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Started by Sierra, October 18, 2009, 02:43:44 AM

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Sierra

They go here.

A couple things have changed since the original post of interest: A) everybody's human; B) starting level = 5. Otherwise, it's mostly the same. For reference:

-Background: There are a couple specific things I need from each of you in this regard: A) The identity of some kind of mentor figure within your organization or community that you trust (this is the person who sent you on your mission in the first place); B) I need to know what was stolen. The object should be something of cultural or religious significance, something revered by your group. Whether it's genuinely magical or not is irrelevant; it just needs to be important.

-Classes allowed: Almost all of them. You can start taking levels in the advanced classes (chapters six and nine of the core rulebook, pages 33-65 of Urban Arcana) as soon as you've met the prerequisites. The only exceptions are Shadowjack, Techie, and Technomage, which rely on technology that's too advanced for this game's timeframe. I'm willing to fudge things a little in the name of style when it comes to tech, but not to the extent of having an internet in the thirties. I don't see any compelling reason to disallow psionics, so that's in if anyone cares (mention it just because I was previously undecided).

-Action points: Assume you've used up half of what you got for each of levels 1-4. So, anyone taking three levels of a basic class and then going straight to an advanced one will have 20 at the start of the game.

-Massive damage: I'll be ignoring this. Just makes it too easy for people to get taken out in one shot. Heroes shouldn't go down like suckas!

-Equipment: Anyone using guns should consult pages 22-24 of d20 Past for firearms appropriate to the era. (That book and Urban Arcana also have additional melee weapons, if anyone chooses to focus on that.) Magical gear will mostly show up as loot, so don't worry about buying it at chargen (mostly applies to equipment; potions/scrolls are fine). ADDENDUM: Everyone does get one piece of magical equipment at game's start, but it's not factored into your purchases. Consider it plot equipment, something granted to you by your respective questgivers to improve your odds of success (Cor, for example, is getting a +1 sword with ghost-touch; sorta nifty and fitting for a ghost-hunter, but not exceptionally potent). Fairly minor boosts, but ones tuned to the PC's specialty. (It was initially my intent to present these in PM in conjunction with a dramatic speech by your mentor figure as they sent you out into the world, but the presence of such an item at the outset proved integral to Cor's design and flavor fell to utility. Ah well.)

-Wealth: I've taken Cor's suggestion of making starting wealth be the standard 2d4, plus one for each character level (so, 2d4+5; total also includes any bonus your occupation gives you, of course). I will likely treat the wealth bonus from leveling up in the same fashion. Minimizes rolling for something that is not going to be very important in the first place and lets people spend skill points on stuff that might actually matter instead of Profession. For the purposes of buying equipment at chargen, assume you took 20.

-Languages! I'm importing D&D's "You get bonus languages equal to your INT modifier" rule, because there will be a lot of travel involved and PCs having a decent array of languages at their command will be useful.

-Skill points: Dune's +2/level houserule = in effect.

~

10/29: Couple things I forgot to add. Featwise, Toughness is getting the usual house rule--it gives 1 HP per character level. And Dodge is a universal +1 dodge bonus to defense instead of just against a designated enemy, because calling a single target and keeping track of it is a nuisance (and not that good for the cost of a feat anyway).

Skillwise, once a class skill = always a class skill, as far as I'm concerned. Makes leveling in multiple classes less of a headache.

Corwin

#1
Yomi Isayama

Strong Hero lvl3/Shadow Slayer lvl7 (Cloistered, 10HD)

Hit Dice 77hp
Init: +1
Defense: 19 (20 vs melee attacks, 23 vs ranged attacks while in melee) (+1 from ring of protection)
BAB +10
Reputation: 1
Wealth: 26
Action Points: 47

Full Attack: +17/+12, 2d6+10, 19-20/x2 +1d10 elec on a crit (Shishio, +2 electric burst katana, used two-handed)
Full Attack/Sunder: +21/+16, 2d6+10 vs Defense of X+5+Enemy dex mod+Enemy class Def/Hardness&HP of ??? (page150)
Sword/club/rifle: defense 7, hardness 10, hp 15, break dc 30
Gun/knife: defense 9, hardness 5, hp 7, break dc 17
Knuckles: defense 13, hardness 0, hit points 1, break dc 10
Assumes weapons are made of steel, comparable weapons of wood have 1/2 the Hardness and 1/3 the HP

Talents: Melee Smash/Improved Melee Smash
Special: Detect Shadow, Shadow Immunity (DR3 vs DEMONS), Slayer Weapon (+3 sword, 7 rounds, full round activation), Shadow Enemy (Undead +3 | Outsiders +1, to damage/bluff/listen/search/sense motive/spot)

Saves: Fort +10, Ref +7, Will +6
Abilities: STR 18 (4), DEX 13 (1), CON 16 (3), INT 12 (1), WIS 10 (0), CHA 14 (2)
Languages: Japanese, English, German, Mandarin, Russian

Skills: Climb (6) +10, Gather Information (4) +6, Handle Animal (1) +3, Jump (6) +10, Knowledge/Tactics (5) +6, Intimidate (13) +15, Knowledge/Arcane Lore (2) +3, Knowledge/Current Events (1) +2, Knowledge/History (5) +6, Knowledge/Popular Culture (1) +2, Sense Motive (13) +13, Speak Language/German, Speak Language/Mandarin, Speak Language/Russian, Swim (6) +10, Tumble (13) +14.
Cloistered skills: Knowledge/Arcane Lore, Knowledge/History.

Feats: Archaic Weapon Proficiency, Heroic Surge, Dodge, Weapon Focus, Agile Riposte, Power Attack, Sunder, Defensive Martial Arts, Elusive Target

Gear:
Shishio is a +2 enchanted katana with the energy blast: electric quality. Once per day, as a full-round action, it can be used to summon Ranguren to perform a full attack against a single foe within 30 feet. Attack rolls are made at the user's BAB and otherwise treated as though performed by a huge magical beast with a strength score of 24 and the Multiattack feat. Thus, the full attack would be composed of a bite at +5 (plus wielder's BAB) to hit and 2d6+7 damage, and two claws for +3 (plus wielder's BAB) to hit and 2d4+3 damage each; all successful attacks also deal 1d6 points of electric damage. Ranguren's attacks freely hit incorporeal enemies and count as a +2 weapon for the purpose of bypassing damage reduction, but do not benefit from any corresponding enhancement bonuses to attack or damage.

Jade Magatama: The trio of magical charms on this necklace grant the wearer a +1 luck bonus to fort, ref, and will saves. Once per day, as a swift action, these bonuses may instead be exchanged for a +3 luck bonus to a save of the wearer's choice; the necklace's properties revert to normal the next day.

1x zeppelin: Magpie!

Ring of Protection +1: +1 dodge to AC

Background
Spoiler: ShowHide

Yomi Isayama was raised by Naraku Isayama, the head of the Isayama clan. He adopted her after having dispatched the spectre that killed her real parents, and Yomi grew up as the perfect daughter to serve as his heir and successor, so that she would be able to repay his kindness one day. Towards that end, she had trained in swordsmanship, focusing mostly on techniques to deal with the walking dead, while maintaining the facade of a perfect young lady to the outside world. Together with the sacred family sword, Shishio, and the demon beast sealed within, Ranguren, she stood on the front lines of a war between the constantly invading spectres and the unsuspecting humankind.

Trouble struck unexpectedly. While she was on a date with her fiance, Yomi's father was assassinated. Even though it was to be an arranged marriage to unite the Isayama and Izuna families, she was accused of playing around. Her future as the successor was no longer solid, and that honor now fell to her older cousin. Without Naraku to protect her interests, she was evicted from the main home, and had Shishio taken from her.

A foreigner with a British accent came around that time, demanding the sacred sword. Going by Elgin, he wasn't subtle in his speech or attitude, which spoke of entitlement to the Isayama's most guarded treasure. He was rebuked, of course, and tossed out of the compound. That very night, however, Elgin returned. His assault on the main house was successful, and when he finally left, it was with Shishio in his possession. Mei, Yomi's aforementioned cousin, came to see her in the aftermath of the assault, and confided in Yomi that she was blamed for it by the elders shamed at their failure to protect their most precious treasure, guarded as it was at the main house. Her only chance was finding Elgin and getting Shishio back from him, Mei asserted, which should bring Yomi back into her adoptive family's good graces.

Yomi took off, later hearing rumors trickling down from shared acquaintances of her old teammates that her actions were taken as proof of her treachery. Whether Mei set her up or there was just no pleasing those now in power back home, it hardly changed reality for Yomi. She still wants to get what is rightfully hers. As for returning back to Japan with it... she'll think about it, but England's not such a bad place for a spectre-hunter of her skills, either. Her upbringing allows her to blend in fairly well culturally, even if her ethnicity is clearly visible. In fact, the most taxing part is how her birthplace being the mystical land of the Orient tends to become her sole identifying feature for some people, often opening the doorway to whichever racial epithet that strikes some idiot's fancy. Dealing with idiots is far too tiresome, after all.

Shishio is the only weapon she will ever accept as truly hers, but while the sacred katana and its bound beast remain in Elgin's hands, Yomi is forced to rely on Michael 12, the katana forged by the eccentric spiritual weaponsmith she had met in her line of duty. Aside from sharing his name, it is capable of cutting apart ghosts and demons with a single boosted strike, a pneumatic mechanism built into the sheath releasing the blade far more swiftly and adding to the swing; a chain keeps it attached to the sheath, allowing for stunts that would catch a novice opponent off guard or lure them into making a mistake. Its very nature makes Yomi's sword fights flashy, a reality she found troublesome while on her own and without an organization backing her to prevent rumors of her exploits from spreading and, perhaps, reaching the wrong ears. On the other hand, it may well bring her closer to her quarry, so Yomi is in no hurry to correct her ways.
<Steph> I might have made a terrible mistake

Ebiris

#2
Brunilda Kingston

Smart Hero 3/Scientist 7 (Adventurer - Disable Device/Knowledge (Technology) skills and Personal Firearms Proficiency feat)

STR 17, DEX 13, CON 15, INT 20, WIS 12, CHA 8

HP: 56
Defence: 19
Attack:
Reputation: +3
Wealth: 15
Bab: +4
Initiative: +5
Speed: 30
Action Points: 47

Fort: +7
Ref: +4
Will: +8

Talents: Linguist, Exploit Weakness, Scientific Improvisation, Smart Defence, Bonus Invention Feat
Feats: Heroic Surge, Improved Initiative, Builder (Chemical/Mechanical), Improvised Invention, Extend Invention, Miniature Invention, Simplified Invention
Skills: Craft (Chemical) +20, Craft (Mechanical) +20, Craft (Pharmaceutical) +18, Decipher Script +18, Disable Device +19, Demolitions +18, Forgery +18, Knowledge (History) +18, Knowledge (Earth & Life Sciences) +18, Knowledge (Physical Sciences) +18, Knowledge (Technology) +19, Pilot +14, Repair +18, Research +18, Know Language (Mandarin, Spanish)
Languages: English (native), German, Japanese, Russian, French, Hindi, Mandarin, Spanish
Inventory: large travel case, forgery kit, lockpick set, basic mechanical tool-kit, chemical kit

Discoveries
8 Create Water, Cure Minor Wounds, Light, Mending, Daze, Mage Hand, Prestidigitation, Message
5 Magic Missile, Power Device, Cure Light Wounds, Mage Armour, Burning Hands
3 Darkvision, Shatter, Enhance Ability
2 Call Lightning, Haste
1 Stoneskin


Inventions
Spoiler: ShowHide


Gamma Pulse Wave Modulator, 10lb (Magic Missile Discovery, Extend Invention, 2x Ring slots)
This boxy looking contraption appears like an old fashioned camera with a wooden rifle stock mounted on the back, and projecting from where the lens would be is a long brass conical structure surrounded in a strip of lead forming a spiral pattern. Atop the main 'box' is a series of magnifying lenses that can be arranged to allow for targetting and magnification, while a series of dials and levers are present around the rifle stock for the careful adjustments needed to ensure the weapon functions correctly and doesn't fatally irradiate everyone within ten miles with the cosmic rays it stores and channels within the radiocapacitor.
Range 170ft. Four beams that bypass all armour and always hit to inflict 1d4+1 damage each.

Sonic Resonance Cascade Destabiliser, 10lb (Shatter Discovery, Miniature Invention, 1x Gloves slot)
This appears like an ordinary gramaphone, a few years out of fashion, with the exception of a quartz crystal formation seemingly growing out of the horn. A set of complicated dials are used for tuning it to emit soundwaves at the correct destructive frequency to shatter resonant objects into thousands of tiny pieces!
Range 40 ft. 5ft radius burst destroys glass/crystal/ceramic/porcelain objects under 7lb, or can destroy any single object of less than 70lb. 7d6 damage to crystalline creatures. DC 17 will save to negate object destruction or fort save for half damage on crystalline creatures. 50 Charges



Radioisotope Thermoelectric Generator, 10lb (Power Device Discovery, Extend Invention, 2x Ring slots)


R-XX Raijin Prototype, 100lb
Stoneskin Discovery (Armour & Vest slots) 40lb
Haste Discovery (Miniature Invention, Boots slot) 15lb
Enhance Ability Discovery (Miniature Invention, Bracers slot) 10lb
Mage Armour Discovery (Miniature Invention, Belt slot) 5lb
Burning Hands Discovery (Miniature Invention, Ring slot) 5lb
Call Lightning Discovery (Miniature Invention, Ring slot) 15lb
Darkvision Discovery (Miniature Invention, Goggles slot) 10lb


R-01 Raijin Production Model 70lb
Enhance Ability Discovery (Simplified Invention, Boots & Belt slot) 30lb
Mage Armour Discovery (Simplified Invention, Armour & Vest slot) 10lb
Burning Hands Discovery (Simplified Invention, 2x Ring slots) 10lb
Darkvision Discovery (Simplified Invention, Goggles & Hat slots) 20lb


Background
Spoiler: ShowHide

Brunilda is a crabby thirty-something scientist with precious little patience for anyone lacking her genius and no respect for any fields in which she hasn't personally studied.

While visiting an archaelogical dig in Northern China, she was swept up in the Japanese army's advance, and captured as a prisoner in a shameful violation of international law and respect for the Crown. Playing on her skills, she avoided the fate of being assigned to a 'comfort battalion' and was instead compelled to work on a top secret project to develop a fighting mechanical suit. By happenstance, however, she came to the attention of the renegade ninja Sayuri, who helped orchestrate her escape from the facility and transport to Hong Kong, before flying back to the United Kingdom. All through the journey learning of the hidden war against the Demons that one of Sayuri's friends apparently impressed quite deeply upon her.

Carthrat

#3
Dedicated Hero 3/Mage 7 (Starting Occupation: Hedge Wizard)

Erin Callahan
HP: 65
Init: +7
Defense: 19
BaB: +5
Reputation: 2
Wealth: 24
Action Points: 38

Full Attack: +9, 2d6, x2/20 (That Russian Gun, Clip: 7)
Saves: Fort +6, Ref +6, Will +9
Abilities: Str 12, Dex 16, Con 14, Int 17, Wis 14, Cha 13
Skills: Concentration (11) +13, Craft (Chemical) (13) +16,  Craft (Pharmaceutical) (8) +11 Craft (Writing) (6) +9, Craft (Visual Art) (6) +9, Decipher Script (6) +9, Demolitions (8cc) +7, Investigate (3) +8, Knowledge (Arcane Lore) (13) +21, Knowledge (History) (8)+11, Knowledge (Streetwise) (1)+6, Knowledge (Theology and Philosophy) (6)+13, Research (6)+9, Sense Motive (8) +12, Spellcraft (13)+17, Spot (13) +17, Treat Injury (4) +6
Langauges: Irish, English, Latin, French, German, Japanese (why)
Talents: Skill Emphasis (Knowledge (Arcane Lore)), Faith
Special: Arcane Skills, Arcane Spells, Familiar, Scribe Scroll, Scribe Tattoo, Spell Mastery
Feats: Magical Heritage, Simple Weapons Proficiency, Personal Firearms Proficiency, Improved Initiative, Heroic Surge, Attentive, Spellslinger, Educatedx2 (Knowledge: Arcane Lore, Theology and Philosophy, History, Streetwise), Signature Spell (Hold Person), Combat Casting
Stuff: Colt M1911A1, Day Pack, Evidence Kit, Chemical Kit, Medical Kit, Small House, Hierarchy Manifest, Chloroform, mysterious blue potions, Portal Bracelet, Leeching Wardstone, Master Telecom Orb

Leeching Wardstone: A faceted orange gem an inch in length and half that in width, the stone set in this pendant hangs from a silver cord. Some manner of hungry, supernatural entity is sealed inside, its will having been channeled to protect the bearer from similar threats in exchange for a minor amount of her life energy. If the wearer is subject to any attack, spell or effect that inflicts level drain, ability drain, or ability damage, the first level or point of such loss is negated in exchange for 1 hit point. Ability drain/damage from poison or disease is unaffected.

The spirit within the wardstone has become quite willful over time and does not easily part with its wearer. Upon donning the pendant, the stone will immediately burrow into the wearer's flesh just above her sternum. Thereafter, it can be only removed by digging it out forcibly (incurring 5 hit points of damage), making a successful treat injury check (DC 15), or the application of a Remove Curse spell.


Spellbook

Magical Heritage Spells: Detect Magical Aura, Mending, Daze, 3/day

0th: 4/6/5/4/2

(DC 13) 0th: Arcane Graffity, Daze, Detect Magical Aura, Haywire, Light, Mage Hand, Magic ID, Mending, Message, Prestidigitation, Read Magic, Resistance, Magic Missile
(DC 14) 1st: Change Self, Clean, Comprehend Languages, Feather Fall, Instant Identify, Mage Armor, Sleep, Trace Purge, True Strike
(DC 15) 2nd: Enhance Ability, Locate Object, Web, Blur, Darkvision, Protection from Bullets, Resist Energy, Burglar's Buddy
(DC 16) 3rd: Hold Person, Gaseous Form, Tongues, Dispel Magic, Lightning Bolt
(DC 17) 4th: Dimension Door, Minor Globe of Invulnerability, Wall of Ice
Spell Mastery Spells: Change Self, Hold Person, Gaseous Form

Familiar: White Eagle (As book stats, but with 15 HP, 6 Int, +1 Natural Armour, Improved Evasion, Alertness, Empathic Link
HP: 32
Init: +3
AC: 18
Atk: +5 (1d4-2)
Special Qualities: Improved Evasion, Share Spells, Empathic Link, Alertness, Speak with Master


Hierarchy Manifest: This ancient document seems to have been torn from the page of a book- or perhaps was the only survivor when that book was burned, given the scorched marks around it's frayed edges. What exactly is written on it is difficult to recount, but it contains truths of the cosmos so daunting that any who read it undergo a spontaneous revelation. They must make a Will Save (DC 18) or be stunned for 1d4+1 rounds, unless they have at least 5 ranks in Knowledge (Arcane Lore). Furthermore, anyone who reads it gains Knowledge (Arcane Lore) as a class skill as their minds are made more amenable to the unnatural.


Erin Callahan is an initiate of the Inner Circle of the White Eagle Lodge, a sect founded on the wave of spiritualism that gripped London throughout the 1930s. She fell into the group shortly after immigrating to England from Ireland- her strictly catholic family had no place for someone like Erin, who frequently claimed that she had been to heaven and spoken to the dead within her dreams well into her teenage years.

The Lodge was founded by one Grace Cooke, who used it as a platform to spread awareness of her Theophosic views- but also to screen seekers for potential. Those who spoke of strange incidents in their childhood, such as visions, prophetic dreams, or a feeling that they were touched by something from afar- these people, Grace thought, had the potential to touch other worlds and draw upon their power, and thus were elevated to the Inner Circle in order to cultivate their connection.

Initiates and laymen alike, all who join the Lodge are taught of the Ascended Heirarchy- that all religions are teachings from the Ascended Ones, who seek to bring Man to a new stage of enlightenment. Each religion contains some portion of the ultimate truth, and when these facts are unified, man will finally reach transcendence. The visions and dreams initiates had were more direct messages from the Ascended Ones- and could draw upon their knowledge. Grace felt she had a mandate from her spirit guide- White Eagle- to lead people to their evolution by any means necessary.

As an initiate, Erin came to thoroughly believe in the Ascended Heirarchy and the unity of mankind it implied was possible. Grace personally instructed initiates in how to listen and deepen ones connections with the Ascended Ones, but likewise told them that all needed to search for the truth on their own- by studying old religions and chasing down fragments of knowledge thought lost, forever combing texts for messages from above.

The Lodge had many old books and strange texts in it's own library, and many had yet to be carefully inspected. One such tome which Erin uncovered turned out to be the journal of the Count of Saint Germain- a famous alchemist and noble who was rumoured to be immortal, possess supernatural powers, and, in Erin's view, was likely to be an incarnation of one of the Ascended Ones on Earth. Frustratingly, the journal was written in a cipher and encoded as a series of plays, each one remniscient of Shakespear's work. Through slow and dilligent effort, however, she was able to translate it. Copying it was impossible- typewriters failed and ink would unerringly spill upon any attempt- but nonetheless, Erin was unable to uncover secrets of alchemy and magic from the disjointed words.

She relayed her discoveries to Grace, who reacted with excitement- never before had they found such a manual of magical ability! They even speculated that the journal likely held the secrets of the Elixer of Life- reputedly, a concoction that could grant immortality. However, in this case, both expected 'immortality' to, in fact, mean 'enlightenment', and Erin pressed on to complete her translation as quickly as possible, finding only a little time to try and instruct others in it's mysterious workings.

But the Journal was stolen- a bold thief broke directly into the Lodge's inner sanctum and assaulted Erin, knocking her unconscious with some kind of magic before making off with the book, and Erin's chances of solving the riddle of enlightenment plummeted. Incensed, she and Grace immediately began trying to track the thief. Whoever he was, he had to have had a contact on the inside- none were supposed to know about the book. In all likelyhood, the man was an agent of the Thule society- a group of German occultists who had recently gained a reputation for seizing and hoarding any trinkets they could locate.

Erin is a dedicated dreamer, and she feels that enlightenment is only a step away. The prospect is viewed along the same lines as how others might view the rapture, or reaching heaven- a state that is infinitely and incomprehensibly better than life as it is now, where all secrets of the universe are revealed and all people will be able to live in harmony. The theft of the Count's journal feels like a personal attack on her and her cause, and she feels anything is worth it to get it back.


Visions!

<El-Cideon> They come in a rush, sometimes overlapping before the last one's ended: You see an eagle lying on a cracked, baked plain. It is quite dead, wings splayed out. As you watch, worms wriggle from its heart, banded black and brown.
<El-Cideon> The vaulted ceiling of a cathedral soars above you, impossibly high, stone columns like tree trunks around. On one, a man hangs by his neck from a rope.
<El-Cideon> You see a figure made of metal, corroded and pitted, straining to push a rock up a hill. There are shapes in the rock, strange angles; you catch glimpses of stray limbs, howling faces, that vanish when you try to examine them.
<El-Cideon> A man sits on the edge of a stage, wearing a tuxedo and a vacant expression. The top of his skull is missing; a mockingbird perches on the rim and picks at the contents therein.
<El-Cideon> A butterfly struggles at the center of a spider's web. From afar, the threads tremble at the predator's approach, but when the spider draws near it is rent apart by dreadful black claws.

<El-Cideon> An African man stands before a grand, snow-capped mountain. The sight is majestic, but he turns away in disappointment.
<El-Cideon> A robed figure wades through a blazing inferno. What can be seen of its limbs are gangly, deathly white. A black shroud obscures the face; from behind it arc two blunt, bonelike protrusions. They do not look like part of the mask.
<El-Cideon> A woman in a blue-and-white checked dress lies on a filthy cot, facing the wall, lit only by a few even bars of light. Her left arm covers her head, as if shielding her from something; something about her silhouette is monstrously malformed, though the poor light obscures the truth.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up