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Grex Oldrpg Item 22: Character Creation Log
Entered by vidar on Thu Apr 7 00:25:32 UTC 1994:

You may post pre-rolled characters, or create characters here.  I will
list classes (occupation), races allowed, minimum ability scores, and
Prime requisites here.  Alignment restrictions will be put in the index
when I feel like it.  Type "display index" without the qoutes to see the
index.

Class           Races Allowed           Prime Requisites/ Min. Ability Scores
____________________________________________________________________________
Arena
  Champion           All                        (See Gladiator)
(Gladiator)
____________________________________________________________________________
Arena
  Manager        Human, Dwarf, Elf, H-Elf       (See Templar)
____________________________________________________________________________
Arena 
 Necromancer    Human, Elf, Half-Elf            (See Defiler)
____________________________________________________________________________
Bard            Human, Half-Elf                 DEX: 12, INT: 13, CHA: 15
                                                PR: Dexterity, Charisma
____________________________________________________________________________
Beast Trainer   All, though Dwarves,
  (Gladiator)  Halflings and humans
                tend to make the best
                Beast Trainers                  (See Gladiator)
____________________________________________________________________________
Blind 
 Fighter        All except Thri-kreen           (See Gladiator)
____________________________________________________________________________
Cleric               All                        WIS: 9
                                                PR: Wisdom
____________________________________________________________________________
Convict      All                        (See Gladiator)
 Gladiator
____________________________________________________________________________
Defiler Human, Elf, Half-Elf            INT: 9
                                                PR: Intelligence
____________________________________________________________________________
Druid           Human, H-Elf, Halfling,         WIS: 12
                Mul, Thri-kreen                 CHA: 15
                                                PR: Wisdom, Charisma
____________________________________________________________________________
Fighter      All                        STR: 9
                                                PR: Strength
____________________________________________________________________________
Gladiator            All                        STR: 9
                                                PR: Strength
____________________________________________________________________________
Illusionist     Human, Elf, H-Elf, Halfling     DEX: 16
                                                PR: Intelligence
(Illusionists can be either Defilers or Preservers)
____________________________________________________________________________
Jazst           Elf, H-Elf, Halfing, or         (See Gladiator)
 Gladiator      , in rare instances, Human
____________________________________________________________________________
Preserver       Human, Elf, Half-Elf            INT: 9
                                                PR: Intelligence
____________________________________________________________________________
Professional         All                        (See Gladiator)
 Gladiator
____________________________________________________________________________
Montare Human, H-Elf, Halfling, Mul     (See Gladiator)
 Gladiator
(This should be in between Jazst and Preserver, but I forgot about it)
____________________________________________________________________________
Psionicist           All                        CON: 11, INT: 12, WIS: 15
                                                PR: Constitution, Wisdom
____________________________________________________________________________
Ranger          Human, Elf, H-Elf, Halfling,    STR: 13
                Thri-kreen                      DEX: 13, CON: 14, WIS: 14
                                                PR: STR, DEX, WIS
____________________________________________________________________________
Templar Human, Dwarf, Elf, H-Elf        WIS: 9, INT: 10
                                                PR: Wisdom
____________________________________________________________________________
Thief                All                        DEX: 9
                                                PR: Dexterity
____________________________________________________________________________

Halfings and Thri-kreen do not know the common tongue, and should spend
one Nonweapon proficiency slot to obtain it.  Clerics and Druids get
spells from Elemental Spheres, Druids have guarded lands that have to
do with the affiliation of their elemental plane of worship.  Templars
are the clerics of sorcerer-kings, they need only to name the city of
the Tyr region they are loyal to.  Urik is out -- Hamanu is dead.

87 responses total.



#1 of 87 by scheme on Sun Apr 10 18:11:23 1994:

I dont know


#2 of 87 by jimbob on Sun Apr 10 20:21:20 1994:

are you gunna play scheme? if not your not supposed to enter any respones



#3 of 87 by jamie on Mon Apr 11 23:15:08 1994:

Someone said we were supposed to keep 2 or 3 characters on hand, in case one
dies.  I  guess I'll take a halfling ranger.  Can someone tell me how to roll
up Dark Sun characters?


#4 of 87 by vidar on Tue Apr 12 01:02:49 1994:

4d4+4 for each ability score.
Secondly, you do know my rules (which are the DARKSUN rules) for character
trees, don't you?


#5 of 87 by vidar on Tue Apr 12 01:03:27 1994:

I would also like to point out that this is a rated R conference.
Gore, Sex, and Violence will not be limited to mild descriptions.


#6 of 87 by jimbob on Tue Apr 12 09:39:30 1994:

if we get to roll 3 more characters...i would like a Thri-Kreen(if that's
spelled right) fighter, a Arena Necromancer Elf, and a...brb



#7 of 87 by jimbob on Tue Apr 12 09:41:23 1994:

and a Human theif...ok?



#8 of 87 by vidar on Tue Apr 12 13:54:39 1994:

Roll 'em yourself.


#9 of 87 by vidar on Tue Apr 12 20:01:11 1994:

From now on, I want character requests in item 1.  Use this item
to get info and then rthe index, then request on item 1.  I
refuse to roll up any more characters for other people.  From
now on, roll your own stats (Ability Scores).  Other stuff, I will
do for you.


#10 of 87 by vidar on Sun Apr 17 13:12:06 1994:

Disregard Re#9.  It'll be too hard if I do things that way.

Jimbob, I'm suprised you graduated from Kindergarten with grammar like that!


#11 of 87 by ziggy on Tue Apr 19 14:00:25 1994:

Hmmmm, nice, I'll have to put it in the index when I make a new one.


#12 of 87 by vidar on Tue Apr 19 19:39:17 1994:

Barf.


#13 of 87 by jimbob on Sat Apr 30 07:09:04 1994:

grammer-bitch...



#14 of 87 by vidar on Sat Apr 30 11:58:59 1994:

jimbob, don't even respond to this item!  You're not even playing yet!


#15 of 87 by vidar on Mon May 9 02:47:23 1994:

The inactive character, Rkard Gorm, is open to anyone who wants to take control
of his life.


#16 of 87 by soulstis on Mon May 9 15:22:21 1994:

I am new to this i only play muds....please teach me


#17 of 87 by vidar on Mon May 9 18:35:24 1994:

This isn't *exacly* a M.U.D.  The conference, I suppose you could call one,
but the system thou cannot.

Roll 4 four sided dice, plus 4 six times and arrange them in order of
preferance for the following Ability Scores. Strength (STR:) Dexterity (DEX:)
Consititution (CON:) Intelligence (INT:) Wisdom (WIS:) Charisma (CHR:)

After you have done that, choose a race.  I will make the racial ability
adjustments.  Then, pick a class, and depending on whether there are
alignment restrictions (or not): pick an alignment.  An alignment is
a characters basic outlook on life.  It also determines how 
good or evil they are.  If you need to know which classes have alignment
restrictions, type "display index" without the quotes at the "Name your
poison:" prompt, which, of course, does not have quotes.


#18 of 87 by casper on Mon May 30 05:35:53 1994:

Well, heres my character, hope it fits the mold...
Name=Casper <Cap the Knife)
Race=Human Class=Jongleur <bard specialiast>
STR=10
DEX=17
CON=09
INT=09
WIS=09
CHR=18
Equip=Longtooth Dagger, Grappling Hook, Flute, Leather Backpack
--tell me what else I should post and when I can join if I can.


#19 of 87 by vidar on Mon May 30 14:07:54 1994:

Post the damage on a Longtooth dagger, and add 30 points to these skills,
adding no more than 15 to one skill per level, and raising none above 95%
(You start at 3rd level here):
Climb Walls (CW)        Detect Noise (DN)       Pick Pockets (PP)       
        50%                     20%                     15%

Read Languages (RL)
        5%

And I forgot, initially you have 20 points to add for 1st level.  So it's
arrange 20 for 1st, 30 for 2nd, 30 for 3rd.

You also need:
Height: In feet and Inches
Weight: In pounds
Sex: Male or Female
To Roll 2d10 or 1d00 so shaymu can find your psionic wild talent(s)
To tell me which prime material plane this guy
s from i.e., Oerth, Krynn, Toril, Athas...
And to reroll your intelligence until it is at LEAST 13.  Your other
Abiliy requirements are ok e.g., Dexterity and Charisma.
Roll 3d6 to determine hit points
THACO: Look under Rouge, Level 3
- any + Dex adjustments.  The lowers your thaco, the easier it is to hit.
Never mind, I'll do THACO for you, at third level
THACO: 19 (Base for 3rd Level Rouge) That's it.
I meant Strength.  Sorry.  Dex is for amror class so...
AC: 10 -3 for 17 Dex, = 7 Natural Armor Class


#20 of 87 by casper on Tue May 31 05:20:01 1994:

Height=5'3"
Weight=165
Sex=male
INT=14
Thac0=19
World=Krynn, of course.
Age=24
No esp crap...


#21 of 87 by vidar on Tue May 31 20:04:01 1994:

Psionics and ESP are not the same.  ESP is found in both Magic, and Psionics.
Psionics are quite useful.  But seeing as your character is from Krynn,
no roll shall be made.

vishnu, put this in the 'lookup' command for casper


#22 of 87 by vidar on Tue May 31 20:13:21 1994:

Login: casper
Call Name: Cap the Knife
Race: Human Prime; Krynn
Class: Jongleur
XP: 2,500 (that of a 3rd level rogue)
Level: 3
Equipment: Grappling Hook, Leather Backpack, Longtooth Dagger
STR: 10
DEX: 17
CON: 09
INT: 14
WIS: 09
CHA (or CHR): 18
THAC0: 19
Age: 24
Sex: M
Height: 5'3"
Weight: 165 lb.

You arrange it in the right order vishnu, I'm deleting all Grex character stats
sav Shandra, Tr'vorr, Britain, Kvasir, Lelei, Sorvnak, and Sorren's before
I ditch A2 forever.  So keep trak of stats from now on, or let shaymu
handle it.

ON all other all ready created human and half-elf characters, add to race
these modifications:
Race: (race name) Prime; Athas

And from now on, ask all human or half-elf characters whether they are Primes
or Planars when the character is created.
Danke.


#23 of 87 by arizona on Tue May 31 20:41:44 1994:

Ah cain't believ casper ain't rolled those 3d6 yet.  
Maybe vidar'll be nice an' roll 'em for the feller.


#24 of 87 by casper on Thu Jun 2 04:19:05 1994:

The 3d6 for what?
Anyway here are my weapon prof's, as shamyu requested...
WP Dagger (specialized)
WP QUarterstaff
play flute
brawling
juggle
acrobatics


#25 of 87 by casper on Thu Jun 2 04:21:54 1994:

So when do I play and how do I make my dramatic entrance?


#26 of 87 by casper on Thu Jun 2 04:27:11 1994:

Whoa! I almost forgot my character is employoing sutdded leather armor.
The longtooth dagger is 1d6/1d8 superior quality (+1 hit)
in addition to the dex bonus that is...


#27 of 87 by vidar on Thu Jun 2 13:52:43 1994:

First choose a plane.
3d6 is for your character's hit points!  I rolled it
for you.
Hp: 18/18
Choose a plane, tell me, then I'll relay information to shaymu.
THEN you can join.  Okay.  Drop the attitude about psionics,
or you'll end up on the losing end of a Disintegrate attack.


#28 of 87 by shaymu on Sat Jun 4 04:54:29 1994:

Non-weapon profs would be nice....
No, they are a must!!! Please post them. These can include any special
Dragonlance NWprofs if there are any.


#29 of 87 by vidar on Mon Jun 6 13:53:29 1994:

Also, don't Assume I know something about a campaign, because
I probably don't!  I work only within DARK SUN, PLANESCAPE and
RAVENLOFT, I hardly know shit about other campaigns, except
KARA-TUR!


#30 of 87 by shaymu on Wed Jun 8 17:49:02 1994:

ravenloft?!?!?!
<shaymu acks>


#31 of 87 by vidar on Wed Jun 8 18:16:05 1994:

I'm sort of interested because of Glass Golems...
I also like Strhad's situation and some of the more variety in Lycanthropes.
Besides, I like horror movies.


#32 of 87 by jamie on Thu Jun 9 00:57:22 1994:

Can we use special skills/kits/equipment/etc. from other worlds.  You may 
have already answered this, but I want to make sure.  I'd like to start over
with a new character, possibly from the Al-Qadim (Toril) campaign system.


#33 of 87 by vidar on Thu Jun 9 13:57:08 1994:

Toril?  I thought Toril was Forgotten Realms, not Al-Qadim (ahl kah-DEEM)
Maybe I don't have the planets matched to the campaign.  Talk to
shaymu, If you want other characters, you're taxing HIS budget.
The DMs are required to have all the info they need, and if it
requires another campaign, it may take time.  But if you want
to start over now, look at item 13 and the PLANESCAPE races.
Roll them normally (3d6) and start them at 1st level.  All
advancement is as in traditional AD&D.  Planars think of
Gladiatiors as just another kind of fighter.  Factions,
alas, I cannot include because the adventure is mostly
on Athas.  I might have shaymu take you to Limbo, or
possibly to the Abyss.  Baator (Nine Hells) and Mechanus
(Nirvana) are other possibilities.


#34 of 87 by jamie on Thu Jun 9 20:34:26 1994:

On the planet of Toril:  Forgotten Realms, Maztica (aztec-type adventures),
Al-Qadim (arabian adventures), Kara-Tur (oriental adventures), and The Horde
(mongol barbarian-type adventures)  You didn't have it wrong, but the 
Forgotten Realms are the most commonly thought of as being on Toril.


#35 of 87 by vidar on Fri Jun 10 14:34:34 1994:

Al-Qadim, Zakhara seems to be the name of the land.  Continent or
Planet, continent most likely.  You may start over if slain, or
once the adventure is over.  There will be no changing in 
mid-adventure any more.


#36 of 87 by jkrauss on Fri Jun 10 20:51:36 1994:

hi, jkrauss here creating a gith theif.
race gith
class theif
scores (w/o racial adjustments)
Dex: 15
Cha: 15
Con: 12
Wis: 11
Str: 13
Int: 8
scores (w/adjustments)


#37 of 87 by jkrauss on Fri Jun 10 20:55:37 1994:

sorry 'bout that.
Dex:  16
Cha:  15
Con:  12
Wis:  12
Str:  12
Int:  7

sex: male
my d100 roll is 89
movement:  12, some ungodly high number on limbo
alignment: chaotic-good


#38 of 87 by jamie on Sat Jun 11 01:11:40 1994:

re#35 I can live with that.


#39 of 87 by vidar on Mon Jun 13 13:06:18 1994:

96 in Limbo.  And it's Githzerai!
Remember, Githyanki are your blood enemies!


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