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Characters Sheets
#1
The three adventurers are old friends, or better brothers, of the kind of brotherhood that you attain by spilling your blood together on countless battlefields.
You have no families left, no real relations. Your companions are the closest thing to your family, specially now, that you had that highly unexpected mystic experiences: you won't talk about them with anybody else.

During this adventure, you will be called "the Tanogoro" as Tangor is the place of your birth and your clothes, accent and racial features show it very clearly to everybody in Blackmoor.

For these reasons, you have no secrets between yourselves and we can keep the character sheets visible.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
#2
HORORIN DRAGONSBANE (Human, male), played by JesseOcasio

SKILL 7 (7)
STAMINA 8 (2)
LUCK 9 (9)
MAGIC 5 (5)
MAGIC POINTS 12 (8)

Talent
Natural Mage

Special Skills
Magic: Wizardry (1)
Sleigh of Hand (1)
Trap Knowledge (1)
Dagger (1)

WEAPON
Sacred Dagger
This is a blue steel dagger with a +1 bonus at rolls to hit and to damage. It is the weapon given to you by He-who-must-not-be-named-yet, your supernatural patron, and you wouldn't trade it with any other weapon.
With a natural 12 (6+6) roll it will also hit a reasonably sized enemy straight at his/her/its heart (or similar vital organ), causing an instant death. This of course may not be possible for some kind of enemies, such as giant sized (the dagger will be too short to reach the heart) or without a vital organ (such as constructs or undeads, etc.).
Damage roll 1 2 3 4 5 6 7+
Dagger...... 1 1 2 2 2 2 3

ARMOUR
Leather Jerkin
This fine looking jerkin allows you a +1 to all your damage rolls. It is the armour given to you by He-who-must-not-be-named-yet, your supernatural patron, and you wouldn't trade it with any other armour.
Armour roll.... 1 2 3 4 5 6 7+
Leather jerkin 0 0 0 0 1 1 2

GOLD
50 gold coins (in a purse at your belt)

PROVISIONS
3 preserved meals (in the backpack)

OBJECTS
backpack
water bottle (in the backpack)
one potion of STAMINA (in the backpack)
Lady Igraine's pomander of rare herbs (around the neck)
Bottle of "sense of humour" (in the backpack)
Blowpipe


MOUNT
Steed from the Royal Palace


SPELLS KNOWN

Darkness (1)
When cast, this spell will create a 5m radius circle of absolute darkness around the caster.
The area of darkness will not move and will cancel out both normal light and Dark Seeing talent.
The darkness can be cancelled with a Light spell or a counterspell, but will otherwise last for 3 minutes.

Open (1)
This spell will open any physical lock or cancel out a magical lock spell.
The door, chest or lock must be touched to be affected.

Mirror Selves (2)
When cast, this illusion will create two copies of the caster, all of which will act in a similar way.
In a fight, this spell will mean that only one in three successful attacks will actually hit the real caster.
The caster will also count as three people for the purposes of outnumbering and any bonus thereof (although the copies will not cause any damage).
Even if a copy is hit, it will NOT disappear, with the spell lasting for three minutes.

Sleep (2)
This spell will put one victim to sleep for five minutes.
The target may test for LUCK to avoid the effect, but if affected the sleep is normal.
The victim may be woken by loud noises, wounds, shaking, etc.
A Hero may automatically kill most sleeping opponents, although this is considered bad form in most cases!

Invisibility (4)
This handy spell will turn the caster or one other target invisible, along with currently carried clothes and equipment.
This spell will not however make the target silent and doors etc. will still need to be opened.
The effect will last for three minutes or until the caster either hits an opponent, is hit by an opponent or casts another spell.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
#3
EWART OAKESHOTT (Human male), played by Ironwolf

SKILL 7 (7)
STAMINA 16 (16)
LUCK 10 (10)
MAGIC 0 (0)

Talent
Strongarm: + 1 to all hand-to-hand damage rolls

Special Skills
Two-handed Longsword (4)

WEAPON
Sacred Two-handed Sword
This is a blue steel sword with a +1 bonus at rolls to hit and to damage. It is the weapon given to you by He-who-must-not-be-named-yet, your supernatural patron, and you wouldn't trade it with any other weapon.
With a natural 12 (6+6) roll it will also cut off the head of a reasonably sized enemy, causing an instant death. This of course may not be possible for some kind of enemies, such as giant sized ones or creatures that can survive even if you cut off the head, such as constructs, etc.).
Damage roll........ 1 2 3 4 5 6 7+
two-handed Sword 3 3 3 3 4 4 5

ARMOUR
Leather Jerkin
This fine looking jerkin allows you a +1 to all your damage rolls. It is the armour given to you by He-who-must-not-be-named-yet, your supernatural patron, and you wouldn't trade it with any other armour.
Armour roll.... 1 2 3 4 5 6 7+
Leather jerkin 0 0 0 0 1 1 2

GOLD
58 gold coins (in a purse at your belt)

PROVISIONS
3 preserved meals (in the backpack)
Bread and cheese for 3 meals

OBJECTS
backpack
water bottle (in the backpack)
Lady Igraine's pomander of rare herbs (around his neck)
very comfortable and silent boots - but too small (in the backpack)
Two wax masks


MOUNT
Steed from the Royal Palace
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
#4
GRUMM THE SUREBLADE (Dwarf, male), played by Baldrick

SKILL 7 (7)
STAMINA 16 (15)
LUCK 10 (10)
MAGIC: 0 (0)

Talent
Combat Reactions

Special Skills
Axes (1)
Armour (1)
Strength (1)
City Lore (1)

WEAPON
Sacred Axe
This is a blue steel war axe with a +1 bonus at rolls to hit and to damage. It is the weapon given to you by He-who-must-not-be-named-yet, your supernatural patron, and you wouldn't trade it with any other weapon.
With a natural 12 (6+6) roll it will also cut off the head of a reasonably sized enemy, causing an instant death. This of course may not be possible for some kind of enemies, such as giant sized ones or creatures that can survive even if you cut off the head, such as constructs, etc.).
Damage roll 1 2 3 4 5 6 7+
War Axe..... 3 3 3 3 4 4 5

ARMOUR
Leather Jerkin
This fine looking jerkin allows you a +1 to all your damage rolls. It is the armour given to you by He-who-must-not-be-named-yet, your supernatural patron, and you wouldn't trade it with any other armour.
Armour roll.... 1 2 3 4 5 6 7+
Leather jerkin 0 0 0 0 1 1 2

GOLD
59 gold coins (in a purse at your belt)

PROVISIONS
[3 preserved meals (in the backpack)]

OBJECTS
backpack
Water bottle (in the backpack)
Lady Igraine's pomander of rare herbs (in the backpack)
Wax mask of himself


MOUNT
"War pony" from the Royal Palace
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
#5
I'll keep these characters sheets always up to date during the adventure.
If you notice that I make a mistake or I miss a due update, please give me a shout!
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
#6
Please feel free to add further character description and background...
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
#7
Grumm the Sureblade

Age: Unknown.

Description: Grumm has the appearance of a road-worn and surly Dwarf, with weathered features and a tired look contrasted only by the marked paranoia and anxiety in his sharp, blue eyes. Grumm wears hopelessly outmoded fashion from the previous generations, including a stout, red cape with gaudy blue stripes and faded yellow pants (dyed in the traditional manner with animal urine). His boots have been worn through and repaired many times—a testament to his long years serving as a mercenary in Lord Bloomp's army.

History: Years on the battlefield as a sell-sword have made the serious and taciturn Grumm neurotic. Although he is usually well in control of the creeping paranoia in the shadowy corners of his consciousness, Grumm nevertheless betrays the unsettling workings of his psyche in several nervous ticks. His eyes dart around at all times, looking for masked pursuers or inevitable betrayal. Indeed, Grumm is well aware that mercenary's are the lowest life form on the battlefield. Yet, years of being expendable fodder have also sharpened his reflexes, even if they have dulled his ability to think clearly at times. For this, the men in Grumm's unit have always prized his gut instinct and quickness to react to danger, and he is deeply trusted by those close to him. When the weight of his history on the battlefield finally became too heavy a burden to bear, Grumm set out for a different life. Yet, with such a particular set of skills, how much can he truly escape his past?
#8
Ewart Okaeshott

Human male, aged 24 years

Ewart Okaeshott was born to battle. His mother was a camp follower, a washerwoman who serviced a company of swordsells known as ‘Black Dogs’. His father’s name is unknown, but he must have been a large man with raven-black hair, for Ewart looks not at all like his diminutive mother. Instead of a father to raise him, Ewart had an army. Rising through the ranks of the Dogs to the rank of captain, Ewart was noted as much for his sharpness of mind as his strength and skill with a blade. He excelled at interpersonal combat, and became an expert at leading raids and small units.

Ewart is more than a warrior. He is an artist, who uses his longsword to paint battlefields red. In his hands, the longsword is more than a heavy metal club; it is a precision instrument, wielded by an expert. The longsword, to Ewart, is the most wonderfully flexible and deadly weapon known to man or god. Weighing a scant three or four pounds, its blade can fell a mounted knight, or chop his horse’s legs from under him. Wielded one-handed, it can be paired with a shield; but with both hands, and using both its edges, as well as point, pommel, and quillion, its versatility multiplies one hundredfold.

Ewart left the Dogs to follow the summons of his spiritual guide, much to the chagrin of his company commander. He met Grumm and Hororin on the road to Blackmoor, and the three quickly formed a bond of friendship. Ewart trusts both of his companions with his life.

Ewart is tall and very muscular, with raven-black hair and a short beard. He dresses in dark travelling clothes, favours black horses, and moves with uncanny speed and grace for one so large. His face and body bear the scars from countless battles, and his bulging arms bear the crude tattoos that mark an officer of the Black Dogs.


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