Post any 1st level pregenerated characters you wish here.

1st edition? 2nd edition? It doesnt matter! Let's just talk Palladium Fantasy.

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pblackcrow
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Post any 1st level pregenerated characters you wish here.

Unread post by pblackcrow »

Post any 1st level pregenerated characters you wish here. PLEASE INCLUDE the edition...1st or 2nd.
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pblackcrow
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Re: Post any 1st level pregenerated characters you wish here

Unread post by pblackcrow »

Here is one I did for 2nd edition.

True Name: Arckon Nar’Lore, Nickname: Arn, Sex: Male, Age 21, Race: Elf, Height:6'0", Weight:150lbs, Hair: Black, Eyes: light blue, LVL: 1st, exp: 0, Next LVL: 2,041, Place of origins: Waters Edge, which is a seaport for the Kingdom of Wisdom, Birth rank: 2nd of 3, Alignment: Anarchist with unprincipled tendencies.
IQ: 21 Skills bonus: +7 Spell strength: 12
ME: 15 Trust/intimidate: 45% Auto Cast: 1 PPE
MA: 17 Damage: 0 Physical attacks: 4
PS: 13 Parry & Dodge: +4 Horror factor: +4
PP: 22 Strike: +4 Foci Strength:
PE: 20 Coma/Death: 10% PPE Channeling: 5 PPE
PB: 19 Magic & Psionics: +5 Spell memorizing:
Spd: 24 Charm/Impress: 45% Hit points/SDC: 24/13
PPE: 149 Familiar: Faith points: 0
Flaws: Gets sea sick in on the ocean for more than a few hours, same with riding inside a coach/carriage/wagon on rough terrain, not so bad when on hours back, but it’ll pass within 1d3 days. Catnip and peppermint tea help to ease it. If PPE goes to below 10%, he becomes sluggish like sugar bottomed, below 5% he wants to sleep, if it drops to 0 he will pass out. Heavy sleeper when PPE is below 25%.

Skills: IQ Bonus: (7) Starting %/+ Bonuses Total

RCC skills:
Lang: Elven/Dragonese 98% 98%
Lit: Elven/Dragonese 30% +5 +20 57%
Math: Basic 45% +5 +20 72%
OCC skills:
Lang: Eastern Tongue 98% 98%
Lang: Northern 40% +5 +20 67%
Lang: Gobblely 40% +5 +20 67%
Lit: Northern 30% +5 +15 52%
Lit: Eastern 30% +5 +15 52%
Free skill or what???
Lore: Magic 25/15/10% +5 +20 52/42/37%
Lore: Demons & Monsters 25% +5 +15 47%
WP: Sword Strike: +1 Parry: +0 Throwing: +0
HtH: Basic APM: +2, RWP/F/I: +2, Pull Punch: +2
Related skills:
General Horsemanship 35/20% +5 42/27%
Holistic Meds 30/20% +5 37/20%
Use/Recognize Poison 24/16% +4 +4 f/ HM 35/27%
Sailing 35/25% +5 +10 52/42
Fishing 30% +5 +5 42
Wilderness Survival 30% +5 37
Astronomy & Navigation 30% +4 37
Secondary skills:
Swimming 40% +5 47
Climb/Scale Walls 40% +5 47
WP: Archery Strike: +0 Parry: +1 Rate of fire: 2
WP: Targeting
Equipment:
2 sets of clothing (one set light blue and the other grayish white), cloak with hood (grayish white cotton lined with light blue soft wool...is reversible), boots, pair of soft leather gloves, woven leather belt, bedroll, backpack, medium-sized belt purse, two small sacks, water skin, 10 sheets of parchment paper, 100 page notebook, 3 crow quill pens, 4 bottles of ink (blue, red, yellow, and black), 4 sticks of graphite, 2 sticks of chalk, 3 candles, a wooden ankh (instead of a cross), small metal mirror, tinder box, woodsy scented soap, super fine extra strong twine, 6 pair of socks, tough rope, 1 pint container of oil, 30 gold worth of dried and persevered food, (fruits, veggies, meat, and nuts.)
Armor:
Soft leather (A.R. 10, SDC 20),
Weapons:
Dagger (1d6), Long Sword (2d6), Short Crossbow,
Money and holdings:
140 Eastern Gold Currently: 24 EG
-60 for crossbow, -2 for soap, -5 gold for the twine, -3 gold for socks, -15 for rope, -1 for Oil, 30 for dried food and nuts.
Spells:
1: Decipher magic (4), Sense magic (4), Cloud of slumber (4) [air magic], Globe of daylight (2), Increase weight (4), Ventriloquism (3), Lantern light (1) [rifts].
2: Turn Dead(6), Cleanse (6) [rifts].
3: Armor of Ithan (10).
4: Repel animals (7).
5:
6: Tongues (12).

References and Background:

Contacts:
Ankh, udja, seneb.
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Re: Post any 1st level pregenerated characters you wish here

Unread post by MarissaLH2112 »

pblackcrow wrote:Here is one I did for 2nd edition.

True Name: Arckon Nar’Lore, Nickname: Arn, Sex: Male, Age 21, Race: Elf, Height:6'0", Weight:150lbs, Hair: Black, Eyes: light blue, LVL: 1st, exp: 0, Next LVL: 2,041, Place of origins: Waters Edge, which is a seaport for the Kingdom of Wisdom, Birth rank: 2nd of 3, Alignment: Anarchist with unprincipled tendencies.
IQ: 21 Skills bonus: +7 Spell strength: 12
ME: 15 Trust/intimidate: 45% Auto Cast: 1 PPE
MA: 17 Damage: 0 Physical attacks: 4
PS: 13 Parry & Dodge: +4 Horror factor: +4
PP: 22 Strike: +4 Foci Strength:
PE: 20 Coma/Death: 10% PPE Channeling: 5 PPE
PB: 19 Magic & Psionics: +5 Spell memorizing:
Spd: 24 Charm/Impress: 45% Hit points/SDC: 24/13
PPE: 149 Familiar: Faith points: 0
Flaws: Gets sea sick in on the ocean for more than a few hours, same with riding inside a coach/carriage/wagon on rough terrain, not so bad when on hours back, but it’ll pass within 1d3 days. Catnip and peppermint tea help to ease it. If PPE goes to below 10%, he becomes sluggish like sugar bottomed, below 5% he wants to sleep, if it drops to 0 he will pass out. Heavy sleeper when PPE is below 25%.

Skills: IQ Bonus: (7) Starting %/+ Bonuses Total

RCC skills:
Lang: Elven/Dragonese 98% 98%
Lit: Elven/Dragonese 30% +5 +20 57%
Math: Basic 45% +5 +20 72%
OCC skills:
Lang: Eastern Tongue 98% 98%
Lang: Northern 40% +5 +20 67%
Lang: Gobblely 40% +5 +20 67%
Lit: Northern 30% +5 +15 52%
Lit: Eastern 30% +5 +15 52%
Free skill or what???
Lore: Magic 25/15/10% +5 +20 52/42/37%
Lore: Demons & Monsters 25% +5 +15 47%
WP: Sword Strike: +1 Parry: +0 Throwing: +0
HtH: Basic APM: +2, RWP/F/I: +2, Pull Punch: +2
Related skills:
General Horsemanship 35/20% +5 42/27%
Holistic Meds 30/20% +5 37/20%
Use/Recognize Poison 24/16% +4 +4 f/ HM 35/27%
Sailing 35/25% +5 +10 52/42
Fishing 30% +5 +5 42
Wilderness Survival 30% +5 37
Astronomy & Navigation 30% +4 37
Secondary skills:
Swimming 40% +5 47
Climb/Scale Walls 40% +5 47
WP: Archery Strike: +0 Parry: +1 Rate of fire: 2
WP: Targeting
Equipment:
2 sets of clothing (one set light blue and the other grayish white), cloak with hood (grayish white cotton lined with light blue soft wool...is reversible), boots, pair of soft leather gloves, woven leather belt, bedroll, backpack, medium-sized belt purse, two small sacks, water skin, 10 sheets of parchment paper, 100 page notebook, 3 crow quill pens, 4 bottles of ink (blue, red, yellow, and black), 4 sticks of graphite, 2 sticks of chalk, 3 candles, a wooden ankh (instead of a cross), small metal mirror, tinder box, woodsy scented soap, super fine extra strong twine, 6 pair of socks, tough rope, 1 pint container of oil, 30 gold worth of dried and persevered food, (fruits, veggies, meat, and nuts.)
Armor:
Soft leather (A.R. 10, SDC 20),
Weapons:
Dagger (1d6), Long Sword (2d6), Short Crossbow,
Money and holdings:
140 Eastern Gold Currently: 24 EG
-60 for crossbow, -2 for soap, -5 gold for the twine, -3 gold for socks, -15 for rope, -1 for Oil, 30 for dried food and nuts.
Spells:
1: Decipher magic (4), Sense magic (4), Cloud of slumber (4) [air magic], Globe of daylight (2), Increase weight (4), Ventriloquism (3), Lantern light (1) [rifts].
2: Turn Dead(6), Cleanse (6) [rifts].
3: Armor of Ithan (10).
4: Repel animals (7).
5:
6: Tongues (12).

References and Background:

Contacts:


So, umm... What’s the OCC?
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kiralon
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Re: Post any 1st level pregenerated characters you wish here

Unread post by kiralon »

Going by ppe id say wizard
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Lukterran
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Re: Post any 1st level pregenerated characters you wish here

Unread post by Lukterran »

Occupation isn't the only thing missing. Where is the background, personality, goals, desires, likes and dislikes, relationship. In other words where is the character?

The only think I know about him is his name. That he is an Elf from Wisdom. That he has is Anarchist alignment with unprincipled tendencies and gets sea sick a lot.

But why is he a wizard? How did he become a wizard. Who trained him. Does he have family? Why has he chosen a life of adventure, what did home not offer him? What does he want out of life? Does he have an hobbies?

Fleshing out a character for an RPG is more than just a bunch of stats. It is called a "role-playing" game after all and not a "roll-playing" game.

Thus background, personality and physical descriptions are all important too.
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pblackcrow
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Re: Post any 1st level pregenerated characters you wish here

Unread post by pblackcrow »

Lukterran wrote:Occupation isn't the only thing missing. Where is the background, personality, goals, desires, likes and dislikes, relationship. In other words where is the character?

The only think I know about him is his name. That he is an Elf from Wisdom. That he has is Anarchist alignment with unprincipled tendencies and gets sea sick a lot.

But why is he a wizard? How did he become a wizard. Who trained him. Does he have family? Why has he chosen a life of adventure, what did home not offer him? What does he want out of life? Does he have an hobbies?

Fleshing out a character for an RPG is more than just a bunch of stats. It is called a "role-playing" game after all and not a "roll-playing" game.

Thus background, personality and physical descriptions are all important too.


These are meant to be pergen characters...Something that the DM can hand to a player and say here "you fill in the rest."
Ankh, udja, seneb.
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Lukterran
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Re: Post any 1st level pregenerated characters you wish here

Unread post by Lukterran »

Well I don't know if you purchased the Game Master Kit. But there is like a dozen pre-generated characters in there, although most at or around 4th level.
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Re: Post any 1st level pregenerated characters you wish here

Unread post by pblackcrow »

Lukterran wrote:Well I don't know if you purchased the Game Master Kit. But there is like a dozen pre-generated characters in there, although most at or around 4th level.


Yes, I did, and that is exactly why I started this post.
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MarissaLH2112
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Re: Post any 1st level pregenerated characters you wish here

Unread post by MarissaLH2112 »

I’m try to whip something up soon.
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Re: Post any 1st level pregenerated characters you wish here

Unread post by ShadowHawk »

Shannon, mind if I show them the my "full version" of him later on?
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Re: Post any 1st level pregenerated characters you wish here

Unread post by pblackcrow »

If you wish, Shawn.

But, readers, try to keep in mind that we used a bit of 1st ed, along with common sense skills for nobles from Maddog's PDF of skills.

And honestly, this character fits the desired mesh of The Shield Hero archetype and that of D'Eon from Le Chevalier D'Eon much better than we could have hoped for. And the way you play him is simply awesome.

He might seam harsh on the outside, but he is a good guy on the inside, up to a point.
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MarissaLH2112
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Re: Post any 1st level pregenerated characters you wish here

Unread post by MarissaLH2112 »

Character is created by 2nd Edition rules

Name: Jinny Greatblade, True Name: Jinsollia Tredigar, Sex: Female, Age: 19, Class: Mercenary Warrior, Race: Troll, Height: 9’, Weight: 550 pounds, Hair: Jet Black, Eyes: Emerald Green, Skin: Porcelain White, Level: 1st, Current XP: 0, XP to Next Level: 1,901, Place of Origin: Free City of Troker in the Baalgor Wastelands, Birth Rank: Orphan, Disposition: Fun, Flirty, and Vivacious, Alignment: Unprincipled (Strong Good Tendencies), Religion: Aco and the Juggernaut

Physical Description: Short and petite for a Troll, Jinny is also absolutely stunning for her species. If not for her fangs and rippling muscles, she’d be notably beautiful for any species. As it stands, Jinny gets plenty of admirers due to her piercing green eyes, flowing block hair, and wicked, friendly grin.

I.Q.: 13
M.E.: 9
M.A.: 14
P.S.: 35
P.P.: 21
P.E.: 20
P.B.: 15
Spd.: 25
Hit Points: 25, S.D.C.: 95

Natural Abilities
Nightvision: 60 Feet, Clawed Hands (2D6+20), Kick (3D6+20), Bite (2D4)

Attacks Per Melee: 6

Combat Bonuses
+5 to Roll With Punch or Fall, +3 to Roll With Impact, +4 to Pull Punch, +3 to Strike, +5 to Parry, +5 to Dodge, +2 to Save vs. Horror Factor, +10% to Save vs. Coma/Death, +3 to Save vs. Magic/Poison, +20 to Damage

O.C.C./R.C.C. Skills
Climb/Scale Walls: 85%/75% (Natural Troll Skill + O.C.C. Bonus)
Athletics (General)
Language: Elven: 98%
Language: Troll: 50%
Language: Human Western: 50%
Wilderness Survival: 40%
Swimming: 60% (Natural Troll Skill)
W.P. Shield: +1 to Parry
W.P. Sword: +1 to Strike
W.P. Spear: +1 to Strike and Parry
W.P. Siege Weapons:
Hand to Hand: Expert

O.C.C. Related Skills
First Aid: 30%
Recognize Weapon Quality: 30%
Boxing
Running
Wrestling
Literacy: Elven: 40%
Rope Works: 30%
Sailing: 35%/20%
Sculpting and Whittling: 40% (Professional Quality)

Secondary Skills
Art: 35%
General Repair/Maintenance: 35%
W.P. Knife: +1 to Parry, +1 to Strike When Thrown
W.P. Staff: +1 to Strike

Equipment
Two Sets of Clothing (1 Set w/ Bright Green Shirt, Dark Green Vest, Dark Blue Pants, Large Wide Brim Leather Hat, Socks, Leather Belt, Sword Belt, Sword Sheath, and Knife Sheath , 1 Set w/ Dark Grey Shirt, Black Vest, Black Pants, Socks, Reversible Light Grey/Black Long Hooded Cape, Leather Belt, Sword Belt, Sword Sheath, and Knife Sheath), Reinforced Work Boots, Pair of Leather Gloves, Bedroll, Backpack, Two Large Sacks, Two Small Sacks, 3 One Gallon Water Skins, Tinder Box, Brightly Colored Scarf, Light Green Nightgown, 10 Ounces of Perfume, 80 Foot Rope, Holy Symbol of Aco & the Juggernaut (Disk With Aco’s Starry Sky Symbol on One Side and the Juggernaut’s Sun Symbol on the Other), Aco Doll Collection Worth 50 Gold

Armor
Full Suit of Maille Armor: A.R.: 14, S.D.C.: 44
Small Wood and Metal Shield: S.D.C.: 50

Weapons
Giant-Sized Dagger (2D6+20)
Giant-Sized Arbalest (5D6, 1,400 Foot Range, Two Attacks Per Melee, Uses W.P. Siege Engine)
12 Arbalest Bolts
Giant-Sized Jotan-Forged Falcata (3D6+23)

Money: 36 Western Imperials (36 gold)

Background: Jinsollia was found as an infant in the aftermath of a pitched battle with a bloodthirsty band of pirates in the Sea of Scarlet Waters. Rescued from certain death at the hands of boarding marines by an elderly Elven Priest of Aco and the Juggernaut named Bishop Aicharius Tredigar. With her pirate parents slain in the brutal fighting, Bishop Tredigar resisted encouragement by his compatriots to kill the infant as well. Instead, he took the baby and retired from adventuring life, purchasing a modest tavern and boarding house in the Mariner’s District of the Free City of Troker along the coastline of the Baalgor Wasteland. Growing up, Jinny, as she liked to be called, learned to speak, read, and write Elven before she learned a word of Troll. Raised in the faith of Aco and the Juggernaut, Jinny finds both deities equally appealing, with Aco speaking to her introspective, feminine side, and the Juggernaut catering to her boisterous, fun-loving personality. She was never devout enough to be a Priest, but wears the symbols of her faith proudly.

Contacts: Bishop Aicharius Tredigar, 11th level Priest of Light
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Tripton, a Mute Elf Scathach

Unread post by Hotrod »

This is my favorite character that I've never played (not yet, anyway). If I had joined Zyanitevp's "A God... Rebuilt" campaign, this would have been my character. I talk too much sometimes, so I created this character who was functionally mute in order to try to curb this habit, force myself to shut my pie hole, listen more, and take more of a supporting role in a group.

I created this character with 2nd Edition rules and an imported O.C.C. from Rifts: England. I rolled up the stats using a dice-rolling spreadsheet. Seeing an MA of 2 next to several exceptional stats and major psionics, as well as watching "The King's Speech," spawned this character's concept in my head. As first-level characters go, this one is very powerful and versatile, and he's got strong potential for growth, but he'll never be a party leader.



Tripton, the Stammering Scathach.


Overview:
Brilliant and strong, graceful and gifted, Tripton should have become a pillar of his community. Instead, he's an exile.

Tripton stammers severely. It takes him an excruciatingly long time to get simple sentences out, tripping over simple words. If speaking privately to close, trusted friends with whom he's comfortable (a rarity), it's annoying, but functional. In any kind of public situation, he's hapless, taking inordinate amounts of time to say the simplest things. It's so bad that the young elf simply pretends to be mute, using sign language and written Elvish to express himself while others do the talking.

What Tripton lacks in social graces, he makes up for in his work. As a Scathach Druid, he's a skilled blacksmith, fletcher, and herbalist. He's a competent tailor, and an aspiring, though amateur musician. He's also a respectable fighter in his own right, using hammers, his oak staff, and his short bow to good effect.

Tripton made most of his own equipment, and he likes it that way. Though his clothes and equipment are functional enough, they have a crude look, lacking the polish, fine detail, and elegance expected of a professional fighter or adventurer. Even his weapons look more like tools than proper weapons. He prefers this humble appearance, as it keeps away unnecessary and unwelcome attention.

Tripton regards himself as a craftsman first, a healer second, and a fighter third. He is happy to make and sell un-enchanted goods, herbal remedies, his subtler magical tools, and healing potions to just about anyone. Tripton will only sell/give his more potent mystic herbology products and Scathach cauldrons to people he knows, and he will only make weapons for friends who have earned his complete trust.

Tripton has a desperate and unfulfilled need to be respected, accepted, valued, and liked by other people. His awkward ways make this almost impossible, so he wanders and tries to find ways to earn the esteem of others by his crafts and his deeds. Tripton is quick to aid strangers and slow to violence. His favorite reward is assistance from others in enchanting herbs and Scathach items. Tripton lacks the PPE needed for the more powerful enchantments, so he's limited with what he can do on his own. That said, he's happy enough to make money too. Someday, he hopes to settle down and create the family he never had as a child, but first, he has to seek both his fortune and an elf maiden deaf or patient enough to see past his stammering.

Tripton doesn't sleep; it tends to bring nightmares from his childhood. Instead, he meditates about four hours a night.


Background:

Tripton was born deep in the Vequerrel Woods of the Western Empire, in an isolated cluster of elven tribes who split off from the Elven Empire in ancient times, shunning magic, civilization, and contact with the outside world. These forest elves have lived in seclusion there for thousands of years.

Tripton was named “Tripton Bastardson,” since was an un-wanted product of a shameful affair. His mother, a healer, had a drunken fling with a wandering ranger during a winter solstice celebration, and was discovered. Her husband, an ambitious and influential druid, was away on a pilgrimage, and did not return until she was already heavy with the illegitimate child. The couple stayed together and raised Tripton as their son, according to the custom of their tribe.

To his mother, Tripton was a reminder of her infidelity and public shaming. To her husband, he was the product of betrayal. The scars he wears on his legs, chest, and back (mostly under his clothes) bear witness to how his parents took out their guilt and rage on their son. Tripton remembers very little about his early home life. The abuse comes back to him in nightmares when he sleeps, so he doesn't sleep.

Tripton's legs, hobbled by years of abuse, made him useless for games with other children. His stammering killed every conversation he joined and earned him the moniker "Trip-Tongue." He became the butt of mean-spirited jokers and pranksters. After a few fights, he became almost totally ostracized from other children. Friendless, he tried to take up a trade. Though he was eager to work and learn the basics of each craft, no-one would keep such a “stammering moron” as an apprentice.

To Tripton, life truly began the day he met Charles Oakheart. Tripton had gone to a stream to soak his welts from a recent beating in the cool water. That's where Charles happened upon the young elf. Seeing Tripton's hurts, Charles took pity and used his herbal magic to heal the young elf.

Charles was an old, deaf, human scathach, one of the Hermit Druids who practiced their peculiar herbal and crafting magic just within the Forest Elf tribelands. The Hermit Druids been there for centuries and had attracted a few forest elves to learn their ways, but most saw them as outsiders who had lost their way and strayed from true Druidism.

Tripton and Charles quickly became friends, the first of Tripton's life. Charles didn't care at all about a speech impediment that he couldn't hear, and Tripton had taken too much abuse from his parents to have much respect for their faith. As they spent time together, Charles taught Tripton reading, writing, and sign language. Tripton became fascinated by the Hermit Druid ways of harnessing the power of plants and herbs rather than ritual animal sacrifices.

Charles was a ray of hope in the darkening hell of Tripton's childhood. Tripton was running out of trades to try. As each apprenticeship ended in failure, His parents grew more and more impatient at having to house and feed their useless bastard-child. The abuse got worse, and Charles noticed.

One evening, the old scathach stopped by on an unannounced visit. He found Tripton's father strangling the boy. Charles intervened, and Tripton's father, throwing the senseless boy to the floor, drew a knife to confront the intruder. A nasty fight ensued. When Tripton woke up, he saw his tormentor in a coma and Charles walking out the door. Unwilling to kill a helpless man, Charles had to run for his life. Tripton followed Charles out the door and into hiding.

Charles adopted the young elf as his own son and took him as an apprentice. As they traveled the Western Empire together, the old man taught Tripton the ways of the Scathach: part healer, part craftsman, part magic-user, and part warrior. The young elf took to this path naturally, his many failed apprenticeships helping him to grasp the wide range of studies. Under Charles' training and free from abuse, he flourished and grew in strength, speed, skill, and confidence, outgrowing all his childhood impediments except one. Emulating his mentor, Tripton gave up on speech entirely and pretended to be mute, using sign language and the written word to get his point across.

As Tripton neared the end of his apprenticeship, the wrath of his parents finally caught up with the pair. A bounty hunter captured and took them back to the Vaquerrel Woods in chains to stand trial as his druid father accused the old scathach of attempted murder, kidnapping, witchcraft, and consorting with demons. Tripton tried to speak in his only friend's defense, but his stammering made it impossible to sway the crowd or the judge. The druid leaders of the forest elves condemned and executed the old Scathach. Many called for Tripton to be killed for witchcraft too, but the bounty hunter intervened. The bounty hunter persuaded the druids that Tripton was no witch. Instead of execution, the druids banished Tripton for aiding his father's "would-be murderer." The bounty hunter escorted the young elf out of the tribelands to escape mob justice and taught the young elf a few fighting tricks before they parted and went their separate ways.

Bereft of his only true friend and mentor and ridden with guilt, Tripton wanders the Western Empire, trading in the goods he makes, trying to put his past behind him, and trying to help other poor souls like his along the way.


Possible twist: Tripton's biological father wasn't a ranger. In fact, he is a witch, having made a pact with a dark power to give up his firstborn. He seduced Tripton's mother in order to father the child. The dark power behind Tripton's birth wants to destroy the Vequerrel Woods, its faerie inhabitants, and the Forest Elves. Tripton's 'father' learned this; it was why he tried to strangle the boy, thinking that the boy is some kind of demonic curse (he then assumed that Charles was a servant of this power, hence the fight, bounty hunter, and execution). The dark power had hoped to get the boy to become its servant as well, but its attentions are on the ongoing “Faerie War”, and it has forgotten about Tripton... for now. There is a link between Tripton and the dark power through his biological father, but it only works in Tripton's sleep. Since Tripton doesn't sleep, the dark power hasn't found him... yet.

Possible Development: The Forest Elf Druids view the Hermit Druids (herbologists and druid OCCs from Rifts:England) with great suspicion. After Charles' execution, the Hermit Druids find themselves under increasing persecution. Eventually, they are declared to be dangerous heretics by the druid leaders of the Forest Elves. Thus, the Hermit druids must find a new home. Tripton may become involved in finding them a new land, assisting with their migration, or founding a new settlement.




Tripton's Character Sheet


Name: Tripton
True Name: Tripton Bastardson Oakheart
Race: Elf
O.C.C.: Scathach (Adapted from Rifts: England)
Level: 1
Alignment: Principled


Critical Stats
Hit Points: 20
SDC: 44
Wears Soft Leather Armor. AR: 10, SDC: 20


Abilities/Immunities
Nightvision 60 feet from being an elf
See the Invisible from the magic 4-leaf clover charm he wears
Impervious to magic curses and illnesses from the magic 4-leaf clover charm he wears


Attributes
IQ: 21 (Ironic, since most folks consider him a moron)
ME: 12
MA: 2 (Communication with other players/NPCs must be roleplayed and non-verbal)
PS: 29 (Tripton is freakishly strong)
PP: 21 (pretty quick, too)
PE: 18 (pretty important for surviving all that abuse growing up)
PB: 15 (a little plain for an elf)
SPD: 18 (started low, but physical skills brought it up)


Saving Throw Bonuses
Coma/Death: +6
Drugs/Toxins: +5
Magic: +6
Faerie Magic: +8
Witch Magic: +7
Unwanted Magic Potions/Food: +7
Poison: +5
Horror Factor: +3
Possession: +1
Psionics: +2 (base is 12)
Insanity: 0


Weapons
Magic Hammer: 2D4
Magic Warhammer: 4D6
Tripton's Staff: 4D6
Short Bow: 1D6
24 Magic Oak Arrows (+1 to strike and +6 to damage is included in Archery Combat below)


Archery Combat

Rate of Fire: 3, +5 to strike, +6 to Parry, Range: 700 ft, 1D6+6 damage

Dismounted Melee Combat (unarmed, Hand-to-Hand: Expert)

5 attacks per melee, +3 Strike, +5 Parry/Dodge, +5 Roll, +2 Pull Punch, +4 to Thrown, +14 to Damage
Kick Attack:2D6
Knockout punch on natural 20

Dismounted Weapon Bonuses
Blunt: +4 Strike, +6 Parry, +4 Thrown, +14 Damage
Staff: +4 Strike, +5 Parry, +4 Thrown, +14 Damage
Net: +4 Strike, +5 Parry, +4 Thrown, +14 Damage


Mounted Melee combat (unarmed, Hand-to-Hand: Expert)

5 attacks per melee, +3 Strike, +6 Parry/Dodge, +5 Roll, +2 Pull Punch, +4 to Thrown, +14 to Damage
Horse attacks: Front hoofs do 2D6, hind hoofs do 3D6.
Chance of falling from the saddle with each horse attack: 68%

Horseback Weapon Bonuses
Blunt: +4 Strike, +7 Parry, +4 Thrown, +1D4+14 Damage
Staff: +4 Strike, +6 Parry, +4 Thrown, +1D4+14 Damage
Net: +4 Strike, +6 Parry, +4 Thrown, +1D4+14 Damage


Psionics
ISP: 27
Recovers 2 per resting/sleeping hour, or 6 per hour of meditation, which also equals 2 hours of sleep/rest

Bio-Regeneration: 6 ISP, heals 2D6 HP or 3D6 SDC (self)
Deaden Pain: 4 ISP, lasts 1 hour/level
Healing Touch: 6 ISP, 2D4 HP or 2D6 SDC (other)
Increased Healing: 10 ISP, Double professional treatment recovery rate for 2D4 days
Lust for Life: 15 ISP, +6% Coma recovery per level
Psychic Diagnosis: 4 ISP, Prep for surgery, tells what's wrong
Psychic Purification: 8 ISP, Stops/nullifies all non/magic drugs, poisons, toxins
Psychic Surgery: 14 ISP, go full Grey's Anatomy on people.


Magic
PPE 36.
Recovers 5 PPE per hour of rest/sleep or 10 per hour of meditation.

Enchantments Available:
Oak Arrow: 30 PPE
Hawthorn Arrow: 10 PPE
Holy Water: 20 PPE per Vial
Magic Chain: 10 PPE per Single Link
Oak Root: 25 PPE, Enables Track Animals 88% for one hour
Oak Leaf: 25 PPE, Enables Chameleon for 10 minutes
Acorn: 20 PPE, Full Meal
Jimsonweed: 15 PPE, Smoke to keep faeries away, chew to see invisible
Holy Thistle: 20 PPE, Cure food poisoning, cramps, hangovers
Foxglove: 35 PPE, Makes a potion to negate poison
Elder: 25 PPE, Makes a potion: Minor curse, sickness, and luck curse 1D6 hours
Dwarf Elder: 25 PPE, Immune to alcohol effects, instant sober for 1 hour
Red Clover: 10 PPE, 3 make a meal, makes an ointment that heals 1D4 SDC of burns and skin damage.
Blackthorn: 15 PPE, Eating three gives +2 to save from evil magic, psionics, and horror factor for 20 minutes
Belladonna: 30 PPE, Paralysis potion, 2D4 Minutes
Ash Tree Leaf: 15 PPE, Compress Heals wound 1D4 HP/SDC
Alder Tree Leaf: 20 PPE, Burn 3 to summon a lesser air elemental 'whistling up the wind'

Note: Other enchantments are possible; these are simply the ones he can do without help/extra PPE. See Rifts: England for more.


Skills
Mystic Herbology: 29%
ID Plants/Fruits: 37%
Wilderness Survival: 42%
Land Navigation: 42%
Boat Building: 39%
Carpentry: 39%
Cooking: 44%
Math: Basic: 59%
Language: Elvish: 98%*
Language: Western: 54%*
Language: Eastern: 54%*
Language: Faerie: 54%*
Sign Language: 98%
Literacy:Elvish: 98%
Horsemanship: Care/Feeding/Recognize Quality: 47%
Horsemanship: Breed, Jump, Race, Kick Attacks: 32%
Astronomy/Navigation: 52%
Sailing: Small boats: 47%
Sailing: Big Ships: 32%
Rope Works: 42%
Metalworking: 54%
Gymnastics:Climb: 47%
Gymnastics:Rappel: 42%
Gymnastics:Balance: 37%
Gymnastics:Bars/Rings: 37%
Gymnastics:Backflip: 47%
Tailoring: 42%
Prowl: 32%
Sculpting/Whittling: 44%
Play Flute: 32%**

*Language skill levels are for understanding others only. Though he understands Elven as a native, his stammering makes his spoken speech almost incomprehensible (10-15% proficiency at best). Sign Language and written Elvish are effectively his native tongues.
**Uses a magic flute; always sounds professional, even though it's a secondary skill

Note: I added Metalworking and Sculpting/Whittling to the OCC skill list, as the Scathach is described as being able to make a wide variety of iron and wooden tools

Physical skills: Boxing, Body Building, Gymnastics, and Running
Weapon Proficiencies: Blunt, Staff, Net, and Paired Weapons.


Equipment:
Scathach Items:
Cauldron of Plenty: food prepared inside is multiplied by 10.
Cauldron of Purity: Food prepared inside is cleansed of any drug, toxin, potion, et cetera.
Magic Manacles: Cannot be picked, even by magic, take a supernatural PS of 50 to break,
Magic Flute:Makes him sound like a pro!

Herbal Items:
Oak Staff of Strength
Ash Tree Wand: Heals 1D6 HP/SDC, 3 times per day, embedded/woven into his Oak Staff of Strength.
Mistletoe Amulet Charm worn on his belt (save bonuses)
4-Leaf Clover Charm Charm worn on his belt (save bonuses, see invisibile, immune to magic curses/illnesses)
Ash Rowan Bark 5lbs total which are broken down as follows:
___400 pinches of bark: each restores 1D6 HP/SDC and stops internal bleeding when chewed.
___80 ready-to-make teas: each restores small missing limbs and 2D6 HP/SDC
___2 pre-made salves: each acts like magic glue and can reattach a limb up to 15 minutes after it's severed.

Other equipment:
Saddlebags
Metalworking tools (tweezers, pliers, tongs, clamps, files, mallet, and hammers,
Treated Torch
10 feet of chain
30 feet of rope
6 spikes
36 large nails
Backpack
Portable tool kit for delicate work

Worn/Carried equipment:
Oak Staff of Strength
Ash Rowan Bark
Magic Hammer
Magic War Hammer
Tripton's Staff
Ash Tree Wand
Mistletoe Amulet
4-Leaf Clover Charm
Tool Belt
Assorted pouches/sacks for small items and herbs
Flint
Slate Board
Chalk
Water Skin (1 gallon)

In-town clothes:
1 set Work Clothes, sturdy, but plain, with a work apron
Heavy work boots
Work gloves

Travel Clothes
1 set travel clothes, brown, worn under leather armor
Soft leather boots


Equipment Notes:

Staff: A gnarled quarterstaff with a twisted, root-like texture. A gift from his mentor Charles, Tripton's staff is a combination of several enchanted and not-yet-enchanted wooden staffs and wands. The shell of it is oak, enchanted to be an indestructible Oak Staff of Strength. Woven and twisted into it is a cedar staff and a variety of wands. All are preserved, but only the Oak Staff and Ash Tree Wand are enchanted. Tripton intends to enchant the rest as opportunities present themselves (he lacks the necessary PPE), and there are a number of twists and holes in the staff for additional wands.

As of now, Tripton's Staff inflicts 4D6 SDC, is indestructible, and provides +1 to save vs magic, psionics, and HF. The Ash Tree Wand in it allows him to heal 1D6 HP or SDC three times a day (self or other). Unenchanted components include a cedar staff twisted within the oak, and wands/twigs of Alder, Rue, and Solomon's Seal.

Tripton wears two charms on his belt: an enchanted 4-leaf clover and a Mistletoe Amulet Charm. Both provide bonuses on saving throws. The Clover also allows him to see the invisible and makes him impervious to magic curses and illnesses. Tripton intends to add more charms to his belt as opportunities arise.,

Rusty, Tripton's Horse
Rusty was Charles' horse, and Tripton considers her a dear friend. She's a reddish-brown riding horse of good quality, and thanks to the magic horseshoes Tripton made for her, she can outrun all but the very fastest of race horses (and she can out-distance those). Tripton doesn't like to push her hard, though, as the mare is pregnant. When Rusty gives birth, Tripton will not take Rusty into dangerous situations anymore and will try find a nice rancher somewhere who can care for her and her foal in safety.
Speed: 62 (43mph) *magic horseshoes, can maintain for 20 hours
Max Speed: 81 (56mph) *magic horseshoes, can maintain for 6D6+40 min
High Jump: 15ft *magic horseshoes
Long Jump: 20ft *magic horseshoes
Swim: 50.00%
Hit Points: 22
SDC: 33
Carry: 500lbs
Pull: 1100lbs
Attacks/melee: 2
Front Kick: 2D6
Rear Kick: 3D6
Strike: +2
Dodge: +4
Initiative: +2
PPE: 12
Hotrod
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
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kiralon
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Re: Post any 1st level pregenerated characters you wish here

Unread post by kiralon »

Lol, he would have given Jidian a run for his money :)
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Lukterran
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Re: Post any 1st level pregenerated characters you wish here

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[sub]Name: Ran the Man
True Name: Randle Clarence Omicron III
Race: Human
Alignment: Unprincipled
O.C.C.: Scholar (The Physical Education Teacher)
Level: 1st

Attributes
I.Q: 14
M.E: 13
M.A: 12
P.S: 25
P.P: 15
P.E: 24
P.B: 12
SPD: 26

Hit Points: 27
S.D.C.: 62
P.P.E.: 6
I.S.P.: 23

Sex: Male
Age: 24 years old
Height: Average, 5 feet 9 inches
Weight: Skinny; underweight, 120lbs
Physical Appearance: Ran build is that of a tightly coiled spring. He has a lean build but very fit and muscular. He has large brown eyes, thick, curly, gold hair. His face has a five o'clock shadow. His skin is ruddy and he has high cheekbones. The wardrobe he wears is plain looking commoner.
Disposition: Worry wart, nervous and cautious.
Birth Order: Last Born
Land of Origin: Algor Mountains (North)
Type of Environment: Large ranch
Social or Family Background: Noble; poor (fallen from power)
Racial Hostilities/Biases: Supernatural; Hate Demons

Psionics (Minor) I.S.P Cost
Resist Fatigue (4)
Summon Innner Strength (4)

Scholar O.C.C. Skills:
Basic Math (+20%)
Languages: - Human Norther 98%
- Wolfen 60%
- Troll 60%
Literacy: - Human Northern 50%
- Wolfen 50%
Lore: Farm 45%
W.P.: Pole-Arms (Expertise 3rd level)
Hand to Hand: Martial Arts

O.C.C. Related Skills:
Athletics
Body Building and Weight Lifting
Boxing
Outdoorsmanship
Physical Labor
Running

Secondary Skills:
Climbing 40/35%
Identify Planets and Fruits 30%
Swimming 40%
Wilderness Survival 35%
W.P. Battle Axe (Expertise 3rd level)

Combat
Hand-to-Hand: Martial Arts
Attacks: 5
Strike:
Parry: +2
Dodge: +2
Damage: +10
Roll(Punch/Impact/Fall): +5
Pull Punch: +3

Bonuses to Save
+18% vs Coma/Death
+5 vs. Magic
+5 vs. Poison

Weapon Proficiencies Strike Parry Throw Special Notes
WP: Pole-Arms +2 +2 +1 +2 Damage [+2 lvls]
WP: Battle Axe +2 +1 +1 +1D6 Damage [+2 lvls]

Starting Equipment:
Two sets of clothing, a pair of boots, hat, belt, bedroll, backpack, one large sack, 1D4 small sacks, a water skin, food rations for 1D4 weeks, small mirror, and a tinder box.

Armor:
1. Double Mail - A.R: 15 S.D.C: 55, Weight: 50lbs

Weapons:
1. Battle Axe - Damage: 3D6+3 (Kobold Made; Superior Quality)

2. Voulge - Damage: 4D6

Money:
168 in gold[/sub]
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kiralon
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Re: Post any 1st level pregenerated characters you wish here

Unread post by kiralon »

Geez, 5 attacks per round and 89 damage capacity at level 1, that guy is a tank.
MarissaLH2112
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Re: Post any 1st level pregenerated characters you wish here

Unread post by MarissaLH2112 »

kiralon wrote:Geez, 5 attacks per round and 89 damage capacity at level 1, that guy is a tank.


I love the character concept. If that character isn’t a worshipper of the Juggernaut, I’ll buy a hat and eat it!
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Lukterran
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Re: Post any 1st level pregenerated characters you wish here

Unread post by Lukterran »

MarissaLH2112 wrote:
kiralon wrote:Geez, 5 attacks per round and 89 damage capacity at level 1, that guy is a tank.


I love the character concept. If that character isn’t a worshipper of the Juggernaut, I’ll buy a hat and eat it!

I just did him up in 30 minutes. But yes that was the first thing I thought of after I posted it. I should have made his religion the juggernaut.

It was cheese. Just thinking about how I could make a character the complete opposite of his Class and take advantage of the optional rule in MoM book about sacrificing a occ related skill for buffed WP or skill.
MarissaLH2112
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Re: Post any 1st level pregenerated characters you wish here

Unread post by MarissaLH2112 »

Lukterran wrote:
MarissaLH2112 wrote:
kiralon wrote:Geez, 5 attacks per round and 89 damage capacity at level 1, that guy is a tank.


I love the character concept. If that character isn’t a worshipper of the Juggernaut, I’ll buy a hat and eat it!

I just did him up in 30 minutes. But yes that was the first thing I thought of after I posted it. I should have made his religion the juggernaut.

It was cheese. Just thinking about how I could make a character the complete opposite of his Class and take advantage of the optional rule in MoM book about sacrificing a occ related skill for buffed WP or skill.


I thought about doing a buffed skill for Jinny, but ultimately decided against it. Jinny’s pure stereotypical Troll in terms of OCC, but I made her unique through personality and looks. She looks like a 9 foot tall “goth girlfriend” with her long black hair and pale white skin and she’s meant to be really bubbly and friendly. Just a huge sweetheart with an obsession for Aco dolls.
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Hotrod
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Re: Post any 1st level pregenerated characters you wish here

Unread post by Hotrod »

kiralon wrote:Lol, he would have given Jidian a run for his money :)

Yeah, his strength is pretty ludicrous. With +14 to damage on every hit, he'd be more of a beast in melee than I intended. My concept of playing him was to take a supporting role and shy away from most fights (using archery, mystic herbology, that kind of thing) unless he saw no other choice. If I were to actually play him, I'd probably take 10 points off his strength and maybe see if the GM would be ok bumping up his IQ or ME by five to better suit the supportive playstyle I was going for.
Hotrod
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
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MarissaLH2112
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Re: Post any 1st level pregenerated characters you wish here

Unread post by MarissaLH2112 »

Hotrod wrote:
kiralon wrote:Lol, he would have given Jidian a run for his money :)

Yeah, his strength is pretty ludicrous. With +14 to damage on every hit, he'd be more of a beast in melee than I intended. My concept of playing him was to take a supporting role and shy away from most fights (using archery, mystic herbology, that kind of thing) unless he saw no other choice. If I were to actually play him, I'd probably take 10 points off his strength and maybe see if the GM would be ok bumping up his IQ or ME by five to better suit the supportive playstyle I was going for.


I don’t know about most GMs, but I’d totally let you do that. Heck, since you’re willingly sacrificing combat effectiveness for character concept, I’d let you reallocate those ten points from strength to your Mental attributes as you like, as long as no single stat got more than five extra points.
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