HSI: Character Generation
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Results: Nothing above a 13, but nothing below a 7. Serviceable. I think I'll swap STR and WIS to make this a more physical character, a warrior.
STR: 13
DEX: 10
CON: 12
INT: 7
WIS: 7
CHA: 9
HP: 9
HD 1d8
Coins: 5
War trophy: Vial of widow's tears (how does one even go about collecting those?)
Equipment Package A: Scale tunic (AV2), a one-handed
weapon, large shield (+1 Armour Die), unopened orders.
Heraldry: Smiling demonic mouth
I'll think on my sentence.
Rolls
STR - (3d6)
(115) = 7
DEX - (3d6)
(442) = 10
CON - (3d6)
(516) = 12
INT - (3d6)
(511) = 7
WIS - (3d6)
(562) = 13
CHA - (3d6)
(432) = 9
Warrior HP - (1d4+6)
(3) + 6 = 9
War trophy - (1d6)
(2) = 2
Coins - (2d6)
(23) = 5
Resulting in:
STR 14
DEX 7
CON 16
INT 7
WIS 9
CHA 11
Also going Warrior, swapping STR and CON for:
STR 16, DEX 7, CON 14, INT 7, WIS 9, CHA 11
HP: 7
Coins: 10
War Trophy: Scalp of an Enemy Chieftain
Equipment: B (Thick hide (AV2), tin helm (+1 Armour Die), two-handed weapon, 4d6 coins, war paint, book of grudges.)
Clearly heading for a tribal / barbarian vibe -- hopefully differentiating enough from your Warrior, Len.
Rolls
STR - (3d6)
(635) = 14
DEX - (3d6)
(454) = 13
CON - (3d6)
(646) = 16
INT - (3d6)
(562) = 13
WIS - (3d6)
(441) = 9
CHA - (3d6)
(632) = 11
Hit Points - (1d4+6)
(1) + 6 = 7
War Trophy - (1d6)
(1) = 1
Coins - (4d6)
(4321) = 10
14 on Wisdom makes Charisma 7. Swapping Dex and Con give me:
Str: 11
Dex: 9
Con: 11
Int: 7
Wis: 14
Cha: 7
Makes me a little bit of a tough Cleric that can wield a club hammer properly.
HP: 7
Holy Symbol: Flaming Brass Hammer
Starting # of Prayers: 5 (Cure Light Wounds, Light, Purify Food and Drink, Bless, Hold Person)
I worship a god of Fire, Forges, Battle, Bravery, Resilience - We'll call him 'Vulkir - Earth's Ire'
Starting Equipment: B) Studded hide breastplate (AV2), flail, shield (+1 Armour Die) 6 coins and purse, forbidden holy scriptures
Rolls
Strength - (3d6)
(326) = 11
Dexterity - (3d6)
(416) = 11
Constitution - (3d6)
(621) = 9
Intelligence - (3d6)
(412) = 7
Wisdom - (3d6)
(563) = 14
Charisma - (3d6)
(234) = 9
Cleric HP - (1d6+4)
(3) + 4 = 7
Starting # of Prayers - (1d4+2)
(3) + 2 = 5
Holy Symbol - (1d6)
(4) = 4
Gold - (2d8)
(42) = 6
Ok! Looks like an intelligent charismatically dextrous individual! I am going to swap strength with wisdom seeing as the group seems to need a bit of brains in the operation.
Warriors, a cleric, and a charming brainiac. What a formidable team!
I think thief makes sense here so I'll go with that.
So they look like this:
STR: 6
DEX:9
CON: 9
INT: 11
WIS: 8
CHA: 12
HP: 7
Lucky Charm: Oversized moon-shaped coin (how appropriate! He stole it of course)
Starting Equipment: - Cloth gambeson (AV1), bow & arrows (Ud8), 3d6 coins, a small waxy jade statue of an octopus-man!
Every Thief starts with a Disguise of your choosing. (I'll think about this and take suggestions from the group. Maybe a disguise that looks like one of the inhabitants of the island.)
Regardless of what the Thief is carrying, they can produce a small throwing knife from somewhere about their person. Oh handy!
Backstory - Since we aren't concentrating on this too much I will just say that the thieving has been going on since they learned to walk. Pickpocketing would be a skill that arose from that.
Rolls
Strength - (3d6)
(332) = 8
Dexterity - (3d6)
(261) = 9
Constitution - (3d6)
(261) = 9
Intelligence - (3d6)
(614) = 11
Wisdom - (3d6)
(213) = 6
Charisma - (3d6)
(345) = 12
Starting HP - (1d6+2)
(5) + 2 = 7
Lucky Charm - (1d6)
(1) = 1
Since then, he has become a wandering sell-sword, convinced that the whole world is a joke. His boisterous laugh is as likely to be heard in the gambling hall as it is across a battlefield.
Picture credit: Magnus Noren
Whether or not Fafnir is actually cursed by a demon or he was exiled because of a cultural taboo remains to be seen. Not expecting this to come up in this game, it is just the reason he's here and not in the North.
Well I was hoping to play a Wizard and the dice have happily obliged.
Str 13
Dex 11
Con 12
Wis 10
Int 15
Cha 7
HP 3
HD 1d4
Attack Damage 1d4 or 1
Familiar: Luminescent crab
Equipment choice A: Cloth Robes, bent oak staff, short sword, a void creature's egg, 13 coins in a purse
Spellbook: Level 1: Magic Missile, Charm, Shield
Level 2: Detect Magic, Sleep
Background: I was an explorer and naturalist for the Royal Academy and when I make my big discovery they'll have to let me back in!
Rolls
Str - (3d6)
(535) = 13
Dex - (3d6)
(461) = 11
Con - (3d6)
(255) = 12
Wis - (3d6)
(325) = 10
Int - (3d6)
(465) = 15
Cha - (3d6)
(313) = 7
Hit Points - (1d4)
(3) = 3
Spells in book - (1d4+2)
(3) + 2 = 5
Coins - (2d8)
(76) = 13
Cleric of The Earth's Ire, Vulkir, whose central tenants believe the strongest and most blessed of humanity are those that seek challenges and perservere in difficult circumstances. The world is but a crucible; challenges and conflicts are the hammers that re-forge a person to become better than they were the day before. While it is common for the faithful of Vulkir to place themselves into such positions of conflict to test themselves, some few choose to take up weapons and seek battle - Halor is one such man. He stands at the ready, Vulkir at his side, to test his mettle against the fates as he sails to the unknown.
If anyone sees any connections here, feel free to suggest something. I could see him having decided to do this with someone he knows. Someone could even have commissioned the church to send a willing man of the faith with them on the journey where he could provide services of healing in exchange for the opportunity of self-improvement.
Cleric of The Earth's Ire, Vulkir, whose central tenants believe the strongest and most blessed of humanity are those that seek challenges and perservere in difficult circumstances. The world is but a crucible; challenges and conflicts are the hammers that re-forge a person to become better than they were the day before. While it is common for the faithful of Vulkir to place themselves into such positions of conflict to test themselves, some few choose to take up weapons and seek battle - Halor is one such man. He stands at the ready, Vulkir at his side, to test his mettle against the fates as he sails to the unknown. ...
Gonnar, the Mountain Who Walks hails from the Gray Wastes beyond Zorom. Leaving his peaceful people as a young man, the restless nomad spent years as a cutthroat and mercenary until his company was smashed by the iron legions of Queen Atracia. He was badly injured in the battle, and when the huge warrior recovered he gave up on the notion of fighting in wars he knew nor cared nothing about. His brothers and sisters in arms dead or enslaved, his superiors fled or put to the sword, he struck off to the west to seek his own fortune.
STR 16, DEX 7, CON 14, INT 7, WIS 9, CHA 11
HP: 7, Coins: 10
War Trophy: Scalp of an Enemy Chieftain — taken as his company was defeated
Equipment: B (Thick hide (AV2), tin helm (+1 Armour Die), two-handed weapon, 4d6 coins, war paint, book of grudges with the names of those who betrayed his company.)
Also rolling to see if Gonnar has a few more items if McBP allows it… and even if he does, I can only afford the bow, lol.
Rolls
Light Bow - (1d8)
(8) = 8
Arrows Ud8 - (1d8)
(6) = 6
Dagger - (1d8)
(5) = 5
I got 5 coins and I'd buy the ud8 arrows and a backpack for 4 coins if allowed.
Rolls
Arrows - (1d8)
(1) = 1
Backpack - (1d8)
(3) = 3
I got 5 coins and I'd buy the ud8 arrows and a backpack for 4 coins if allowed.
Also, stupid merchant charging Gonnar EIGHT coins for his bow! Zero stars, do not recommend!
Welp, I guess bows are expensive e in this part of the world. It's that damn global string shortage!
Rolls
Bow? - (1d8)
(7) = 7
Clearly not a lot of academics in the port town. Still, I can't be an explorer without copious notes and sketches of rare creatures, so I am going to buy the Backpack, Parchment and Ink/Quill bringing me down to no coins and explaining why I am working my way across the ocean.
Rolls
Backpack - (1d8)
(2) = 2
Parchment - (1d8)
(5) = 5
Ink & Quill - (1d8)
(6) = 6
Tent - (1d8)
(2) = 2
Never leave a pocket unpicked!
Here is my character's portrait -
@C1NDER — our GM has green-lighted shopping, basically spending the coins you rolled at chargen before we start. However, per the awesome cost rules in TBH, you have to roll 1d8 for common items to see how much they cost in coins when you buy them…
Edit: not terrible. Halor will pick up the backpack and the flint and steel, leaving him with 1 coin left.
Rolls
Hatchet - (1d8)
(6) = 6
Flint and Steel - (1d8)
(2) = 2
Backpack - (1d8)
(3) = 3