 2,001
  • Alignment: xxx
  • Patron Deity: xxx
  • Looks: xxx

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 14 (+1) P+6
  • DEX: 9 (+0)
  • CON: 13 (+1) P+6
  • INT: 4 (-2)
  • WIS: 13 (+1)
  • CHA: 9 (+0)

Racial / Class Abilities:

  • Weapon Proficiency: Any.
  • Armor Proficiency: Any.
  • Weapon Specialization: Hammer; +1 to hit, +1 damage.
  • Animosity (Elves): The disparate personalities of dwarves and elves have resulted in eons of misunderstandings, squabbles and even wars between the two races. Dwarves consider elves to be disloyal and untrustworthy partners in war or trade. As a result, dwarves suffer a -2 penalty to charisma checks when dealing with elves to whom they are not closely associated.
  • Deepvision: Ages spent beneath the earth in the dark and quiet places of the world have imbued dwarves with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and dwarves can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A dwarf requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
  • Determine Depth and Direction: The world beneath mountains and in the deeps of the earth is the natural home of the dwarf. Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The dwarf can determine direction underground just as easily.
  • Enmity (Goblins/Orcs): Eternal wars against goblins and orcs have created an undying crucible of hatred for these vile creatures. When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures. Dwarves have a similar distrust of half-orcs. Dwarves find inter-breeding with goblinoids to be the worst of all sins, and their powerful antipathy towards pure goblinoids negatively affects dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.
  • Defensive Expertise (Giants): Long regarded as a food source by many giants, dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows dwarves to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.
  • Resistant to Arcane Magic: As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.
  • Resistant to Fear: Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.
  • Resistant to Poisons (Con): Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.
  • Stonecraft (Wis): Dwarves spend much of their lives carving halls, castles and underground fortresses out of solid rock, so they possess an extensive knowledge of stoneworking and construction. They possess almost a sixth sense in this regard which gives them various bonuses and abilities. Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone. A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the wisdom check is +4. When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.

Combat

  • Size: Small
  • Movement: 20 feet
  • HP: 22
  • Base to Hit bonus: +2

Armor Class

  • Armor Class: 16
  • Overburdened AC: 16
  • Touch AC: 12
  • Grapple AC: 18

Head AC: 16

Bonuses: Str +1, Dex +0, Heavy Shield +2, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Encumbrance Grip Range Attack Bonus Damage / type Critical Traits Notes
Warhammer 0.4 Versatile n/a +4 1d8+2 B (2H: 1d10+2) x2 Shield Breaker n/a
xxx xxx xxx xxx xxx xxx xxx xxx xxx
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Warhammer 0.4 xxx
Heavy Shield 1 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

Dwarf Cleric

Vital Stats:

  • Name: xxx
  • Player: roryb
  • Race: Shield Dwarf
  • Class/level: Cleric 2
    • XP: 2,251
  • Alignment: xxx
  • Patron Deity: xxx
  • Looks: xxx

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 13 (+1) P+6
  • DEX: 9 (+0)
  • CON: 13 (+1)
  • INT: 10 (+0)
  • WIS: 14 (+1) P+6
  • CHA: 9 (+0)

Racial / Class Abilities:

  • Weapon Proficiency: Special, club, crowbill hammer, dagger, light or heavy flail, light hammer, light or heavy mace, morningstar, quarterstaff, war hammer.
  • Armor Proficiency: Any.
  • Turn Undead (Wis): A cleric has the ability to turn, or even destroy, undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display a holy symbol toward the undead and utter a prayer, chant or other invocation of the character’s deity. Turn undead is considered a special attack and takes one round. Turn undead has a maximum range of 60 feet. Turning undead consists of channelling divine power. The ability to channel divine power is measured by the cleric’s own willpower. Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the cleric’s charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed. Evil clerics may, instead of turning undead, control them. An evil cleric must be at least five levels higher than the hit dice of the undead sought to be controlled. Evil clerics can also turn paladins.
  • Prayerbook: The number of spells that a cleric has in their prayerbook at the beginning of play is equal to the number of spells they can cast at first level.
  • Animosity (Elves): The disparate personalities of dwarves and elves have resulted in eons of misunderstandings, squabbles and even wars between the two races. Dwarves consider elves to be disloyal and untrustworthy partners in war or trade. As a result, dwarves suffer a -2 penalty to charisma checks when dealing with elves to whom they are not closely associated.
  • Deepvision: Ages spent beneath the earth in the dark and quiet places of the world have imbued dwarves with the ability to see in darkness where a human would find it impenetrable. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and dwarves can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A dwarf requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.
  • Determine Depth and Direction: The world beneath mountains and in the deeps of the earth is the natural home of the dwarf. Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The dwarf can determine direction underground just as easily.
  • Enmity (Goblins/Orcs): Eternal wars against goblins and orcs have created an undying crucible of hatred for these vile creatures. When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures. Dwarves have a similar distrust of half-orcs. Dwarves find inter-breeding with goblinoids to be the worst of all sins, and their powerful antipathy towards pure goblinoids negatively affects dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.
  • Defensive Expertise (Giants): Long regarded as a food source by many giants, dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows dwarves to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.
  • Resistant to Arcane Magic: As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.
  • Resistant to Fear: Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.
  • Resistant to Poisons (Con): Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.
  • Stonecraft (Wis): Dwarves spend much of their lives carving halls, castles and underground fortresses out of solid rock, so they possess an extensive knowledge of stoneworking and construction. They possess almost a sixth sense in this regard which gives them various bonuses and abilities. Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone. A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the wisdom check is +4. When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.

Combat

  • Size: Small
  • Movement: 20 feet
  • HP: 18
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: 16
  • Overburdened AC: 16
  • Touch AC: 12
  • Grapple AC: 18

Head AC: 16

Bonuses: Str +1, Dex +0, Heavy Shield +2, Scale Mail +4, Chain Mail Coif +4

Weapons:

Weapon Encumbrance Grip Range Attack Bonus Damage / type Critical Traits Notes
Warhammer 0.4 Versatile n/a +4 1d8+2 B (2H: 1d10+2) x2 Shield Breaker n/a
xxx xxx xxx xxx xxx xxx xxx xxx xxx
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Warhammer 0.4 xxx
Heavy Shield 1 xxx
Scale Mail armor 2.1 xxx
Chain Mail Coif 0.4 xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Spells:

  • orisons (4/day) - xxx, xxx, xxx, xxx
  • 1st-level (3/day) - xxx, xxx, xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

Human Rogue

Vital Stats:

  • Name: xxx
  • Player: Phantom Grunweasel
  • Race: Human
  • Class/level: Rogue 2
    • XP: 1,251
  • Alignment: xxx
  • Patron Deity: xxx
  • Looks: xxx

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: 11 (+0)
  • DEX: 17 (+2) P+6
  • CON: 12 (+0) P+6
  • INT: 15 (+1) P+6
  • WIS: 12 (+0)
  • CHA: 11 (+0)

Racial / Class Abilities:

  • Weapon Proficiency: Blowpipe, broadsword, cat-o-nine-tails, cestus, club, dagger, dart, light hammer, hand axe, hand crossbow, javelin, knife, light crossbow, longsword, mace, quarterstaff, rapier, sap, shortbow, short sword, sickle, spiked gauntlet, sling, whip.
  • Armor Proficiency: Leather armor, leather coat, and padded (see special armor rules for Rogue).
  • Back Attack: A rogue able to attack an opponent from the rear and who is unaware of the rogue’s presence, gains a bonus to hit and to damage. To catch an opponent unaware, a rogue must make a successful move silently check to sneak up behind the foe, or make a successful hide check while behind the opponent. A rogue that succeeds in one or the other of these can make a back attack at a +4 bonus to hit. A successful hit inflicts double the normal damage. When making a back attack, a rogue must use a close-quarters melee weapon. This weapon must be shorter than the character’s arm. A rogue can only back attack living creatures that have a discernible anatomy. The rogue must be able to see the target well enough to pick out a vital spot, and then must be able to reach it. As the rogue gains experience, the damage inflicted increases. At 5th level, a back attack deals triple damage, and at 9th level a back attack inflicts quadruple damage. A back attack cannot be combined with the sneak attack ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Cant: Rogues often use a street language known only to those in the trade, called cant. Code words, hand signals, demeanor, and other signs comprise the cant. The cant can be used to convey complex ideas. The language may vary to some degree both geographically and culturally, making cants unique to each region, city, or even within a city. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Climb (Dex): This extraordinary ability allows a rogue to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man made slope or incline that others would find impossible to climb. When doing so, the rogue moves at one-half the character’s normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height, and must suffer falling damage. Rogues can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as a cliff faces or steep steps, a rogue does not need to make an attribute check to climb the surface. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Decipher Script (Int): This ability allows a rogue to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 turns to decipher each page of a script. The attempt may be made only once per writing. A rogue may use this ability to decipher arcane script if a successful check is made at a penalty of -10. This ability may not be used to decipher divine scrolls.
  • Hide (Dex): Rogues use this ability to conceal themselves from others. A successful check means that the rogue is hidden so well as to be almost invisible. The rogue can move up to one-half normal speed and remain hidden. Hide checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty to the check to remain hidden. It’s practically impossible (-20 penalty) to hide while running or charging. If the character is being observed, even casually, they cannot hide. If observers are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place. This check, however, is at a –10 penalty because the character has to move quickly to the hiding place. A rogue cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the Castle Keeper’s discretion. Rogues cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, a rogue can attempt both but must make a successful conceal and move silent check at-5. In this case, movement is reduced to one quarter the normal movement rate. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Listen (Wis): A rogue can use this ability to listen intently and hear noises that others might not detect, even through an obstacle such as a door. Generally, a successful check indicates that the rogue has detected some sort of noise. Success indicates the rogue can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the rogue is listening for sounds on the other side of a door, but the rogue must be adjacent to the door. However, exactly what is heard is up to the Castle Keeper’s discretion as each case is unique. If listening through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A rogue can retry this ability once a round. Only wearing a metal or large helmet affects this ability negatively.
  • Move Silently (Dex): This ability allows a rogue to move so silently that others cannot hear the movement. The rogue can use this ability both indoors and outdoors. A rogue can move up to one-half the character’s normal speed at no penalty. At more than one-half and up to the character’s full speed, the character suffers a -5 penalty. It’s practically impossible (-20 penalty) to move silently while running or charging. To move silently and hide, see the hide ability. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Open Lock (Dex): A rogue can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates the lock has been opened. This ability requires the use of a set of rogue’s tools, including picks, blank keys, wires or other appropriate tools. A rogue may only make one attempt per lock. If that attempt fails, the rogue cannot try to open the same lock again until gaining one more level as it is beyond the current ability of the rogue to pick it. Only wearing a metal or large gloves affects this ability negatively.
  • Pick Pocket (Dex): A rogue can use this ability, on a successful dexterity check, to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed. Success may require the rogue to cut the purse or pouch from the target. A penalty to check is equal to the level or hit dice of the targeted victim. This ability also allows the rogue to perform “sleight of hand” maneuvers. A successful dexterity check indicates the rogue has hidden or moved an item in such a manner so that observers are not aware of where the item has been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, performing the shell game, and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. This penalty is equal to the wisdom attribute bonus for the observer. (This ability is affected by wearing armor not on the armor list for the rogue.)
  • Traps (Int): A rogue may use this ability in three manners: finding, disabling or setting traps. Each use requires a separate attribute check and each check may be made only once in a given circumstance. The player must also describe how the actions are being performed to use this ability. To find a trap, a rogue spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one turn to locate a trap in a 10 by 10 foot area. A successful check indicates the rogue finds one trap, if any are present. The trap discovered is the simplest or most obvious trap in the area. If multiple traps are in an area, multiple successful checks are required to find them all. A rogue can find magical traps with this ability, although it may be much more difficult than finding mundane traps. The Castle Keeper determines any penalties to the check basing those penalties on the level or hit dice of those who set them. To disable a trap, a rogue must first know its location. Once a trap is located, a successful check means the rogue has disarmed the trap. The attempt can only be made once and failure indicates that the rogue set off the trap. A rogue can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, rogue’s tools are needed to disarm a trap. Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity. To set a trap, or to reset a previously disabled trap, a rogue must make a successful traps check. If a rogue is resetting a trap that was previously disabled, the rogue gains a +5 bonus to the check. The amount of time required to set or reset a trap depends on the complexity of the trap, typically taking 1d4 rounds. Locating traps is not affected by the armor worn. However, disabling and setting traps is affected by wearing armor not on the armor list for the rogue.

Combat

  • Size: Medium
  • Movement: 30 feet
  • HP: 12
  • Base to Hit bonus: +1

Armor Class

  • Armor Class: 14
  • Overburdened AC: 12
  • Touch AC: 12
  • Grapple AC: 17

Head AC: 13

Bonuses: Str +0, Dex +2, Leather Armor +2, Leather Coif +1

Weapons:

Weapon Encumbrance Grip Range Attack Bonus Damage / type Critical Traits Notes
Shortsword 0.1 1H n/a +3 1d6 P/S 19-20/x2 Finesse, Light n/a
Light Crossbow 0.3 Missile 80 +3 1d8 P 19-20/x2 Reload Bolts x12
xxx xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
Leather Armor 1 xxx
Leather Coif 0.1 xxx
Shortsword 0.1 xxx
Light Crossbow 0.3 xxx
Bolts, Standard x12 0.1 xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.


Castles & Crusades Blank Character Sheet Template

Vital Stats:

  • Name: xxx
  • Player: xxx
  • Race: xxx
  • Class/level: xxx
    • XP: xxx
  • Alignment: xxx
  • Patron Deity: xxx
  • Looks: xxx

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: xxx (+xxx)
  • DEX: xxx (+xxx)
  • CON: xxx (+xxx)
  • INT: xxx (+xxx)
  • WIS: xxx (+xxx)
  • CHA: xxx (+xxx)

Racial / Class Abilities:

  • Weapon Proficiency: xxx.
  • Armor Proficiency: xxx.
  • xxx
  • xxx
  • xxx

Combat

  • Size: xxx
  • Movement: xxx
  • HP: xxx
  • Base to Hit bonus: xxx

Armor Class

  • Armor Class: xxx
  • Overburdened AC: xxx
  • Touch AC: xxx
  • Grapple AC: xxx

Head AC: xxx

Bonuses: Str xxx, Dex xxx, xxx

Weapons:

Weapon Encumbrance Grip Range Damage / type Critical Traits Notes
xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.


Kill Bargle!

System: Dungeon World

Kill Bargle Player Characters

The Seekers

System: Dungeon World

Encumbrance Tracker

Character Light
(no penalty)
Moderate
(-1 ongoing)
Heavy
(you have a choice)
Current Total
Dahlia the Cleric 0 - 7.0 7.1 - 15.9 16+ 5.9
Durdin the Indomitable 0 - 8.0 8.1 - 16.9 17+ 3.4
Elrosine the Ranger 0 - 7.0 7.1 - 15.9 16+ 4.4
Galadir the Good 0 - 4.0 4.1 - 8.9 9+ 1.6
Notrelos 0 - 4.0 4.1 - 8.9 9+ 3.5
Sacer the Mirthful 0 - 8.0 8.1 - 16.9 17+ 3.6

Dahlia the Cleric

Vital Stats:

  • Name: Dahlia the Cleric
  • Player: Civil Savage
  • Race: Human
  • Class: Cleric 1
    • XP: xxx
  • Alignment: Good
  • Patron Deity: Ilgur (Domain: The Downtrodden and Forgotten; Precept: suffering)
  • Looks: Dahlia has sharp eyes, often cynically narrowed at something; strange hair (naturally white, but clumsily cut by someone who didn't know what they were doing), common garb (that she keeps very clean and tries to make look fashionable, but there's only so much she can do), and a thin body, cinnamon-skinned and attractive.

Attributes:

  • STR: 15 (+2)
  • DEX: 8 (-1)
  • CON: 12 (0)
  • INT: 10 (0)
  • WIS: 16 (+2)
  • CHA: 13 (+1)

Combat

  • Armor: 2
  • HP: 20
  • Damage: d6

Moves:

  • Racial Move: Diverse Magic - can also cast Charm Person
  • Alignment Move: Endanger yourself to heal another.
  • Divine Guidance
  • Turn Undead
  • Commune
  • Cast a Spell
    • Rotes: Light, Sanctify, Guidance
    • 1st Level: Charm Person, Bless, Cure Light Wounds, Detect Alignment, Cause Fear, Magic Weapon, Sanctuary, Speak with Dead

Gear:

Gear Notes Encumbrance
Chainmail Armor 2 2.9
Mace Close 0.6
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear 5.9

Bonds:

  • I do not trust Elrosine.
  • Notrelos is in constant danger; I will try to keep them safe.
  • I am working on converting Durdin to my religion.
  • Galadir understands my struggle: I trust them implicitly.

General Tactics:

  1. Heal or Defend anyone who is in life-threatening danger (PC low on HP, innocent bystander or non-combatant in trouble)
  2. Smash whichever enemy has pissed her off
  3. Smash whoever is a big threat
  4. Smash whoever is closest

Background:

Dahlia was born to wealthy and influential parents. They provided for her well and sent her off to be educated. She dabbled in different studies, but her plan was always to marry someone even wealthier than her parents and devote herself to spending his fortunes.

That all went away when Ilgur chose her to be his cleric.

Dahlia did not approve of this plan. She didn't even like the downtrodden, and she wasn't too crazy about gods. She tried to run, to hide, to say no. But it turns out this is difficult when dealing with someone who can give you visions and control the coincidences of your life. Not to mention the miracles. Even if she had been willing to keep up the fight, she was no longer welcome among the rich and powerful.

So Dahlia submitted, with the worst possible attitude, to her fate. She's not a bad person--she genuinely is happy to help others when she can, and she likes being able to heal. But she resents having lost her choice, and hopes to gather enough wealth that she can return to the world she left behind on her own terms.

Durdin the Indomitable

Vital Stats:

  • Name: Durdin the Indomitable
  • Player: Tedster
  • Race: Dwarf
  • Class: Fighter 1
    • XP: xxx
  • Alignment: Neutral
  • Patron Deity: xxx
  • Looks: Eager Eyes, Battered Helm, Scarred Skin, Built Body

Attributes:

  • STR: 16 (+2)
  • DEX: 13 (+1)
  • CON: 15 (+1)
  • INT: 9 (+0)
  • WIS: 12 (+0)
  • CHA: 8 (-1)

Combat

  • Armor: 3
  • HP: 25
  • Damage: d10

Moves:

  • Racial Move: When you share a drink with someone, you may parley with them using Con instead of Cha
  • Alignment Move: Defeat a worthy opponent.
  • Bend Bars, Lift Gates
  • Armored
  • Signature Weapon: Orrenheim - Hammer, Close range, Well-crafted (-1 weight), Ancient

Gear:

Gear Notes Encumbrance
Scale armor Armor 2 2.1
Shield Armor +1 0.5
Orrenheim Ancient, Close, Well-crafted 0.2 (normally 0.4)
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
2 Healing Potions 0.0
Total Encumbrance from Gear 3.4

Bonds:

  • Notrelos owes me their life, whether they admit it or not.
  • I worry about the ability of Dahlia to survive in the dungeon.
  • Galadir is soft, but I will make them hard like me.

General Tactics:

  1. Carve his way to the front line, defying danger if necessary. No softbellies get hurt under his watch.
  2. Be the annoying, immovable obstacle that impedes the opposition.
  3. Bludgeon the biggest threat with his hammer Orrenheim.

Background:

A lowly miner's son who showed considerable martial prowess at a young age, Durdin was trained by his uncle Balek, a high-ranking commander in charge of defending of the Underhaven Clan. Following his training, he spent his early years stationed in the outskirts of the dwarven stronghold, admirably protecting their territory from outside incursions and quietly earning a name for himself amongst his peers.

A wealthy, noble-born rival, embittered at Durdin's success, sabotaged his career by falsely accusing him of leaving his post during a bugbear raid. Backed by the political might and affluence of his family, the accusation was largely unquestioned, despite Durdin's sterling reputation and his uncle's support. Leaving his homeland in shame, Durdin has since traveled the lands as a mercenary for hire, floating around various mercenary companies. More than anything he desires glory in the battlefield that would restore his reputation and one day make him a legend among his people.

Elrosine the Ranger

Vital Stats:

  • Name: Elrosine the Ranger
  • Player: DannyK
  • Race: Elven
  • Class: Ranger 1
    • XP: xxx
  • Alignment: Neutral
  • Patron Deity: xxx
  • Looks: Elrosine has wild gray eyes that seem to look past those around him into the distance. His hooded head reveals tufts of silken ash-blonde hair about the edges, and his motley-colored cloak acts as camouflage and partially conceals his lithe body.

Attributes:

  • STR: 15 (+1)
  • DEX: 16 (+2)
  • CON: 12 (0)
  • INT: 8 (-1)
  • WIS: 13 (+1)
  • CHA: 9 (0)

Combat

  • Armor: 1
  • HP: 20
  • Damage: d8

Moves:

  • Racial Move: When you take a perilous journey through wilderness, whatever job you take succeeds as if you rolled a 10+
  • Alignment Move: Take XP when you help an animal or spirit of the wild
  • Hunt & Track (WIS)
  • Called Shot (DEX)
  • Animal Companion: Yaule the Cougar

Yaule the Cougar

  • Ferocity +2 Cunning +2 Armor 0 Instinct +1
  • Strengths: Stealthy, intimidating
  • Training: Fight humanoids, fight monsters, hunt
  • Weaknesses: Flighty

Gear:

Gear Notes Encumbrance
Leather Armor Armor 1 1.0
Hunter's Bow Near, Far 0.2
Arrows 3 Ammo 0.2
Spear Near, Reach, Thrown 0.6
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear 4.4

Bonds:

  • Galadir does not understand life in the wild, so I will teach him.
  • Dahlia has no respect for nature, so I have no respect for her.
  • I have guided Durdin before, and he owes me for it.

General Tactics:

  1. Stealth and called shots on the mages and leaders
  2. Strike at the flank where he can work together with his big cat
  3. When outnumbered, fade into the woods and strike again at leisure
  4. Every now and then, strike a manly pose and say something profound.

Background:

Elrosine never speaks of what ancient grief or shame led him to forsake the elves of his people and go a-ranging, but he has found some measure of peace and comfort in the wild woods and rugged mountains, far from hearth and home. He has joined up with the Seeker's Guild as some sort of penance, for he'd plainly rather be alone to roam the land with his great cat, but does his part with cool competence, which occasionally gives way to rage, particularly when facing some abomination or desecration of nature. In his heart of hearts, he may hope someday to redeem his name and return to his family covered in wealth and glory --but he never speaks of such things.

Galadir the Good

Vital Stats:

  • Name: Galadir the Good
  • Player: Neaden
  • Race: Elf
  • Class: Wizard 1
    • XP: xxx
  • Alignment: Good
  • Patron Deity: xxx
  • Looks: Galadir has Sharp Eyes Styled Hair with Stylish Robes over his Thin Body

Attributes:

  • STR: 8 (-1)
  • DEX: 13 (+1)
  • CON: 12 (+1)
  • INT: 16 (+2)
  • WIS: 9 (+0)
  • CHA: 15 (+1)

Combat

  • Armor: 0
  • HP: 16
  • Damage: d4

Moves:

  • Racial Move: Detect Magic is a cantrip
  • Alignment Move: Use magic to directly aid another
  • Spellbook
    • Magic Missile, Invisibility, Charm Person
  • Prepare Spells
  • Cast a Spell
  • Spell Defense
  • Ritual

Gear:

Gear Notes Encumbrance
Staff Close, Two-handed 0.3
Spellbook 0.2
Bag of books 5 uses 0.7
3 Healing Potions 0.0
3 Antitoxins 0.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear 1.6

Bonds:

  • Elrosine, is keeping an important secret from me.
  • Durdin, is woefully misinformed about the world; I will teach them all that I can.

Background:

Contrary to most Wizards Galadir takes great pains in his appearance. Most of his kind are satisfied without being powerful, knowing things beyond the ken of mortals etc. but Galadir believes it is also important to look good doing it. While his vanity can also make him annoying he is a smooth enough talker to make sure situations don’t get too bad, and he honestly means well, wanting to use his magic to establish a place of retreat and study.

Notrelos

Vital Stats:

  • Name: Notrelos
  • Player: Andrensath
  • Race: Elf
  • Class: Bard 1
    • XP: xxx
  • Alignment: Good
  • Patron Deity: xxx
  • Looks: Knowing Eyes, Stylish Cap, Finery

Attributes:

  • STR: 8 (-1)
  • DEX: 15 (+1)
  • CON: 13 (+1)
  • INT: 12 (+0)
  • WIS: 9 (+0)
  • CHA: 16 (+2)

Combat

  • Armor: 1
  • HP: 19
  • Damage: 1d6+1

Moves:

  • Racial Move: When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
  • Alignment Move: Perform your art to aid someone else.
  • Arcane Art
  • Bardic Lore: Grand Histories of the Known World
  • Charming and Open
  • A Port in the Storm

Gear:

Gear Notes Encumbrance
Leather Armor Armor 1 1.0
Dueling Rapier Close, Precise 0.1
Fiddle Never before played 0.0
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear 3.5

Bonds:

  • Durdin is often the butt of my jokes
  • I sang stories of Galadir long before I ever met them in person
  • Elrosine trusted me with a secret
  • Sacer does not trust me, and for good reason
  • This is not my first adventure with Dahlia

Background:

Xxx.

Sacer the Mirthful

Vital Stats:

  • Name: Sacer the Mirthful
  • Player: Killy
  • Race: Outsider
  • Class: Barbarian
    • XP: 2/8
  • Alignment: Chaotic
  • Patron Deity: No gods hold rein over Sacer the Mirthful!
  • Looks: Shrouded eyes, long shanks, unusual jewelry, silks.

Attributes:

  • STR: 16 (+2)
  • DEX: 13 (+1)
  • CON: 12 (+0)
  • INT: 9 (+0)
  • WIS: 15 (+1)
  • CHA: 8 (-1)

Combat

  • Armor: 1
  • HP: 20
  • Damage: d10

Moves:

  • Racial Move: Outsider; answer a question from the GM about your homeland, gain XP.
  • Alignment Move: Eschew a convention of the civilized world, gain XP.
  • Unencumbered, Unharmed: +1 armor when no armor or shield is worn.
  • Herculean Appetites: Conquest; Fame and Glory: roll 1d6+1d8 when pursuing appetites; if d6 is higher, complication or danger arises.
  • The Upper Hand: +1 to Last Breath, can make an offer to Death on 7-9.
  • Musclebound: gain +forceful and +messy.
  • What Are You Waiting For?!: roll +Con to challenge enemies.

Gear:

Gear Notes Encumbrance
Incredible silks and a golden tooth Token of origin 0.0
Two-hand Sword Close, Forceful, Messy, +1 damage 0.7
Dagger Hand 0.1
Adventuring Gear 5 uses 2.0
Dungeon Rations 10 uses 0.8
Total Encumbrance from Gear 3.6

Bonds:

  • xxx
  • xxx
  • xxx

Background:

She is a Barbarian with shrouded eyes under fluttering cloth, long shanks (legs) bare under beaded leathers, unusual jewelry wrapped hitherto round her body entire, all wrapped in rich, plundered silks. Her race is unknown as the aspects of her body revealed are her powerful dark legs and laughing mouth of stark white teeth, the rest hidden beneath patterned silks of a dozen lands.

Sacer is happy. Sacer is laughing. Sacer is a cackling storm! Sacer the Mirthful cometh, and she hungers - and for what she hungers, she will certainly gain! What was lost will be hers, what is newly found shall be hers, too. But she is a gracious conqueror, and she will share in her delights with all others who know her greatness. And surely all will soon know.

Sacer the Mirthful has come!

Blank Character Templates

AD&D Blank Character Sheet Template

Vital Statistics:

  • Name: xxx
  • Player: xxx
  • Race: xxx
  • Class / Level: xxx/xxx
    • XP: xxx
    • Eligible for XP Bonus?: Y/N (xxx%)
  • Alignment: xxx
  • Patron Deity: (if any)
  • Physical Description: xxx

Ability Scores:

  • Strength: xxx
    • Bonus to Hit: xxx / Bonus to Damage: xxx / Minor Tests: xxx / Major Tests: xxx
  • Dexterity: xxx
    • Surprise Score: xxx / Missile Bonus to Hit: xxx / AC Adjustment: xxx
  • Constitution: xxx
    • Bonus Hit Points: xxx / Survive Resurrection: xxx / System Shock: xxx
  • Intelligence: xxx
    • Maximum Additional Languages: xxx / Bonus Spells (Arcane): xxx
  • Wisdom: xxx
    • Mental Saving Throw Bonus: xxx / Bonus Spells (Divine): xxx
  • Charisma: xxx
    • Maximum Henchmen: xxx / Loyalty Bonus: xxx / Reaction Bonus: xxx

Saving Throws:

  • Aimed Magic Items: xxx
  • Breath Weapons: xxx
  • Death / Paralysis / Poison: xxx
  • Petrification / Polymorph: xxx
  • Spells for Unlisted Categories: xxx

Combat:

  • Hit Points: xxx
  • Armor Class: xxx

Weapon Proficiencies:

  • Non-Proficiency Penalty: xxx
  • XXX
  • XXX

Weapons:

Weapon / Attack Bonus / Grip / Range / Damage / Critical / Traits & Notes / Encumbrance

  • Weapon 1 / xxx / xxx / xxx / xxx / xxx / xxx / xxx
  • Weapon 2 / xxx / xxx / xxx / xxx / xxx / xxx / xxx

Armor:

  • Armor Worn: xxx
  • Shield Employed: xxx
  • Magic Item / Other: xxx

Gear:

Gear / Notes / Encumbrance

  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx
  • xxx / xxx / xxx

Background & Personality:

Xxx.

Dungeon World Blank Character Sheet Template

Vital Stats:

  • Name: xxx
  • Player: xxx
  • Race: xxx
  • Class: xxx
    • XP: xxx
  • Alignment: xxx
  • Patron Deity: xxx
  • Looks: xxx

Attributes:

  • STR: xxx (+xxx)
  • DEX: xxx (+xxx)
  • CON: xxx (+xxx)
  • INT: xxx (+xxx)
  • WIS: xxx (+xxx)
  • CHA: xxx (+xxx)

Combat

  • Armor: xxx
  • HP: xxx
  • Damage: xxx

Moves:

  • Racial Move: xxx
  • Alignment Move: xxx
  • xxx
  • xxx
  • xxx

Gear:

Gear Notes Encumbrance
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Adventuring Gear 5 uses 2.0
Dungeon Rations 5 uses 0.4
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.

Castles & Crusades Blank Character Sheet Template

Vital Stats:

  • Name: xxx
  • Player: xxx
  • Race: xxx
  • Class/level: xxx
    • XP: xxx
  • Alignment: xxx
  • Patron Deity: xxx
  • Looks: xxx

Attributes:

A P+6 denotes a Prime Attribute. Some races may grant S+2 or similar benefits to an additional Attribute.

  • STR: xxx (+xxx)
  • DEX: xxx (+xxx)
  • CON: xxx (+xxx)
  • INT: xxx (+xxx)
  • WIS: xxx (+xxx)
  • CHA: xxx (+xxx)

Racial / Class Abilities:

  • Weapon Proficiency: xxx.
  • Armor Proficiency: xxx.
  • xxx
  • xxx
  • xxx

Combat

  • Size: xxx
  • Movement: xxx
  • HP: xxx
  • Base to Hit bonus: xxx

Armor Class

  • Armor Class: xxx
  • Overburdened AC: xxx
  • Touch AC: xxx
  • Grapple AC: xxx

Head AC: xxx

Bonuses: Str xxx, Dex xxx, xxx

Weapons:

Weapon Encumbrance Grip Range Damage / type Critical Traits Notes
xxx xxx xxx xxx xxx xxx xxx xxx

Gear:

Gear Encumbrance Notes
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
Total Encumbrance from Gear xxx

Bonds:

  • xxx
  • xxx
  • xxx

Background:

Xxx.