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Ptolus: The Legend of Longcoat
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<blockquote data-quote="CanadienneBacon" data-source="post: 3176492" data-attributes="member: 11146"><p><strong>Bill "Longshanks" Schnitz</strong></p><p>Human Fighter 1 (with intent to go straight <strong>sorcerer</strong> in future levels)</p><p>Neutral (leaning toward adding a good descriptor, but will depend upon what group of people Bill falls in with)</p><p></p><p>Stats:</p><p>[sblock]</p><p>Str 12</p><p>Dex 14</p><p>Con 12</p><p>Int 10</p><p>Wis 9</p><p>Cha 15</p><p></p><p>Skills: Intimidate, Climb. Future sorcerer skills will be: Bluff, Concentration, and Spellcraft.</p><p></p><p>Feats: Dodge, Mobility, Combat Casting. </p><p></p><p>Equipment: Bill currently wields the scimitar given him by the syndicate. As a fighter, he's proficient in the weapon's use. It's not a fancy weapon but it serves its purpose. Other equipment to follow if Bill is selected for play.</p><p></p><p>Spells: At 2nd level, Bill will take his first level in sorcerer. He'll select the following spells at that time:</p><p>0-lvl: Detect Magic, Read Magic, Disrupt Undead, Light.</p><p>1-lvl: Ray of Enfeeblement, and one other 1st-lvl spell to be determined depending on party need/Bill's character development.[/sblock]</p><p></p><p>Background:</p><p>[sblock]A native of Ptolus, Bill Schnitz is a boy of 16 whose legs are as long as his attitude is recklessly brash. Often called Longshanks, 'Shanks, or just plain Schnitz by his fellow syndicate members, Bill's father labors driving wagons and carts in Midtown for the Cartwright Guild. The Schnitz family, consisting of Wilhelm Sr.--the father--, Hilde Schnitz--the mother--, and Ingrid, Bill's older sister, reside in a small hovel in the Warrens. Piteously poor, Wilhelm and Hilde are nevertheless honorable folk who scrap hard for their living and are quiet in the manners. To the family's horror and constant nitpicking disapproval, the younger Bill not only lacks the will of his father to work his knuckles to the bone in an honest day's trade but also insists on stealing to satisfy his petty yearning for the many small, pretty things so lacking at home. </p><p></p><p>Last year, at the age of majority, Wilhelm Sr. issued Bill an ultimatum. Get a job with a guild, or get out. To the family's shock, Bill complied. Bill, or Schnitz as he is so often called, went to work as a messenger for the Killraven Crime syndicate. Tossed on his arse in a gutter by his father, Schnitz spent the first half of last year running messages throughout Ptolus for the crime network, 'til one day his ambition at thievery presented an opportunity not to be missed. </p><p></p><p>Just after delivering a sealed document to a scrivener's shop in Delver's Square, Bill noticed a dwarven merchant armed to the teeth with all manner of finely wrought weaponry hauling a cart down a main thoroughfare. Drivel, a kid of ten placed with Bill by the syndicate as his partner-in-training, witnessed Schnitz make his best theft yet. Boldy reaching into the dwarf's unattended cart and extracting a scimitar, Bill grinned to Drivel and secreted the blade beneath his tunic as the pair ran off down the street to return with the prize to their warren. </p><p></p><p>Once he was beaten soundly by his syndicate superior for a blatant act of theft that could well have brought the Watch to the warren's door, Schnitz was given a dumbed down version of the fine prize he stole--a scimitar of his own. And a new job to go with it. At the command of his syndicate, Schnitz has spent the last six months guarding the tombs of a wealthy noble family in the Necropolis. Forced to also <em>live</em> in his working quarters, Schnitz spends his nights jumping at every shadow within the extensive city graveyard and longs for the chance to flee both his job and his syndicate. The lad fairly well dreams of his mum's meat and turnip pie and oftentimes, as rash youth who regret bad decisions are wont to do, cries himself to sleep nights.</p><p></p><p>Schnitz fancied one of the whores who was recently slain down by the Docks. Though the lass was beyond even his meager means, Bill was obsessed and figures to do her justice by discovering her killer.</p><p></p><p>Bill doesn't know it yet, but his future holds a surprise. He's on the cusp of unlocking his own sorcerous ability.[/sblock]</p><p></p><p>Personality:</p><p>[sblock]No longer a boy but not quite a man, Bill Schnitz is caught in those tumbling middle years of uncertainty. Though in later months his recent experiences as a smalltime syndicate hireling have tempered his reaction to the world and Bill has become capable of humility, Bill oftentimes still exhibits the worst qualities of a teenage boy: arrogance, ignorance, and recklessness. Never wise to begin with, Bill is strong of arm and capable of defending himself. His muscle, combined with his lack of years, has led Bill to numerous fisticuffs. Bill's brash and bold nature has made him popular within the lower levels of the syndicate. With grooming, Bill could become a syndicate leader but his natural flamboyance is perceived as a threat by his superiors. Politicking within the syndicate assures that Bill will stay firmly entrenched in the guild's lower echelons. Bill is oftentimes sarcastic but is loyal to friends. Though he would never say it aloud and is currently uncapable of apology, Bill longs to go home.[/sblock]</p><p></p><p>Appearance:</p><p>[sblock]Bill is a reedy boy of 16. His trunk is short, and his legs are tremendously long, giving him the appellation "longshanks." Bill's hair is a mousy brown. His eyes are dark brown, to the point of black. Without a mother to nag him to bathe, Bill is dirty and smells. Bill doesn't earn a lot of coin working for the syndicate (certainly less than he was orginally tempted by), and his clothes are neither new nor in good repair. Bill's best quality is perhaps his outgoing nature and ability to befriend just about anyone, despite his shabbiness. Bill's prized possession is a plain jane scimitar given him by the syndicate. He practices with the blade often and admires the weapon for its exotic curving quality.[/sblock]</p><p></p><p>A note to the DM and players: I've taken fighter as Bill's first level because I feel it fits his background as a syndicate ruffian. I'm sure survivability will count and because I want this character to make it through to subsequent levels of sorcerer, I wanted him to have enough HP to survive. All future levels, however, will be devoted to sorcerer. If need be, I can easily switch fighter to rogue or some other urban-feeling class. Heck, I can even switch out sorcerer for another arcane-based class for Bill's future levels. Conversely, I am not opposed to keeping Bill's 15 Charisma and having him take straight levels in pure fighter. In essence, I'd like to play and am flexible about the character class combo for Bill. Thanks for reading.</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 3176492, member: 11146"] [b]Bill "Longshanks" Schnitz[/b] Human Fighter 1 (with intent to go straight [b]sorcerer[/b] in future levels) Neutral (leaning toward adding a good descriptor, but will depend upon what group of people Bill falls in with) Stats: [sblock] Str 12 Dex 14 Con 12 Int 10 Wis 9 Cha 15 Skills: Intimidate, Climb. Future sorcerer skills will be: Bluff, Concentration, and Spellcraft. Feats: Dodge, Mobility, Combat Casting. Equipment: Bill currently wields the scimitar given him by the syndicate. As a fighter, he's proficient in the weapon's use. It's not a fancy weapon but it serves its purpose. Other equipment to follow if Bill is selected for play. Spells: At 2nd level, Bill will take his first level in sorcerer. He'll select the following spells at that time: 0-lvl: Detect Magic, Read Magic, Disrupt Undead, Light. 1-lvl: Ray of Enfeeblement, and one other 1st-lvl spell to be determined depending on party need/Bill's character development.[/sblock] Background: [sblock]A native of Ptolus, Bill Schnitz is a boy of 16 whose legs are as long as his attitude is recklessly brash. Often called Longshanks, 'Shanks, or just plain Schnitz by his fellow syndicate members, Bill's father labors driving wagons and carts in Midtown for the Cartwright Guild. The Schnitz family, consisting of Wilhelm Sr.--the father--, Hilde Schnitz--the mother--, and Ingrid, Bill's older sister, reside in a small hovel in the Warrens. Piteously poor, Wilhelm and Hilde are nevertheless honorable folk who scrap hard for their living and are quiet in the manners. To the family's horror and constant nitpicking disapproval, the younger Bill not only lacks the will of his father to work his knuckles to the bone in an honest day's trade but also insists on stealing to satisfy his petty yearning for the many small, pretty things so lacking at home. Last year, at the age of majority, Wilhelm Sr. issued Bill an ultimatum. Get a job with a guild, or get out. To the family's shock, Bill complied. Bill, or Schnitz as he is so often called, went to work as a messenger for the Killraven Crime syndicate. Tossed on his arse in a gutter by his father, Schnitz spent the first half of last year running messages throughout Ptolus for the crime network, 'til one day his ambition at thievery presented an opportunity not to be missed. Just after delivering a sealed document to a scrivener's shop in Delver's Square, Bill noticed a dwarven merchant armed to the teeth with all manner of finely wrought weaponry hauling a cart down a main thoroughfare. Drivel, a kid of ten placed with Bill by the syndicate as his partner-in-training, witnessed Schnitz make his best theft yet. Boldy reaching into the dwarf's unattended cart and extracting a scimitar, Bill grinned to Drivel and secreted the blade beneath his tunic as the pair ran off down the street to return with the prize to their warren. Once he was beaten soundly by his syndicate superior for a blatant act of theft that could well have brought the Watch to the warren's door, Schnitz was given a dumbed down version of the fine prize he stole--a scimitar of his own. And a new job to go with it. At the command of his syndicate, Schnitz has spent the last six months guarding the tombs of a wealthy noble family in the Necropolis. Forced to also [i]live[/i] in his working quarters, Schnitz spends his nights jumping at every shadow within the extensive city graveyard and longs for the chance to flee both his job and his syndicate. The lad fairly well dreams of his mum's meat and turnip pie and oftentimes, as rash youth who regret bad decisions are wont to do, cries himself to sleep nights. Schnitz fancied one of the whores who was recently slain down by the Docks. Though the lass was beyond even his meager means, Bill was obsessed and figures to do her justice by discovering her killer. Bill doesn't know it yet, but his future holds a surprise. He's on the cusp of unlocking his own sorcerous ability.[/sblock] Personality: [sblock]No longer a boy but not quite a man, Bill Schnitz is caught in those tumbling middle years of uncertainty. Though in later months his recent experiences as a smalltime syndicate hireling have tempered his reaction to the world and Bill has become capable of humility, Bill oftentimes still exhibits the worst qualities of a teenage boy: arrogance, ignorance, and recklessness. Never wise to begin with, Bill is strong of arm and capable of defending himself. His muscle, combined with his lack of years, has led Bill to numerous fisticuffs. Bill's brash and bold nature has made him popular within the lower levels of the syndicate. With grooming, Bill could become a syndicate leader but his natural flamboyance is perceived as a threat by his superiors. Politicking within the syndicate assures that Bill will stay firmly entrenched in the guild's lower echelons. Bill is oftentimes sarcastic but is loyal to friends. Though he would never say it aloud and is currently uncapable of apology, Bill longs to go home.[/sblock] Appearance: [sblock]Bill is a reedy boy of 16. His trunk is short, and his legs are tremendously long, giving him the appellation "longshanks." Bill's hair is a mousy brown. His eyes are dark brown, to the point of black. Without a mother to nag him to bathe, Bill is dirty and smells. Bill doesn't earn a lot of coin working for the syndicate (certainly less than he was orginally tempted by), and his clothes are neither new nor in good repair. Bill's best quality is perhaps his outgoing nature and ability to befriend just about anyone, despite his shabbiness. Bill's prized possession is a plain jane scimitar given him by the syndicate. He practices with the blade often and admires the weapon for its exotic curving quality.[/sblock] A note to the DM and players: I've taken fighter as Bill's first level because I feel it fits his background as a syndicate ruffian. I'm sure survivability will count and because I want this character to make it through to subsequent levels of sorcerer, I wanted him to have enough HP to survive. All future levels, however, will be devoted to sorcerer. If need be, I can easily switch fighter to rogue or some other urban-feeling class. Heck, I can even switch out sorcerer for another arcane-based class for Bill's future levels. Conversely, I am not opposed to keeping Bill's 15 Charisma and having him take straight levels in pure fighter. In essence, I'd like to play and am flexible about the character class combo for Bill. Thanks for reading. [/QUOTE]
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