"If we were Gods, able to make worlds and unmake 'em as we list, what world would we have?"

Tuesday, July 19, 2011

First batch of Dwarf-Land PCs

We've finished initial character generation. The only glitch I discovered after the fact is that we generated a Gnomic Fighting Man and Dwarvish Thief for one of the players, both of which characters are technically impossible under the Dwarf-Land rules. (Things get confused generating multiple characters in chat with a ruleset no one else has.) If it were just one character, I'd say fuck it and make him an exception, but since it's two, I'm proposing that we just switch the races of the two characters. That's what the listing assumes but I haven't talked with the player about it yet. Whatever, we'll get it fixed before play starts.

Each player generated three characters, any one of which they can play at a time. No new PCs are generated by a player until his old ones are all dead. I don't honestly care if the party pools gold, writes in backstories where all the guys with jackass ears are related to Uncle Assfucker McGillicutty, etc.

I'm conflicted on reseeding the Trait tables after a certain number of duplicates. Since we rolled up 12 characters, obviously there was some duplication of racial traits. However, that also produced some interesting synchronicities. This is essentially a playtest, so we'll decide after playtesting.

All the characters will presumably acquire names, equipment, and a background (also known as "a sentence") before the start of gameplay on Tuesday. (I haven't used real names because I didn't think to ask for permission and a couple of the players go by handles in the blogosphere.)

Player #1
1. Dwarvish Fighting Man. Str 17, Int 13, Wis 11, Con 16, Dex 7, Cha 9. hp 7. DUCK FEET, HANDLEBAR MUSTACHE. Lives in A SUBTERRANEAN GROTTO.
2. Gnomic Warlock. Str 9, Int 13, Wis 8, Con 6, Dex 8, Cha 17. hp 1. LEPRECHAUN BLOOD, HAND OF GLORY. Lives in A HILLSIDE SMIAL.
3. Dwarvish Druid of Krampus. Str 12, Int 12, Wis 8, Con 10, Dex 11, Cha 11. hp 3. GOAT HOOVES AND HORNS, SUMMON A NORTH WIND. Lives in AN ANCIENT BARROW.

Player #2
1. Dwarvish Fighting Man. Str 9, Int 4, Wis 9, Con 16, Dex 11, Cha 15. EARS LIKE A JACKASS, CLEAVES TO THE OLD WAYS. Lives in A COZY COTTAGE.
2. Gnomic Thief. Str 10, Int 9, Wis 10, Con 9, Dex 9, Cha 6. Lives in A SUBTERRANEAN GROTTO.
3. Dwarvish Cleric of the Dwarf Gods. Str 9, Int 10, Wis 14, Con 14, Dex 10, Cha 16. hp 5. DISTANTLY RELATED TO THE KING, VIAL OF HOLY MICTURATION. Lives in A TEETERING TOWER.

Tenkar
1. Gnomic Warlock. Str 12, Int 13, Wis 6, Con 7, Dex 11, Cha 14. hp 5. VERY LONG NOSE, KISSED A DEVIL'S ASS [LOL]. Lives in A VERY LARGE MUSHROOM.
2. Dwarvish Fighting Man. Str 15, Int 5, Wis 11, Con 13, Dex 7, Cha 14. hp 3. GOAT HOOVES AND HORNS, TOO TOUGH TO DIE. Lives in AN ANCIENT BARROW.
3. Dwarvish Cleric of the Dwarf Gods. Str 16, Int 9, Wis 13, Con 9, Dex 12, Cha 9. hp 6. GOAT HOOVES AND HORNS, HOTLINE TO GOD. Lives in A TEETERING TOWER.

Player #4
1. Gnomic Thief. Str 13, Int 13, Wis 9, Con 15, Dex 14, Cha 8. hp 3. LEPRECHAUN BLOOD, OUTRUN THE BEAR. Lives in A SUBTERRANEAN GROTTO.
2. Dwarvish Cleric of the Dwarf Gods. Str 7, Int 8, Wis 7, Con 11, Dex 9, Cha 11. hp 6. DUCK FEET, WORK IS NOT YET DONE. Lives in A HOLLOW TREE.
3. Dwarvish Fighting Man. Str 15, Int 12, Wis 13, Con 11, Dex 10, Cha 7. hp 5. EARS LIKE A JACKASS, CLEAVES TO THE OLD WAYS. Lives in A TITANIC BOOT.

3 comments:

  1. I'll own up to being player number 3. I expect my Dwarven Cleric will be the first to jump in the pool - I mean, the first out of the gate of my stable ;)

    Looking forward to next week.

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  2. These are very evocative. I especially like the "lives in" category. I'm going to move my family in to a very large mushroom immediately.

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  3. Chomsky is too dumb to know that a gnome should not be a FIGHTING MAN. He is fighting against the moral slacktitude against the lazy gnomes and wants to bring back the moral wreckititude of the elders. 4INT be darned!

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