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The Beast of Ledsham» Forums » Play By Forum

Subject: [OOC] The Beast of Ledsham rss

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Bifford the Youngest (Sam)
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This is the out-of-character thread for The Beast of Ledsham.

From the PDF:'This full length investigative adventure set in the ancient village of Ledsham is perfect for novice investigators or experienced characters alike and can be run as a one off or easily integrated into a full campaign. The full adventure should take roughly 3-4 game sessions to play through and can be run with as many characters as desired.

"Something evil lurks in the woodland of the manor of Ledsham, eating game and scaring the villagers. The Norman baron Ilbert de Lacy will take harsh measures against the village unless the brave investigators can find out the truth behind the beast and deal with the problem once and for all." '



You need nothing but your eyes, hands and brain forvthis adventure. Everything else will be right here for you (or in the Character & Game Info geeklist)

Welcome & Enjoy!

Sam / Bifford
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Reason for Being.

So you don't go in to the game blind here is the reason for your being:


"You have been sent on the orders of your patron to investigate recent strange happenings around the small village of Ledsham. There have been reports from the villagers of a large wolf-like beast killing game around the village and you have been sent to find out whether these are fanciful tales made up to hide the fact the Saxon villagers are stealing the deer of the Norman lord Ilbert de Lacy."

Each of you are effectively outcasts from your previous lives, having seen some magickal and hard-to-believe event such as a dead man walking for 24 hours, or a banshee wailing. Since then you have wandered the land trying to fit in somewhere. You have all been brought to York because Ilbert de Lacy has heard of your experience somehow and believes you may be able to solve this problem. (Plus you are of course expendable.)


First steps in character creation.

Character generation is random, but you should still have a vague idea of the sort of person (not lifestyle) you want to play. So for example when I started making my practice character I knew I wanted him more physical than mental. the biggest choice here is if you want to be able to access the Maelstrom (Magick) or not. I can bend the rules to set you down that path if you do. If you do have a specific idea in mind please let me know here or by geekMail and I'll consider it.


Everyone starts with an Age of 13, and a base score of 40 in each of these aspects:

Attack Skill 40
Missile Skill 40
Defence Skill 40
Knowledge 40
Will 40
Endurance 40
Persuasion 40
Perception 40
Speed 40
Agility 40

(If you need clarification on any of these please ask)

4 of those then get boosted by +1d6 points and 2 of them take a hit of -1d6 points. This means everyone starts off on a slightly different footing than the others.

For those of you who are new to the Geek and have not used the GeekRoller before:

Top right of your input area are a set of buttons with one marked "Roll". Click that.
Press the box marked "d6" then type in a reason for the roll in the Comment box. Press "Add Roll". (You can validate a roll at any time with the "Validate" button if you are not sure if something is allowed) Repeat that process for the other 3 additions.

So I choose to add points into Attack; Defence; Will(power); & Agility. I want someone who can look after themselves.
Roll One: Attack Skill 1d6 = (4) = 4
Roll 2: Defence 1d6 = (4) = 4
Roll 3: Will 1d6 = (5) = 5
Roll 4: Agility 1d6 = (5) = 5

I then do another two rolls, but this time I'll take the result off my 40 score. Missile Skill & Knowledge.

Roll five: Missile loss 1d6 = (2) = 2
Roll six: Knowledge loss. 1d6 = (5) = 5

Which means I end up with:

Attack Skill 44
Missile Skill 38
Defence Skill 44
Knowledge 35
Will 40
Endurance 40
Persuasion 40
Perception 40
Speed 40
Agility 45

Not bad, though he's a bit of a thick teenager!
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  • 463210. Bifford
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  • Fri Nov 15, 2013 3:05 pm
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  • 463218. Bifford
  • 1d6 =
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  • Roll 2: Defence
  • Fri Nov 15, 2013 3:09 pm
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  • 463219. Bifford
  • 1d6 =
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  • 5
  • Roll 3: Will
  • Fri Nov 15, 2013 3:09 pm
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  • 463221. Bifford
  • 1d6 =
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  • Roll 4: Agility
  • Fri Nov 15, 2013 3:10 pm
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  • 463224. Bifford
  • 1d6 =
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  • Roll five: Missile loss
  • Fri Nov 15, 2013 3:14 pm
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  • 463225. Bifford
  • 1d6 =
  • (5) =
  • 5
  • Roll six: Knowledge loss.
  • Fri Nov 15, 2013 3:14 pm
Keith Mageau
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Attack Skill 40
Missile Skill 40
Defence Skill 40
Knowledge 40
Will 40
Endurance 40
Persuasion 40
Perception 40
Speed 40
Agility 40


Here's my rolls:
Roll 1: Perception 1d6 = (4) = 4
Roll 2: Knowledge 1d6 = (4) = 4
Roll 3: Will 1d6 = (5) = 5
Roll 4: Endurance 1d6 = (4) = 4
Roll 5: Agility loss 1d6 = (4) = 4
Roll 6: Missile Loss 1d6 = (2) = 2
Social Class 2d6 = (6 + 5) = 11
Characteristic Roll 1 1d100 = (47) = 47
Characteristic Roll 2: 1d100 = (71) = 71
Characteristic Roll 3: 1d100 = (26) = 26

Adjusted stats:
___________________________
Name: Robert Goldwine
Age: 35

Attack Skill 73
Missile Skill 41
Defence Skill 64
Knowledge 50
Will 48
Endurance 82
Persuasion 43
Perception 47
Speed 50
Agility 48

Racial Origin: Anglo-Saxon
Social Class: Townsman
Money: 316d

Abilities:
Intimidation lv II
Local Knowledge lv II
Combat Training lv IV
Survival lv IV


Stuff: Coin Shears

Events:
'You save the life of another traveler. You have made an eternal ally.'
'You are very successful for most of this year. Gain triple normal wealth this year.' Applied
'You fracture your leg and lose 1D3 Speed. 1d3 = (3) = 3 ' Applied
'You are badly injured. You recover well, but are heavily scarred.'
'You narrowly avoid death and now suffer from a terrible temper. You must pass a Will saving throw if insulted. Failure means you will respond with violence.'
'Chain lightning'

47 = Strong Grip
'The character has very strong hands and holds very tightly to weapons and other objects. This reduces the chance of a fumble in combat by 2% (see Chapter 4). However, this strong grip also means that the character suffers a -20 penalty when using throwing weapons such as a spear, axe etc.'

71 = Double Jointed
'The character has very flexible limbs and spine, and can twist their body into all sorts of unusual and disturbing shapes. The character receives a +20 bonus to Agility saving throws related to squeezing through small spaces or escaping bonds.'

26 = Nondescript
'The character appears completely average in looks, hair, height and build, with almost no distinguishing features. This makes him very difficult to remember or describe later, and also makes him less likely to be noticed when other people are around. It is up to the Referee to determine the in game effects of this characteristic. This may not be taken with Huge, Large or Hoghead.'

Mail Byrnie
A shirt made of chainmail covering the arms and down to the waist, this armour offers a good balance between protection and weight. The huge number of links required and the skill needed to make and join them means that only the best armourers can make chainmail. Usually expensive, this armour is normally the preserve of knights, serjeants and the more well off men at arms and mercenaries.

AR= 6
Penalty= -4

Kite Shield
A tall shield up to four feet tall with a rounded top half and pointed lower half, these shields were designed to give increased protection to the legs of a mounted knight. These shields are now common amongst men-at-arms on foot and on a horse. Most shields of this kind have an iron boss, although a few have extra wooden struts and no boss. These shields can also, in an emergency, be used to bash an opponent, although the wielder
loses the DS bonus if he does so. Kite shields usually have a long strap so that the shield can be slung over the shoulder when not in use.

AS= -5
DS= +12
Damage= 1d6

(Spear = AS= +2 ; DS= -5 ; Dam= 3d6)

________________________________________________

35 = Rogue

3 yr service. New age 16.

+1D10 Attack Skill 1d10 = 9
+1D10 Endurance 1d10 = 10
+1D10 Speed 1d10 = 5
+1D10 Discretionary 1d10 = 6 What do you want to spend these on? Not attack; endurance; speed.


Abilities:
Intimidation lv I
Local Knowledge lv I

4d6 d cash 4d6 = 17

Does he get a 'Dagger'? 1d100 = 98 - No
Does he get 'Coin Shears'? 1d100 = 74 - No
Does he get a 'Leather Hauberk'? 1d100 = 32 - No

Event: Travel : 1d100 = 58

'You save the life of another traveller. You have made an eternal ally.'

Does he exit lifepath? 1d100 = 15 By the results of the base roll you Would exit the lifepath and be ready to start the game. However if you wish to +10 to the result you would not and you'd get a second career. Your choice!



Description:
Rogues are those who make a living by stealing, conning or bullying others, but still live within a town (unlike outlaws). Rogues tend to live in the poorer areas of towns and cities, and prey on the inhabitants of those areas. Rogues are usually unprincipled and rough individuals, and the vast majority end up either as outlaws or on the gallows.

Standard Equipment:
Most rogues will be clothed in rough but serviceable clothing, and are usually armed with a concealed weapon. Otherwise, Rogues may have almost any equipment and possessions, depending on their success in criminal activities.


Random Name: 1d100 = 74 = Goldwine

3yr service. New age 19.

Next career: 1d100 = 25 = Rogue.

+1D10 Attack Skill 1d10 = 4
+1D10 Endurance 1d10 = 6
+1D10 Speed 1d10 = 8
+1D10 Discretionary 1d10 = 3 (not to spend on attack; End; Speed)

Intimidation lv II
Local Knowledge lv II

4d6 d cash: 4d6 = 15 (45 d)

Dagger? 1d100 = 49 - No
Coin Shears? 1d100 = 3 - Yes
Leather Hauberk? 1d100 = 93 No

Event: Travel: 1d100 = 76

'You are very successful for most of this year. Gain triple normal wealth this year.'

End Lifepath? 1d100 = 69 - No
__________
Next career: 1d100 = 83 = Mercenary

4yr service. New age 23.

+2D6 Defence Skill 2d6 = (1 + 1) = 2
+1D10 Attack Skill 1d10 = (5) = 5
+1D6 Endurance 1d6 = (6) = 6
+1D10 Discretionary 1d10 = (1) = 1 (Where to spend? Not on Defence; Attack; Endurance) (now have 4 to spend)

Combat Training lv I
Survival lv I

1d100 d cash: 1d100 = (63) = 63

Does he get an 'Axe or Spear'? 1d100 = (51) = 51 - No
Does he get a 'Kite Shield'? 1d100 = (69) = 69 - No
Does he get a 'Mail Byrnie'? 1d100 = (95) = 95 - No

Event: Military: 1d100 = (74) = 74

'You fracture your leg and lose 1D3 Speed. 1d3 = (3) = 3 '

End lifepath? 1d100 = (74) = 74 - No

Next Career: 1d100 = (2) = 2 = Mercenary 2nd term.
___________

Mercenary 2nd term.
4yr service. Age now 27.

+2D6 Defence Skill 2d6 = 7
+1D10 Attack Skill 1d10 = 4
+1D6 Endurance 1d6 = 6
+1D10 Discretionary 1d10 = 6 (spend where? Not Defence; Attack; Endurance)

Combat Training lv II
Survival lv II

1d100 d cash: 1d100 = 77

Axe or Spear? 1d100 = 16 - Yes (Which do you want?)
Kite Shield? 1d100 = 1 - Yes (nice!)
Mail Byrnie? 1d100 = 9 - Yes (NICE!)

Event: Military: 1d100 = 27

'You are badly injured. You recover well, but are heavily scarred.'

End lifepath? 1d100 = 43 - No

Next career: 1d100 = 63 = Mercenary 3rd term



Mail Byrnie
A shirt made of chainmail covering the arms and down to the waist, this armour offers a good balance between protection and weight. The huge number of links required and the skill needed to make and join them means that only the best armourers can make chainmail. Usually expensive, this armour is normally the preserve of knights, serjeants and the more well off men at arms and mercenaries.

AR= 6
Penalty= -4

Kite Shield
A tall shield up to four feet tall with a rounded top half and pointed lower half, these shields were designed to give increased protection to the legs of a mounted knight. These shields are now common amongst men-at-arms on foot and on a horse. Most shields of this kind have an iron boss, although a few have extra wooden struts and no boss. These shields can also, in an emergency, be used to bash an opponent, although the wielder
loses the DS bonus if he does so. Kite shields usually have a long strap so that the shield can be slung over the shoulder when not in use.

AS= -5
DS= +12
Damage= 1d6


(Axe = AS= +4 ; DS= +1 ; Dam= 2d6)
(Spear = AS= +2 ; DS= -5 ; Dam= 3d6)
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  • 463226. Modoc
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  • Fri Nov 15, 2013 3:21 pm
  • [+]
  • 463227. Modoc
  • 1d6 =
  • (4) =
  • 4
  • Roll 2: Knowledge
  • Fri Nov 15, 2013 3:21 pm
  • [+]
  • 463228. Modoc
  • 1d6 =
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  • 5
  • Roll 3: Will
  • Fri Nov 15, 2013 3:23 pm
  • [+]
  • 463230. Modoc
  • 1d6 =
  • (4) =
  • 4
  • Roll 4: Endurance
  • Fri Nov 15, 2013 3:23 pm
  • [+]
  • 463232. Modoc
  • 1d6 =
  • (4) =
  • 4
  • Roll 5: Agility loss
  • Fri Nov 15, 2013 3:23 pm
  • [+]
  • 463233. Modoc
  • 1d6 =
  • (2) =
  • 2
  • Roll 6: Missile Loss
  • Fri Nov 15, 2013 3:24 pm
  • [+]
  • 463243. Modoc
  • 2d6 =
  • (6 + 5) =
  • 11
  • Social Class
  • Fri Nov 15, 2013 3:29 pm
  • [+]
  • 463298. Modoc
  • 1d100 =
  • (47) =
  • 47
  • Characteristic Roll 1
  • Fri Nov 15, 2013 3:53 pm
  • [+]
  • 463300. Modoc
  • 1d100 =
  • (71) =
  • 71
  • Characteristic Roll 2:
  • Fri Nov 15, 2013 3:54 pm
  • [+]
  • 463302. Modoc
  • 1d100 =
  • (26) =
  • 26
  • Characteristic Roll 3:
  • Fri Nov 15, 2013 3:54 pm
Bifford the Youngest (Sam)
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Racial Origin

Unless anyone wants to be of a different racial origin I will start you all as Anglo-Saxons to simplify things as you will then all come from the York area and be 'of one mind'. If you want to play a Norman or Dane or Welshman or Irishman then you can, but it will be harder for you to integrate into the group as they will be naturally suspicious of you for one reason or another!!

Anglo-Saxons, in general, are tall, strong and fair-haired. Until recently you were ruled by Thanes, but these were killed or ousted by the Normans 20 years ago. You may have accepted your new Lords, or you may still harbour ill feelings towards them.


Social Class

Bear in mind this is your class prior to being considered weirdos and outcasts. You'll still be this rank but it may not mean so much now!

Roll 2D6 this time.

2D6 Racial Type
2 Outcast
3-8 Peasant
9-11 Townsman
12 Lesser Nobility

Social Class 2d6 = (1 + 2) = 3 = Peasant.

For the newbie play by forum folks: Click on the blue number above to "expand" the roll. When doing 2d6 you can either click the "d6" button in the geekRoller twice, or just change the 1 to a 2. Also, at the bottom of your post if you click the + icon it shows all rolls made, so I can check if you've been naughty!
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  • Fri Nov 15, 2013 3:26 pm
Bifford the Youngest (Sam)
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Characteristics.

You all get a number of characteristics which are determined by rolling a 1d100 three times.

To save me copying and pasting the entire table here, please make those three 1d100 rolls and I'll let you know what the results are.

If you get a duplicate number Re-roll.
If you get a 99 roll a further two times.
If you get 100 you;ll get to choose your own choices!

Characteristic 1 1d100 = (46) = 46 = Strong Grip (chance of fumble drops)
Characteristic 1 1d100 = (57) = 57 = Iron-bones (chance of bones breaking reduced)
Characteristic 3 1d100 = (89) = 89 = Second Sight (see fairies and ghosts etc)


Things get a bit more complicated from here on in. Easy in a Face to Face group with the book, not so easy with PBF!

Lets get all the basic 13 year olds sorted then I'll move on!!
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  • Fri Nov 15, 2013 3:32 pm
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  • 463248. Bifford
  • 1d100 =
  • (57) =
  • 57
  • Characteristic 1
  • Fri Nov 15, 2013 3:32 pm
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  • 463249. Bifford
  • 1d100 =
  • (89) =
  • 89
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  • Fri Nov 15, 2013 3:33 pm
C P
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Attack Skill 40
Missile Skill 40
Defence Skill 40
Knowledge 40
Will 40
Endurance 40
Persuasion 40
Perception 40
Speed 40
Agility 40


Here's my adds:
Knowledge 1d6 = (2) = 2
Perception 1d6 = (2) = 2
Persuasion 1d6 = (1) = 1
Will 1d6 = (4) = 4

And my subtractions;
Speed 1d6 = (3) = 3
Agility 1d6 = (3) = 3

Adjusted stats:

Attack Skill 40
Missile Skill 40
Defence Skill 40
Knowledge 42
Will 44
Endurance 40
Persuasion 41
Perception 42
Speed 37
Agility 37
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  • 463250. CPiz
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  • Fri Nov 15, 2013 3:33 pm
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  • 463251. CPiz
  • 1d6 =
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  • 2
  • Perception
  • Fri Nov 15, 2013 3:33 pm
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  • 463252. CPiz
  • 1d6 =
  • (1) =
  • 1
  • Persuasion
  • Fri Nov 15, 2013 3:33 pm
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  • 463253. CPiz
  • 1d6 =
  • (4) =
  • 4
  • Will
  • Fri Nov 15, 2013 3:33 pm
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  • 463254. CPiz
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  • Speed
  • Fri Nov 15, 2013 3:34 pm
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  • 463256. CPiz
  • 1d6 =
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C P
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Racial Class: Anglo-Saxon

Social Class 2d6 = (5 + 3) = 8
Peasant

Char 1 1d100 = (91) = 91
Char 2 1d100 = (10) = 10
Char 3 1d100 = (20) = 20
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  • Fri Nov 15, 2013 3:38 pm
  • [+]
  • 463264. CPiz
  • 1d100 =
  • (91) =
  • 91
  • Char 1
  • Fri Nov 15, 2013 3:38 pm
  • [+]
  • 463267. CPiz
  • 1d100 =
  • (10) =
  • 10
  • Char 2
  • Fri Nov 15, 2013 3:39 pm
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  • 463268. CPiz
  • 1d100 =
  • (20) =
  • 20
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  • Fri Nov 15, 2013 3:39 pm
Phil Fry
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Garvin ap Godwine
Peasant from the demesne of Philbert de Deucimus.

Attack Skill 40
Missile Skill 40
Defence Skill 40
Knowledge 40
Will 40
Endurance 40
Persuasion 40
Perception 40
Speed 40
Agility 40

Attack Skill + 1d6 = (3) = 3
Defense Skill + 1d6 = (2) = 2
Endurance + 1d6 = (2) = 2
Perception + 1d6 = (3) = 3
Knowledge - 1d6 = (5) = 5
Persuasion - 1d6 = (5) = 5
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  • 463259. philfry
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  • Fri Nov 15, 2013 3:37 pm
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  • 463260. philfry
  • 1d6 =
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  • Fri Nov 15, 2013 3:38 pm
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  • 463261. philfry
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  • Fri Nov 15, 2013 3:38 pm
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  • 463263. philfry
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  • Fri Nov 15, 2013 3:38 pm
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  • 463266. philfry
  • 1d6 =
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  • 5
  • Fri Nov 15, 2013 3:38 pm
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  • 463269. philfry
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  • Fri Nov 15, 2013 3:39 pm
Phil Fry
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Adjusted stats for Garvin.

Attack Skill 43
Missile Skill 40
Defence Skill 42
Knowledge 35
Will 40
Endurance 42
Persuasion 35
Perception 43
Speed 40
Agility 40

Social class: 2d6 = (3 + 1) = 4

Characteristic 1: 1d100 = (9) = 9
Characteristic 2: 1d100 = (88) = 88
Characteristic 3: 1d100 = (51) = 51
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  • 463280. philfry
  • 2d6 =
  • (3 + 1) =
  • 4
  • Fri Nov 15, 2013 3:44 pm
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  • 463284. philfry
  • 1d100 =
  • (9) =
  • 9
  • Fri Nov 15, 2013 3:44 pm
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  • 463285. philfry
  • 1d100 =
  • (88) =
  • 88
  • Fri Nov 15, 2013 3:44 pm
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  • 463286. philfry
  • 1d100 =
  • (51) =
  • 51
  • Fri Nov 15, 2013 3:45 pm
Phil Fry
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Garvin ap Godwine is a Saxon peasant.
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Bifford the Youngest (Sam)
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CPiz wrote:
Racial Class: Anglo-Saxon

CPiz previously rolled 2d6 = (5 + 3) = 8 (Social Class)
Peasant

CPiz previously rolled 1d100 = (91) = 91 (Char 1)
CPiz previously rolled 1d100 = (10) = 10 (Char 2)
CPiz previously rolled 1d100 = (20) = 20 (Char 3)


91 = Two-Hand
'The character can use either hand with equal ability for all tasks including writing and combat, but will still have a favourite. This characteristic is of primary use if a specific limb is incapacitated but can also be useful in a range of other situations.'

10 = Adder Tongue
'The character is unusually glib and persuasive and receives a +10 bonus to efforts to persuade others but also tends to exaggerate (and even lie) at inappropriate moments. The character will usually not lie over matters of importance, and will not necessarily try and make the lies overly convincing. Anyone who has known the character for some time will tend to take much of what he says with a pinch of salt.'

20 = Hedge Magick
'The character has a natural but weak affinity to the Maelstrom and is able to manipulate that affinity to cast a few magical spells. This character may learn the magic ability, but only to a maximum rank of I. The character may also, if they wish, choose the Wiseman living as their first career.'


Cool, a basic magick user!
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philfry wrote:
Adjusted stats for Garvin.

Social class: philfry previously rolled 2d6 = (3 + 1) = 4

Characteristic 1: philfry previously rolled 1d100 = (9) = 9
Characteristic 2: philfry previously rolled 1d100 = (88) = 88
Characteristic 3: philfry previously rolled 1d100 = (51) = 51


Garvin is indeed a Peasant but that doesn't mean he can't yet be a former man-at-arms!

9 = Large
'This character is tall and heavily built, being around 6’ tall and 14st. The character has an imposing physical presence and receives a bonus of +1 to damage rolls and a +10 bonus to intimidate attempts.'

88 = Second Sight
'The character can see things others cannot see; Faeries, ghosts and other supernatural beings. The character may also occasionally see things that are really not there at all, and it is often impossible to determine which is which. Characters with Second Sight also have unusually vivid and disturbing dreams.'

51 = Hale
'The character has a strong constitution and does not get ill or run down easily. The character receives a +20 bonus to Endurance saving throws when resisting disease, starvation and poison.'

That all fits together nicely!
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Keith Mageau
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my charactistic rolls are in my main post above.
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If you are like me, you like to have a physical copy of your PBF game characters.

You can download the character sheet here.

Remember to use pencil until the full character is finished! Currently this is just your Lifepath starting age of 13!
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Modoc wrote:
my charactistic rolls are in my main post above.


I've been keeping an eye out for them, but missed them tucked away in the middle there

Modoc wrote:

Modoc previously rolled 1d100 = (47) = 47 (Characteristic Roll 1)
Modoc previously rolled 1d100 = (71) = 71 (Characteristic Roll 2: )
Modoc previously rolled 1d100 = (26) = 26 (Characteristic Roll 3: )


47 = Strong Grip
'The character has very strong hands and holds very tightly to weapons and other objects. This reduces the chance of a fumble in combat by 2% (see Chapter 4). However, this strong grip also means that the character suffers a -20 penalty when using throwing weapons such as a spear, axe etc.'

71 = Double Jointed
'The character has very flexible limbs and spine, and can twist their body into all sorts of unusual and disturbing shapes. The character receives a +20 bonus to Agility saving throws related to squeezing through small spaces or escaping bonds.'

26 = Nondescript
'The character appears completely average in looks, hair, height and build, with almost no distinguishing features. This makes him very difficult to remember or describe later, and also makes him less likely to be noticed when other people are around. It is up to the Referee to determine the in game effects of this characteristic. This may not be taken with Huge, Large or Hoghead.'


Looks like we may have someone of dubious abilities and intentions....maybe....
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Even though my character didn't get the "Large" characteristic, can I still describe him as portly, without the bonuses, obviously. My original vision for him was a chubby, yet wily, guy, hence the penalties to his speed & agility and the bonuses to his mental capacity.

Either way is fine with me, I just want to make sure I am getting the chracater building correct.

EDIT: Also, it says I may choose Wiseman as my first career. Does that mean I forego a roll, or does it mean that if it comes up in a roll I can pick it? I am not saying I want it yet, but wasn't sure how that worked.
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CPiz wrote:
Even though my character didn't get the "Large" characteristic, can I still describe him as portly, without the bonuses, obviously. My original vision for him was a chubby, yet wily, guy, hence the penalties to his speed & agility and the bonuses to his mental capacity.


Of course you may!


CPiz wrote:
Either way is fine with me, I just want to make sure I am getting the chracater building correct.

EDIT: Also, it says I may choose Wiseman as my first career. Does that mean I forego a roll, or does it mean that if it comes up in a roll I can pick it? I am not saying I want it clear, but wasn't sure how that worked.


You can indeed forgo the initial First Career role and go straight to Wiseman.

I am also happy for you to make the role (which we'll do once the other players have got their 13 year old characters sorted) to see what you would have been and THEN to chose which to take.

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Serena
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Attack Skill 40
Missile Skill 40
Defence Skill 40
Knowledge 40
Will 40
Endurance 40
Persuasion 40
Perception 40
Speed 40
Agility 40

plus:
Knowledge: 1d6 = (6) = 6
Perception: 1d6 = (1) = 1
Defence Skill: 1d6 = (1) = 1
Will: 1d6 = (4) = 4

minus:
Missile Skill: 1d6 = (4) = 4
Speed: 1d6 = (2) = 2

Social Class: 2d6 = (4 + 3) = 7

Characteristics:
1: 1d100 = (28) = 28
2: 1d100 = (26) = 26
3: 1d100 = (49) = 49
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  • 463407. Irgendwer
  • 1d6 =
  • (6) =
  • 6
  • Fri Nov 15, 2013 6:33 pm
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  • 463408. Irgendwer
  • 1d6 =
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  • Fri Nov 15, 2013 6:34 pm
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  • 463409. Irgendwer
  • 1d6 =
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  • 1
  • Fri Nov 15, 2013 6:34 pm
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  • 463410. Irgendwer
  • 1d6 =
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  • 4
  • Fri Nov 15, 2013 6:34 pm
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  • 463411. Irgendwer
  • 1d6 =
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  • Fri Nov 15, 2013 6:35 pm
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  • 463412. Irgendwer
  • 1d6 =
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  • 2
  • Fri Nov 15, 2013 6:35 pm
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  • 463414. Irgendwer
  • 2d6 =
  • (4 + 3) =
  • 7
  • Fri Nov 15, 2013 6:36 pm
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  • 463415. Irgendwer
  • 1d100 =
  • (28) =
  • 28
  • Fri Nov 15, 2013 6:37 pm
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  • 463417. Irgendwer
  • 1d100 =
  • (26) =
  • 26
  • Fri Nov 15, 2013 6:38 pm
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  • 463419. Irgendwer
  • 1d100 =
  • (49) =
  • 49
  • Fri Nov 15, 2013 6:38 pm
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Attack Skill 40
Missile Skill 36
Defence Skill 41
Knowledge 46
Will 44
Endurance 40
Persuasion 40
Perception 41
Speed 38
Agility 40

Social Class: Irgendwer previously rolled 2d6 = (4 + 3) = 7 -> Peasant

Characteristics:
1: Irgendwer previously rolled 1d100 = (28) = 28
2: Irgendwer previously rolled 1d100 = (26) = 26
3: Irgendwer previously rolled 1d100 = (49) = 49

One smart anglo-saxon peasant girl....
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Damn you for starting up ANOTHER cool game.

Attack Skill 45
Missile Skill 35
Defence Skill 40
Knowledge 40
Will 37
Endurance 40
Persuasion 43
Perception 40
Speed 44
Agility 43




Roll 1 Perception : 1d6 = (3) = 3
Roll 2 Speed : 1d6 = (4) = 4
Roll 3 Agility : 1d6 = (3) = 3
Roll 4 Attack : 1d6 = (5) = 5

Roll 5 Will : 1d6 = (3) = 3
Roll 6 Missile : 1d6 = (5) = 5

Roll 2D6 this time.

2D6 Racial Type
2 Outcast
3-8 Peasant
9-11 Townsman
12 Lesser Nobility

2d6 = (3 + 3) = 6

Species: Alien
Race: Anglo-Saxon
Status: Peasant

1d100 = (9) = 9
1d100 = (49) = 49
1d100 = (93) = 93
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  • 463482. CrimsonFox
  • 2d6 =
  • (3 + 3) =
  • 6
  • Fri Nov 15, 2013 9:22 pm
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  • 463483. CrimsonFox
  • 1d100 =
  • (9) =
  • 9
  • Fri Nov 15, 2013 9:26 pm
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  • 463484. CrimsonFox
  • 1d100 =
  • (49) =
  • 49
  • Fri Nov 15, 2013 9:26 pm
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  • 463485. CrimsonFox
  • 1d100 =
  • (93) =
  • 93
  • Fri Nov 15, 2013 9:26 pm
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  • 463492. CrimsonFox
  • 1d6 =
  • (3) =
  • 3
  • Fri Nov 15, 2013 10:22 pm
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  • 463493. CrimsonFox
  • 1d6 =
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  • Fri Nov 15, 2013 10:22 pm
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  • 463494. CrimsonFox
  • 1d6 =
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  • Fri Nov 15, 2013 10:22 pm
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  • 463495. CrimsonFox
  • 1d6 =
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  • Fri Nov 15, 2013 10:22 pm
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  • 463496. CrimsonFox
  • 1d6 =
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  • 3
  • Fri Nov 15, 2013 10:22 pm
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  • 463497. CrimsonFox
  • 1d6 =
  • (5) =
  • 5
  • Fri Nov 15, 2013 10:22 pm
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Bifford wrote:
Characteristics.

You all get a number of characteristics which are determined by rolling a 1d100 three times.

To save me copying and pasting the entire table here, please make those three 1d100 rolls and I'll let you know what the results are.

If you get a duplicate number Re-roll.
If you get a 99 roll a further two times.
If you get 100 you;ll get to choose your own choices!

Bifford previously rolled 1d100 = (46) = 46 (Characteristic 1) = Strong Grip (chance of fumble drops)
Bifford previously rolled 1d100 = (57) = 57 (Characteristic 1) = Iron-bones (chance of bones breaking reduced)
Bifford previously rolled 1d100 = (89) = 89 (Characteristic 3) = Second Sight (see fairies and ghosts etc)


Things get a bit more complicated from here on in. Easy in a Face to Face group with the book, not so easy with PBF!

Lets get all the basic 13 year olds sorted then I'll move on!!


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Bifford the Youngest (Sam)
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Irgendwer wrote:

Characteristics:
1: Irgendwer previously rolled 1d100 = (28) = 28
2: Irgendwer previously rolled 1d100 = (26) = 26
3: Irgendwer previously rolled 1d100 = (49) = 49


28 = Hog Head
'The character is monumentally ugly. The character is easily recognisable and memorable to anyone he meets or even passes in a street! The character has a -10 penalty to charm-based Persuasion saving throws but does have a +20 bonus to any attempts to intimidate. (This characteristic may not be taken with Nondescript)'

26 = Nondescript
'The character appears completely average in looks, hair, height and build, with almost no distinguishing features. This makes him very difficult to remember or describe later, and also makes him less likely to be noticed when other people are around. It is up to the Referee to determine the in game effects of this characteristic. This may not be taken with Huge, Large or Hog-head.'


49 = Hale
'The character has a strong constitution and does not get ill or run down easily. The character receives a +20 bonus to Endurance saving throws when resisting disease, starvation and poison.'


As you are not allowed to have Hog-Head AND Nondescript, I will let you chose which of the two you wish to re-roll (but keep one of them).
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CrimsonFox wrote:
Damn you for starting up ANOTHER cool game.


Mawhawhaw


Quote:
CrimsonFox previously rolled 2d6 = (3 + 3) = 6

Species: Alien ?????????????????????????????????
Race: Anglo-Saxon
Status: Peasant

CrimsonFox previously rolled 1d100 = (9) = 9
CrimsonFox previously rolled 1d100 = (49) = 49
CrimsonFox previously rolled 1d100 = (93) = 93


You've missed the entire first part of the char build
I'll come back to these characteristics once you've got that down!
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Bifford wrote:
CrimsonFox wrote:
Damn you for starting up ANOTHER cool game.


Mawhawhaw


Quote:
CrimsonFox previously rolled 2d6 = (3 + 3) = 6

Species: Alien
?????????????????????????????????
Race: Anglo-Saxon
Status: Peasant

CrimsonFox previously rolled 1d100 = (9) = 9
CrimsonFox previously rolled 1d100 = (49) = 49
CrimsonFox previously rolled 1d100 = (93) = 93


You've missed the entire first part of the char build
I'll come back to these characteristics once you've got that down!


just seeing who was paying attention
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Bifford wrote:
CrimsonFox wrote:
Damn you for starting up ANOTHER cool game.


Mawhawhaw


Quote:
CrimsonFox previously rolled 2d6 = (3 + 3) = 6

Species: Alien ?????????????????????????????????
Race: Anglo-Saxon
Status: Peasant

CrimsonFox previously rolled 1d100 = (9) = 9
CrimsonFox previously rolled 1d100 = (49) = 49
CrimsonFox previously rolled 1d100 = (93) = 93


You've missed the entire first part of the char build
I'll come back to these characteristics once you've got that down!


done...go back up to my post
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