Sorry for the wait everyone, I was making these sheets up!
@aquafina I really love Teo's concept! The motivation of feeling guilty for being the one to spread the disease to their village is really compelling, and I'd love to hear if there are particular people from their village he's most worried about.
In any case, here is the DRUID Custom Character Sheet - the moves should all be there, just make edits based on your character! Let me know if you notice anything missing!
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[style]{"logo":"https://img.nickpic.host/qhzA1z.png"}[/style]
[2column]
[col]
[abilities="CHARACTER INFO"]
[b]NAME:[/b]
[b]LEVEL:[/b] 1
[b]RACE:[/b] Elf, Human, or Halfling
[b]ALIGNMENT:[/b] Choose:
[i]Chaotic: Destroy a symbol of civilization.[/i]
[i]Good: Help something or someone grow.[/i]
[i]Neutral: Eliminate an unnatural menace.[/i]
[/abilities]
[abilities="STATS"]
[table="rolls"]
Ability | Score | / | Ability | Mod | Weak?
Strength | ## | | STR | +# |
Dexterity | ## | | DEX | +# |
Constitution | ## | | CON | +# |
Intelligence | ## | | INT | +# |
Wisdom | ## | | WIS | +# |
Charisma | ## | | CHA | +# |
[/table][/abilities][abilities="STARTING MOVES"]
# Elf Starting Move
The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.
# Human Starting Move
As your people learned to bind animals to field and farm, so too are you bound to them. You may always take the shape of any domesticated animal, in addition to your normal options.
# Halfling Starting Move
You sing the healing songs of spring and brook. When you make camp, you and your allies heal +1d6.
# Born of the Soil
You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.
Choose: The Great Forests, The Whispering Plains, The Vast Desert, The Stinking Mire, The River Delta, The Depths of the Earth, The Sapphire Islands, The Open Sea, The Towering Mountains, The Frozen North, The Blasted Wasteland
Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.
# By Nature Sustained
You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.
# Spirit Tongue
The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.
# Shapeshifter
When you call upon the spirits to change your shape, roll+WIS.
✴ On a 10+ hold 3.
✴ On a 7–9 hold 2.
✴ On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.
# Studied Essence
When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
[/abilities]
[/col]
[col]
[abilities="LOOK"]
[b]BODY:[/b]
[b]EYES:[/b] (Wise Eyes, Wild Eyes, or Haunting Eyes)
[b]HAIR:[/b] (Furry Hood, Messy Hair, or Braided Hair)
[b]DECORATION:[/b]
[b]CLOTHES:[/b] (Ceremonial Garb, Practical Leathers, or Weathered Hides)
[/abilities]
[abilities="AC/HP/DMG"]
[table="rolls"]
NAME | VALUE
ARMOR | 0
HIT POINTS | 6+CON
DAMAGE | 1D6
[/table][/abilities][abilities="BONDS"](Choose at least one):
[b][COMPANION][/b] smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows [b][COMPANION][/b].
I have showed [b][COMPANION][/b] a secret rite of the Land.
[b][COMPANION][/b] has tasted my blood and I theirs. We are bound by it.
[/abilities][abilities="GEAR"]
[b]LOAD:[/b] 6+STR
You carry some token of your land, describe it.
[b]DEFENSES[/b]: Choose:
[i]Hide armor (1 armor, 1 weight)[/i]
[i]Wooden shield (+1 armor, 1 weight)[/i]
[b]ARMAMENT:[/b] Choose:
[i]Shillelagh (close, 2 weight)[/i]
[i]Staff (close, two-handed, 1 weight)[/i]
[i]Spear (close, thrown, near, 1 weight)[/i]
[b]ITEMS:[/b] Choose one:
[i]Adventuring gear (1 weight)[/i]
[i]Poultices and herbs (2 uses, 1 weight)[/i]
[i]Halfling pipeleaf (0 weight)[/i]
[i]3 antitoxin (0 weight)[/i]
[/abilities]
[/col]
[/2column]
@Chalrytharendir Ooh, I really love your writing! You're really good at invoking feeling with your description, and I felt like I could visualize everything in your text even before I saw the reference images! I love The Symphony of Ice and Fire - and I wonder if we can use that as the ship that takes the group to Eiselcross? The first stretch of the journey is by ship, and while one would normally be provided, it wouldn't be nearly as interesting as this one.
Mance already sounds like a very interesting character, and I'm excited to see how he fairs on his first 'dangerous' adventure! Here is the BARD Custom Character Sheet - the moves should all be there, just make edits based on your character! Let me know if you notice anything missing!
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[style]{"logo":"https://img.nickpic.host/qh7LtN.png"}[/style]
[2column]
[col]
[abilities="CHARACTER INFO"]
[b]NAME:[/b]
[b]LEVEL:[/b] 1
[b]RACE:[/b] Elf or Human
[b]ALIGNMENT:[/b] Choose:
[i]Good: Perform your art to aid someone else.[/i]
[i]Neutral: Avoid a conflict or defuse a tense situation.[/i]
[i]Chaotic: Spur others to significant and unplanned decisive action.[/i]
[/abilities]
[abilities="STATS"]
[table="rolls"]
Ability | Score | / | Ability | Mod | Weak?
Strength | ## | | STR | +# |
Dexterity | ## | | DEX | +# |
Constitution | ## | | CON | +# |
Intelligence | ## | | INT | +# |
Wisdom | ## | | WIS | +# |
Charisma | ## | | CHA | +# |
[/table][/abilities][abilities="STARTING MOVES"]
# Elf Starting Move
When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
# Human Starting Move
When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.
# Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
✴ Heal 1d8 damage
✴ +1d4 forward to damage
✴ Their mind is shaken clear of one enchantment
✴ The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha.
✴ On a 10+, the ally gets the selected effect.
✴ On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.
# Bardic Lore
Choose an area of expertise:
✴ Spells and Magicks
✴ The Dead and Undead
✴ Grand Histories of the Known World
✴ A Bestiary of Creatures Unusual
✴ The Planar Spheres
✴ Legends of Heroes Past
✴ Gods and Their Servants
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
# Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
✴ Whom do you serve?
✴ What do you wish I would do?
✴ How can I get you to [____]?
✴ What are you really feeling right now?
✴ What do you most desire?
# A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
[/abilities]
[/col]
[col]
[abilities="LOOK"]
[b]BODY:[/b] (Fit Body, Well-fed Body, or Thin Body)
[b]EYES:[/b] (Knowing Eyes, Fiery Eyes, or Joyous Eyes)
[b]HAIR:[/b] (Fancy Hair, Wild Hair, or Stylish Cap)
[b]DECORATION:[/b]
[b]CLOTHES:[/b] (Finery, Traveling Clothes, or Poor Clothes)
[/abilities]
[abilities="AC/HP/DMG"]
[table="rolls"]
NAME | VALUE
ARMOR | 0
HIT POINTS | 6+CON
DAMAGE | 1D6
[/table][/abilities][abilities="BONDS"](Choose at least one):
This is not my first adventure with [b][COMPANION][/b].
I sang stories of [b][COMPANION][/b] long before I ever met them in person.
[b][COMPANION][/b] is often the butt of my jokes.
I am writing a ballad about the adventures of [b][COMPANION][/b].
[b][COMPANION][/b] trusted me with a secret.
[b][COMPANION][/b] does not trust me, and for good reason.
[/abilities][abilities="GEAR"]
[b]LOAD:[/b] 9+STR
[b]INSTRUMENT (0 weight):[/b] Choose one:
[i]Your father’s mandolin, repaired[/i]
[i]A fine lute, a gift from a noble[/i]
[i]The pipes with which you courted your first love[/i]
[i]A stolen horn[/i]
[i]A fiddle, never before played[/i]
[i]A songbook in a forgotten tongue[/i]
[b]DEFENSES[/b]: Choose:
[i]Leather armor (1 armor, 1 weight)[/i]
[i]Ostentatious clothes (0 weight)[/i]
[b]ARMAMENT:[/b] Choose:
[i]Dueling rapier (close, precise, 2 weight)[/i]
[i]Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and short sword (close, 1 weight)[/i]
[b]ITEMS:[/b]
Dungeon rations (5 uses, 1 weight)
Choose one:
[i]Adventuring gear (1 weight)[/i]
[i]Bandages (0 weight)[/i]
[i]Halfling pipeleaf (0 weight)[/i]
[i]3 coins[/i]
[/abilities]
[/col]
[/2column]
@Jabes.plays.RPG I am SO excited to meet Bonepipe! Let me know which class you would prefer him as and I'll draft up the sheet, but I was honestly physically incapable of seeing a class called "Immolator" and not immediately looking it up, so I have that character sheet on standby here for the moment:
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[style]{"logo":"https://img.nickpic.host/qh8EQ1.png"}[/style]
[2column]
[col]
[abilities="CHARACTER INFO"]
[b]NAME:[/b]
[b]LEVEL:[/b] 1
[b]RACE:[/b] Human or Salamander
[b]ALIGNMENT:[/b] Choose:
[i]Evil: Sacrifice an unwilling victim to the flames.[/i]
[i]Chaotic: Spread a dangerous new idea.[/i]
[i]Neutral: Exchange a sacrifice, freely given, for a service rendered.[/i]
[/abilities]
[abilities="STATS"]Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)
[table="rolls"]
Ability | Score | / | Ability | Mod | Weak?
Strength | ## | | STR | +# |
Dexterity | ## | | DEX | +# |
Constitution | ## | | CON | +# |
Intelligence | ## | | INT | +# |
Wisdom | ## | | WIS | +# |
Charisma | ## | | CHA | +# |
[/table][/abilities][abilities="STARTING MOVES"]
# Human Starting Move
When you Make Camp next to a large, open flame, regain all of your HP.
# Salamander Starting Move
Non-magical heat and fire cannot harm you.
# Burning Brand
When you conjure a weapon of pure flame, roll+CON. On a 10+ choose two of the following tags, on a 7-9 choose one. You may treat your INT as your STR or DEX in regards to making attacks with this weapon. The weapon always begins with the fiery, touch, dangerous, and 3 uses tags. Each attack with the weapon consumes one use.
✴ hand
✴ thrown, near
✴ +1 damage
✴ remove the dangerous tag
# Fighting Fire With Fire
When you take damage, and that damage is odd (after armor) the flames within you come to your aid. Roll 1d4 and either add that many uses to your burning brand (if active), take that result forward to summon your burning brand, or reduce the damage by that amount, your choice.
# Zuko Style
When you bend a flame to your will, roll+WIS. On a 10+ it does as you command, taking the shape and movement you desire for as long as it has fuel on which to burn. On a 7-9 the effect is short-lived, lasting only a moment.
# Give Me Fuel, Give me Fire
When you gaze intensely into someone eyes, you may ask their player "what fuels the flames of your desire?" they’ll answer with the truth, even if the character does not know or would otherwise keep this hidden.
# Hand Crafted
You may use your hands in place of tools and fire to craft metal objects. Mundane weapons, armor and metal jewelry can all be formed from their raw components. You may unmake these things, as well, but to do so without time and safety might require that you Defy Danger first.
[/abilities]
[/col]
[col]
[abilities="LOOK"]
[b]BODY:[/b]
[b]EYES:[/b] (Smoldering eyes, warm eyes, searing eyes)
[b]HAIR:[/b]
[b]DECORATION:[/b] (Strange brands, ritual scars, perfect skin)
[b]MANNER:[/b] (Imperious bearing, manic attitude, barely-hidden rage)
[b]VOICE:[/b] (Crackling voice, whispering voice, roaring voice)
[b]CLOTHES:[/b]
[/abilities]
[abilities="AC/HP/DMG"]
[table="rolls"]
NAME | VALUE
ARMOR | 0
HIT POINTS | 4+CON
DAMAGE | 1D8
[/table][/abilities][abilities="BONDS"](Choose at least one):
[b][COMPANION][/b] has felt the hellish touch of fire, now they know my strength.
I will teach [b][COMPANION][/b] the true meaning of sacrifice.
I cast something into the fire for [b][COMPANION][/b] and still owe them their due.
[/abilities][abilities="GEAR"]
[b]LOAD:[/b] 9+STR
[b]ITEMS:[/b]
A symbol of your sacrifices past
Adventuring Gear (5 uses, 1 weight)
1 Healing Potion
Choose two:
[i]Dungeon Rations (5 uses, 1 weight)[/i]
[i]1 Healing Potion (0 weight)[/i]
[i]10 coins[/i]
[/abilities]
[/col]
[/2column]
If anyone has any questions, please let me know!