WeaselThor
The Thundering Mustelid
Lore tab coming soon, basic dnd classes will apply.
The Cs
Introduction
Faceclaim: a picture of the character or a description, much preferred for picture though.)
Name: (Something not vulgar please.)
Age: (See racial traits in lore for detailed age ranges.)
Race: (See Races in lore for a list of playable races.)
Alignment: (Chaotic, Neutral, Good, Lawful…Sadly Evil is not a choice in this party as you would not be able to join if you were.)
Class: (See classes in Lore section)
Height: (Something Reasonable.)
Weight: (Something reasonable.)
Eyes: (Free reign but if an odd color you must explain in backstory.)
Hair: (Same as eyes.)
~~~
Character information
Patron Deity: (Fell free to invent your own deity so long as they don’t demand anything that would make your character evil.)
Homeland: (Feel free to make up your own city or country but you must explain it in the backstory.)
Personality: (What kind of person are you?)
Backstory: (Where are you from? How did you get into the trade of being an adventurer? What’s the plan for the future if you do manage to score this massive stash of gold?)
Likes: (at least 3.)
Dislikes: (At least 3.)
~~~
Stats
(I would wait for the lore for this stuff.)
(The maximum number for any one stat will be 10, with the minimum being 1 this ensures you must put at least one point in each stat. Characters will be allowed 28 points to distribute as they see fit, All Racial stats are added in at the end and even with a bonus stats cannot go beyond ten.)
Str: 1-10 (strength, this stat governs the amount of damage you deal with melee combat, the amount of weight you can carry, and wether or not you can push through certain things like a wall it’s a must have for any melee combatants or heavily armored knights. A housecat or toddler would be a good candidate for a 1, while an Ox would be a good candidate for a 10.)
Dex: 1-10 (Dexterity, a mix of Agility, Speed, and reflexes, a must have for any class that uses stealth, ranged weapons, or a highly mobile character. This stat is important for all characters as it measures dodge chances, but for rouges and archers it is a must have. A turtle would be a good candidate for 1, while a dragonfly or Hummingbird would be a solid 10.)
Con: 1-10 (Constitution, the measure of your toughness and stamina high constitution might let you shrug off a punch from a strong foe, or run for a solid hour, but most importantly it governs your characters overall vitality with things like poison and disease resistance also falling into this category. Any insect or mouse you could crush in one blow would be a 1, with creatures like a hippopotamus or elephant having a pretty solid ten.)
Int: 1-10 (Intelligence, an important skill that governs ones rate of learning, ones mana pool, and often goes hand in hand with ones education. A high intelligence stat can allow your crafting skills to be better, it can allow you to identify traps or tricks, but most importantly it can directly influence the damage of your spells. A June bug is a good example of a 1, while Albert Einstein would be a ten.)
Wis: 1-10 (Wisdom, a skill that governs common sense, experience, and willpower. At first it may seem negligible as it only seems to govern mana regeneration. However not having a high wisdom will be its own curse as it also governs mind altering effects from spells poisons and other sources. It would also have a lot of relevance as to wether a person is alert or impulsive. A creature like a Fish would typically be a 1, While surprisingly no examples of a solid ten exist beyond Sphinxes and Dragons.)
Cha: 1-10 (Charisma is a combination of your physical attractiveness, your social skills, and the vibe you give off. While not often useful in combat it plays its role in a variety of none combat roles, however spells with Vocal components, dancing components, and even sometime acrobatics can be performed with ones charisma stat allowing them to achieve things they normally could not. A angry Toad would be a good example of a 1, While a young beautiful princess/prince with the gift of Gab would be a 10.)
Luck: 1-10 (perhaps the most fun and important of all the stats, a persons luck can determine literally any aspect of the game, bad luck means you will likely have a hard time in any and every encounter, while a high luck skill does the inverse, but here is the kicker, Luck determines Loot to a degree and in team encounters the entire teams luck is factored in, meaning it would behoove one to have at least a moderate luck stat.That guy who fell in the snake pit after being struck by lightening is a rank 1, and his brother who stumbled upon a frisky goddess and “negotiated” for his brothers life is a 10.)
Items: (Oils, ropes, torches, Just don’t include food or Coin as that’s all covered by prince moneybags.)
Weapons: (For the start magical weapons will not be allowed nor will master crafted special weapons. You will be starting with basic adventuring weapons.)
Armor: (Same as weapons and like weapons this section is optional as not all adventurers have weapons.)
Spells: (List the spell and include your mana cost, the effect, range, duration, and kind of spell it is.At the start a spell caster class may have a total of 3 spells. 2 first level spells, and one second level spell. A first level spell might be able to fell a man in a single blow, whereas a second level spell could likely fell a rampaging bull if timed properly. Feel free to leave the mana cost blank until after the lite is up.)
Mana: (Take your Intelligence stat, add it to your racial mana mod, then multiply it by your class mod. Feel free to leave blank until the lore is up. )
HP: (Takes your Constitution stat, Add your racial HP mod, then multiply by your class modifier. Feel free to leave blank until lore is up.)
The Cs
Introduction
Faceclaim: a picture of the character or a description, much preferred for picture though.)
Name: (Something not vulgar please.)
Age: (See racial traits in lore for detailed age ranges.)
Race: (See Races in lore for a list of playable races.)
Alignment: (Chaotic, Neutral, Good, Lawful…Sadly Evil is not a choice in this party as you would not be able to join if you were.)
Class: (See classes in Lore section)
Height: (Something Reasonable.)
Weight: (Something reasonable.)
Eyes: (Free reign but if an odd color you must explain in backstory.)
Hair: (Same as eyes.)
~~~
Character information
Patron Deity: (Fell free to invent your own deity so long as they don’t demand anything that would make your character evil.)
Homeland: (Feel free to make up your own city or country but you must explain it in the backstory.)
Personality: (What kind of person are you?)
Backstory: (Where are you from? How did you get into the trade of being an adventurer? What’s the plan for the future if you do manage to score this massive stash of gold?)
Likes: (at least 3.)
Dislikes: (At least 3.)
~~~
Stats
(I would wait for the lore for this stuff.)
(The maximum number for any one stat will be 10, with the minimum being 1 this ensures you must put at least one point in each stat. Characters will be allowed 28 points to distribute as they see fit, All Racial stats are added in at the end and even with a bonus stats cannot go beyond ten.)
Str: 1-10 (strength, this stat governs the amount of damage you deal with melee combat, the amount of weight you can carry, and wether or not you can push through certain things like a wall it’s a must have for any melee combatants or heavily armored knights. A housecat or toddler would be a good candidate for a 1, while an Ox would be a good candidate for a 10.)
Dex: 1-10 (Dexterity, a mix of Agility, Speed, and reflexes, a must have for any class that uses stealth, ranged weapons, or a highly mobile character. This stat is important for all characters as it measures dodge chances, but for rouges and archers it is a must have. A turtle would be a good candidate for 1, while a dragonfly or Hummingbird would be a solid 10.)
Con: 1-10 (Constitution, the measure of your toughness and stamina high constitution might let you shrug off a punch from a strong foe, or run for a solid hour, but most importantly it governs your characters overall vitality with things like poison and disease resistance also falling into this category. Any insect or mouse you could crush in one blow would be a 1, with creatures like a hippopotamus or elephant having a pretty solid ten.)
Int: 1-10 (Intelligence, an important skill that governs ones rate of learning, ones mana pool, and often goes hand in hand with ones education. A high intelligence stat can allow your crafting skills to be better, it can allow you to identify traps or tricks, but most importantly it can directly influence the damage of your spells. A June bug is a good example of a 1, while Albert Einstein would be a ten.)
Wis: 1-10 (Wisdom, a skill that governs common sense, experience, and willpower. At first it may seem negligible as it only seems to govern mana regeneration. However not having a high wisdom will be its own curse as it also governs mind altering effects from spells poisons and other sources. It would also have a lot of relevance as to wether a person is alert or impulsive. A creature like a Fish would typically be a 1, While surprisingly no examples of a solid ten exist beyond Sphinxes and Dragons.)
Cha: 1-10 (Charisma is a combination of your physical attractiveness, your social skills, and the vibe you give off. While not often useful in combat it plays its role in a variety of none combat roles, however spells with Vocal components, dancing components, and even sometime acrobatics can be performed with ones charisma stat allowing them to achieve things they normally could not. A angry Toad would be a good example of a 1, While a young beautiful princess/prince with the gift of Gab would be a 10.)
Luck: 1-10 (perhaps the most fun and important of all the stats, a persons luck can determine literally any aspect of the game, bad luck means you will likely have a hard time in any and every encounter, while a high luck skill does the inverse, but here is the kicker, Luck determines Loot to a degree and in team encounters the entire teams luck is factored in, meaning it would behoove one to have at least a moderate luck stat.That guy who fell in the snake pit after being struck by lightening is a rank 1, and his brother who stumbled upon a frisky goddess and “negotiated” for his brothers life is a 10.)
Items: (Oils, ropes, torches, Just don’t include food or Coin as that’s all covered by prince moneybags.)
Weapons: (For the start magical weapons will not be allowed nor will master crafted special weapons. You will be starting with basic adventuring weapons.)
Armor: (Same as weapons and like weapons this section is optional as not all adventurers have weapons.)
Spells: (List the spell and include your mana cost, the effect, range, duration, and kind of spell it is.At the start a spell caster class may have a total of 3 spells. 2 first level spells, and one second level spell. A first level spell might be able to fell a man in a single blow, whereas a second level spell could likely fell a rampaging bull if timed properly. Feel free to leave the mana cost blank until after the lite is up.)
Mana: (Take your Intelligence stat, add it to your racial mana mod, then multiply it by your class mod. Feel free to leave blank until the lore is up. )
HP: (Takes your Constitution stat, Add your racial HP mod, then multiply by your class modifier. Feel free to leave blank until lore is up.)
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