Jack Daniel
Legend
rangerjohn:
A character with Intelligence 12 has only three trained skills, not four, so make sure I picked out the right three.
Also, if you'd like to change out any of his equipment, let me know.
Reginald can belong to an order of scholarly mystics known as the Knights of Zandretti, who make it their business to spread peace, justice, and Law throughout the world (as well as to guard certain ancient ruins of unknown import, but that won't enter into the plot of this game). More details will follow once the game actually starts.
Okay. (That last roll turned out pretty freaky, but it's a good one for a warrior-type.)
1) S 9; D 14; V 11; I 13; W 13; C 10.
2) S 13 D 16; V 7; I 11; W 15; C 11.
3) S 15; D 16; V 16; I 9; W 9; C 9.
That's just fine for a starting background. As far as names go, there are two major fay kingdoms in the setting, Avalon and Dammerung. The former would suggest Welsh names; the latter, German. This particular campaign will be set in the country of Midjard, of which Dammerung is a part. So pick a Welsh name if you want your character to be a foreigner, or a German name if you want her to be a local.
Love the background, Deuce.
In the context of the Gaia setting, your character would probably hail from the island of Tirnanog.
But you still need to select three more trained skills; your Intelligence entitles you to know a grand total of five skills, and you've only chosen Craft and Knowledge so far.
Code:
Reginald: Lv1 Lawful Scholar
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Abilities Stats Skills
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Str 17 (+2) HP 5/5 Ath 2 Med 1
Dex 13 (+1) AT +1 Cra 1 Out 2
Vit 7 (-1) DF 14 Civ 1 Per 1
Int 12 (±0) RS 8 Dip 1 Pil 1
Wis 13 (+1) MV 120' Ent 1 Ste 1
Cha 14 (+1) AP 0/8 Kno 2 Tra 1
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Special: Turn Undead
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Equipment: Leather Armor, Broad Sword, Short Bow, 30 Arrows, Holy Symbol, 10 gil.
Encumbrance: 27 lbs - unencumbered (EL 35 lbs - MCL 205 lbs)
A character with Intelligence 12 has only three trained skills, not four, so make sure I picked out the right three.

Reginald can belong to an order of scholarly mystics known as the Knights of Zandretti, who make it their business to spread peace, justice, and Law throughout the world (as well as to guard certain ancient ruins of unknown import, but that won't enter into the plot of this game). More details will follow once the game actually starts.
I'll take some rolls and take an alternate slot in case someone no shows.
If nothing else perhaps it will get everyone motivated to complete characters.
Okay. (That last roll turned out pretty freaky, but it's a good one for a warrior-type.)
1) S 9; D 14; V 11; I 13; W 13; C 10.
2) S 13 D 16; V 7; I 11; W 15; C 11.
3) S 15; D 16; V 16; I 9; W 9; C 9.
Is that good for a brief introduction or would you like a more fleshed out background? Otherwise I think I just need a name. Any guidance on Fay names?
That's just fine for a starting background. As far as names go, there are two major fay kingdoms in the setting, Avalon and Dammerung. The former would suggest Welsh names; the latter, German. This particular campaign will be set in the country of Midjard, of which Dammerung is a part. So pick a Welsh name if you want your character to be a foreigner, or a German name if you want her to be a local.

Name: Fenn McDabbler
Background: Fenn was always a curious child, spending much of his time experimenting with various chemicals and measuring their effects on different kinds of metals and such. It was a strange fantasy of his to imagine that he might one day figure the secret of the philosopher's stone and turn lead into gold. Most of the time, however, the freckled and red-headed boy conducted his experiments for the meer joy of applying his increasing knowledge and hands to his work. He has become quite good with chemicals, except for that one unfortunate time that he blew off the roof of his uncle's barn. Fenn was caught in the explosion, which resulted in his shortness of breath as his lungs were damaged, his slight limp, and the scar along his neck and right cheek that took away some of his boyish looks. Fenn healed up well enough, though he seeks to apply his knowledge to something practical so he might soon pay back his kind uncle for the damage he caused.
Love the background, Deuce.

But you still need to select three more trained skills; your Intelligence entitles you to know a grand total of five skills, and you've only chosen Craft and Knowledge so far.
Code:
Fenn McDabbler: Lv1 Neutral Tech
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Abilities Stats Skills [3 empty slots left]
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Str 15 (+1) HP 4/4 Ath 1 Med 1
Dex 9 (±0) AT +1 Cra 2 Out 1
Vit 9 (±0) DF 13 Civ 1 Per 1
Int 16 (+2) RS 7 Dip 1 Pil 1
Wis 12 (±0) MV 120' Ent 1 Ste 1
Cha 9 (±0) AP 0/8 Kno 2 Tra 1
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Special: Build Devices (1 per day; DP -2)
Technical Degrees: Chemistry 1st ([i]Opaque Smoke[/i])
Devices Built: [i]smoke bomb[/i] x1
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Equipment: Leather Armor, Dagger, Percussion Pistol, 30 Bullets,
Chemistry Set, 10 gil.
Encumbrance: 30 lbs - unencumbered (EL 45 lbs - MCL 195 lbs)
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