Drindall's Keep: Character Sheets
Drindall's Keep: Character Sheets
This thread is where you store current character sheets for the Drindall's Keep RPG, so they don't get mixed up with all the other posts. Please, keep your character updated.
Do not post anything beside character sheets (with XP logs) here. Keep discussion to the main thread.
Do not post anything beside character sheets (with XP logs) here. Keep discussion to the main thread.
Last edited by Tikvah on Sat Oct 15, 2016 10:07 pm, edited 1 time in total.
Name:Gromit Sparks
Skills: Specialized forensics, specialized armor-wearing, trained wrestling, trained deception.
Might Pool (20) Edge (2):20
Speed Pool (6) Edge (0) :6
Intellect Pool (8) Edge (0) : 8
Recovery Rolls (1d6 1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 1
Experience: 10
Kismet:
Poison defense: After ingesting a potentially lethal object, the user can make a might-based digestion roll to dissolve the item. If the roll fails, the the user must take damage normally. (Lvl 4 for wood, 5 for iron, 7 for glass) Actual poisons and toxins treated as their level.
Equipment: Standard minion gear, medium leather armor (2 armor, 2 weight), large magnifying glass, deerstalker hat, twigs, 10 pound bag of hard candy.
Stash:
Bio: Gromit dreamed all his life of being a detective. He studied the greats. He bought the hat. He entered the wrestling ring and won bets. Bought his very own detective's hovel with his name on the door in twig lettering. And there hung his sign for many weeks, with nary a case but the finding of the butcher's lost cat. After its acidic conclusion courtesy of a rogue alchemist, Gromit realized that his new talents wouldn't be recognized in a sleepy village. He closed up shop, took his twigs off the door, and set off for anywhere his genius could be put to heroic crime-fighting use.
XP Log:
4 XP for Deception Training
4 XP for might pool
6 XP for armor-wearing specialization
Skills: Specialized forensics, specialized armor-wearing, trained wrestling, trained deception.
Might Pool (20) Edge (2):20
Speed Pool (6) Edge (0) :6
Intellect Pool (8) Edge (0) : 8
Recovery Rolls (1d6 1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 1
Experience: 10
Kismet:
Poison defense: After ingesting a potentially lethal object, the user can make a might-based digestion roll to dissolve the item. If the roll fails, the the user must take damage normally. (Lvl 4 for wood, 5 for iron, 7 for glass) Actual poisons and toxins treated as their level.
Equipment: Standard minion gear, medium leather armor (2 armor, 2 weight), large magnifying glass, deerstalker hat, twigs, 10 pound bag of hard candy.
Stash:
Bio: Gromit dreamed all his life of being a detective. He studied the greats. He bought the hat. He entered the wrestling ring and won bets. Bought his very own detective's hovel with his name on the door in twig lettering. And there hung his sign for many weeks, with nary a case but the finding of the butcher's lost cat. After its acidic conclusion courtesy of a rogue alchemist, Gromit realized that his new talents wouldn't be recognized in a sleepy village. He closed up shop, took his twigs off the door, and set off for anywhere his genius could be put to heroic crime-fighting use.
XP Log:
4 XP for Deception Training
4 XP for might pool
6 XP for armor-wearing specialization
Last edited by Skid on Sun Jan 22, 2017 7:23 pm, edited 5 times in total.
Name: Victor Van Helsing
Skills:
Specialized in Dodging, Archery
Trained in Discipline
Might Pool (9) Edge (0): 9
Speed Pool (9) Edge (3): 9
Intellect Pool (12) Edge (1): 12
Recovery Rolls (1d6+1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 1
Experience: 1
Kismet:
Short Range Teleport - Range: 200 feet
Equipment:
Personal: black hat and coat, a ring bearing his seal, crossbow (medium, 200ft range), bolts, journal, stationery, sealing wax, kerosene torch, red flares, serum (heals 5 HP in one action)
Gear: cloak (1 asset to stealth in wilderness settings), uniform, canteen, rope (50ft), 2 pistols (6 damage, heavy weapon, 200ft range, 1 turn reload)
Loot: 39 silver, gasmask, lamp stone, 4 boxes of bullets
Stash: hunting trophies
Bio: Referred to as a "monster hunter" by most, though that isn't primarily what he does, Victor Van Helsing has made his living assisting those in need of his skill set for coin. A mercenary of a specific sort, for those who need a scout for darker terrain most won't tread or item retrieval of the more dangerous variety and yes the occasional monstrous beast slain. He has seen more of the disturbing shadows of the land than most have, but it hasn't made him less apprehensive, just more aware. He answered the recruitment of Count Drindall for a spell of more steady employment than the sporadic contracts he had been receiving of late.
Development Log:
Skills:
Specialized in Dodging, Archery
Trained in Discipline
Might Pool (9) Edge (0): 9
Speed Pool (9) Edge (3): 9
Intellect Pool (12) Edge (1): 12
Recovery Rolls (1d6+1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 1
Experience: 1
Kismet:
Short Range Teleport - Range: 200 feet
Equipment:
Personal: black hat and coat, a ring bearing his seal, crossbow (medium, 200ft range), bolts, journal, stationery, sealing wax, kerosene torch, red flares, serum (heals 5 HP in one action)
Gear: cloak (1 asset to stealth in wilderness settings), uniform, canteen, rope (50ft), 2 pistols (6 damage, heavy weapon, 200ft range, 1 turn reload)
Loot: 39 silver, gasmask, lamp stone, 4 boxes of bullets
Stash: hunting trophies
Bio: Referred to as a "monster hunter" by most, though that isn't primarily what he does, Victor Van Helsing has made his living assisting those in need of his skill set for coin. A mercenary of a specific sort, for those who need a scout for darker terrain most won't tread or item retrieval of the more dangerous variety and yes the occasional monstrous beast slain. He has seen more of the disturbing shadows of the land than most have, but it hasn't made him less apprehensive, just more aware. He answered the recruitment of Count Drindall for a spell of more steady employment than the sporadic contracts he had been receiving of late.
Development Log:
- Woody
- Set blasters to rapid-fire
- Posts: 5154
- Joined: January 2012
- Location: Whenever and wherever I want to be
Name: Alan Murdoch
Skills: Specialized Perception, Trained Dodging, Trained Armor, Trained Axe-Wielding
Might Pool (12) Edge (0): 12
Speed Pool (10) Edge (3) : 10
Intellect Pool (8) Edge (0) : 8
Recovery Rolls (1d6+1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 1
Experience: 3 XP
Kismet:
Equipment: Standard Retainer Gear, Light Armor(1 armor, 1 weight), Battleaxe (4 damage, medium)
Stash: Porcupine Tooth, Bear Tooth, Small Log
Bio: Alan was born the heir of Murdoch Fief, a small but powerful fief, situated on a fortified island off the coast of Celtica. Alan was the nephew of the great Lord Marcas Murdoch. But shortly before Lord Murdoch's death, his long-lost son Cailean returned from his captivity in the Mitan Empire, after being presumed dead for many years. When Cailean became Lord of Murdoch Fief, he attempted to rid himself of potential usurpers, including Alan. He sent Alan to Mitan as an envoy of peace, a veritable death sentence. Rather than accept this assignment, Alan fled Celtica with his mother, relocating to the land of Drostan. Since then, he has used his combat training to pick up odd mercenary jobs, earning just enough to support him and his mother. He has now decided to enter the employ of Count Drindall, in the hopes of gaining a steadier and higher income. One day he hopes to return to Celtica and regain the throne that was stolen from him.
Development Log:
Skills: Specialized Perception, Trained Dodging, Trained Armor, Trained Axe-Wielding
Might Pool (12) Edge (0): 12
Speed Pool (10) Edge (3) : 10
Intellect Pool (8) Edge (0) : 8
Recovery Rolls (1d6+1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 1
Experience: 3 XP
Kismet:
Equipment: Standard Retainer Gear, Light Armor(1 armor, 1 weight), Battleaxe (4 damage, medium)
Stash: Porcupine Tooth, Bear Tooth, Small Log
Bio: Alan was born the heir of Murdoch Fief, a small but powerful fief, situated on a fortified island off the coast of Celtica. Alan was the nephew of the great Lord Marcas Murdoch. But shortly before Lord Murdoch's death, his long-lost son Cailean returned from his captivity in the Mitan Empire, after being presumed dead for many years. When Cailean became Lord of Murdoch Fief, he attempted to rid himself of potential usurpers, including Alan. He sent Alan to Mitan as an envoy of peace, a veritable death sentence. Rather than accept this assignment, Alan fled Celtica with his mother, relocating to the land of Drostan. Since then, he has used his combat training to pick up odd mercenary jobs, earning just enough to support him and his mother. He has now decided to enter the employ of Count Drindall, in the hopes of gaining a steadier and higher income. One day he hopes to return to Celtica and regain the throne that was stolen from him.
Development Log:
Last edited by Woody on Thu Nov 03, 2016 12:46 pm, edited 1 time in total.
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Name: Ookook
Species: Monkey
Species Ability: One asset to non-combat speed actions, one penalty to all might actions.
Skills: Specialized in persuasion
Trained in diplomacy
Trained in guns
Might Pool (10) Edge (0): 10
Speed Pool (18) Edge (0): 18
Intellect Pool (12) Edge (2): 12
Recovery Rolls (1d6+1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 2
Experience: 5
Kismet: Malicious Aura: All creatures within 50 feet of the Bard (unless specifically exempted or an ally) take a disadvantage to a single skill of the bard's choice. Picking a new debuff type requires a full action. +1 debuff if used silently or +2 debuff if Ookook spends the entire turn playing the cymbals.
Equipment:
Default gear: A water canteen, a cloak (1 asset to stealth in wilderness settings), a uniform, a 50ft coil of rope, a pistol (6d, heavy weapon, 200ft range, takes one turn to reload, one-handed)
Personal: Yellow beret
Gear: Cymbals, Musket (Medium, doubled-barrelled, 200tf range), Bag of Gunpowder.
Loot: 1 keg of molasses named "Phil", 5 to 3 silver coins depending on just how much was spent as the orphanage, "Farmers Delight": a telescope that people appear to be lamas through.
Stash:
Bio: After deciding that rag picking had limited opportunities for advancement, Ookook entered into the field of court music with some cymbals he found in the trash. His arch enemy Fredric von Ott "framed" Ookook for getting hair in the soup. Fired from his job, Ookook picked a job out of a hat and decided to enrol with a band of mercenaries.
Update log:
Species: Monkey
Species Ability: One asset to non-combat speed actions, one penalty to all might actions.
Skills: Specialized in persuasion
Trained in diplomacy
Trained in guns
Might Pool (10) Edge (0): 10
Speed Pool (18) Edge (0): 18
Intellect Pool (12) Edge (2): 12
Recovery Rolls (1d6+1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 2
Experience: 5
Kismet: Malicious Aura: All creatures within 50 feet of the Bard (unless specifically exempted or an ally) take a disadvantage to a single skill of the bard's choice. Picking a new debuff type requires a full action. +1 debuff if used silently or +2 debuff if Ookook spends the entire turn playing the cymbals.
Equipment:
Default gear: A water canteen, a cloak (1 asset to stealth in wilderness settings), a uniform, a 50ft coil of rope, a pistol (6d, heavy weapon, 200ft range, takes one turn to reload, one-handed)
Personal: Yellow beret
Gear: Cymbals, Musket (Medium, doubled-barrelled, 200tf range), Bag of Gunpowder.
Loot: 1 keg of molasses named "Phil", 5 to 3 silver coins depending on just how much was spent as the orphanage, "Farmers Delight": a telescope that people appear to be lamas through.
Stash:
Bio: After deciding that rag picking had limited opportunities for advancement, Ookook entered into the field of court music with some cymbals he found in the trash. His arch enemy Fredric von Ott "framed" Ookook for getting hair in the soup. Fired from his job, Ookook picked a job out of a hat and decided to enrol with a band of mercenaries.
Update log:
Last edited by Moontide on Sun Jul 09, 2017 7:52 pm, edited 18 times in total.
Name: Nicéphore Fortuin
Skills: Specialized perception, trained armor wearing, trained sword
Might Pool (7) Edge (0): 7
Speed Pool (7) Edge (0): 7
Intellect Pool (16) Edge (2): 16
Recovery Rolls (1d6+1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 1
Experience: 0
Kismet: Doubt: Can make an intellect roll against an intelligent creature's level to make them doubt a fact. This can be maintained as long as the player is focusing and the target is in their line-of-site.
Equipment: Light armor (1 armor, 1 weight), Sword (medium, 4 damage), Cloak
Stash:
Bio: Not much is known about Nicéphore prior to his coming to Drostan, neither does he care to divulge details about his past. All that is known of his past are cryptic allusions to "The Academy". He is a quiet and perceptive man, more likely to spend time in training than at social gatherings.
Development Log:
Skills: Specialized perception, trained armor wearing, trained sword
Might Pool (7) Edge (0): 7
Speed Pool (7) Edge (0): 7
Intellect Pool (16) Edge (2): 16
Recovery Rolls (1d6+1): 1A ( ) 10M ( ) 1H ( ) 10H ( )
Effort Cap: 1
Experience: 0
Kismet: Doubt: Can make an intellect roll against an intelligent creature's level to make them doubt a fact. This can be maintained as long as the player is focusing and the target is in their line-of-site.
Equipment: Light armor (1 armor, 1 weight), Sword (medium, 4 damage), Cloak
Stash:
Bio: Not much is known about Nicéphore prior to his coming to Drostan, neither does he care to divulge details about his past. All that is known of his past are cryptic allusions to "The Academy". He is a quiet and perceptive man, more likely to spend time in training than at social gatherings.
Development Log:
“For God did not send the Son into the world to judge the world, but that the world might be saved through Him."
- Monty_Whittaker
- My posts are revolutionary
- Posts: 388
- Joined: September 2016
- Location: Tatsumi Port Island
- Status: The game begins.
Name: Jared William Bell
Skills: Gun handling, archery, Trained armor wearing. Specialized Stealth, Specialized Forensics, Specialized Ship Sailing
Might Pool (11) Edge(2)
Speed Pool(20) Edge(2)
Recovery Rolls (1d6+1): 1B ( ) 10N ( ) 1I ( ) 10I ( )
Effort Cap: 1
Experience:0
Equipment: Gunners Armor (Armor 3) (Weight 2) .22 pistol (1 mile range) (Damage: 2.5), Bow and arrows (500 ft range) (damage:4) cloak
Stash:
Bio: Jared is the son of Luke "Redbeard" Bell, the most notorious sea pirate ever. Determined to defeat his father, he enlisted in the Drosdan Navy, and is now a experienced naval fighter and leads various fleets.
Development Log:
Skills: Gun handling, archery, Trained armor wearing. Specialized Stealth, Specialized Forensics, Specialized Ship Sailing
Might Pool (11) Edge(2)
Speed Pool(20) Edge(2)
Recovery Rolls (1d6+1): 1B ( ) 10N ( ) 1I ( ) 10I ( )
Effort Cap: 1
Experience:0
Equipment: Gunners Armor (Armor 3) (Weight 2) .22 pistol (1 mile range) (Damage: 2.5), Bow and arrows (500 ft range) (damage:4) cloak
Stash:
Bio: Jared is the son of Luke "Redbeard" Bell, the most notorious sea pirate ever. Determined to defeat his father, he enlisted in the Drosdan Navy, and is now a experienced naval fighter and leads various fleets.
Development Log:
Resident JRPG nut
- Arkán Dreamwalker
- Catspaw Rocks!
- Posts: 837
- Joined: October 2012
- Location: The Destiny Islands
- Gender:
- Contact:
Name: Greystone (Declined to give last name ~Finn Winters)
Skills: Specialized infiltration, trained armor-wearing, trained sword-technique
Might Pool (18) Edge (3): 18
Speed Pool (8) Edge (0) : 8
Intellect Pool (8) Edge (0) : 5
Recovery Rolls (1d6+1): 1A (3 left) 10M (1 left) 1H (1 left) 10H (1 left)
Effort Cap: 1
Experience: 1
Kismet: Ása (Stabilized) : Gives the user 2 extra combat recovery rolls per day. Using a turn allows the user to transfer their pool points to another player within 10 feet.
Equipment: Default: A water canteen filled with clean water, a cloak (1 asset to stealth in wilderness settings), a uniform, a 50ft coil of rope.
Personal: Gas Mask, Armor lv 2 (reduces incoming damage by 2, increases the difficulty of movement and dodging tasks by 1 [because trained armor-wearing]), Heavy Sword bearing his mark (6 damage, -1 accuracy), Standard Shield (1 asset to dodge), Blackpack (Bag can hold twice as much as it’s natural capacity, and weighs half as much as it should.), 2 healing pills, 2 meals worth of food, 37 Silver, assorted paper and writing materials, flint & steel, char cloth, sleeping roll, knife with sawed edge, finger ring, blood-stained rag, the Persona Viridis.
Stash: Non-perishable food stash. Water canteen.
Bio: Is clearly a fighter great durability, but is fairly soft-spoken when not in combat, though often as not just as soft-spoken combat as well. In fact, he doesn’t speak much, when not discussing courses of action, or messing with someone. Carries himself with a dignified warrior’s bearing. Has an affinity for the number nine.
Development Log:
Skills: Specialized infiltration, trained armor-wearing, trained sword-technique
Might Pool (18) Edge (3): 18
Speed Pool (8) Edge (0) : 8
Intellect Pool (8) Edge (0) : 5
Recovery Rolls (1d6+1): 1A (3 left) 10M (1 left) 1H (1 left) 10H (1 left)
Effort Cap: 1
Experience: 1
Kismet: Ása (Stabilized) : Gives the user 2 extra combat recovery rolls per day. Using a turn allows the user to transfer their pool points to another player within 10 feet.
Equipment: Default: A water canteen filled with clean water, a cloak (1 asset to stealth in wilderness settings), a uniform, a 50ft coil of rope.
Personal: Gas Mask, Armor lv 2 (reduces incoming damage by 2, increases the difficulty of movement and dodging tasks by 1 [because trained armor-wearing]), Heavy Sword bearing his mark (6 damage, -1 accuracy), Standard Shield (1 asset to dodge), Blackpack (Bag can hold twice as much as it’s natural capacity, and weighs half as much as it should.), 2 healing pills, 2 meals worth of food, 37 Silver, assorted paper and writing materials, flint & steel, char cloth, sleeping roll, knife with sawed edge, finger ring, blood-stained rag, the Persona Viridis.
Stash: Non-perishable food stash. Water canteen.
Bio: Is clearly a fighter great durability, but is fairly soft-spoken when not in combat, though often as not just as soft-spoken combat as well. In fact, he doesn’t speak much, when not discussing courses of action, or messing with someone. Carries himself with a dignified warrior’s bearing. Has an affinity for the number nine.
Development Log:
~ Walker in Dreams
- Monty_Whittaker
- My posts are revolutionary
- Posts: 388
- Joined: September 2016
- Location: Tatsumi Port Island
- Status: The game begins.
Name: Bart Allen
Skills: Trained Archer, Trained Armor Wearing
Might (10) Edge (0): 10
Speed Pool (11) Edge (2): 10
Intellect Pool (9) Edge (0): 9
Recovery Rolls (1e5 1): 4B () 8D () 3C () 4A()
Effort Cap: 1
Experience: 11
Kismet:
Equipment: Light Armor (1 armor, 1 weight), Bow (medium, 200 ft range), Quiver, a pistol (6d, heavy weapon, 200ft range, takes one turn to reload, one-handed)
Stash: Porcupine Tooth, Water Canteen, Bear Tooth,
Bio: Much is unknown about Bart, as he is a mysterious archer who came to Drostan. He ocasionally mentions tales of why he came, but he never says why.
6 XP points
Skills: Trained Archer, Trained Armor Wearing
Might (10) Edge (0): 10
Speed Pool (11) Edge (2): 10
Intellect Pool (9) Edge (0): 9
Recovery Rolls (1e5 1): 4B () 8D () 3C () 4A()
Effort Cap: 1
Experience: 11
Kismet:
Equipment: Light Armor (1 armor, 1 weight), Bow (medium, 200 ft range), Quiver, a pistol (6d, heavy weapon, 200ft range, takes one turn to reload, one-handed)
Stash: Porcupine Tooth, Water Canteen, Bear Tooth,
Bio: Much is unknown about Bart, as he is a mysterious archer who came to Drostan. He ocasionally mentions tales of why he came, but he never says why.
6 XP points
Resident JRPG nut