Character Creation

SCREE
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Character Creation

#1 Post by SCREE »

Character Creation & Questions
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Campaign ID: 1081
---
You can chose to use the dice roller sheet or the BBCode sheet provided below, at your preference. Please let me know if you have any issues, I am more then happy to help.

Ability Scores and Level
Everyone starts at level 1.
Rolling: We are using 4d6 drop lowest for stat distribution. You can assign them to whichever stat you wish. You can chose to reduce one stat by 2 to increase another stat by 1. Please add the modifiers to your sheet after rolling. e.g. 14(+1).
Unlucky Stats: If your stat distribution is absolutely abhorrent to you, you can roll up again. Just be aware that bad stated characters inevitably survive until the end of the world typically, if you do decide to play them :p
Prime Requisite: We will not be using XP bonus for prime requisite. You can play a class without meeting it's minimum requirements.
HP: You can take max HP at first level, affected by your con mod, or roll for it if you feel feisty.

Classes
We are using race as class, I recommend: Additional Classes:
  • Barbarian
  • Illusionist
  • Mage
  • Knight
These fit best into the region. If you have a class preference not on the list, it's open to discussion. I can provide additional information on classes not on the SRD.

Armor Class
We will be using Ascending Armor Class.

Alignment
Pick: Law, Neutral or Chaos, lawful or neutral is advised. Picking a chaotic alignment does not mean your character is a serial killer or will work against the party. I've had successful campaigns with multiple chaotic characters, but it takes a level of maturity in order to pull off well, which can be harder to convey in a PBP setting.

Saving Throws: Check your level 1 saving throws for your class and add them to your sheet. You can find them on the SRD under the Level Progression table.
Skills: Add your class skills to your sheet, including setting your x-in-6 for adventuring skills such as finding secret doors. Thieves and Mages may choose to add their percentage skills into the Adventuring skills section, if using the BBCode sheet. If using the Unseen Servant sheet, I recommend putting it under Description on the first tab, or notes at your preference.
Equipment:
We will be using quick equipment.
These Images are shared from Carcass Crawler zine #3, which is part of the OGL license, in which it is stated it can be distributed (happy to provide the admins with confirmation if necessary):
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All characters start with a backpack, a bedroll, a tinderbox, 1d6 torches, a waterskin, 1d6 iron rations and 3d6 gp. Everyone rolls 1d12 twice for adventuring gear, in addition to the below:
  • Fighter: Roll 1d6 for Armor, 1d12 twice for weapons.
  • Thief: Leather Armour, 12 twice for weapons, thieves tools.
  • Cleric, 1d6 roll for Armour, 1d4 twice for weapons, Holy Symbol of Halcyon
  • Magic-User: No Armour, Dagger, Spellbook
  • Dwarf: 1d6 for armour, 1d12 twice for weapons, small hammer
  • Halfling: 1d6 for armour, 1d12 twice for weapons, Smoking Pipe
  • Paladin, 1d6 for armour, 1d12 twice for weapons, holy symbol of Halcyon
  • Druid: Leather, 1d4 twice for weapons, sprig of mistletoe
  • Ranger: 1d4 armour, 1d12 twice for weapons, 10ft pole
  • Barbarian: 1d4 for armor, 1d12 twice for weapons, Animal skin cloak
  • Illusionist: No armour, Dagger, Spellbook
  • Mage: No armour, Dagger, Smoking Pipe
  • Knight: 1d4+2 for armour, 1d4 twice for weapons

    Please post your results below along with your stats, to find out what you got. Once received, please remember to add all your wordly belongings to your sheet. If it's not on your sheet, it doesn't exist, it will be forgotten. Throughout the game, please keep your inventory up to date.
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Re: Character Creation

#2 Post by SCREE »

Here is the BBCode Character Sheet. You can alternatively use The Unseen Servant's Character Sheets, which is where the dice roller is located. Please link your sheet to Campaign 1081.

Code: Select all

[align=center][img]Character Image[/img]
[size=180]Name the Class[/size]
[quote=Name]"Short Character Quote Here"[/quote]
[size=120][b][color=crimson]# / # HP[/color] ||[color=#43B8CC] # AC[/color][/b][/size]
[color=#A625E7][b]# / # XP[/b][/color]||[b]# Lvl[/b] || [b]Lawful/Neutral/Chaotic[/b] || [color=darkgoldenrod][b]# GP, # SP[/b][/color]
STR: #(#) || DEX: #(#) || INT: #(#) || WIS: #(#) || CON: #(#)|| CHA: #(#) 
[size=120][b]120' (40")[/b][/size]
[color=transparent]LINE BREAK[/color]
[color=mediumspringgreen][b]Saving Throws:[/b][/color]
[spoiler]Death and Poison: # || Magic Wands: # || Paralysis & Petrification: 
Breath Attacks: || Spells, Magic Rods, Magic Staves;
Wis Mod aka Save vs Magic: [/spoiler]
[color=crimson][b]Adventuring:[/b][/color]
[spoiler][color=transparent]==============================================================================================ADVENTURING HERE[/COLOR]
[b]Listen at Door:[/b] X in 6
[b]Open Stuck Door:[/b] X in 6
[b]Find Secret Door:[/b] X in 6
[b]Find Room Trap:[/b] X in 6
[b]Available Armour:[/b]
[b]Available Weapons:[/b]
[/spoiler][/align]
[color=deepskyblue][b]Skills & Languages:[/b][/color]
[spoiler]
[color=transparent]==============================================================================================SKILLS & LANGUAGES HERE[/COLOR]
[b]Languages:[/b][list][*]Common
[*]Alignment
[*]Language 3
[*]Language 4[/list]
[color=transparent]LINE BREAK[/color]
[b]Skills:[/b]
[list][*]Skill 1
[*]Skill 2[/list][/spoiler]
[color=#A625E7][b]Spellcasting:[/b][/color] 
[spoiler]
[color=transparent]==============================================================================================SPELLCASTING HERE[/COLOR]
[b]Level 1:[/b]
[color=transparent]LINE BREAK[/color]
# Casts Left
[list][*][quote=Spell Name 1]Effect[/quote][/list]
# Casts Left
[list][*][quote=Spell Name 2]Effect[/quote][/list]
[/spoiler]
[color=darkgoldenrod][b]Equipment & Loot:[/b][/color] 
[spoiler]
[color=transparent]==============================================================================================EQUIPMENT & LOOT HERE[/COLOR]
[quote=Equipped Items][list][*][120 // 40"] - 1.
[*][120 // 40"] - 2.
[*][120 // 40"] - 3.
[*][90 // 30"] - 4.
[*][90 // 30"] - 5.
[*][60 // 20"] - 6.
[*][60 // 20"] - 7.
[*][30 // 10"] - 8.
[*][30 // 10"] - 9.[/quote]

[quote=Packed Items - Free Slots][list][*]120 // 40" - 1. [STR 18+ Only]
[*][120 // 40"] - 2. [STR 16+ Only]
[*][120 // 40"] - 3. [STR 13+ Only]
[*][120 // 40"] - 4. [STR 9+ Only]
[*][120 // 40"] - 5. [STR 6+ Only]
[*][120 // 40"] - 6. [STR 4+ Only][/quote]
[quote=Packed Items][list]
[*][120 // 40"] - 1. 
[*][120 // 40"] - 2. 
[*][120 // 40"] - 3.
[*][120 // 40"] - 4.
[*][120 // 40"] - 5.
[*][120 // 40"] - 6.
[*][120 // 40"] - 7.
[*][90 // 30"] - 8.
[*][90 // 30"] - 9.
[*][60 // 20"] - 10.
[*][60 // 20"] - 11.
[*][30 // 10"] - 12.
[*][30 // 10"] - 13.[/quote]
[quote=Unencumbered Items][list][*]1.[*]2.[*]3.[*]4.[*]5.[*]6.[*]Ect.[/quote][/spoiler]
[hr][hr]
[b]Additional Info:[/b] optional.
[b]Childhood Nickname:[/b]
[b]Worst Nightmare:[/b]
[b]Worst Nightmare:[/b]
For those using the Unseen Servant Sheet, please provide the below information alongside your sheet:
Childhood Nickname:
Worst Nightmare:

We will also do a small exercise out of character linking people together and getting the rumours out before IC start, once everyone's characters are completed.
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Re: Character Creation

#3 Post by SCREE »

Inventory
Generally speaking, 1 slot items can be carried in 1 hand and 2 slot items must be carried with both hands.
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ContainerPriceSlotsAdditional Information
Backpack5 GP
-
The default. Your 'Packed Items' are considered stored in here.
If you do not have a Backpack, it will be harder to carry your items, and they are more likely to get lost, broken or stolen.
Large Sack2 GP
+15
Holds an additional 15 Slots of items, but you must carry it with both hands.
Small Sack1 GP
+8
Holds an additional 8 Slots of items, but you must carry it with at least one hand.
Pouch/Purse1 GP
+1
Can be affixed to a belt or shoved in a pocket. Holds 1 slot of items or 2 slots worth of currency.
Iron-bound Chest22 GP
+20
Holds 20 additional slots of items, but must be placed on the floor or carried by two human-sized people.
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████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
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██████████████████████████████████████████Adventuring Gear
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████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
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Slots marked with '-' go into your unencumbered items section.
Slots marked with a number in brackets (#) show the item can be bundled. The number represents the maximum quantity of an item that can be bundled together. The encumbrance slot is required even if you have 1 of the item. For example, Iron Spikes take 1 slot whether you have 1 in your inventory or 12.
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Adventuring GearPriceSlotsAdditional Information
Bell1 GP
-
A 1" brass bell.
Thick Wool Blanket2 GP
1
Comforting, good for carrying things in a pinch or restraining folk.
Caltrops, Bag of 201 GP
1 (20)
Small metal spikes, sufficient to cover a 5" by 5" area. Creatures moving through the area have a 2 in 6 chance of treading on a spike, victims move at 50% speed for 24 hours.
Tallow Candle1 GP
1 (6)
Has a faint repugnant odour. Candles illuminate 5" around themselves and burn for 1 hour.
Wax Candle2 GP
1 (6)
Candles illuminate 5" around themselves and burn for 1 hour.
Iron Chain, 10ft long30 GP
1 (10")
Small metal spikes, sufficient to cover a 5" by 5" area. Creatures moving through the area have a 2 in 6 chance of treading on a spike, victims move at 50% speed for 24 hours.
Chisel2 GP
+15
Can chip away at stone when used with a small hammer.
Cooking Pots3 GP
1
Pots and pans designed for campfire cooking.
Firewood bundle, 8 hrs1 GP
2 (8 hrs)
A bundle of dry firewood, burns for 8 hours.
Fur Cloak15 GP
1
Keeps the wearer worn. May grant camouflage in specific circumstances.
Crowbar10 GP
1
2-3' long and made of solid iron. Good for opening things or getting into places you shouldn't be. Invaluable to the creative adventurer.
Garlic5 GP
-
Stinky. Famously loved by vampires.
Grappling Hook25 GP
1
3-4 Prongs, good for anchoring rope.
Hammer, Small2 GP
1
Can be used for construction, hearing for hollow walls, but most often used to help spike doors shut.
Sledgehammer5 GP
2
A big heavy hammer for breaking rock.
Holy Symbol25 GP
-
Divine casters require one to cast. May affect NPC behaviour when openly worn for good or ill, as your god of choice will be associated with their domains.
Vial of Holy Water25 GP
1
Fragile. Undead can be damaged by it. A common component of rituals. Water blessed by a holy person.
Vial of Ink8 GP
1 (3)
Fragile. A small vial of black ink.
Set of 12x Iron Spikes1 GP
1 (12)
Commonly used for wedging doors open or shut, or to anchor ropes, among other things. 1-12 Spikes can be bundled into 1 inventory slot.
Lantern10 GP
1
Divine casters require one to cast. May affect NPC behaviour when openly worn for good or ill, as your god of choice will be associated with their domains.
Hand-sized steel Mirror5 GP
1
Undead can be damaged by it. A common component of rituals. Water blessed by a holy person.
Oil Flask2 GP
1 (3)
Food for lanterns, lighting them for 4 hours per flask. Can be thrown or poured onto the ground to create a pool. 1-3 Flasks can be bundled into 1 inventory slot.
Quill1 GP
-
A large feather, sharpened to a writing point.
Lantern, standard10 GP
1
Lanterns can burn an oil flask that lasts 4 hours, with an effective radius of 40".
Lantern, Bullseye15 GP
1
Lanterns can burn an oil flask that lasts 4 hours, with an effective radius of 40". This lantern has a small disk that can be moved over to prevent light escaping, at will.
Lock20 GP
-
A basic iron lock with a key.
10ft Pole, wooden1 GP
1
Undead can be damaged by it. A common component of rituals. Water blessed by a holy person.
Rations, Standard, 7 Days worth5 GP
1 (7)
Fresh, unpreserved food. Tastes good but can spoil over time or if it gets wet or dirty. Hirelings will gain morale when fed standard rations over iron rations during camping.
Rations, Iron, 7 Days worth15 GP
1 (7)
Dried fruit, cured meat, preserved food. Not very delectable.
50ft Rope1 GP
1, (50ft)
Can hold the weight of 3 human-sized beings.
Blank Spellbook75 GP
2
Hard to find apart from specialist retailers. A hefty tome with blank pages.
3 Stakes and Mallet3 GP
1 (3/1)
A wooden mallet and 3 18" wooden stakes. Useful for vampires, can stake doors open in a pinch potentially.
Tent20 GP
1 (7)
Cover for four human-sized folk.
Thieves Tools25 GP
1
Contains all the tools necessary for picking locks.
Tinder Box / flint & steel3 GP
1
Used to light fires such as torches. Using a tinderbox takes a round, with a 2 in 6 chance of success per round.
Torches, Bundle of 61 GP
1 (6)
Torches last for one hour and can light up a 30 ft radius.
Waterskin1 GP
1
Hide container that can hold 2 pints of fluid.
Wine, 2 pints1 GP
1
Used to light fires such as torches. Using a tinderbox takes a round, with a 2 in 6 chance of success per round.
Wolfsbane, 1 bunch10 GP
-
Effective against lycanthropes.
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██████████████████████████████████████████ Armour
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████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
---
ArmourPriceSlotsAC
Leather20 GP112 AC
Chainmail40 GP214 AC
Platemail60 GP216 AC
Shield10 GP1+1 AC

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██████████████████████████████████████████ Weapons
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WeaponsPriceSlotsDamageSizeAdditional Information
Battleaxe7 GP
1
1d8MediumMelee, Slow, Two-Handed
Club3 GP
1
1d4MediumMelee, Blunt
Crossbow30 GP
1
1d8MediumArmour Piercing, Missile (80' / 160' / 240'), Reload, Two-handed
Dagger3 GP
1
1d4SmallMelee, Missile (10' / 20' / 30')
Hand axe4 GP
1
1d6SmallMelee, Missile (10' / 20' / 30')
Holy Water Vial25 GP
1
1d8SmallMissile (10' / 30' / 50'), Splash
Lance5 GP
2
1d6LargeBrace, Charge, Melee, Reach
Longbox40 GP
2
1d6LargeMissile (70' / 140 ' / 210') Two-handed
Longsword10 GP
1
1d8MediumMelee
Mace5 GP
1
1d6MediumMelee, Blunt
Oil Flask, Burning1 GP
1
1d8SmallMissile (10' / 30' / 50'), Splash
Polearm7 GP
2
1d10LargeBrace, Melee, Reach, Two-handed
Shortbow25 GP
1
1d6MediumMissile (50' / 100' / 150'), Two-handed
Shortsword7 GP
1
1d6MediumMelee
Sling2 GP
1
1d4SmallMissile (40' / 80' / 160')
Spear3 GP
1
1d6MediumMelee, Brace, Missile (20' / 40' / 60')
Staff2 GP
1
1d4MediumMelee, Two-handed
Torch- GP
1(6)
1d4MediumMelee
Two-handed Sword15 GP
2
1d10LargeMelee, Two-Handed
Warhammer5 GP
1
1d6MediumMelee, Blunt
---
Terminology

Armour-Piercing: +2 Attack against targets wearing non magical metal armour.
Brace: Bracing against the ground deals double damage to charging creatures.
Charge: On horseback, moving at least 60' in a round and attacking, doubles any damage done with a successful hit.
Melee: Close quarters weapon - the defender must be within 5", or 1 square around you.
Missile: Thrown or fired weapon. The distance for short (+1 to hit), medium, and long range (-1 to hit) are noted beside the item.
Splash: On a successful attack, the container smashes and douses the target or target area. The listed damage is inflicted over 2 rounds.
Two-Handed: Requires both hands - you cannot use a shield.
Reach: Can be used to attack from the second rank, from behind one or more allies in front. Incurs a -2 Attack penalty if the ally in front is of equal size or larger then the wielder, or is using a 2 handed weapon.
Reload: Can only be fired once every 2 rounds, and every other round it needs to be reloaded.
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Re: Character Creation

#4 Post by thefakesimone »

Hey! I have a question: how many slots does a backpack contain? Sorry if it's written and I missed it. Thanks!
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Re: Character Creation

#5 Post by SCREE »

thefakesimone wrote: Sat Nov 02, 2024 8:49 pm Hey! I have a question: how many slots does a backpack contain? Sorry if it's written and I missed it. Thanks!
Good Question! I treat backpack as the default slots. But having a backpack protects your items.
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Re: Character Creation

#6 Post by levy518 »

torches [1d6]=3, rations [1d6]=3, gold [3d6]=16, adventuring Gear [1d12]=7, armor [1d6]=3, weapon 1[1d12]=1, weapon 2 [1d12]=1

Here's my results I'll add them to my sheet, I'm not sure if I missed it but what lists am supposed to be referencing for adventuring Gear, armor and weapons?
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Re: Character Creation

#7 Post by SCREE »

Quick equipment is in Carcass Crawler #3, which I wasn't sure if I could share due to the forum rules. However, looks like it's under a complete OGL license, so I think I can share the tables safely.
  • 3/6 Torches
  • 3/6 Iron Rations
  • 16 GP
  • Rope, 50 ft
  • Chainmail
  • 2x Battleaxes - I'll let you reroll one if you wish. Alternatively, party members can trade items among themselves as well.
Since I think it's safe to share, I've added the below to the post:
These Images are shared from Carcass Crawler zine #3, which is part of the OGL license, in which it is stated it can be distributed (happy to provide the admins with confirmation if necessary):
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Re: Character Creation

#8 Post by thefakesimone »

I've rolled my equipment:
  • 1 torch
  • 6 iron rations
  • 12 gp
  • crowbar
  • 10 ft. pole
  • mace
  • shortbow


So, I have a couple questions regarding how we're using equipment and storage. If I'm using the mace, is the short bow in my backpack or somewhere more accessible? If I'm using the pole, can my mace be somewhere accessible or do I have to put it in my backpack?

Below is my WIP character sheet:
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Re: Character Creation

#9 Post by levy518 »



Here's my character sheet, I think it's mostly done. Let me know if there's anything else I need to add
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Re: Character Creation

#10 Post by SCREE »

Looking good!

Let's see, with a Strength of 17 you get 5 extra inventory slots of packed items. So the first 12 items you have in your inventory won't take you below 120' / 40' movement. Since we are using slot based encumbrance you can ignore the Heavy Armour 20' rule in the Player's Handbook. Don't worry, you'll have plenty of time to bog yourself down with gear and treasure as we play :D

Add 4 in 6 Open Doors, 1 in 6 Listen at Doors, 1 in 6 Find Secret Doors, 1 in 6 Find Room Trap in notes and you should be good! I'll add a Rooster thread up for finished Characters. Feel free to add Moss there and add a picture if you like.
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Re: Character Creation

#11 Post by SCREE »

thefakesimone wrote: Sun Nov 03, 2024 3:16 pm So, I have a couple questions regarding how we're using equipment and storage. If I'm using the mace, is the short bow in my backpack or somewhere more accessible? If I'm using the pole, can my mace be somewhere accessible or do I have to put it in my backpack?

Below is my WIP character sheet:
If it makes sense for a weapon to be attached to the back of the Backpack I'm happy to allow that. The Pole fits in one hand, so you could hold your Mace and the Pole (depending on what you were doing with it) but someone else may have to hold a torch for you if you were in a dark place. If you were using the Pole two handed, like pushing a boat out ect, you would need to put the Mace down. Anything packed does take time to remove from your packed items, but characters can wear things on belt loops and attach things to their backpacks ect. if it makes sense.
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Re: Character Creation

#12 Post by thefakesimone »

Alright, makes sense to me! Thanks for your help. I think my character sheet is done. Please let me know if you think it is missing anything.

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Re: Character Creation

#13 Post by levy518 »

With the new info gained I'm gonna reroll one of my battle-axes if that's still cool

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Re: Character Creation

#14 Post by SCREE »

Excellent! Add Kailu to the Character tab. Your movement speed is also at 120.
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Re: Character Creation

#15 Post by freddy3loader »

Ok here is my WIP:



A question regarding weapons: I rolled a warhammer and a sword, but I'm not sure if my 3' tall halfling would be capable of wielding these two weapons, unless they are halfling size I guess...
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Re: Character Creation

#16 Post by SCREE »

Since they're your starting weapons we'll assume they're Halfling/Dwarf sized. I love his Childhood nickname xD
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Re: Character Creation

#17 Post by freddy3loader »

Ok I think the sheet is done.
I'd just ask you to double check the encumbrance as I'm not sure if I understood the rules correctly.
Once you give me the ok I'll post to the roster.
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Re: Character Creation

#18 Post by SCREE »

Looking good!

So Encumbrance wise:
bedroll - 1 slot
tinderbox - 1 slot
5/6 Torches - 1 Slot
Waterskin - 1 Slot
2/7 Rations, 1 Slot
Rope (1 Slot)
Crowbar (1 Slot)

Leather Armor (wearing)
Warhammer (equipped)
sword (equipped/stowed)
smoking pipe (-)

You get 13 Backpack slots by default, and because you have 15 strength, you get a bonus 4 Slots. So you are at 120' movement because you have 7 items, and it isn't until you fill your 12th slot that your movement speed would drop from that.
You have 3 items equipped, which means you can move at 120' based on your equipped items.
If either of these had dropped down to 90', then your movement speed would become 90', even if you had room to spare in the other section.

I think the visual on the origional sheet makes it easier to understand. You fill from the top of the sheet and everytime you hit a line that changes your movement speed down, you follow that:
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Anyway, accepted! Add your sheet to the Roster!
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Re: Character Creation

#19 Post by SCREE »

Challenge!
I would like each player to pick one other character and make up a memory from your time on your Halloo together! As a reminder, a Halloo is a coming of age ramble through the wilderness and villages, where young people get to have the adventure of a lifetime. The assumption is that when they return home, they will take up their familie's craft, or settle down and start their adult life in the village.

Please pick one character who has not been picked yet, and chose from the prompts below, or make up your own prompt. It should feel wistful, or whimsical, something that would be a positive memory. It doesn't have to be anything fancy - feel free to talk amongst yourselves to find a situation that fits your characters.

- A time Character A saved you from trouble
- Something that happened around the campfire that strengthened your bond
- A time something went wrong, but you muddled through
- An unexpected fortune, and how you shared it
- An action or character trait you saw in Character A that increased your respect for them
- A comforting moment shared together
- Something happened that tickled your funnybone, and you were both a part of it
- A time you met a strange person on the road, and how you both navigated the oddity of the situation
Challenge 2!
I would also recommend everyone pick a part of the village/people within to have an attachment to. They could be friends, family or future workmates, but they are in some way either a part of the life you lived in Ragged Hollow, or a part of your future. Let me know roughly what kind of relationship you'd like (friend, family, work, ect) and then I'll hand out rumours.

The Temple
The Smithy
The General Store
The Alchemist
The Mage
The Inn
The Paper Mill
The Fishing Hut
The Tailor
The Librarian
The Handyman
The Chaplain
The School
The Fae Seekers
The Gardens
The Arts
The Brawlers
The Drunkards
The Troublemakers
The Janitor
The Farm
The Nobles
The Inventor
The Herbalist
The Trappers
The Ancient Dwarves
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Edeldhur
Ranger Lord
Ranger Lord
Posts: 2858
Joined: Wed Dec 20, 2023 3:17 pm

Re: Character Creation

#20 Post by Edeldhur »

Randomizing!

1. Mop
2. Lulu
3. Greasy Hands

Memories with [1d3]=2 Lulu!

Lulu has a penchant to get herself into trouble, and Thorin, always wiser beyond his years, would be the first one to do his best to get her out of said troubles? Only time Thorin lies, is to defend his friend, and he still does it for some reason, up to this day.

What do you think thefakesimone? :)

As for connections in the village, I think Thorin can be doing his apprenticeship at The Temple? Not only as a student, but also assisting in chores - he does not shy away from heavy lifting.
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