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Creation Notes continued:

Minor Mental d100[+1 to a stat, A free skill/tool/language Profiency]
Obession with Food - Resultant from time in the Feywild. Food in this realm just never seems to hit the spot the same way and he is constantly looking for something to match the food from the Feywild.

6, 9, 12, 12, 10, 13 rolls from above.

Half-Elf Wild Magic Sorcerer

+2 Cha (12), +1 Dex (13), +1 Int (9) - Racial

+1 Con (12) - from Quirk

Str: 6 Dex: 14 Con: 13 Int: 10 Wis: 10 Cha: 14

Starting Honor (Pending Background changes): 11.17 -> 11

Background: Feylost

Feymark: Your eyes swirl with iridescent colors.
Feywild Visitor: Pixie
Personality Traits: I live by my own set of weird and wonderful rules.
Ideals: Changeability. Change is good, which is why I live by an ever-changing set of rules.
Bonds: I'm drawn to the Feywild and long to return there, if only for a short while.
Flaws: I'm always changing my mind-well, almost always

Skills: Deception, Survival (Background), Arcana, Persuasion (Class), Perception, Insight (Race)

Spells Known:
Cantrip: Firebolt, Mage Hand, Prestidigitation, Mind Sliver
1st Level: Chaos Bolt, Sleep

Pretty much mechanically complete, background story is formulated in my head, just need to put everything to a character sheet.

@Critzible - I assume class/background starting equipment or would you rather go with X amount of gold and go from there?


Oh Boy!
Let's see what we have here :

Albino -1 Cha checks and skills, sun sensitivity
Excessive Drooling -1 Cha checks and skills
Tone Deaf cannot sing or permform..deduct prof bonus
Visually Impaired Far sighted -1 to melee attacks, need glasses to read up clos. In fact any visual task wothin 20feet grants -1
Chronic Liar You litterally dont know a your truthes from your lies you lie about everything.
Muliple personality : Extremely Pious Person
Blind One eye -1 to hit ranged and -1 to Charisma Based Skill checks and Checks
Vision Impaired Near Sighted Ses above
No Depth Perception which is Disadvantage on all Ranged attacks and -2 to all attacks

Um....this guy, along with an Int of 4, can hardly see! LOL
Critzible, since it is possible can have both far sightedness and near sightedness, one in each eye....the blind in one eye kind of cancelled one out.

May I re-roll one of the far/near sightedness?

thanks

Grand Lodge

Daniel Stewart wrote:

minor physical: 1d100 1d100

Major Mental: 1d100

86 is roll again and gain a minor physical on 6C so

Reroll the 86 and Gain another d100

53: Flatilent:-1 to Charisma skill checks.

92 on major Mental is roll again and gain another d100 roll on minor Mental as well

Grand Lodge

Spazmodeus wrote:

Oh Boy!

Let's see what we have here :

Albino -1 Cha checks and skills, sun sensitivity
Excessive Drooling -1 Cha checks and skills
Tone Deaf cannot sing or permform..deduct prof bonus
Visually Impaired Far sighted -1 to melee attacks, need glasses to read up clos. In fact any visual task wothin 20feet grants -1
Chronic Liar You litterally dont know a your truthes from your lies you lie about everything.
Muliple personality : Extremely Pious Person
Blind One eye -1 to hit ranged and -1 to Charisma Based Skill checks and Checks
Vision Impaired Near Sighted Ses above
No Depth Perception which is Disadvantage on all Ranged attacks and -2 to all attacks

Um....this guy, along with an Int of 4, can hardly see! LOL
Critzible, since it is possible can have both far sightedness and near sightedness, one in each eye....the blind in one eye kind of cancelled one out.

May I re-roll one of the far/near sightedness?

thanks

You can reroll those three but it will be random again

So 3 new rolls...3 chances to get worse or better

Grand Lodge

Talomyr wrote:

Creation Notes continued:

Minor Mental d100[+1 to a stat, A free skill/tool/language Profiency]
Obession with Food - Resultant from time in the Feywild. Food in this realm just never seems to hit the spot the same way and he is constantly looking for something to match the food from the Feywild.

6, 9, 12, 12, 10, 13 rolls from above.

Half-Elf Wild Magic Sorcerer

+2 Cha (12), +1 Dex (13), +1 Int (9) - Racial

+1 Con (12) - from Quirk

Str: 6 Dex: 14 Con: 13 Int: 10 Wis: 10 Cha: 14

Starting Honor (Pending Background changes): 11.17 -> 11

Background: Feylost

Feymark: Your eyes swirl with iridescent colors.
Feywild Visitor: Pixie
Personality Traits: I live by my own set of weird and wonderful rules.
Ideals: Changeability. Change is good, which is why I live by an ever-changing set of rules.
Bonds: I'm drawn to the Feywild and long to return there, if only for a short while.
Flaws: I'm always changing my mind-well, almost always

Skills: Deception, Survival (Background), Arcana, Persuasion (Class), Perception, Insight (Race)

Spells Known:
Cantrip: Firebolt, Mage Hand, Prestidigitation, Mind Sliver
1st Level: Chaos Bolt, Sleep

Pretty much mechanically complete, background story is formulated in my head, just need to put everything to a character sheet.

@Critzible - I assume class/background starting equipment or would you rather go with X amount of gold and go from there?

Your choice


What are my next rolls?

Liberty's Edge

Ok...old stinky rolls again!!

1d100 ⇒ 61= minor
1d100 ⇒ 18

1d100 ⇒ 29= major
1d100 ⇒ 92

Grand Lodge

wanderer82 wrote:

I am intrigued by the prospect of an old-school gritty feel, and definitely want to see how both the honor system and quirks/flaws play.

** spoiler omitted **

3 minir Physical 6b [d100 for each]

1 minor Physical 6c [d100]
1 minor mental [d100]

Grand Lodge

Daniel Stewart wrote:

Ok...old stinky rolls again!!

1d100= minor
1d100

1d100= major
1d100

Hearing Impaored: You get -1 on all checks required hearing

Male Pattern Baldness: -1 on Charisma Checks and Skills.

Hack Frenzy; So this mental quirk comes into effect when you make a Critical Hit. When you make it you must make a Wisdom Save (DC is 10+ Profiency bonus) if you fail roll 3d4. What ever you roll is the damage you must inflict. This is do to a Frenzied Rage. [Gain Basic Rage bonus of half damage on bludgeoning,piercing and slashing] This lasts until all that damage is dwalt or you are incapacitated

Value Privacy[Reclusive]: For you hell is other people. Social interactions and/or Large groups of people. This get -1 to Charisma Checks and Skills


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ok re-rolling!

New minor physical 1: 1d100 ⇒ 39
New minor physical 2: 1d100 ⇒ 85
New minor physical 3: 1d100 ⇒ 83


We are gonna be one SERIOUSLY messed up group...and we haven't even adventured yet. LOL

Grand Lodge

Spazmodeus wrote:

ok re-rolling!

[dice=New minor physical 1]1d100
[dice=New minor physical 2]1d100
[dice=New minor physical 3]1d100

Did you want the two minor Physical and 1 Major Physical or did you want completely random!


Randomize me! :)

Liberty's Edge

sooo...what did we get for taking these hideous faults??? :-)


alright, I wish to put in for this, I think there is still room yes?

3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (6, 6, 5) = 17
3d6 ⇒ (4, 4, 6) = 14
3d6 ⇒ (5, 3, 3) = 11
3d6 ⇒ (4, 1, 4) = 9
3d6 ⇒ (2, 5, 6) = 13

Honor is 12.16 so 12 I believe..

quirks or flaws: 1d6 ⇒ 6

I think that is 6 flaws or quirks sooooo... I'm totally in for this
quirks or flaws: 1d100 ⇒ 24
quirks or flaws: 1d100 ⇒ 48
quirks or flaws: 1d100 ⇒ 39
quirks or flaws: 1d100 ⇒ 30
quirks or flaws: 1d100 ⇒ 6
quirks or flaws: 1d100 ⇒ 72

Grand Lodge

Daniel Stewart wrote:
sooo...what did we get for taking these hideous faults??? :-)

Minor w

Quirks are +1 to a stat or a free profiency

Major Quirks are +2 to a Stat, A feat, or A Supernatural Gift


Okay, here are the rolls for each category.

3 minor Physical 6b [d100 for each]
minor physical 6b: 1d100 ⇒ 8
minor physical 6b: 1d100 ⇒ 65
minor physical 6b: 1d100 ⇒ 45

1 minor Physical 6c [d100]
minor physical 6c: 1d100 ⇒ 6

1 minor mental [d100]
minor mental: 1d100 ⇒ 58

Are we able to trade a pair of minor quirks for a major quirk?


Critzible wrote:
Daniel Stewart wrote:
sooo...what did we get for taking these hideous faults??? :-)

Minor w

Quirks are +1 to a stat or a free profiency

Major Quirks are +2 to a Stat, A feat, or A Supernatural Gift

Where are you getting these from? I can't figure out what mine are

Grand Lodge

fatmanspencer wrote:
Critzible wrote:
Daniel Stewart wrote:
sooo...what did we get for taking these hideous faults??? :-)

Minor w

Quirks are +1 to a stat or a free profiency

Major Quirks are +2 to a Stat, A feat, or A Supernatural Gift

Where are you getting these from? I can't figure out what mine are

Hackmaster 4e Players Handbook

Grand Lodge

1 6b minor physical
1 6c minor physical
2 6d minor physical
1 6e major physical
1 6h minor Personality

D100 for each of these

Do you want penatration to apply.

If you do d6-1 if it is another 6 you roll again at d6-1 and if you do until you accumulate-6.

Grand Lodge

Spazmodeus wrote:

ok re-rolling!

[dice=New minor physical 1]1d100
[dice=New minor physical 2]1d100
[dice=New minor physical 3]1d100

Minor Physical d6 (or take we can up it too Major Physical should you want to avoid More Near sighted, far sighted ect that you already have]

And 2 Minor Personality

Grand Lodge

wanderer82 wrote:

Okay, here are the rolls for each category.

3 minor Physical 6b [d100 for each]
[dice=minor physical 6b]1d100
[dice=minor physical 6b]1d100
[dice=minor physical 6b]1d100

1 minor Physical 6c [d100]
[dice=minor physical 6c]1d100

1 minor mental [d100]
[dice=minor mental]1d100

Are we able to trade a pair of minor quirks for a major quirk?

Albino:-1 to Charisma Checks and Skills, light sensitivity

Lisp: -1 to Charisma checks and skills

Excessive Drooling:-1 to Charisma checks and Skills

Loss of Ear: Your pick on right or left. Your have -1 to heaeing checks on that side

Obessive/Compulsive roll d2 to see if you are obessive or compulsive. You they roll d100 to see what your
Obessed with.

When we find out any time you interact with the tigger you have to make a Wisdom Save [dc10 + Profiency bonus]


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STAT: 3d6 ⇒ (6, 5, 5) = 16
STAT: 3d6 ⇒ (2, 4, 6) = 12
STAT: 3d6 ⇒ (5, 3, 6) = 14
STAT: 3d6 ⇒ (2, 3, 4) = 9
STAT: 3d6 ⇒ (5, 3, 4) = 12
STAT: 3d6 ⇒ (4, 4, 4) = 12

So wait ... do the characters have to have flaws and quirks and fart and say inappropriate things or can they be somewhat normal other than having chosen to be adventurers?


I confess, 3d6 sounds scary, but might as well see if I can get anything halfway decent. Here goes nothing...

3d6 ⇒ (3, 6, 3) = 12
3d6 ⇒ (5, 6, 5) = 16
3d6 ⇒ (6, 3, 6) = 15
3d6 ⇒ (1, 2, 3) = 6
3d6 ⇒ (5, 2, 2) = 9
3d6 ⇒ (3, 5, 5) = 13

# quirks: 1d4 ⇒ 3

1d100 ⇒ 40
1d100 ⇒ 79
1d100 ⇒ 59


Critzible wrote:

1 6b minor physical

1 6c minor physical
2 6d minor physical
1 6e major physical
1 6h minor Personality

D100 for each of these

Do you want penatration to apply.

If you do d6-1 if it is another 6 you roll again at d6-1 and if you do until you accumulate-6.

What is the penatration thing?

b minor physical: 1d100 ⇒ 22
c minor physical: 1d100 ⇒ 34
d minor physical: 1d100 ⇒ 12
d minor physical: 1d100 ⇒ 59
e major physical: 1d100 ⇒ 51
h minor personality: 1d100 ⇒ 46

RPG Superstar 2015 Top 8

My die roll luck is... well, let's see what the RNG has in store anyway...

Stat 1: 3d6 ⇒ (3, 3, 6) = 12
Stat 2: 3d6 ⇒ (6, 1, 6) = 13
Stat 3: 3d6 ⇒ (3, 2, 4) = 9
Stat 4: 3d6 ⇒ (4, 5, 3) = 12
Stat 5: 3d6 ⇒ (4, 2, 2) = 8
Stat 6: 3d6 ⇒ (1, 3, 6) = 10

Quirks: 1d6 ⇒ 3

Quirk Type 1: 1d100 ⇒ 96
Quirk 1 subtable: 1d100 ⇒ 10

Quirk Type 2: 1d100 ⇒ 95
Quirk 2 subtable: 1d100 ⇒ 35

Quirk Type 3: 1d100 ⇒ 62
Quirk 3 subtable: 1d100 ⇒ 84

If I am able to join with Captain McAverage here, I only have the PHB and don't have D&D Beyond so the character would be entirely core.

Grand Lodge

Evindyl wrote:

[dice=STAT]3d6

[dice=STAT]3d6
[dice=STAT]3d6
[dice=STAT]3d6
[dice=STAT]3d6
[dice=STAT]3d6

So wait ... do the characters have to have flaws and quirks and fart and say inappropriate things or can they be somewhat normal other than having chosen to be adventurers?

You do not have to take rhem. Though near death and critical hits can bestow you Quirks and Flaws as you go

And this is the only time to benefit from them unlike later on.

Certain spells can also heal you from these. Some better then others

Grand Lodge

Tara Ravenheart wrote:

I confess, 3d6 sounds scary, but might as well see if I can get anything halfway decent. Here goes nothing...

3d6
3d6
3d6
3d6
3d6
3d6

[dice=# quirks]1d4

1d100
1d100
1d100

Minor Physical 6d another d100

Minor Personality 6h d100
Mino Mental 6f d100

Grand Lodge

fatmanspencer wrote:
Critzible wrote:

1 6b minor physical

1 6c minor physical
2 6d minor physical
1 6e major physical
1 6h minor Personality

D100 for each of these

Do you want penatration to apply.

If you do d6-1 if it is another 6 you roll again at d6-1 and if you do until you accumulate-6.

What is the penatration thing?

[dice= b minor physical] 1d100
[dice= c minor physical] 1d100
[dice= d minor physical] 1d100
[dice= d minor physical] 1d100
[dice= e major physical] 1d100
[dice= h minor personality] 1d100

Penetration is a rule that if you roll the maximum possi le numbee on tbat die [ie 10 on a d10 ect.] You roll again at minu one.

Should that roll also land on the maximum number on the die you roll again.

This die can not be rolled more then the total of its individual number. [Percentiles and d20s excluded] This is kore for damage die.

Now to Quirks and Flaws.

Anoamia: You dont have a sense of taste or smell. This effects your abilities to percieve things requirinf such things. Thus -1 to any checks requiring smell or taste.

Missing Finger: pick right or leff hand pick a finger [not a thumb] to loose. With that hand you take -1 to checks with just tbat hand. [Not both hands just one hand]

Tone Deaf You cannot catty a tune Profiency penalty to Performance rolls to do just that

Near sighted:-1 to ranged attack rolls do to havinf trouble seeinf rhings far away. After 30ft vision gets a bitfuzzy.

Maimed: You have a major Physical deformaty. It doesnt effect your physical movements, but it has made you ostracised by others. You take disadvantage to Charisma bases skills when trying ro foster a positive reaction, but advantage for negative reaction.

Rolla d4 1=Severe Facial Scarring, 2= misshapen head/body 3=;Missinf Facial feature [ie nose and ear, ear and lips, eyebrows and nose, hair and lips ect.], 4= either Webbed fingers and toes or Extra fingers

Gambling addiction:: Everytime you come to a game of chance or a wager you must make a Wisdom Save [DC 10 + Profiency bonu] to resist if not you will bet on it.

Grand Lodge

DeathQuaker wrote:

My die roll luck is... well, let's see what the RNG has in store anyway...

[dice=Stat 1]3d6
[dice=Stat 2]3d6
[dice=Stat 3]3d6
[dice=Stat 4]3d6
[dice=Stat 5]3d6
[dice=Stat 6]3d6

[dice=Quirks]1d6

[dice=Quirk Type 1]1d100
[dice=Quirk 1 subtable]1d100

[dice=Quirk Type 2]1d100
[dice=Quirk 2 subtable]1d100

[dice=Quirk Type 3]1d100
[dice=Quirk 3 subtable]1d100

If I am able to join with Captain McAverage here, I only have the PHB and don't have D&D Beyond so the character would be entirely core.

Major Personality Multiple Personality 1d100 and this is tiggered at a stressful situation [usually near death, frightened condition] Must succeed at a Wisdom save [DC 10 + Profiency bonus]

Major Personality: Truthful. You can not tell a lie. You always tell the truth. You cant lie by omission, and should you try not to speak your body language betrays you. Disadvantage on all Deception Checks and -2 to an Charisma Based Checks in which you are trying to be dishonest.

MImminor MentalTemper Tantrum: Should you get frutrated in not gettimg your way you will throw a fit. Aka you are a Karen. You basically complain or cause a scene. In this state you suffer -1 to all Charisma checks and Skills while you fume

Grand Lodge

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As a side note You do not have to take Quirks and Flaws even if you rolled them. It is all or None though.

Unless it cripples your character idea too much

RPG Superstar 2015 Top 8

Critzible wrote:

As a side note You do not have to take Quirks and Flaws even if you rolled them. It is all or None though.

Unless it cripples your character idea too much

Hmmm, given the first quirk could be borderline offensive as it's mimicking a rather difficult real-life personality disorder usually spawned by serious trauma, and the other two are "it's what my character would do!" nightmares to the other players, I'll skip the quirks.

I'm working on a bard with the sage background. I know these aren't required but since we're already random genning...

Scholastic Specialty: 1d8 ⇒ 8

Scribe

Personality Trait: 1d8 ⇒ 1

Ideal: 1d6 ⇒ 2

Bond: 1d6 ⇒ 5

Flaw: 1d6 ⇒ 4

Trait: I use polysyllabic words that convey the impression of great erudition.

Ideal: Beauty. What is beautiful points us beyond itself toward what is true.

Bond: I've been searching my whole life for the answer to a certain question.

Flaw: I overlook obvious solutions in favor of complicated ones.

Great, if only I could play a space bat, then I could be Mr. Pages from Fallen London.


Critzible wrote:
fatmanspencer wrote:
Critzible wrote:

1 6b minor physical

1 6c minor physical
2 6d minor physical
1 6e major physical
1 6h minor Personality

D100 for each of these

Do you want penatration to apply.

If you do d6-1 if it is another 6 you roll again at d6-1 and if you do until you accumulate-6.

What is the penatration thing?

Penetration is a rule that if you roll the maximum possi le numbee on tbat die [ie 10 on a d10 ect.] You roll again at minu one.

Should that roll also land on the maximum number on the die you roll again.

This die can not be rolled more then the total of its individual number. [Percentiles and d20s excluded] This is kore for damage die.

Now to Quirks and Flaws.

Anoamia: You dont have a sense of taste or smell. This effects your abilities to percieve things requirinf such things. Thus -1 to any checks requiring smell or taste.

Missing Finger: pick right or leff hand pick a finger [not a thumb] to loose. With that hand you take -1 to checks with just tbat hand. [Not both hands just one hand]

Tone Deaf You cannot catty a tune Profiency penalty to Performance rolls to do just that

Near sighted:-1 to ranged attack rolls do to havinf trouble seeinf rhings far away. After 30ft vision gets a bitfuzzy.

Maimed: You have a major Physical deformaty. It doesnt effect your physical movements, but it has made you ostracised by others. You take disadvantage to Charisma bases skills when trying ro foster a positive reaction, but advantage for negative reaction.

Rolla d4 1=Severe Facial Scarring, 2= misshapen head/body 3=;Missinf Facial feature [ie nose and ear, ear and lips, eyebrows and nose, hair and lips ect.], 4= either Webbed fingers and toes or Extra fingers

Gambling addiction:: Everytime...

So like a 1d4: 1d4 ⇒ 4

Imma totally take it, because it seems my extra fingers may cancel our my disadvantage for the missing finger!

I'm thinking maybe a rogue, but nearsighted means I can't see far without glasses... But what about a ranger with glasses, or maybe a sorcerer with them? Or fighter?

Are there glasses is my question I guess

Grand Lodge

Yes the technology level will be Shot and Pike aka The Musketeer era so Clockwork Punk like tech

Grand Lodge

DeathQuaker wrote:
Critzible wrote:

As a side note You do not have to take Quirks and Flaws even if you rolled them. It is all or None though.

Unless it cripples your character idea too much

Hmmm, given the first quirk could be borderline offensive as it's mimicking a rather difficult real-life personality disorder usually spawned by serious trauma, and the other two are "it's what my character would do!" nightmares to the other players, I'll skip the quirks.

I'm working on a bard with the sage background. I know these aren't required but since we're already random genning...

[dice=Scholastic Specialty]1d8

Scribe

[dice=Personality Trait]1d8

[dice=Ideal]1d6

[dice=Bond]1d6

[dice=Flaw]1d6

Trait: I use polysyllabic words that convey the impression of great erudition.

Ideal: Beauty. What is beautiful points us beyond itself toward what is true.

Bond: I've been searching my whole life for the answer to a certain question.

Flaw: I overlook obvious solutions in favor of complicated ones.

Great, if only I could play a space bat, then I could be Mr. Pages from Fallen London.

Multiple personality isnt as bad as it sounds mechanic wose.

Truthful though is the worst. Especially when playing the Face!


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Okay, quirk rolls:

Minor Physical 6d: 1d100 ⇒ 50
Minor Personality 6h: 1d100 ⇒ 33
Minor Mental 6f: 1d100 ⇒ 64


Critzible wrote:

As a side note You do not have to take Quirks and Flaws even if you rolled them. It is all or None though.

Unless it cripples your character idea too much

I'll admit, that if I'd gotten something like the aforementioned "Two Amputated Arms", I'd probably not be going with it, and it would have been nice to get even one Quirk...BUT, my three Flaws aren't insurrmountable, and frankly, make the character pretty interesting.

...his Stats, however...Hooboy. LOL


I like the idea of keeping the random going, so let's go with a 1 ranger, 2 rogue, 3 wizard, and 4 fighter.

I'll do the fun table rolls for everything else after depending on the results from this

what class am I?: 1d4 ⇒ 4


Crunchy rolled backstory stuff, I think it fits tell me if it doesn't:
Kasdeya Greycastle
-Race: Tiefling
-Gender: Female
-Class: Fighter
-Background: Sailor
-Description:
--Appearance: Pronounced scar
--High Ability: Wisdom-perceptive, spiritual, insightful
--Low Ability: Charisma-dull, boring
--Talent: Great with animals
--Mannerism: Prone to predictions of doom
--Interaction Trait: Suspicious
--Values: Whimsy (Chaotic), Drawn to a special place, Captivated by a romantic interest
--Flaw or Secret: Prone to rage

Race: Tiefling
-Subraces and Variants:
--Subrace: Levistus Tiefling
--Variant: Feral
--Human Heritage: Tethyrian
-Physical Characteristics:
--Age: 55 years
--Height: 5'10"
--Weight: 175 lbs.
--Eyes: Silver
--Skin: Dark Red
--Hair: Brown
--Horns: Gazelle

Class: Fighter
-Martial Archetype: Rune Knight
-Personality:
--Instructor: Tribal Warrior. Your instructor grew up in a tribe, where fighting for one's life was practically an everyday occurrence.
--Signature Style: Effortless. You rarely perspire or display anything other than a stoic expression in battle.
--Became a fighter because: I squired for a knight who taught me how to fight, care for a steed, and conduct myself with honor. I decided to take up that path for myself.

Background: Sailor
-Trait: My friends know they can rely on me, no matter what.
-Ideal: Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
-Bond: Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
-Flaw: Once I start drinking, it's hard for me to stop.
-Became a sailor because: Reavers attacked my community, so I found refuge on a ship until I could seek vengeance.

Life
-Alignment: Neutral Good
-Origin:
--Birthplace: On the Astral Plane or the Ethereal Plane
--Parents: Both parents were humans, their infernal heritage dormant until you came along.
--Absent Parent(s): Your parent(s) abandoned you
--Family Lifestyle: Modest
--Childhood Home: No permanent residence, you moved around a lot
--Childhood Memories: I had a few close friends and lived an ordinary childhood.
--Siblings:
---Arveene:
----Gender: Female
----Race: Human
----Alignment: Neutral Good
----Occupation: Artisan or guild member
----Status: Alive and well
----Relationship: Friendly
----Birth Order: Older
---Lureene:
----Gender: Female
----Race: Human
----Alignment: Neutral Good
----Occupation: Explorer or wanderer
----Status: Alive, but doing poorly due to injury, financial trouble, or relationship difficulties
----Relationship: Friendly
----Birth Order: Older
-Life Events:
--Marriage: You fell in love or got married to a(n) tiefling laborer.
--Enemy: You made an enemy of a(n) human barbarian. Roll a d6. An odd number indicates you are to blame for the rift, and an even number indicates you are blameless.
--Adventure: You lost something of sentimental value to you during your adventure. Remove one trinket from your possessions.
--Supernatural Event: You escaped certain death and believe it was the intervention of a god that saved you.
-Trinket: A glass orb filled with water, in which swims a clockwork goldfish


Belgrimm wrote:

I'll admit, that if I'd gotten something like the aforementioned "Two Amputated Arms", I'd probably not be going with it, and it would have been nice to get even one Quirk...BUT, my three Flaws aren't insurrmountable, and frankly, make the character pretty interesting.

...his Stats, however...Hooboy. LOL

*FOUR Flaws. lol


Hahaha, okay, guess I am not going to be the most socially pleasant of characters - albino, lisp, drools, lost ear, and Obsessive/Compulsive.

-3 to charisma checks/skills
light sensitivity
-1 to hearing on right side

So, to the obsessive or compulsive:
1d2 ⇒ 2
1d100 ⇒ 14


So now when I have my flaws, how do I determine my benefits from them? I think I'm pretty sure I am ready, though I don't know how many of us are getting picked

Grand Lodge

Ill update this weekend I have been doing calls all morning and now have to head to work.

Liberty's Edge

sorry guys...I am going to drop out of this game....might be biting off more than I can chew...sorry!

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