Characters Template for John Carter of Mars - RPG Crossing
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  #1  
Old Feb 16th, 2021, 08:20 AM
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Template for John Carter of Mars

There are character sheets that can be downloaded at DriveThruRG for free, but here is a character template I created for John Carter of Mars: Adventures on the Dying World of Barsoom for use in play-by-forum.

Character Template for JCOM
Character Name

Stats:
Cunning: 4 Daring: 4 Empathy: 4
Might: 4 Passion: 4 Reason: 4
Injury: 4(0) Fear: 4(0) Confusion: 4(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 10 Spent: 0 Unspent: 10
Momentum: 4(0) Luck: 4(4) Experience 0xp
Weapon: Damage: Effect:
- - -
- - -
- - -
Race:
Archetype:
Descriptor:
Flaw:
Possessions:
What You Know:
What You Don’t Know:
What You Can Do:
Talents:
Biography:

Last edited by Candide3693; Mar 8th, 2021 at 01:35 PM.
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Old Feb 16th, 2021, 08:27 AM
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San Vad: Prince of Duhor

Here is a character I created using the template.

San Vad: Prince of Duhor
right-aligned image
San Vad: Prince of Duhor

Stats:
Cunning: 5 Daring: 6 Empathy: 6
Might: 8 Passion: 4 Reason: 7
Injury: 8(0) Fear: 6(0) Confusion: 7(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 10 Spent: 10 Unspent: 0
Momentum: 4(0) Luck: 4(4) Experience 0xp
Weapon: Damage: Effect:
Sword 2d6 1 injury
Dagger 1d6 1 injury
Pistol 2d6 1 fear
Race: Mixed Heritage-Red Barsoomian/Jasoomian Hybrid: Add +2 to one of the following attributes: Daring, Might, Passion, and Reason. Add +1 any two others. (Might must be one of the attributes raised): +2 Might, +1 Reason, and +1 Daring
Archetype: Guide: +2 each to Might and Reason
Descriptor: Charming: +1 each to Cunning and Empathy
Bonus Attribute: +1 each to Daring and Empathy
Flaw: Explorer’s Drive: You are driven to explore new places and make new discoveries, regardless of the dangers. When you retreat or turn away from fully exploring or investigating somewhere you haven’t been, for whatever reason, you lose 3 Momentum. You do not lose this Momentum if you black out or are otherwise incapacitated or physically prevented from exploring.
Possessions: Harness, Cloak, Sword (Sharp, Effects cause 1 Injury in addition to normal damage), Pistol (Fearsome, Effects cause 1 Fear in addition to normal damage), Dagger (Sharp, Effects cause 1 Injury in addition to normal damage)
What You Know- You speak and read common Barsoomian.
You know of your nation and its neighbors.
You have likely heard of the great cities of Helium and Zodanga even if you don’t hail from there.
You know of the threats, politics, and customs of your home kingdom.
You know the basics of airship operation and Red Martian science.
You know some of the history, language, and customs of your Jasoomian parent.
The wild areas of Barsoom, especially those near your home or areas you have spent considerable time in.
How to hunt, forage, and identify harmful plants and natural hazards.
The basics of animal behavior, especially as it pertains to tracking, hunting, or avoiding them in the wild.
What You Don’t Know- The customs of people in hidden places and remote locales.
What You Can Do- You know the basics of self-defense, including the use of blades and firearms.
You can operate basic machinery and use medicines and machines common to Red Martian culture.
You can fly most vehicles under normal conditions and ride trained riding beasts.
Fight alone or in small groups, especially against wild creatures or in natural environments.
Track, scrounge, and forage in even the most inhospitable regions.
Map and navigate various territories, quickly and accurately marking important landmarks, ruins, and settlements.
Talents:
Leaps and Bounds (Grade 2)
Your Earthborn muscles allow you leap great distances and perform great feats of strength while on Barsoom.
Circumstance: When moving on Barsoom and planets with similar gravity.
Effect: You may close one range category automatically, ignoring any obstacles or intervening terrain as long as you have clearance and space to leap between your starting point and destination. You may spend 1 Momentum to move an additional range category.
Live Off the Land (Grade 1)
The wilderness opens up to you like an old friend, revealing bounties and secrets.
Circumstance: When surviving in the wild.
Effect: You may automatically forage or scrounge enough to eat and drink and can locate or construct basic shelter. For each Momentum spent you may also locate enough sustenance and shelter for a number of extra people equal to your Reason.
Into the Unknown (Grade 1)
It is the most adventurous of Jasoomians that find their way to the Red Planet. Combined with your red Barsoomian heritage (themselves a daring people), you find yourself drawn to seek out new adventures.
Circumstance: When avoiding dangers in a new location.
Effect: When making a new discovery or exploring a place unknown to your people, any Momentum you gain on tests to avoid dangers is increased by 1.
Earth-Born Heritage (Grade 2)
Your strength from your earth-born heritage makes you a formidable foe in melee combat.
Circumstance: In melee combat.
Effect: Use Might for attack and defense.
Biography: The youngest son of Ulysses Paxton (Vad Varo) and Valla Dia, he is named in the Barsoomian tradition honoring his family. His name comes from his father's Martian name and the name of his grandfather Kor San, Jeddak of Duhor. He has several older siblings: two brothers, Paxon (Paxton) Dia and Varo San, and two sisters, Dia Kor and Dia Ules (Ulysses). The oldest, Paxon Dia, is third in line to the throne after his grandfather and his mother and is married with several children. As he is never expected to become Jeddak, San Vad has spent his life exploring Barsoom with few official responsibilities or obligations. He believes his duty is to academia and Barsoom's past.

Last edited by Candide3693; Mar 8th, 2021 at 12:47 PM.
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Old Feb 16th, 2021, 09:09 AM
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Here is a character statblock I created for John Carter of Mars: Adventures on the Dying World of Barsoom.

Character Statblock for JCOM
Character Name

Roleplay Description:

Move Action:
Spoken Action:
Conflict Action:
Free Actions:

Cunning: 4 Daring: 4 Empathy: 4
Might: 4 Passion: 4 Reason: 4
Injury: 4(0) Fear: 4(0) Confusion: 4(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 10 Spent: 0 Unspent: 10
Momentum: 4(0) Luck: 4(4) Experience 0xp
Weapon: Damage: Effect:
- - -
- - -
- - -
Talents Used for Actions:
Dice Rolls:

Last edited by Candide3693; Mar 10th, 2021 at 09:27 AM.
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Old Feb 16th, 2021, 09:22 AM
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Here is a character statblock filled out for San Vad. The talents selected would be for an action scene with a conflict action.

San Vad: Prince of Duhor


Roleplay Description: Taunting the large Warhoon warrior, San Vad leaps over the heads of his companions to land in front of his foe, sweeping his sword across in a diagonal slash.

Move Action: Move from near to immediate.
Spoken Action: Taunt foe.
Conflict Action: Melee attack.
Free Actions: Draw sword.
Stats:
Cunning: 5 Daring: 6 Empathy: 6
Might: 8 Passion: 4 Reason: 7
Injury: 8(0) Fear: 6(0) Confusion: 7(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 10 Spent: 10 Unspent: 0
Momentum: 4(0) Luck: 4(4) Experience 0xp
Weapon: Damage: Effect:
Sword 2d6 1 injury
Dagger 1d6 1 injury
Pistol 2d6 1 fear
Talents Used for Actions: Leaps and Bounds (Grade 2)
Circumstance: When moving on Barsoom and planets with similar gravity.
Effect: You may close one range category automatically, ignoring any obstacles or intervening terrain as long as you have clearance and space to leap between your starting point and destination. You may spend 1 Momentum to move an additional range category.
Earth-Born Heritage (Grade 2)
Circumstance: In melee combat.
Effect: Use Might for attack and defense.
Dice Rolls:
Dice Attack Roll:
2d20 20, 10 Total = 30

Dice Damage Roll if Successful Attack:
2d6 3, 6 Total = 9

Only 1 success and 1 complication. 2 points of damage if successful with attack roll. Not a good attack roll. This would be the time to spend momentum for another d20 or d6 or both, if he had any.

Last edited by Candide3693; Mar 15th, 2021 at 10:19 AM.
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Old Mar 8th, 2021, 12:23 PM
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G'han Hagus
right-aligned image
G'han Hagus, Swordsman of Greater Helium

Stats-
Cunning: 8 Daring: 5 Empathy: 5
Might: 8 Passion: 5 Reason: 5
Injury: 8(0) Fear: 5(0) Confusion: 5(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 10 Spent: 9 Unspent:1
Momentum: 5(0) Luck: 5(5) Experience 0xp
Race- Red Martian
Archetype- Assassin
Descriptor- Daring
Flaw- FLAW: CODE OF HONOR You lose 3 Momentum if you break your word, refuse to defend the innocent from harm, or otherwise act dishonorably.
What You Know-
  • You speak and read common Barsoomian.
  • You know of your nation and its neighbors.
  • You have likely heard of the great cities of Helium and Zodanga, even if you don’t hail from there.
  • You know of the threats, politics, and customs of your home kingdom.
  • You know the basics of airship operation and red Martian science.
  • Familiarity with various methods of assassination, including poison, sniping, and close-quarters killing.
  • How to analyze a target or assassination location for weaknesses.
  • Barsoom’s most famous assassins and their guilds.
What You Don’t Know-
  • The customs of people in hidden places and remote locales.
What You Can Do-
  • You know the basics of self-defense, including the use of blades and firearms.
  • You can operate basic machinery and use medicines and machines common to red Martian culture.
  • You can fly most vehicles under normal conditions and ride trained mounts.
  • Come and go unseen.
  • Kill quickly and efficiently, especially the unprepared or weakened.
  • Disguise yourself — useful to get close to your targets!
Talents-
EASY TARGET (GRADE 1) Lesser targets are no challenge to your deadly skills as an assassin.
  • Circumstance: Targeting a minion.
  • Effect: You can automatically kill a target minion with typical assassination methods (melee, strangulation, poison, etc.)

MASTER OF DISGUISE (GRADE 1) You are a master of disguise, transforming yourself completely and effectively. It is possible even your closest friends have never seen your real face.
  • Circumstance: When disguising yourself.
  • Effect: Spend 1 Momentum to leave a scene. Then in the next scene, spend 1 Momentum to replace any minion-type character in the scene, revealing you were disguised as them all along.

PEERLESS SWORDMASTER (GRADE 3) You are one of the greatest swordfighters in your nation, if not all of Barsoom.
  • Circumstance: When using a sword or similar melee weapon (daggers, sabers, etc.) in accordance with Martian honor.
  • Effect: You gain a bonus d20 to attack tests while sword fighting and whenever you generate at least 2 Momentum with a test involving a sword or similar weapon, you gain an additional Momentum. In addition, your blade gains the Fearsome quality.

Equipment: Red Martian Longsword, Red Martian Dagger, Longbow, Bejeweled Harness, Jewels and enameled insignia to disguise harness.
BLADES ARE SHARP When an effect is rolled a blade inflicts 1 damage to the Injury stress tracker. If a creature doesn’t have an Injury stress
tracker it simply deals damage.
BLADES INFLICT DAMAGE Rather than the usual 1 £ damage inflicted by a successful attack, unless otherwise mentioned, blades other than daggers
inflict 2 £ damage. Daggers inflict the normal 1 £ damage.
BladesLongbows inflict the normal 1 £ damage but are Quiet. Weapons with the Quiet quality
are not easily detected when used. A character attacking with a longbow gains 1 bonus Momentum on any test to conceal their location so long as they have not been spotted.
Longbow

Allies:
  • Exceptional beast- Lesser Thoat named J'ok(3 Renown)
  • Merkat F'rind. An ally that is personally exceptional due to abilities with an airship and a band of warriors (4 Renown)

Titles
  • Guildsman- Assassin Guild (2 Renown)

Last edited by Shula; Mar 8th, 2021 at 08:21 PM.
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Old Mar 9th, 2021, 09:41 AM
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Ben
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Benjamin Hobbs

Stats:
Cunning: 5 Daring: 7 Empathy: 5
Might: 8 Passion: 6 Reason: 5
Injury: 8(0) Fear: 7(0) Confusion: 5(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 0 Spent: 0 Unspent: 0
Momentum: 5(0) Luck: 4(4) Experience 0xp
Weapon: Damage: Effect:
Unarmed 2d6 none
Sword 3d6 1 Injury
Dagger 2d6 1 Injury
Pistol 2d6 1 Fear
Race: Earthborn
Archetype: Soldier
Descriptor: Disciplined
Flaw: Code of Honor - You lose 3 Momentum if you break your word, refuse to defend the innocent from harm, or otherwise act dishonorably
Possessions: Only his good looks and wits
What You Know:
  • You speak at least one Earth language, possibly more.
  • You are familiar with your native culture and others you’ve interacted with.
  • You know the skills and knowledge of your Earth profession and education
What You Don’t Know:
  • The Barsoomian language.
  • Any details of Barsoomian culture, customs, and history.
  • The beasts and other dangers of Barsoom.
  • How to fly an airship.
  • Anything much about Barsoom, especially if it causes you problems until you know better!
What You Can Do:
  • Defend yourself, even if only using your Earthborn strength.
  • Perform tasks that have some clear Earth analog, such as riding or shooting a firearm.
  • Quickly learn the ways of this strange new world after being shown or taught.
  • You can resist telepathy.
Talents:
LEAPS AND BOUNDS (Grade 2)
Circumstance: When moving on Barsoom and planets with similar gravity.
Effect: You may close one range category automatically, ignoring any obstacles or intervening terrain as long as you have clearance and space to leap between your starting point and destination. You may spend 1 Momentum to move an additional range category.

BATTLE VALOR (Grade 1)
Circumstance: When suffering Fear damage in combat.
Effect: You may ignore the first 2 points of stress inflicted to your Fear stress track taken during combat. You suffer Fear damage normally after this during a combat scene or from other situations.

EARTHBORN STRENGTH (Grade 3)
Circumstance: In melee combat.
Effect: You can always use Might for attack and defense and it does an additional 1 die of damage with attacks.

DANGER SENSE (Grade 2)
Circumstance: When facing unknown or unexpected threats.
Effect: You gain a bonus d20 to avoid ambushes and surprise attacks. You also gain 1 bonus Momentum if you successfully avoid an ambush or surprise attack.

WIN FRIENDS (Grade 1)
Circumstance: When seeking to charm or befriend others.
Effect: Gain a bonus d20 in tests to befriend, charm, or win over any individual who has seen you act heroically or honorably.

PSYCHICALLY RESISTANT (GRADE 1)
Circumstance: When targeted by a psychic power or talent.
Effect: In addition to Earthborn resistance, when someone attempts to read, control, or affect your mind against your will, you roll an additional d20 in your attempts to resist it.


Biography: Born in Southern California in 1884 to a longshoreman and a school teacher, Ben was notable early on for both his size and intellect. But prejudice was widespread in the late 19th century, even for those of mixed heritage, and many opportunities were denied Ben though his earnest, good nature was occasionally able to sway a few.

When his country entered WW1 Ben joined the Army and was in one of the first groups to arrive in France in 1917. He fought in the Battle of Cantigny and his unit helped to stop the Germans from crossing the Marne River in June of 1918. His bravery had earned him a sergeants stripes and the respect of his fellow enlisted and many of his officers.

But following the horrendous battle of Meuse–Argonne which would lead to the end of the war, Ben's unit was charged with securing a small chalet. They arrived in time to capture German scientists and many strange devices. One scientist barricaded himself in the tunnels under the chalet which unnerved one of the captives enough to briefly explain what the group had been working on: a new source of energy, able to power cities, to lift ships in the air, and the madman below would destroy it before he allowed it to fall into Allied hands. But the resulting explosion would be larger than any bomb ever produced and decimate the countryside for miles.

As Ben and his men attempted to break into the vault below the lights of the chalet began to flicker. Arriving in time to find the strangest laboratory of all, electricity and colors Ben had never seen before played through the air around the scientist. Ordering the man to shutdown the device the madman took refuge behind some machinery and held the soldier off with his weapon.

Ordering his men to retreat, Ben spied the main power cables. As the new colors played across the room and bullets ricocheted around him, he took careful aim and unloaded his weapon into the lines. There was mighty arc of electricity accompanying a blinding flash followed by a feeling of dislocation.

But instead of angels and clouds when Ben opened his eyes he found himself in a barren land of red rock and dust and yellow moss-like vegetation. Yet he was naked so perhaps this was some form of afterlife? Whether heaven or hell or purgatory between the two the German scientist was nowhere to be found.

Last edited by DBCowboy; Mar 15th, 2021 at 01:17 PM.
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Old Mar 12th, 2021, 03:23 AM
UnderDarkLord UnderDarkLord is offline
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Kalla Makel
Kalla Makel: Youngest Princess of Marentina

Stats:
Cunning: 7 Daring: 4 Empathy: 7
Might: 4 Passion: 9 Reason: 5
Injury: 7(0) Fear: 9(0) Confusion: 7(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 10 Spent: 10 Unspent: 0
Momentum: 4(0) Luck: 4(4) Experience 0xp
Weapon: Damage: Effect:
Sword 2d6 1 injury
Dagger 1d6 1 injury
Pistol 2d6 1 fear
Race: Mixed Heritage: Okar/Red Martian (+2 Passion, +1 Cunning, +1 Reason)
Archetype: Envoy (+2 Passion, +2 Empathy)
Descriptor: Charming (+1 Cunning, +1 Empathy)

Flaw: Target of Opportunity: When encountering an enemy or rival in conflict or otherwise, the narrator can declare that you must spend 3 Momentum or be separated from your fellow party members. This can be through being kidnapped, a sudden change in scenery, the rival insisting they continue a conversation in private quarters, etc.

Possessions: Swords (Okarian hook sword and straight sword), dagger, pistol, buckler, leather and chain harness, apt fur cape (mainly for nights)

 

Talents-

Enrapturing Orator (Grade 3):
Circumstance: When arguing with Passion
Effect: When you are trying to convince, charm, or seduce [in the sense of persuade into disloyalty/disobedience] with a Passion-based roll add 2d20 to your roll. You may re-roll the result of any failed die roll on such attempts.

Easy to Open Up To (Grade 1):
Circumstance: When fitting in.
Effect: When trying to put others at ease or make them trust you, roll an additional d20.

Notable Beauty (Grade 1):
Circumstance: When speaking with someone attracted to you.
Effect: You may roll an additional d20 to seduce or ask favors of anyone attracted to you.

Passionate Swordswoman (Grade 1):
Circumstance: When wielding a blade
Effect: You may always use your Passion when striking with a blade

Title(s):Princess of Marentina (Okar)

Description: A raven-haired, high-boned beauty, Kalla's light-red skin is a shining copper which glints almost-gold in the right light, an artifact of her Okar blood. She walks with purpose, armed as any self-sufficient Martian might be. What most draws the eye to her are her black-red lips, whose dark absorbent color contrasts greatly with her lighter skin.

Biography:

Born into a world where the Okar have always been part of the alliance with Helium, Kalla has lived a life of considerable luxury in the palaces of Marentina, but unable to avoid a malaise or feeling of decline among the older populace about the golden era where slaves were plentiful and labor entirely avoidable. Instead of that feeling causing dissatisfaction with her lot however, the idea that there is adventure to be had, and hard work to be done out there, has encouraged in Kalla a sense of adventure and a desire to leave her home.

With no foreordained life except being married off for value, but no real urgency by her parents (jed/jeddara of Marentina, whoever fits in the lore gap that exists here) to make use of her as she is their youngest and there are other children to marry off yet, Kalla sought at first a life of diplomatic adventure, earning a place in the delegation to Helium to represent her people. Eventually diplomacy and foreign climes only grew her interest in exploring, and Kalla found an opportunity to join the allied Patrol Corps. Primarily she joined as a political observer, to represent the desires of various allied polities in the corps, but there is an understanding that her role is just as equally about greasing the wheels whenever the Patrol Corps' duties cause any friction between it and other powers — even if those powers happen to be allied states.

Approaching the end of her official duties with the corps, Kalla is trying to decide if she wishes to continue working with them or if there are other adventures out there awaiting her.
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“No man chooses evil because it is evil; he just mistakes it for happiness, the good he seeks.” - Mary Wollstonecraft
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Old Mar 15th, 2021, 10:12 AM
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Statblock for G'Han Hagus

G’Han Hagus

Roleplay Description:

Move Action:
Spoken Action:
Conflict Action:
Free Actions:

Cunning: 8 Daring: 5 Empathy: 5
Might: 8 Passion: 5 Reason: 5
Injury: 8(0) Fear: 5(0) Confusion: 5(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 10 Spent: 9 Unspent: 1
Momentum: 5(0) Luck: 5(5) Experience 0xp
Weapon: Damage: Effect:
Sword 2d6 1 Injury
Dagger 1d6 1 Injury
Longbow 2d6 1 Injury
Talents Used for Actions:
Dice Rolls:

Last edited by Candide3693; Mar 15th, 2021 at 10:18 AM.
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Old Mar 15th, 2021, 10:13 AM
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Candide3693 Candide3693 is offline
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Statblock for Benjamin Hobbs

Benjamin Hobbs

Roleplay Description:

Move Action:
Spoken Action:
Conflict Action:
Free Actions:

Cunning: 5 Daring: 7 Empathy: 5
Might: 8 Passion: 6 Reason: 5
Injury: 8(0) Fear: 7(0) Confusion: 5(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 0 Spent: 0 Unspent: 0
Momentum: 5(0) Luck: 5(5) Experience 0xp
Weapon: Damage: Effect:
- - -
- - -
- - -
Talents Used for Actions:
Dice Rolls:

Last edited by Candide3693; Mar 15th, 2021 at 10:20 AM.
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Old Mar 15th, 2021, 10:15 AM
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Statblock for Kalla Makel

Kalla Makel

Roleplay Description:

Move Action:
Spoken Action:
Conflict Action:
Free Actions:

Cunning: 7 Daring: 4 Empathy: 7
Might: 4 Passion: 9 Reason: 5
Injury: 7(0) Fear: 9(0) Confusion: 7(0)
Wounds: - Trauma: - Madness: -
Renown-Total: 10 Spent: 10 Unspent: 0
Momentum: 4(0) Luck: 4(4) Experience 0xp
Weapon: Damage: Effect:
Sword 2d6 1 Injury
Dagger 1d6 1 Injury
Pistol 2d6 1 Fear
Talents Used for Actions:
Dice Rolls:


This image is actually Princess Tara from the first edition of Chessmen of Mars. I thought it was close to an Okarian/Red Barsoomian, but feel free to find another image to use or just delete it if you want.

Last edited by Candide3693; Mar 15th, 2021 at 10:30 AM.
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