Character Generation Tests

Old Fezziwig

hell yes bro
I've been reading a few different systems lately, and I wanted to kind of stress test character generation for them, so I figured what I'd do is take a set concept — in this case, a linguist that I originally developed for D&D — and see if I could (1) model something similar in other systems and (2) use a concept that I'm very familiar with to kind of play with other systems' character generation. I no longer have the original character sheet for him, so here he is at level 2...

Whitman Amblecrown
Male Human Brd2; CR 2; Medium; HD 2d6-2; hp 9; Init +2 (+2 Dex); Spd. 20 ft.; AC 14 (+2 Dex, +2 leather armor); Atk +0 melee (d4, dagger; d6, quarterstaff), +2/+3 ranged (d4, dagger/d6, shortbow); SA none; SQ Bardic Knowledge, Bardic Music, Arcane Spells; SR nil; AL CG; SV Fort +0 (-1 Con, +1 Luck of Heroes), Ref +6 (+2 Dex, +1 Luck of Heroes), Will +4 (+0 Wis, +1 Luck of Heroes); Str 10 (+0), Dex 15 (+2), Con 8 (-1), Int 16 (+3), Wis 10 (+0), Cha 15 (+2). Height 5 ft. 9 in., Weight 164 lb., Age 32.

Skills, Languages, and Feats: Bluff +4 (+2 Cha, 2 ranks), Concentration +4 (-1 Con, 5 ranks), Decipher Script +7 (+3 Int, 4 ranks), Diplomacy +4 (+2 Cha, 2 ranks), Gather Information +6 (+2 Cha, 4 ranks), Knowledge/Dalelands +8 (+3 Int, 5 ranks), Knowledge/History +5 (+3 Int, 2 ranks), Knowledge/Nobility +5 (+3 Int, 2 ranks), Profession/Scribe +2 (+0 Wis, 2 ranks), Spellcraft +6 (+3 Int, 3 ranks), Perform +7 (+2 Cha, 5 ranks: Narrative, Epic, Lyric, Lute, Melody) Listen +2 (+0 Wis, 2 ranks); Aglarondan, Chondathan, Damaran, Elven, Loross (dead language, Netherese Noble Tongue), Netherese (dead language), Thorass (dead language, Old Common), Turmic; Point Blank Shot (+1 bonus to attack and damage rolls from up to 30 ft.), Luck of Heroes (+1 to all saves, FRCS).

Special Qualities: Arcane spells; Bardic Music 2/day: Inspire Courage, Countersong, Fascinate; Bardic Knowledge +5.

Possessions (Home Region: the Vast, Equipment from Starting Package marked with a *): Explorer's Outfit, Leather Armor, Backpack (2 scroll cases, 20 sheets parchment, 2 inkpens, 2 vials ink, 2 days trail rations, scroll organizer), Belt Pouch (money: 17 gp, 2 sp), Potion Belt (3 Potions: Cure Light Wounds*), Signet Ring, Lute, Quiver (20 masterwork arrows*), 4 daggers (2 in belt, 1 in right boot, 1 on left thigh), shortbow. Total Weight: 43.5 lb. Medium Load. -3 Armor Check, Max Dex Bonus +3, Swim Penalty -8.

Spells Known (cast 2/1): 0 — Dancing Lights, Ghost Sound, Mending, Prestidigitation, Flare. 1 — Cure Light Wounds, Harmony (MoF). Bonus spells: 1 1st, 1 2nd. Spell DC: 12 + spell level (+2 Cha).

Description: Of average height and slight build, Whitman looks generally unimposing and certainly unthreatening (both of which are, to some degree, accurate assumptions to make about the man). He wears his dark hair short and trim, and a marked grayness is setting into the hair around his temples and into his trim goatee. His face is somewhat careworn, belying his childhood sickness. On the whole, his equipment is kept clean and wel maintained, although none of it is remarkable — if asked Whitman himself would be hard pressed to tell you the color of his clothes — excepting his lute, which, although not of the highest make, is a pleasing blackwood lute of indeterminable age.

History: Born in the Year of the Lion (1340 DR) to a moderately successful merchant family in Calaunt, Whitman Amblecrown was anything but lion-like. In fact, he was rather sickly, suffering from acute fevers, wracking coughs, and recurrent chest pain throughout his first 5 years of life. After some consultation with local healers and a fair bit of coin spent on their services, Whitman was removed from Calaunt (and the oppressive stench of its tanneries) to a small temple of Deneir just outside of Ordulin to convalesce. Eventually, he did get better (although to this day, Whitman tends to be short-winded and somewhat fragile, his speech occasionally punctuated by small coughs). Unfortunately, this happy event was marred by the fact that his parents hadn't expected (desired?) his recovery and did not provide for his return to the Vast. So, at age 7, Whitman became a ward of the church of Deneir, and began to be trained as a potential member of the clergy.

For the next ten years, the church trained Whitman in the reading and translation of a number of modern languages, some dead languages, and the Elven tongue for the purpose of using him as a scribe. By his 27th birthday, Whitman was fluent in most every language he had been taught, as well as conversant in the intricacies of most of the major literary works of those languages. During those years, he also managed to pick up some skill with a lute and developed a natural, if unlikely, talent for archery. The former was a nice alternative to hours spent hunched over a desk copying ancient tomes of Netheril. His practice with the bow was more a result of a practical need for someone to go hunting occassionally than anything else.

At 28, Whitman left the temple of Deneir and started travelling through the Dalelands in search of Elven texts left behind by the retreating Elven Court. Moving from town to town, staying at inns (reciting poetry and playing the lute to pay his bills), Whitman found few if any Elven texts (none to be fair, although he'd have a hard time admitting to such a drastic failure of intent) in the Dalelands proper, but managed to learn a good deal about the Dales themselves. Lately, he's found he has minor magical talents, which seem to stem from certain snippets of poetry that he's found here and there. He's managed to bunker down in Ashabenford in order to learn more about these talents (and also to practice telling stories/narrative poems he's learned from the locals).
 

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The first system that I've been playing around with is White Wolf's Exalted. This is pretty much my first shot at character generation, so this'll probably be a bit awkward...

Striding Crown
Solar Exalted, Twilight Caste
Attributes: Strength 2, Dexterity 4, Stamina 1, Charisma 4, Manipulation 3, Appearance 2, Perception 3, Intelligence 5, Wits 3
Caste Abilities: Craft 0, Investigation 3, Lore 4 [1 bonus point], Medical, Occult 4 [2 bonus points]
Favored Abilities: Archery 2, Performance 4 (Specialties: lyre, oration [2 bonus points: 1 specialties, 1 ability]), Bureaucracy 2, Linguistics 3 (High Realm, Low Realm, Riverspeak, Old Realm; Specialities: High Realm, Low Realm [2 each, 2 bonus points]), Socialize 3
Other Abilities: Athletics 2, Dodge 2, Melee 2 [4 Bonus Points]
Backgrounds: Artifact 1 (tbd), Contacts 2 (M the Librarian, Jaggers of House Ledaal), Familiar 2 (Chronicle the Raven), Resources 2
Charms: Wise Arrow, Golden Essence Block, Dipping Swallow Defense, Reed in the Wind, Ox Body Technique (-1/-2/-2), Masterful Performance Exercise, Phantom-Conjuring Performance, Sagacious Reading of Intent, Poetic Expression Style, Wise-Eyed Courtier Method, Terrestrial Circle Sorcery [4 bonus points]
Virtues: Compassion 3, Conviction 3, Temperance 2, Valor 1; Flaw: Compassionate Martydom
Willpower: 6
Essence: 2; Essence Pool 12, Peripheral Essence Pool 29
Health Levels: -0/-1/-1/-1/-2/-2/-2/-2/-4/Incapacitated

Equipment: Self Bow (20 arrows), Shortsword, Buff Jacket (Soak 3L/4B)

Notes: I'm about half-way done, as I want to work on the background and possibly do a little fine tuning here and there. Some thoughts as to what I was trying to do.... I chose Terrestrial Circle Sorcery to emulate the limited spell-casting abilities the character had as a bard, but didn't buy any spells as I wanted Striding Crown to be able to cast spells eventually but not necessarily right away. The three contacts are ports of NPCs that Whitman eventually knew of/met in the course of his adventures — I used them, as I felt like they'd be people he may have met/known. Jaggers of House Ledaal is meant to mirror a barrister that the D&D party knew, and I figured that knowing a Dragon-Blooded might be an interesting twist for a Solar. Perhaps someone he knew/was friends with before his exaltation. I'm still unsure about the artifact, but am leaning towards a good luck charm of some sort. Something that might keep the old bastard alive a little bit longer (the D&D Whitman had a tendency to be destroyed in the most unfortunate ways — turned into a pin cushion by kobold archers and then falling into a deep pool while unconscious, burnt to a crisp on the edge of a fireball, gobbled up by a chuul as he worked to save his companions from Certain DeathTM).
 
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