White Palette, Ivory Horns PC Geeklist (newbie friendly PBF game)
DMSamuel
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Wurtsboro
New York
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Hello players! Welcome to your PC Geeklist for our Hackmaster Basic Game!



Each of you should add an item to this list and paste your character information in the text window for the item. I don't care what item you choose.

To add an item to this geeklist:

1) Click ADD ITEM at the bottom of this post
2) Choose a category and then search for an item (once again, I don't care what you use)
3) Paste your PC info into the comments/text box
4) Click save

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1. RPG: HackMaster (5th Edition - Basic & Advanced) [Average Rating:7.40 Overall Rank:207]
Stymie says, "No Fidgets"
United States
SF Peninsula
California
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"Drift" Character Sheet

Player: wysire
PC Name: Drift
Class: Fighter
Level: 1
Alignment: True Neutral
Race: Human
Sex: M Age: 33 Ht: 68" Wt: 134 Hair: Black Eyes: Grey
Patron God(s): N/A or TBD (Anointed? No) Handedness: Right

Ablities:
STR 12/01 Damage +1 Feat of Str +1 Lift 215 Carry 56 Drag 538
INT 7/11 Attack -1
WIS 9/78 Initiative +3 Defense -1
DEX 10/03 Initiative +2 Atk Mod 0 Def Mod 0
CON 12/04
LKS 11/02
CHA 9/51 *Turning Mod*
Honor 9 Hon Window HON Penalty Window


Armor Worn:
Body: Leather (0 Initiative, -2 Defense, 0 Speed Mod); Dam Red = 2HP, Light
Shield: Medium, +6 defense, absorbs 6 HP, Cover value: 16 (11 if actively crouching behind it)

Accumulated BPs: 0

Combat Profile with Weapon #1: Long sword
Total Level Abilities Spec. Talents Race Armor Shield Magic
Attack Bonus 0 0 -1 1 0 0 0 0 0
Speed 1 0 0 1 0 0 0 0 0
Initiative 5 0 5 0 0 0 0 0 0
Defense 4 0 -1 1 0 0 -2 6 0
Damage 3 0 1 1 1 0 0 0 0

Base Weapon Speed 10(8) Base Dam 2d8p Reach 3.5'


Hit Points: 25 (CURRENT HP = 25)

Threshold of Pain: 8 HP (32% of 25)
Trauma check: d20 vs. 6 (1/2 CON)
Knock Back: 15 HP

Treasure Stowed: No coin!; 1 short sword; - Backpack

Proficiencies:
Longsword: Medium
Armor: Light/Med/Heavy
Shield
Laborer
Maintenance/Upkeep

Quirk: Fear of heights: Characters with this quirk irrationally fear that they will fall to their (painful) death whenever confronted with a sharp change in elevation of 10 or more feet. While they are distrustful of ropes and bridges, flight is a complete nonstarter and they never consciously allow themselves to become airborne whether through a spell, device or on the back of a creature.

When in a location where falling is a possibility, they must fight defensively for fear of their momentum carrying them over the edge. Climbing or rappelling down a rope or crossing a bridge requires a successful Wisdom check. Should they fail, they actively resist any attempt to force them into the precarious situation.

Flaw: Flatulence: Persons with this flaw have the unsavory habit of constantly producing excessive bodily gasses. Most people shun a flatulent person; therefore, he loses 1 point from his Charisma ability score.

Talents:
Damage Bonus (Longsword): +1

Class Notes:
At First Level:
Hit Dice: 1d10
Attack Bonus: 0
Initiative: 0

RP Notes/Background: True Neutral (he was lawful good before misfortune destroyed his family and livelihood…he’s a bit bitter now, very slow to trust anyone but fiercely loyal once he does trust). Completely self-centered, generally cares nothing for any ethical or social customs, however, some characters with this ethical bent believe in balance in all ethical questions. Born to a wealthy smith, he learned the trade and became a successful weapons merchant. But wealth brought unwanted attention. While away to sell a specially commissioned sword to a nearby Lord, a group of bandits killed his family, made off with his wealth of gold and weapons, and burned his home and smithy to the ground. Enraged and bitter, he no longer had any desire to pursue his trade. He left his town and his name behind. For years, he has wandered the land: a quiet but vicious sellsword, moving from one company/campaign to the next, hoping to hear rumors of the band that destroyed his life. And then he would have his revenge.

Mundane Items (worn):
Belt, leather
Boots, leather
Trousers, wool
Tunic, wool
Cloak woolen
Backpack

Mundane Items (backpack):
Wineskin
Ax-hammer
Blanket, woolen
Chalk (2 sticks)
Flint/steel
Mess kit
Pole
Rope
Spike (6)
Tinderbox
Whetstone
Torch (12)
Rations, trail (1)

Quest Items (backpack):
Belipar's map
Dirty silk from caravan site

Skills:
Appraisal - Armor/Weaponry (Novice): 6
Language (Kalamaran, Advanced): 54
Literacy (Kalamaran, Novice): 13
Rope Use (Novice): 19
Swimming (Novice): 18


Skill Notes:
Appraisal (Novice): Est. worth within d20+30% of true value.
Language (Advanced): Speak and understand most normal topics of conversation, non-native speakers retain a pronounced accent while native speakers utilize non-standard pronunciation, grammar and/or inordinate use of epithets.
Literacy (Novice): Read & generally comprehend documents meant for a general audience, writing is rife with spelling and gramm. mistakes.
Rope Use (Novice): Tie basic knots, including hitches, bends, loop knots and friction hitches.
Swimming (Novice): Tread water (1 min); back float; use flotation device (log, etc) to swim 25' on stomach.

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2. RPG: HackMaster (5th Edition - Basic & Advanced) [Average Rating:7.40 Overall Rank:207]
Peter Clay
United States
Cincinnati
Ohio
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Flinn

Overview
Player: Urchin
PC Name: Flinn
Class: Mage
Race: Human
Alignment: Chaotic Good
Level: 1
Honor: 18
Quirk: Close Talker
Flaw: Tone Deaf
Age: 29
Height: 5'9"
Weight: 157 lbs.

Stats

STR: 10/00
INT: 15/32
WIS: 8/32
DEX: 13/59
CON: 8/45
LKS: 15/31
CHA: 18/04
Health: 20 hp
SP: 140 sp

Skills

Acting: 23
Arcane Lore: 32
Diplomacy: 61
Distraction: 50
Fast-Talking: 44
Forgery: 31
Gambling: 11
Language, Native (Kalamaran): 77
Language (Elven): 18
Language (Dwarven): 21
Language (Merchant Tongue): 19
Literacy (Elven): 36

Talents
Less Sleep (24)

Proficiencies
Staff
Dagger
Magical Transcription

Weapon Profiles

Staff
Level Abilities Spec. Talents Racial Armor Shield Magic Total
Attack Bonus * +3 * * * * * * +3
Speed * * * * * * * * 0
Initiative +2 +3 * * * * * * +5
Defense * +1 * * * -1 * * 0
Damage * * * * * * * * 0
Base Speed = 13 Base Dmg = 2d4p

Dagger
Level Abilities Spec. Talents Racial Armor Shield Magic Total
Attack Bonus * +3 * * * * * * +3
Speed * * * * * * * * 0
Initiative +2 +3 * * * * * * +5
Defense * +1 * * * -1 * * 0
Damage * * * * * * * * 0
Base Speed = 7 Base Dmg = 2d4p

Inventory

Staff
Dagger
Thick Robes - Dmg. Abosrb 1
Spell Book
Belt, rope
Tunic, wool
Sandals
Belt pouch, large, leather
Wineskin
Blanket, woolen
Mess kit
Flink&Steel
Tinderbox
Candles x4
Rations, trail, 2 weeks
Ink, 3 oz.
Quilll pen x2
Vellum, 5 sheets
Torches, 1 dozen
Backpack
Belt pouch, small, leather - for money

Money: 43 sp, 4 cp, 5 brass

Spells

Apprentice: Fire Finger
Base SP Cost: 30
Components: V, S
Casting Time: 1 second
Range: 5 feet
Area of Effect: Personal
Duration: Instantaneous
Saving Throw: Half damage
Additional Spell Point schedule
Increase Damage: 10 SP/HP (maximum damage bonus +6)
Increase Range: 5 SP/foot

The Fire Finger spell conjures forth a 5-foot rod of flame from the caster's finger. It may only be aimed at a single creature. The victim is automatically struck by the flame (no attack roll necessary) and suffers 1d3p+2 points of damage. Readily flammable items (such as parchment, cloth or wood) ignite, but a creature may take a 1d6p second delay to extinguish the flames from a single item before they suffer any meaningful damage. If someone is dumb enough not to spend 1d6p seconds patting out their burning clothes, they suffer 1d3p points of damage every 10 seconds as their garments burn. Damage from this spell ignores damage reduction.

Journeyman: Bar Portal
Base SP Cost: 40
Components: V, S
Casting Time: 1 second
Range: 60 feet
Area of Effect: 20 sq. feet
Duration: 1 minute
Saving Throw: None
Additional Spell Point schedule
Increase Range: 1 SP/5 ft (max 200 ft)
Increase Area of Effect: 15 SP/20 sq. ft
Increase Duration: 20 SP/minute

By means of the Bar Portal spell, the caster can temporarily secure a door, window or similar device (such as a trapdoor) from opening. The base spell only functions on portals up to 20 square feet (i.e., a standard 34” x 7’ entry door) so additional SPs are needed to bar larger doors, gates or portcullises. If the device is open, the spell automatically closes it unless there is an obstruction in the way. Creatures can still burst through the barred portal using a feat of strength rolled against d20p+18 though only one attempt is allowed.

1st level : Sense Magical Aura
Base SP Cost: 50
Components: V, S
Casting Time: 10 seconds
Range: Personal
Volume of Effect: 10 feet sphere
Duration: 2 minutes
Saving Throw: None
Additional Spell Point schedule
Extend Volume of Effect: 10 SP/foot
Extend Duration: 20 SP/minute
Determine Type of Magic: 100 SP per 10% chance (cumulative)

This spell enables the caster to discern magical auras, such as those emitted by magical objects. By spreading his arms and uttering a short phrase, the caster becomes sensitive to magical energy in a 10-foot radius around himself. The caster can then 'feel' the power of the magical radiations, which may be faint, weak, moderate, strong or powerful. By expending additional SPs, the caster has a chance to determine whether the magic is of a particular type (such as illusion). Wood (3' thick), stone (1' thick) or metal (1" thick) blocks this spell.
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3. RPG Item: HackMaster Basic [Average Rating:7.90 Overall Rank:336]
Paul Bradley
Australia
Belconnen
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Brother Gronmir Character Sheet

Player: Paul Bradley / batcut
PC Name: Brother Gronmir
Class: Cleric
Level: 1
Alignment: Lawful Good
Race: Dwarf
Sex: M Age: 63 Ht: 51" Wt: 164lb Hair: Brown Eyes: Brown
Patron God(s): The One (Salimak) (Anointed? Yes) Handedness: Left

Ablities:
STR 12/04 Damage +1 Feat of Str +1 Lift 215 Carry 56 Drag 538
INT 8/29 Attack -1
WIS 15/04 Initiative +0 Defense +2
DEX 11/26 Initiative +2 Atk Mod 0 Def Mod 0
CON 15/00
LKS 10/26
CHA 7/74 *Turning Mod* -3
Honor 9 Hon Window HON Penalty Window

Armor Worn:
Body: Leather (0 Initiative, -2 Defense, 0 Speed Mod), Dam Red = 2HP, Light
Shield: Medium (+6 defense), Dam Red = 6HP

Accumulated BPs: 0

Combat Profile with Weapon #1: Long sword
Level Abilities Spec Talents Armor Shield TOTAL
Attack +0 -1 +0 +0 +0 +0 -1
Speed +0 +0 +0 +0 +0 +0 +0
Initiative +1 +2 +0 +0 +0 +0 +3
Defense +0 +2 +0 +1 -2 +6 +7
Damage +0 +1 +0 +0 +0 +0 +1
Base Weapon Speed: 10(8) Base Weapon Damage: 2d8p Reach: 3.5' (less 1' for dwarf)

Hit Points: 26
Threshold of Pain: 8 HP (31% of 26)
Knockback: 20 HP

Treasure Stowed: 0sp, 14cp, 0bp - Belt pouch/Backpack (Short sword, silk and ball of yarn).

Proficiencies:
Medium Weapon (Longsword)
Light Armor
Shield

Quirk: Believes it’s bad luck not to tip a beggar. Always tips beggars in town.
Flaw: Flatulence

Talents:
Parry Bonus (Longsword): +1

Racial Notes:
1) size Large for knock backs
2) size Medium for HPs (i.e. 10 hp + Constitution + class roll)
3) low light vision
4) Magic Resistance: Dwarves receive a +1 on Saving Throws
versus magic for every 3 full points of Constitution
5) Poison Resistance: Dwarves receive a +1 on Saving Throws
versus poison for every 3 full points of Constitution
6) Poor reach (effective weapon reach is -1 foot)
7) Dwarves may purchase the following Talents at 50% BP cost:
Attack Bonus, Damage Bonus, Parry Bonus, Swiftblade (only for Axes or Warhammers)

As a dwarf, I tend to dislike elves, like halflings, and tolerate humans.

Languages:
Dwarven 57 (literate)
Kalamaran 34


Class Notes:
At First Level:
Hit Dice: 1d8
Attack Bonus: 0
Initiative: +1
Bonus Skills: Religion (own church) +5/level; Divine Lore +3/level

Mundane Items (worn):
Belt, leather
Boots, leather
Trousers, wool
Undershirt, linen
Cloak woollen
Backpack
Belt pouch, large, leather
Divine Icon, silver scale on necklace

Mundane Items (backpack):
Wineskin
Ax-hammer
Blanket, woollen
Tinderbox
Flint/steel
Mess kit
Whetstone
Torch (6)
Rations, trail (1 week)
Rations, standard (1 week)

Quest Items (backpack):
Ball of yarn, blue, thick and dirty
Short sword

Skills:
Mining 8
Religion (The One) 54
Divine Lore 52
History, ancient 13
Literacy, dwarven 36
Cartography 8 (as a result of Literacy this is a Universal skill for Gronmir)
Riding, equine 14
Tracking 24
Cooking/Baking 28


Spells (max 2 available at 1st level)
First Level Spells

Alleviate Trauma
Components: V, S
Casting Time: 3 seconds
Range: Touch
Area of Effect: Creature touched
Duration: See text
Saving Throw: None

With this spell, a priest relieves the incapacitating agony caused by a particularly grievous wound. The recipient of this spell immediately recovers from his debilitating condition and may take any action he desires (after taking a second to get on his feet). This spell does not restore any lost Hit Points nor does it provide protection against subsequent traumatic injury(ies).

Ceremony: Consecrate Divine Icon
Components: V, S, M
Casting Time: 5 minutes
Range: Touch
Area of Effect: Icon touched
Duration: Permanent
Saving Throw: None

This spell allows the priest to turn a mundane symbol of his faith into a divine icon. Naturally, the priest can only consecrate an icon of his own faith. For example, a priest of The True must cast this spell on a tiny golden sword, while a priest of The Overlord would cast it on a mailed gauntlet. The material component for this spell is the symbol to be consecrated. It is not expended in casting.

Cure Trifling Injury
Components: V, S
Casting Time: 3 seconds
Range: Touch
Area of Effect: Creature touched
Duration: Instantaneous
Saving Throw: None

Casting this spell enables a cleric to fully or partially heal a damaged individual’s wound, restoring 1d3p Hit Points in so doing. Anointed followers of the cleric's deity receive more potent healing (1d4p Hit Points). This spell does not function on nonliving creatures or non-corporeal creatures and actually harms undead if cast upon them.

Extend Fuel
Components: V, S, M
Casting Time: 10 seconds
Range: 1 foot
Area of Effect: One light source
Duration: See text
Saving Throw: None

Casting this spell causes the chosen light source to consume its fuel more efficiently, thereby doubling the length of time it can provide illumination. This spell does not affect the intensity or the damage caused by the light source if employed as an improvised weapon. Only torches and lanterns may be enchanted, broad interpretation of “light source” as bonfires or illumination not stemming from combustion is disallowed. The material component for this spell is the flame to be
affected.

Moderate Emotion: Cause Fear
Components: V, S
Casting Time: 4 seconds
Range: Touch
Area of Effect: Creature touched
Duration: 1d4 minutes +1 min./level
Saving Throw: See text

By touching an individual, the priest is able to implant the fear of his or her god in their psyche. The creature touched must immediately make a saving throw or flee in terror from the cleric until the spell’s duration wanes.

Purify Water
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Area of Effect: 1 gallon/level
Duration: Permanent
Saving Throw: None

This spell eliminates all harmful bacteria and microorganisms as well as foul tasting sulfides, iron and suspended solids from water. The result is water suitable for drinking. Casting it on beverages such as milk, beer or wine is deleterious as they will be reduced to plain water. The spell does not affect toxins (alcohol is here considered a narcotic not a toxin) or magical potions.

A Potion of Poison would, for example, be transformed into a crystal clear liquid every bit as lethal as it was prior to purifying it. Desalinization requires a caster of no less than 5th level to accomplish. The material component for this spell is the water to be
purified. Purify Water must be cast on water intended to be sanctified as holy water (but not unholy water). Naturally, the water is not consumed in the casting.


Religion Info:
The True:
Also known as the Blind One, the Magnificent Magistrate and the Exalted Judge, the True is the patron god of justice and truth. The True’s church calls itself the Courts of Justice, while its priests are known as Truthseekers. Justice, righteousness and honesty are the foundation blocks upon which the Courts of Justice and its faith are laid. The Truthseekers preach that all who flout the law should be brought before the Blind One to receive justice. Truthseekers are not vigilantes, however; no matter the strength of their desire to see justice served, it is ever tempered by adherence to the laws of society (so long as such laws are just, proper and true in the eyes of the Courts of Justice). Priests of the True are honor-bound to resolve disputes whenever encountered, going so far as to intercede even when the parties have not requested assistance, but intervention seems necessary to the Truthseeker.

Preferred Weapon: Dwarven Longsword (free proficiency)
Other Weapons Permitted: None
Armor Permitted: Any, but the armor must be silver colored. Gilding is preferred, but a silver-hued lacquer is acceptable for novice priests.
Divine Icon: A tiny silver sword or scale
Powers: Turn Undead; 5% chance per level to detect lies (up to a maximum of 90%); +4 bonus to saves against spells that fool, mislead or have other deceptive effects (e.g., illusion spells).
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4. RPG: HackMaster (4th Edition) [Average Rating:6.89 Overall Rank:240]
United States
Indiana
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Player: Strickhouser
PC Name: Neko
Class: Thief
Race: Elven
Age: 135
Weight: 1d6 = 4
Height: 62 inches
Alignment: True Neutral
Honor: 10
Level: 1
Quirk: Superstitious (roll on the superstition table)
Flaw: Prematurely Gray

Money: 17sp + 5cp
Current BPs: 0
HP: 17

Abilities:
STR: 13/14 (+1 damage, +3 feat of strength)
INT: 6/21 (-2 attack)
WIS: 9/04 (+3 initiative, -1 defense)
DEX: 14/00 (+2 attack, +2 defense)
CON: 7/00
LKS: 10/70
CHA: 10/46

Class Notes:
Hit Dice: 1d6
Attack Bonus: 0

Combat Profile with Weapon #1: Club
Cost: 1cp
Attack Bonus: 0
Speed: 0
Initiative: +2
Defense: +3
Damage: +1
Base Speed: 10
Base Damage: 1d6p + 1

Combat Profile with Weapon #1: Knife
Cost: 5cp
Attack Bonus: 0
Speed: 0
Initiative: +2
Defense: +3
Damage: +1
Base Speed: 7
Base Damage: 1d6p + 1

Combat Profile with Weapon #1: Short Bow
Cost: 30sp
Attack Bonus: 0
Speed: 0
Initiative: +2
Defense: +3
Damage: +1
Base Speed: 12
Base Damage: 2d6p + 1

Alignment Notes: (True Neutral) Completely self-centered, these characters generally care nothing for any ethical or social customs, however, some characters with this ethical bent believe in balance in all ethical questions. All characters with an intelligence of under 6 and all animals have this alignment, as they are unable to act other than on survival impulse and rudimentary friendship toward those that treated the character or creature well in the past.

Skills:

Arcane Lore: 19
Climbing/Rappelling: 20
Disarm Trap: 11
Gambling: 14
Hiding: 9
Identify Trap: 15
Language, human: 14
Language, halfling: 6
Language, dwarf: 9
Listening: 38
Lock Picking: 25
Observation: 14
Pick Pocket: 17
Reading Lips: 13
Sneaking: 46
Trap Design: 5

Talents:

Charm Resistance - This talent provides exceptional resistance to magical charms (+12 bonus to saving throws).

Less Sleep - Characters with this Talent require only minimal sleep. Three hours is sufficient to allow normal mental functioning. These individuals are also highly resistant to Sleep spells and gain a +12 saving throw bonus against them.

Proficiencies:

Minimal Skill Weapon, club
Low Skill Weapon, knife
Medium Skill Weapon, short bow
Light Armor


Racial Notes:

Elven Pros
Hiding in natural surroundings bonus

Elven Cons
Size small for knock backs


Quirk and Flaw Notes:

Quirk: Believes a certain color is lucky. Only wears clothing of this color. Prefers animals and items of this color and those who wear this color.
12 spots/polka dots (any color)

Flaw: Prematurely Gray: Your character’s hair has gone gray far earlier than might otherwise be expected. While this might be welcomed as a sign of maturity for a youthful mage, the impression of old age (and consequent loss of physical prowess) may not be desirable for a fighter.

Equipment List

1. Backpack
2. Belt, leather
3. Boots, leather
4. Robe, heavy woolen
5. Sandals
6. Trousers, wool
7. Tunic, wool
8. Undershirt, linen
9. Belt pouch, small, leather
10. Wineskin (2 quart capacity)

Tools and Sundries

1. Blanket, woolen
2. Flint and steel
3. Mess Kit
4. Rope, hemp (50 foot)
5. Thieves’ Tools
6. Tinderbox

Illumination (light shed)

1. Torch (30 foot-radius)

Provisions

Rations, trail (2 week supply)

Ammunition

Arrow + 6 (found in wreckage)


Total Cost = 21sp + 9cp
New Money Total = 17sp + 5cp
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5. RPG: HackMaster (5th Edition - Basic & Advanced) [Average Rating:7.40 Overall Rank:207]
Scott M
United States
Wisconsin
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Player: Scott M/JerryDaScorpion
PC Name: Bango
Class: Theif
Race: Halfling
Alignment: Chaotic Neutral
Level: 1
Honor:2
Current BPs: 0
Current BPs: 20
Quirk:Foul-mouthed
Flaw: Anosmia
Abilities:
STR: 6/49
INT: 14/57
WIS: 14/3
DEX: 15/80
CON: 9/24
LKS: 4/70
CHA: 3/56

HP:18
AGE: 31
Height: 41 Inches
Weight: 79 Pounds

Skills:
Climb/Repel: 24
Disarm Traps:17
Hiding:24
Identify Traps:27
Listening: 19
Lockpicking: 35
Pick Pocketing: 31
Sneaking: 36
Language (Native):84
Language (Dwarven): 20
Language (Elvish) 20
Language (Merchant Tounge): 33
Observation: 23
Rope Use: 24
Appraisal (Sundries):20

Combat Profile: DAGGER
Level Abilities Spec Race Armor Shield TOTAL
Attack +0 (+1,+2) +0 +0 +0 +0 +3
Speed +0 +0 +0 +0 +0 +0 +0
Initiative -1 (-1,-1) +0 +0 0 +0 -3
Defense +0 (+1,+3) +0 +4 -2 +0 +6
Damage +0 -3 +0 +0 +0 +0 -3

Base Weapon Speed: 7
Base Weapon Damage: 2d4p

Items being worn:
Dagger 2sp
Leather Armor 6sp
Belt, Leather 1/2cp
Boots, Leather 3cp
Cloak, wool 4 cp
Trousers, wool 3cp
undershirt, linen 4cp
Backpack 7 1/2 cp
Belt Pouch Large, Leather 3cp

Items being stored:
Wineskin (2 quart) 4cp
Rope 50 Foot, hemp 4cp
Thieves Tools 6sp
12 Torches 2cp
Trail Rations, 1 week 5sp
Mirror, Brass signal 1 sp
Lantern, Miners 10 sp
1 pint of oil 4 cp
1 metal flask with liquid
1 small vial with clear liquid

Money Left: 42sp 10cp 25bp

Talents:
Forgetful Face
Fast Healing

Proficiencies:
Light Armor
Minor Weapon (Club)
Low Weapon (Dagger)

Class Notes
Hit Dice: 1d6
Attack Bonus: 0
Initiative: -1
Special Abilities:
Backstab: When striking an opponent unaware of his presence, the thief may use a dagger or knife (or similar piercing weapon of dagger size or smaller) to stab his foe in the back. This attack has the possibility of doing penetration damage (we'll talk about what that means later).
Fleeing Opponent: Should an opponent attempt to flee from melee with a thief, the thief can strike as if dealing a backstab. This is the only situation where a thief can use a weapon other than a dagger (or knife or similarly small weapon) to perform a backstab.
Superior Defense: Thieves gain an almost-perfect defense on a natural roll of 18 or 19 that exceeds their opponent’s attack roll (unlike other characters who require a 19). In addition, a successful counter-blow allows the thief to roll 2d4p for damage (instead of 2(d4p-2)).
Coup de Grâce: Thieves may dispatch helpless opponents in 3 seconds. Other characters require 10 seconds to execute this grisly task.
Secret Doors: Thieves, by their mechanical knowledge and interest in things hidden, have an advanced ability to locate secret and concealed doors. Instead of the traditional 1 in 6 chance common to all characters, thieves have a 1 in 3 chance. This chance does not improve if the character happens to be of a race specially attuned to the detection of secret doors.


Racial Notes
1) One free purchase of the Hiding skill
2) One free purchase of the Sneaking skill
3) Harder to hit (+4 Defense bonus)
4) Hiding in natural surroundings bonus (see sidebar)
5) Initiative bonus (see sidebar)
6) Poor reach (effective weapon reach is -1 foot)
7) Size small with regard to HPs (i.e. 5 hp + CON + class roll)
7) Size small for knock backs
9) Character’s native language is the local Human tongue (must purchase any additional languages)
10)Halflings may purchase the following Talents at 50% BP cost:
Crack Shot
Greased Lightning (only for Slings)

As a halfling, I like elves, I like dwarves, and I like humans

Alignment Notes
I believe in complete and total freedom for myself. I follow no strict codes and do not believe in laws or society. I behave as I like, but don’t go out of myway to injure others or help them for that matter.

History and Background Information
Bango is originally from outside of Mendarn, living in the hills. His father was the most handsome Halfling in the land, and ran the most successful mercantile shop in the area. Bango's father wanted a son that could take over the shop, but no one could look at Bango without cringing, let alone be in the shop long enough to buy anything from him. The shop started losing money and profits. At a young age Bango's family left Mendarn and left Bango behind, ashamed of his hideous face. Bango grew up with no family or friends, and lived life alone. He learned quick that he needed to find a way to survive, so he stole a hooded cloak to hide is identity, but more importantly his gruesome looks, and began to practice the arts of deceit and manipulation. He started with small street tricks of sleight of hand and pick-pocketing, later as his skill increased he took advantage of drunken gamblers, and learned to pick locks.

Everything was fine until he was gambling in a pub with a hunting party that just got into town. He tried to cheat at gambling when an elf had easily the winning hand. The elf caught his attempt and the whole party grab him and took him outside. As Bango was getting dragged through the doors, he stole the elf's dagger that was hidden in his boots. When they all got outside, Bango stabbed the elf in the foot, and took off running. He ran into the forest and hid. The hunting party looked for him for days, but never found him because of his cunning and excellent ability to hide.

Ever since then, Bango has been living the life of a drifter, moving from town to town, stealing and deceiving people just enough to get by.
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6. RPG: HackMaster (5th Edition - Basic & Advanced) [Average Rating:7.40 Overall Rank:207]
Jack Darwid
Indonesia
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PC Name : mb Dago Charingin
Race/Class : Dwarf / Fighter
Age : 51
Height/Weight : 45 inc / 121 lbs (114,3 cm / 54,9 kg)
Alignment: Lawful Good
Quirk/ Flaw : Absent Minded / Hairy

Level : 1
Honor : 11
HP : 33
Money : 8cp

ABILITIES
STR= 14/84 (Damage+2, Feat of Strength +6, Lift 240 lbs, Carry 84 lbs, Drag 600 lbs)
INT= 13/51 (Attack +1)
WIS= 10/11 (Initiative +2)
DEX= 11/65 (Initiative +1, Defense +1)
CON= 16/02
LKS= 8/59
CHA= 10/04


Racial Notes
1) size Large for knock backs
2) size Medium for HPs
3) low light vision
4) Magic Resistance: +5 Saving Throws vs magic (+1 for every 3 full points of CON)
5) Poison Resistance: +5 Saving Throws vs poison (+1 for every 3 full points of CON)
6) Poor reach (effective weapon reach is -1 foot)
7) As a dwarf, Dago tend to dislike elves, like halflings, and tolerate humans.

Alignment notes:
These characters believe in a strong, benevolent social structure where the strong help the less fortunate and laws are followed strictly and the needs of the many always outweigh the needs of the few.

Quirk and Flaw notes:
Absent-Minded:
Absent-minded individuals have problems remembering specific details. Their mind wanders or they become hyper-focused on some project to the exclusion of nearly everything else. Absent-minded individuals have some common pitfalls. Following verbal directions is particularly difficult as is remembering names. Maintaining a journal or “to-do” list is not an option. These sorts of people simply cannot sufficiently focus on such boring mundane tasks to rigorously maintain it – at best they end up with a slipshod and incomplete record of dubious value.
Hairy:
The character has an unusual amount of body hair. Males with this flaw have a very hairy back and the ability to grow a beard regardless of race.

SKILLS
Apprisal (Armor & Weaponry): 36% Language (Dwarf) : 65%
Apprisal (Gems & Jewelry) : 32% Mining : 23%
Blacksmithing/Metalworking : 21% Swimming : 32%


TALENTS
Axe: Attack Bonus, Damage Bonus, Parry Bonus, Swiftblade
WEAPON SPECIALIZATION
Axe: Attack+1, Damage+1, Parry+1, Speed-1
PROFICIENCIES
Minimal Skill Weapon, Low Skill Weapon (Axe), Medium Skill Weapon (Throwing Axe)
Light, Medium and Heavy Armor. Shield.

WEAPONS & ARMOR
1 Small Shield, 1 Axe, 1 Studded Leather, 1 Throwing Axe

Damage Reduction: 4(Shield) + 3(St.Leather) = 7HP

AXE
Abilities Spec Talents Armor Shield TOTAL
Attack +1 +1 +1 +3
Speed -1 -1 -2
Initiative (+2+1) +1 +4
Defense +1 +1 +1 -3 +4 +4
Damage +2 +1 +1 +4
Base Weapon Speed: 12 Base Weapon Damage: 4d4p


THROWING AXE
Abilities Armor Shield TOTAL
Attack +1 +1
Speed +0
Initiative (+2+1) +1 +4
Defense +1 -3 +4 +2
Damage +2 +2
Base Weapon Speed: 8 Base Weapon Damage: 1d4p


EQUIPMENT
Belt (leather), Boots (leather), Robe (heavy woolen), Trousers (wool), Undershirt (linen).
Backpack, Wineskin.
Blanket, Flint & steel + Tinderbox, Rope, Ax-hammer, Pole (10 foot).
Lamp oil (2 pints)
Provisions, standard (2 weeks supply)
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