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Unnamed Homebrew Character Sheets


Hafnium

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Post playtest character sheets or links to character sheets here.
 

Tassadar

Panda King
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Re: Unnamed Homebrew Character Sheets

Template for sheets!

Name:
Description:

Base Stats
Distribute 10 points, increasing beyond 5 costs 2 points
Technique = 1
Conditioning = 1
Strength = 1
Quickness = 1
Wits = 1
Will = 1


Secondary Stats
Vs Injury (Cond+Mods) =
Resilience (1+Will+Mods) =
Parry (die+Tech+Mods) =
Dodge (die+Quick+Mods) =
Block (die+Tech+Quick+Mods) =
Alacrity (Wits+Mods) =

Accuracy (die+Tech+Mods) =
Melee Damage Modifier (Strength+Mods) =

Dice Pool = (10*Cond+Mods) =
Recovery (Cond+Mods) =
Hand Size (3+Wits+Mods) =
Actions (3+Quick+Mods) =
Movement (die+Quick+Mods) =
Initiative (Quickness+Mods) =


Equipment
Put stuff here


Followed promptly by one of mine!
Name: Audreyn Artansdottr
Description: http://www.ulmf.org/bbs/album.php?albumid=1259&pictureid=17945
A now impoverished descendant of lost nobility, Audreyn serves the decaying city with genuine patriotic fervor rather than for the purpose of simple survival. Her parents are both dead, having died in a fire set during a barbarian raid, leaving her with an expansive but crumbling estate which she has not the income to properly restore even as part of the warrior caste. Her sword is an ancestral weapon, a blade carefully upkept and passed down from generation to generation all the way back from the early days of her family.

Base Stats
Technique = 4
Conditioning = 4
Strength = 1
Quickness = 3
Wits = 3
Will = 1


Secondary Stats
Vs Injury (Cond+Mods) = 4
Resilience (1+Will+Mods) = 2
Parry (die+Tech+Mods) = die+4
Dodge (die+Quick+Mods) = die+3
Block (die+Tech+Quick+Mods) = die+7
Alacrity (Wits+Mods) = 3

Accuracy (die+Tech+Mods) = die+4
Melee Damage Modifier (Strength+Mods) = +1

Dice Pool = (10*Cond+Mods) = 40
Recovery (Cond+Mods) = 4
Hand Size (3+Wits+Mods) = 5
Actions (3+Quick+Mods) = 6
Movement (die+Quick+Mods) = die+3
Initiative (Quick+Mods) = 3


Equipment
Longsword - Hardness: 10, Flexibility 9, Durability 100.
Range: +2 at Medium and Short
Damage: Slashing at +4 damage, Piercing at +2 damage, Blunt at +1 damage.
-2 accuracy and parrying when wielded in a single hand.
10 gold.

Dagger - Hardness 8, Flexibility 8, Durability 80.
Range: +2 at Short.
Damage: Slashing at +2 damage, Piercing at +3 damage.
-2 when parrying. No accuracy penalty for consecutive attacks using piercing damage.
7 gold.

Chainmail - Hardness 10, Flexibility 9, Durability 100.
Armor: 5.
25 gold.

Shortbow - Using this to parry breaks the string and renders it unable to fire, but it can be repaired without concerns about durability by restringing it.
Range: 2 zones without invoking DCs.
Damage: Piercing at +4 damage.
Reload cost: 1 die.
-3 to parrying.
8 gold.

10 remaining gold
 
Last edited by a moderator:

Astarte

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Re: Unnamed Homebrew Character Sheets

My Sheet:

 

GargantuaBlarg

Lurker
RP Moderator
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Re: Unnamed Homebrew Character Sheets

Name: Azusobay Osuzab
Description: "Uahahahahaha! You're gonna regret it, when I chop your balls off with my AXE!"

Base Stats
Distribute 10 points, increasing beyond 5 costs 2 points
Technique = 3
Conditioning = 4
Strength = 3
Quickness = 2
Wits = 1
Will = 2

Secondary Stats
Vs Injury (Cond+Mods) = 4
Resilience (Will+Mods) = 2
Parry (die+Tech+Mods) = 3
Dodge (die+Quick+Mods) = 2
Block (die+Tech+Mods) = 3
Alacrity (Wits+Mods) = 1

Accuracy (die+Tech+Mods) = 3
Melee Damage Modifier (Strength+Mods) = 4

Dice Pool = (10*Cond+Mods) = 40
Recovery (Cond+Mods) = 4
Hand Size (3+Wits+Mods) = 4
Actions (3+Quick+Mods) = 5
Movement (die+Quick+Mods) = 2
Initiative (Quickness+Mods) = 2

Talents
Weapon Training (Axe) I - +2 Acc, +2 Parry


Equipment
2 golds.
Plate - Hardness 15, Flexibility 5, Durability 300.
Armor: 6
1 encumbrance
50 gold.

Hand Axe - Hardness 10, Flexibility 8, Durability 100
Range: +2 at Short, -2 at Long.
Damage: Piercing at +4 damage, Blunt at +2 damage.
-2 when parrying.
8 gold.

Some balls

Name: Cynthia Lorlove
Description:
A mage who believes the solution to their problems lies in old magic - after all, the Empire was one of the most advanced in the world before all this crazy shit happened. Specifically, she thinks opening a portal to the demon world is a GREAT idea, because there'd probably be (weird demon) food and (weird demon) arable land and all that stuff there, and they probably have like, roads and stuff to other places in the human world that they could use or something. At the VERY least, they should be able to contact other cities or learn some about what happened from them, at least. Consequently a lot of her efforts go to hunting through the city for forgotten and abandoned libraries, and she eats up rumors and such of wizardly libraries outside the city and such too. Or something??
Is particularly enamored with succubi from what little on them she's looked up so far. The life-draining thing isn't so great, but they like sex! Sex keeps people's spirits up. Not coincidentally, Cyn owns (or just wants to own? I don't know how coolguy I should go???) a brothel.
She wants to own a healing house and a soup kitchen too, but she settles for knowing some people who run those instead. She wants to get her fingers into the farmers, craftsmen, and the remnants of the merchant's guild, too, to better coordinate resources and such. She's a huge nosy meddler, basically.
Can PROBABLY witch up a dick just saiyan.

Base Stats
Distribute 10 points, increasing beyond 5 costs 2 points
Technique = 1
Conditioning = 3
Strength = 1
Quickness = 2
Wits = 3
Will = 3
Power = 3

Secondary Stats
Vs Injury (Cond+Mods) = 3
Resilience (Will+Mods) = 3
Parry (die+Tech+Mods) = 1
Dodge (die+Quick+Mods) = 2
Block (die+Tech+Quick+Mods) = 3
Alacrity (Wits+Mods) = 3

Accuracy (die+Tech+Mods) = 1
Melee Damage Modifier (Strength+Mods) = 1

Dice Pool = (10*Cond+Mods) = 30
Recovery (Cond+Mods) = 3
Hand Size (3+Wits+Mods) = 6
Actions (3+Quick+Mods) = 6
Movement (die+Quick+Mods) = 2
Initiative (Quickness+Mods) = 2


Equipment
0 golds

Cooking Knife - Hardness 6, Flexibility 4, Durability 60.
Range: +2 at Short, -2 at Long.
Damage: Slashing at +2, Piercing at +2.
-4 parrying. No accuracy penalty for consecutive attacks when dealing piercing damage.
3 gold.

Small Round Shield - Hardness 15, Flexibility 7, Durability 150
Range: +2 at short, +1 at medium.
Damage: Blunt at +1.
Takes 2 actions to remove from back.
8 gold.

Leather Armor - Hardness 5, Flexibility 7, Durability 50.
Armor: 3
8 gold.

Spellbook (10)
- Healing (5)
- Counterspell (5)
- Power Burst (6)
- Summoning (15)

Name: Fast Man
Description:


Base Stats
Distribute 10 points, increasing beyond 5 costs 2 points
Technique = 2
Conditioning = 3
Strength = 2
Quickness = 4
Wits = 3
Will = 2


Secondary Stats
Vs Injury (Cond+Mods) = 3
Resilience (Will+Mods) = 2
Parry (die+Tech+Mods) = 2
Dodge (die+Quick+Mods) = 4
Block (die+TQ+Mods) = 6
Alacrity (Wits+Mods) = 3

Accuracy (die+Tech+Mods) = 2
Melee Damage Modifier (Strength+Mods) = 2

Dice Pool = (10*Cond+Mods) = 30
Recovery (Cond+Mods) = 3
Hand Size (3+Wits+Mods) = 6
Actions (3+Quick+Mods) = 7
Movement (die+Quick+Mods) = 4
Initiative (Quickness+Mods) = 4

Equipment
11 golds.

Arming Sword - Hardness 9, Flexibility 9, Durability 90.
Range: +2 at Medium.
Damage: Slashing at +4 damage, Piercing at +3 damage, Blunt at +2 damage.
9 gold.

Dagger - Hardness 8, Flexibility 8, Durability 80.
Range: +2 at Short, -2 at Long.
Damage: Slashing at +2 damage, Piercing at +3 damage.
-2 when parrying. No accuracy penalty for consecutive attacks using piercing damage.
7 gold.

Shortbow - Using this to parry breaks the string and renders it unable to fire, but it can be repaired without concerns about durability by restringing it.
Range: 2 zones without invoking DCs.
Damage: Piercing at +4 damage.
Reload cost: 1 die.
-3 to parrying.
8 gold.

Chainmail - Hardness 10, Flexibility 9, Durability 100.
Armor: 5.
25 gold.

Name: Average Man
Description:

Base Stats
Distribute 10 points, increasing beyond 5 costs 2 points
Technique = 2
Conditioning = 2
Strength = 2
Quickness = 2
Wits = 2
Will = 2
Cardio I
Conditioning I
Resilient I
Weapon Training (Swords) I

Secondary Stats
Vs Injury (Cond+Mods) = 2
Resilience (Will+Mods) = 4
Parry (die+Tech+Mods) = 2
Dodge (die+Quick+Mods) = 2
Block (die+TQ+Mods) = 4
Alacrity (Wits+Mods) = 2

Accuracy (die+Tech+Mods) =
Melee Damage Modifier (Strength+Mods) =

Dice Pool = (10*Cond+Mods) = 40
Recovery (Cond+Mods) = 4
Hand Size (3+Wits+Mods) = 5
Actions (3+Quick+Mods) = 5
Movement (die+Quick+Mods) = 2
Initiative (Quickness+Mods) = 2


Equipment
POOR

Longsword - Hardness: 10, Flexibility 9, Durability 100.
Range: +2 at Medium and Short
Damage: Slashing at +4 damage, Piercing at +3 damage, Blunt at +2 damage.
-2 accuracy and parrying when wielded in a single hand.
10 gold.

Plate - Hardness 15, Flexibility 5, Durability 300.
Armor: 6
1 encumbrance
50 gold.

Name: Spellblade
Description:

Base Stats
Distribute 10 points, increasing beyond 5 costs 2 points
Technique = 2
Conditioning = 2
Strength = 2
Quickness = 2
Wits = 2
Will = 3
Power = 2
Weapon Training (Sword) I - The character has extensive training with a specific weapon. They gain +2 to accuracy and parry when wielding this weapon.

Secondary Stats
Vs Injury (Cond+Mods) = 2
Resilience (Will+Mods) = 3
Parry (die+Tech+Mods) = 2
Dodge (die+Quick+Mods) = 2
Block (die+Tech+Mods) = 4
Alacrity (Wits+Mods) = 2

Accuracy (die+Tech+Mods) = 2
Melee Damage Modifier (Strength+Mods) = 2

Dice Pool = (10*Cond+Mods) = 20
Recovery (Cond+Mods) = 2
Hand Size (3+Wits+Mods) = 5
Actions (3+Quick+Mods) = 5
Movement (die+Quick+Mods) = 2
Initiative (Quickness+Mods) = 2


Equipment
6 golds.

Longsword - Hardness: 10, Flexibility 9, Durability 100.
Range: +2 at Medium and Short
Damage: Slashing at +4 damage, Piercing at +3 damage, Blunt at +2 damage.
-2 accuracy and parrying when wielded in a single hand.
10 gold.

Leather Armor - Hardness 5, Flexibility 7, Durability 50.
Armor: 3
8 gold.


Spellbook (10)
- Counterspell (5)
- Healing (5)

Talismans!
- Power Burst (Str) (4)
- Power Burst (Con) (4)
- Power Burst (Qui) (4)
- Power Burst (Wit) (4)

Name: Shieldo
Description:

Base Stats
Distribute 10 points, increasing beyond 5 costs 2 points
Technique = 3
Conditioning = 3
Strength = 2
Quickness = 3
Wits = 2
Will = 2
Shield Training I - The character gains +2 to accuracy and block with a shield.

Secondary Stats
Vs Injury (Cond+Mods) = 3
Resilience (Will+Mods) = 2
Parry (die+Tech+Mods) = 3
Dodge (die+Quick+Mods) = 3
Block (die+Tech+Mods) = 8
Alacrity (Wits+Mods) = 2

Accuracy (die+Tech+Mods) = 3
Melee Damage Modifier (Strength+Mods) = 2

Dice Pool = (10*Cond+Mods) = 30
Recovery (Cond+Mods) = 3
Hand Size (3+Wits+Mods) = 5
Actions (3+Quick+Mods) = 6
Movement (die+Quick+Mods) = 3
Initiative (Quickness+Mods) = 3


Equipment
1 golds.

War Spear - Hardness 9, Flexibility 10, Durability 90
Range: +2 at Medium and Long.
Damage: Piercing at +4 damage (medium and long only), Slashing at +2 damage (medium and long only), Blunt at +1 damage.
-4 accuracy when wielded in a single hand and attempting to deal non-piercing damage.
13 gold.

Hand Axe - Hardness 10, Flexibility 8, Durability 100
Range: +2 at Short, -2 at Long.
Damage: Piercing at +4 damage, Blunt at +2 damage.
-2 when parrying.
8 gold.

Kite Shield - Hardness 15, Flexibility 7, Durability 150
Range: +2 at medium
Damage: Blunt at +1
Double Alacrity for the purpose of determining defense reductions when blocking with this, +2 blocking, 2 encumbrance, takes 2 actions to remove from back.
13 gold.

Chainmail - Hardness 10, Flexibility 9, Durability 100.
Armor: 5.
25 gold.

Name: Bonko
Description:

Base Stats
Distribute 10 points, increasing beyond 5 costs 2 points
Technique = 3
Conditioning = 3
Strength = 3
Quickness = 2
Wits = 2
Will = 2
Injurious I

Secondary Stats
Vs Injury (Cond+Mods) = 3
Resilience (Will+Mods) = 2
Parry (die+Tech+Mods) = 3
Dodge (die+Quick+Mods) = 2
Block (die+Tech+Mods) = 5
Alacrity (Wits+Mods) = 2

Accuracy (die+Tech+Mods) = 3
Melee Damage Modifier (Strength+Mods) = 5

Dice Pool = (10*Cond+Mods) = 30
Recovery (Cond+Mods) = 3
Hand Size (3+Wits+Mods) = 5
Actions (3+Quick+Mods) = 5
Movement (die+Quick+Mods) = 2
Initiative (Quickness+Mods) = 2


Equipment
5 golds

Lucerne Hammer - Hardness 13, Flexibility 9, Durability 130.
Range: +1 at Medium and +2 at Short, -1 at Long.
Damage: Piercing at +4 damage, Blunt at +3 damage.
-4 accuracy when wielded in a single hand.
15 gold.

Arming Sword - Hardness 9, Flexibility 9, Durability 90.
Range: +2 at Medium.
Damage: Slashing at +4 damage, Piercing at +3 damage, Blunt at +2 damage.
9 gold.

Buckler - Hardness 12, Flexibility 8, Durability 120
Range: +2 at short, -1 at medium, -4 at long.
Damage: Blunt at +1
-2 blocking
6 gold.


Chainmail - Hardness 10, Flexibility 9, Durability 100.
Armor: 5.
25 gold.
 
Last edited:

Tiffanian

Smut Slut
Joined
Jan 8, 2011
Messages
6,208
Reputation score
214
Re: Unnamed Homebrew Character Sheets

Name: Eleanor
Description:

Base Stats
Distribute 10 points, increasing beyond 5 costs 2 points
Technique = 5
Conditioning = 2
Strength = 2
Quickness = 3
Wits = 1
Will = 2

Weapon Training: Longsword

Secondary Stats
Vs Injury (Cond+Mods) = 2
Resilience (Will+Mods) = 3
Parry (die+Tech+Mods) = 1d6 + 5 + 2
Dodge (die+Quick+Mods) = 1d6 + 3
Block (die+Tech+Mods) = 1d6 + 5
Alacrity (Wits+Mods) = 1

Accuracy (die+Tech+Mods) = 1d6 + 5 + 2
Melee Damage Modifier (Strength+Mods) = 2

Dice Pool = (10*Cond+Mods) = 20
Recovery (Cond+Mods) = 2
Hand Size (3+Wits+Mods) = 4
Actions (3+Quick+Mods) = 6
Movement (die+Quick+Mods) = 1d6 + 3
Initiative (Quickness+Mods) = 3


Equipment
Longsword
Leather Armor
42 gold

Eleanor comes from a long line of nobodies, her family mostly employed in rather unsavory pursuits to survive. As such she was taught to wield a sword from a young age... she grew up skilled and swift, though she had greater ambitions than her forebears. What she wanted more than anything was to go Beyond the Wall, to see if there were anything to save her from scratching and clawing to get some pittance to survive. Perhaps she could even acquire fame and fortune! How to do that, of course... she could figure that out later.
 
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