All the character sheets I've seen so far look quite good, but I do hope that a thief named bender takes multiclass initiate to get the bend bars/lift gates ability!
So here's commentary on specific sheets:
Shjade: A fighter with a strength of 9 has a max load of 12, rather than 21. You add your modifier rather than your stat. Other than that, you're pretty well put together, but you should add a note that your flail deals 1d10+2 damage, and possibly notes on the load of your individual items. (the 2 load that your flail costs, for example) Love the picture though! At this point you should probably figure out how your elf fits into elven society, and why she's adventuring among humanity.
TheRaven: I really can find nothing wrong with your character sheet; just decide on why your scoundrel is getting involved with the orc slaver raids!
Domino: Your concept and backstory fit in fairly well, but you might want to reconsider being bad at both strength and dexterity, since your character doesn't really have a way of getting out of danger if you get into combat, other than shapeshifting into a bird. (or mouse, or snake, or bat) Your tell seems fairly workable, though it'll be up to you to keep it properly described. Also, you should name the river delta where you learned magic, and describe its position relative to the town of Velith.
As for hold, it's a game concept where your roll gives you "points" that you can spend. The move that gives you hold explicitly says what you can do with it, and that's the only way you can do anything with the ability. Hold does not carry over from one move to another. Here's an example:
Dangerous and Sexy: When you enter battle with an intelligent NPC, you may roll +CHA; on a 10+, hold 2, on a 7-9, hold 1. You may spend this hold 1 for 1 to cause an intelligent creature momentary hesitation when attacking you, preventing that foe from causing damage.
Ok im currently working on my character sheet for a ranger. I have three questions i wad hoping you could answer about them.
1) how does the ammo work. A ranger starts with a bundel of arrows (3 ammo). Is that only 3 arrows?
2) the ranger skill viper's strike needs you to hit with two weapons at once. Are there specific rules for two weapon fighting?
3) how does the animal companion work. I understand how you choose its base stats, bit can they attack or act on their own. Also how does choosing diffrent strenghts, training or weaknesses actually affect them?
I know its alot of questions but im just trying to wrap my head around the mechanics.
1) Ammo is only used up if you roll a 7-9 on an attack, and choose to expend ammo to make the attack hit. You can also lose ammo by missing; basically, ammo is an abstract representationg of the ammo you have.
2) There are no special rules for fighting with two weapons, but without the viper's strike talent, you don't get any special benefit either, aside from possibly getting to combine the tags of your weapons. (for example, if you had a longsword, which deals +1 damage, and rapier, which is precise, you could theoretically get +1 damage and apply the precise tag, though if you rolled a miss, you would be more likely to suffer a bad result, since the GM would find such behavior to be asking for trouble)
3) Your animal companion doesn't attack independently, but enhances your own attacks. Let's say you're a ranger with a pet monkey; the monkey has the following profile:
Ferocity +1, Cunning +2, Armor 1, Instinct +1
Training: Fight Humanoids, Perform, Search
When fighting humanoids, the monkey tends to run around and fling poo or steal small items, distracting enemies and granting its master +1 damage and +1 armor. Similarly, anyone interfering with the monkey's master in combat suffers a -1 penalty. The monkey is clever and quick witted, providing a +2 bonus on discern realities rolls involving finding evidence or searching for hidden items. Additionally, the monkey provides a +2 bonus on parley checks where the leverage is monkey related, or defy danger checks where a dancing monkey is a factor, thanks to its skill at dancing.
Here's the first few compendium classes made available in this campaign:Battledancer:For some warriors, charm in court translates into lethality on the battlefield.
When you win a battle in which you defied danger with your charisma at least twice, you may take this move next time you level:
Dangerous and Sexy:
When you enter battle with an intelligent NPC, you may roll +CHA; on a 10+, hold 2, on a 7-9, hold 1. You may spend this hold 1 for 1 to cause an intelligent creature momentary hesitation when attacking you, preventing that foe from causing damage.
If you have the dangerous and sexy move, the following moves count as class moves for you:Blade Dance:
When in combat, you may always defy danger by rolling +CHA, even in situations where social grace does not apply. You still cannot use your charisma to defy danger when not involved in a fight.Chainmail Bikini:
When you go into battle naked or nearly naked, you count as having 2 points of armor. If you're wearing ordinary clothes, you count as having 1 point of armor. If you're wearing armor, this move has no effect. Duelist:
When you gain hold from your "Dangerous and Sexy" move, you may spend that hold to declare a duel with another NPC; gain +1 ongoing against that NPC as long as your actions are exclusively dedicated to fighting the NPC, and the NPCs actions are not. (that is, if the NPC is not honorably engaging you in one on one combat)Psion:There is a mysterious power moving in the world, the implications of which have not yet been fully explored
When you have a psychic or prophetic vision, you may take the following move the next time you level:
Telepathy: You may communicate with any being in line of sight; additionally, you may perform a deep brain scan on anyone who you are in intimate physical contact with. Roll+INT; on a 10+, hold 3, on a 7-9, hold 1. You may spend hold to ask the following questions of your subject:
-What was your lowest moment?
-For what do you crave forgiveness, and to whom?
-What are your secret pains?
-In what ways are you vulnerable to me?
If you have the telepathy move, the following moves count as class moves for you:Dominate Mind:
When you perform a deep brain scan, you may spend your accumulated hold for the following functions:
-The NPC inflicts their damage on a character of choice
-The NPC grants +1 forward to you or one of your allies
-The NPC performs a chosen action, as if you had successfully parleyed with themProphetic Visions:
When you discern realities, you may roll +INT instead of +WISPsionic Charm:
You always have the ability to parley with a character who you have performed a deep brain scan on, using the leverage of physical attraction.Telekinesis:
You may inflict your class damage at short range without a weapon; roll a volley action, rolling +INT instead of +DEX. If you roll 7-9, you may not choose to expend ammo. Submissive:Some people are suspiciously prone to peril...
When you mark off XP sufficient to level up while in captivity, you may take the following move the next time you level up:Bondage Prone:
When you roll a 6- in any situation, instead of having the GM choose what happens, you may instead be kidnapped and placed in bondage. This move may not be used if you are already captured, tied up, restrained, or otherwise in peril.
If you have the bondage prone move, the following moves count as class moves for you:Eyes on the Door:
When in captivity and attempting to escape, roll +CHA; on a 10+, you escape by whatever means you desire. On a 7-9, the GM tells you how you can escape, and what it will cost.Glutton for Punishment:
When you take damage, you may convert the damage to stun damage to reduce the damage you sustain by half (round up). This move may not be used if you're already subject to stunning.Gracious Slave:
When you present yourself to someone in a position of power over you, roll +CHA; on a 10+, choose 3; on a 7-9, choose 1:
-This person must own me
-This person must give me a gift
-This person admires me personally
-This person can't bear inflicting harm on meAbolitionist:
When you free a group of captives from their captor, you may take the following move the next time you level up:Liberator:
When negotiating for the release of captives, you always count as having leverage to parley. If you roll a 7-9 on your parley roll, the party you are negotiating with will demand you give yourself up into captivity and/or surrender members of your party in exchange for the freedom of the captives.
If you have the liberator move, the following moves count as class moves for you:I am Sparticus:
When you free a group of captives, the captives gather around you and become a small army to protect you. This provides you with 2 points of armor in addition to your regular armor, and increases the damage you deal by +1d4. These benefits end when the captives are returned to safety, or injured or killed defending you.FREEEEEEEDOM!:
When rolling to defy danger against a direct threat to your morals or integrity, if you roll a 12+, a single NPC of your choice is persuaded by your commitment to your cause to act in a way that furthers your moral principles. If you roll a 10+ to defy the danger, a single NPC of the GM's choice is persuaded to join your cause.Legendary Reputation:
Your reputation is such that you always count as having leverage to parley with any intelligent being that considers owning other intelligent beings as property ethically sound. If you roll a 7-9 on your parley roll, the party you are negotiating with will demand you give yourself up into captivity and/or surrender members of your party in exchange for what you are asking for.