I'm going to be participating in a Play by Post Encounter Critical adventure, so I needed to come up with a character. If you don't know what Encounter Critical is, check it out (for free!) at http://www222.pair.com/sjohn/encounter-critical.htm .Let's just say it's kinda like D&D meets Star Wars by way of Mad Max.
Kor-Otch, War Shaman of the Sky Conqueror tribe
NAME: | Kor-Otch, War Shaman of the Sky Conqueror Tribe | |||
RACE AND CLASS: | Cave Primitive Klengon Warlock | |||
Special Class Abilities | ||||
Spells 1, Magical Attack Damage 1-4 | ||||
MUTATION 1: | None | |||
MUTATION 2: | None | |||
MUTATION 3: | None | |||
MISSILE DAMAGE | +4 | |||
HP: | 8 | |||
GP: | 0 | |||
Spells: Warlock Bomb, Heal | ||||
STATISTICS | ||||
ADAPTATION | 13 | |||
DEXTERITY | 15 | |||
ESP | 14 | |||
INTELLECT | 11 | |||
LEADERSHIP | 9 | |||
LUCK | 13 | |||
MAGIC POWER | 18 | |||
ROBOT NATURE | 16 | |||
STRENGTH | 14 | |||
ABILITIES | ||||
Alchemist | 63% | Logic | 86% | |
Appease | 56% | Machine Friend | 47% | |
Argue | 58% | Magical Attack | 76% | |
Blind | 0% | Meld | 0% | |
Camping | 63% | Melee Attack | 68% | |
Clue | 23% | Melee Damage | +3 | |
Command | 45% | Mistaken Identity | 16% | |
Command Energy | 38% | Monster Friend | 55% | |
Command Matter | 40% | Murder | 0% | |
Conjure | 30% | Provide | 0% | |
Consume Alien | 10% | PSI Resist | 33% | |
Crowd Manipulate | 20% | Psychic Implant | 23% | |
Enrich | 24% | Ranged Attack | 73% | |
Ensorcel | 97% | Ranged Damage | 0% | |
Experience Bonus | 4% | Read Minds | 28% | |
Explore | 0% | Restore Courage | 26% | |
Fake | 0% | Saving Throw | 36% | |
Favor | 0% | Scholarship | 51% | |
Great Feat | 13% | Seduce | 13% | |
Guard | 75% | See the Future | 39% | |
Happenstance | 28% | Sneak | 51% | |
Illicit | 0% | Sneak Attack | 62% | |
Interaction | 9% | Steal | 35% | |
Invisibility | 79% | Survival | 42% | |
Labor | 100% | Tame | 0% | |
Lesser Feat | 83% | Unpleasant Oder | 84% |
Kor-Otch, War Shaman of the Sky Conqueror tribe
Ages ago, in the days when the Vulkins first pretended to be gods, a tribe of Klengons stealthily visited to see if it was worth conquest in the name of the Klengon Emperor. Vulkin treachery sabotaged their scout ship, leaving them stranded upon the planet. They endured tremendous hardships, fighting many battles against savage tribes of hideous, deformed aliens and Klengon-eating monsters. They remained strong in the ways of their forefathers because of their War Shamans, who maintained contact with the honored dead of the tribe, who battled all day and feasted all night in the Afterworld. This way they survived for many generations, always vigilant for a way to return to their sky-home.
In recent days, the tribe fell upon difficult times, when game was poor or poisoned with the Phasic curse. Kor-Otch was a foundling, abandoned in the woods, suckled by a she-beast. About the youngling’s neck was a necklace with a strange metallic device, clearly made by Sky-Klengons in the days of old. The wise men of the tribe saw this as an omen: this is the child who would lead them back to the Homeworld, and return with the Emperor’s fleets to conquer Vanth.
Kor-Otch, as he was named, was raised as a War Shaman, according to his gifts. He was spirited and rebellious, and often shunned his studies. He was not a mighty master of the spirits and demons, and was thus not privy to the wisdom of the ancestors, yet showed an affinity for war magicks. When the False Klengons* came and settled in the tribal lands, some of the tribes betrayed their ancestors and joined their “Colonies”. The Sky Conqueror tribe fought back, taking to the hills. Kor-Otch dreamed of pursuing a wounded beast to its lair, a place of shining metal dwellings and many strange beings. The wise men saw that the wounded beast was the destiny of the Sky Conquerors’ fate, and that his quest for the beast would determine the tribe’s eventual fate. Kor-Otch was sent off to follow his dream-beast, and he pursued it across the world, to the very steps of its lair: the place known as God City.
*”False Klengons”: Klengons who settled in the Klengon Colonies after the destruction of the Sector Navigation Grid.
NOTES
Records of the early Vulkin expeditions to Vanth include employment contracts for a work gang of Klengon laborers, plus a consignment of doxies. Payment records for their services continue for several months, then cease. The original labor contract was cancelled after the Klengon laborers failed to report back to work after a negotiated half-day holiday in honor of the Emperor Kayless’s birthday. Their deserted barracks had been vandalized, with several derogatory remarks about their Vulkin employers scrawled upon the walls in organic waste product.
6 comments:
Added a picture.
I was double checking the ability calculations on my sheet and noticed I had miscalculated my saving throw and it's actually only 25%.
Is there something I'm missing about the saving throw ability?
How did you get 61?
I went back and checked all my ability calculations, and sure enough, they were all off. I was using Chris Conkle's character sheet spreadsheet from the Encounter Critical yahoogroup, but there must be something about it I'm not doing right. I added up all the abilities on the revised sheet by hand.
Thanks for calling my attention to this!
Guy
Sure. I was hoping there was some saving throw bonus that I had overlooked though...
Part of the joy of EC is what S John Ross called " the warm glow of confusion" is regards to chargen, rules, and well everything. Its something I've personally experienced many times.
I like the " look" of this sheet. Is it a native PDF?
Oh yea and don't forget Kor gets another spell due to his high MAG score.
The char sheet was created with Evilschemer's Excel spreadsheet. Since it randomizes the character every time it's opened, I copied it and pasted it into MS Word and edited it lightly. Then I pasted that into Blogger.
Oh, and I think my second spell will be Heal.
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