RolePlay onLine RPoL Logo

, welcome to My Game Notes and Ideas

19:43, 26th April 2024 (GMT+0)

Player's Handbook 2.

Posted by The GMFor group 0
The GM
GM, 31 posts
Mon 29 Jun 2020
at 19:46
  • msg #1

Player's Handbook 2

--Devas: noble, virtuous beings who strive to perfect themselves through an apparently endless sequence of reincarnations. Once immortal spirits who served the gods of good, devas are now bound in flesh, the better to wage war against the forces of evil in the world and beyond. CRUSADING

--Gnomes: small and stealthy fey who value a quick mind and the ability to escape notice. Gnomes are drawn to illusion and trickery. They explore the world with a sense of curiosity and wonder. WHIM AND CAPRICE

--Goliaths dwell high in mountainous regions, traveling with the migrations of elk and other game. They view life as a grand competition and call on primal power to enhance their considerable physical strength and endurance. COMPETITIVE

--Tuskers: strong, fierce, decisive, and resourceful. They savor the simple pleasures of life, from feasting and revelry to the thrills and excitements. ADRENALINE

--Beastborn: carry a touch of primal blood in their veins. In the heat of battle, they tap into the power of the beast within, unleashing the wildness that lurks beneath their surface. They are predators by nature, defining the world in terms of hunter and prey. WILD

L to C: Deva, Goliaths, Tuskers, Gnomes, Beastborn.





BACKGROUND:
You used to be:
--An Artisan, making things with your hands.
--An Ascetic, sequestered in study of lore.
--A Drifter, spending life on the move.
--A Farm Hand, working on growing crops.
--A Gladiator, performing showy (but partly real) fights for money.
--A Guttersnipe, growing up on the streets.
--A Mariner, sailing lakes and/or seas.
--A Noble, living an easy life of wealth.
--A Soldier, trained since youth to battle as part of an army (or smaller fighting force).
--A Frontiersperson, growing up out in the wilderness.



PERSONALITY:

--AGENT: you adventure not for yourself but for an organization or society
 Traits: Ambitious, serious.

--CHALLENGER: You adventure for personal growth. You try to reach the pinnacle of achievement in your chosen path, whether that path is defined by combat, magic, stealth, or some other skill set.  You do this by throwing yourself at (progressively greater) challenges, reveling in those just on the edge of your ability to overcome.

A challenger does not shrink under duress and often allows other party members to take the best treasure. Indeed, some challengers see magic items as crutches, and they seek to attain perfection without them.
 Traits: Bold, disciplined.


--COMPANION
 A companion is the best ally anyone could ever hope for. He is loyal and dedicated, and he often shares a special kinship with a particular individual. A companion supports his
allies in all they do and never abandons or betrays them. He doesn’t lead, but he does offer cogent advice and support.
 Traits: Connected, funny, loyal.


--DAREDEVIL
“You guys stay here. I’m going to scale the wall, sneak past the guards,
swim the moat, have a look around, and come back.”
 A daredevil gets a rush from dangerous stunts. He is a risktaker and a gambler, willing to put his money, his reputation, and his life at stake purely for exhilaration. He’s the one who opens the door even though it’s probably trapped, who enters the cave even though there’s probably a dragon inside, and who puts on the necklace even though it’s probably cursed.
He’s a valuable addition to a party, since he’s always willing to take on the tasks no one else wants to do (and he often has the skills to succeed and even excel at them), but his
recklessness can be his downfall—and that of his party.
 Traits: Bold, energetic, flamboyant.

--EXPLORER
 An explorer is driven to find new places, interesting cultures,
and fascinating objects. When she reads a map, she looks to
the edges and wonders what’s beyond. Her eyes fall first on the
unknown areas: What’s in the middle of that forest? On top of those mountains? Beneath that
ocean? She is happiest when she discovers
something new. She is driven to be the
fi rst person to look at a new land,
battle a new creature, or discover a
new item. An explorer keeps her
party moving, and she guarantees constant adventure as
she points her companions
toward uncharted territory.
 Traits: Driven

--REBEL
 A rebel has a grudge against established authority. He might dislike all authority, or his feelings might be more focused on a single government (such as
a kingdom), a small group (such as his family), or
an individual (such as a baron, merchant prince,
former employer, or parent). Highly individualistic,
a rebel engages in activities in defi ance of authority, and he might
actively fi ght against that authority and all its manifestations.
Whether bitter or idealistic, all rebels value their freedom highly.
A rebel helps an adventuring party fi nd adventure when he fl ees
from his latest escapade or puts his next plan into motion.
 Traits: Driven


--SIMPLE SOUL
“Ha ha! I like you, my friend!”
 A simple soul enjoys the basic amenities of life: good food, good company, and good
times. She also enjoys doing whatever she excels at, whether that’s slaying monsters,
casting spells, converting the faithless, or picking pockets. A simple soul sees adventuring
as a job—an exciting and dangerous one, but a job. After a hard day in the dungeons, she
takes pleasure in sitting by the fire, roasting mutton, and exchanging stories and gossip with her companions. A simple soul doesn’t drive the party toward adventure, but she is a reliable and steadfast ally.
 Traits: Funny, skilled.


--TRICKSTER
“You go in fi rst, and cover your eyes. I have a surprise for you.”
 A trickster has a mind for pranks, bluffs, lies, and surprises.
He likes to cause trouble and excels at misleading and fooling
others. Sometimes he tricks others purely for enjoyment; other
times his skills serve a useful purpose. He prefers subtlety
and persuasion over combat. With his quick wits, a trickster
often speaks for his party, especially when the conversation
is diffi cult or dangerous.
 Classes: Bard, beguiler, rogue, swashbuckler, warlock,
wizard (illusionist).
 Traits: Flamboyant, funny.


PERSONALITY TRAITS

AMBITIOUS

DRIVEN

ENERGETIC

REFORMED

VENGEFUL
This message was last edited by the GM at 18:31, Sun 26 July 2020.
The GM
GM, 41 posts
Sun 26 Jul 2020
at 18:56
  • msg #2

Player's Handbook 2






BACKGROUND:
You used to be:
--An Artisan, making things with your hands. (ARTIFICER)
--An Ascetic, sequestered in study of lore. (LOREMASTER)
--A Drifter, spending life on the move. (RANGER)
--A Farm Hand, working on growing crops. (DRUID)
--A Gladiator, performing showy (but partly real) fights for money. (GLADIATOR)
--A Guttersnipe, growing up on the streets. (ROGUE)
--A Mariner, sailing lakes and/or seas. (SWASHBUCKLER)
--A Noble, living an easy life of wealth. (WARLOCK)
--A Soldier, trained since youth to battle as part of a fighting force. (WARDEN)
--A Frontiersperson, growing up out in the wilderness. (RANGER/WARDEN/DRUID)



PERSONALITY:

--AGENT: you adventure not for yourself but for an organization or society
 Traits: Ambitious.
(BLOOD HUNTER)


--CHALLENGER: You adventure for personal growth. You try to reach the pinnacle of achievement in your chosen path, whether that path is defined by combat, magic, stealth, or some other skill set.  You do this by throwing yourself at (progressively greater) challenges, reveling in those just on the edge of your ability to overcome.

A challenger does not shrink under duress and often allows other party members to take the best treasure. Indeed, some challengers see magic items as crutches, and they seek to attain perfection without them.
(MONK, ARCANE DUELIST)


--COMPANION
 A companion is the best ally anyone could ever hope for. He is loyal and dedicated, and he often shares a special kinship with a particular individual. A companion supports his
allies in all they do and never abandons or betrays them. He doesn’t lead, but he does offer cogent advice and support.
(SWASHBUCKER, WARDEN)


--DAREDEVIL
“You guys stay here. I’m going to scale the wall, sneak past the guards,
swim the moat, have a look around, and come back.”
 A daredevil gets a rush from dangerous stunts. He is a risktaker and a gambler, willing to put his money, his reputation, and his life at stake purely for exhilaration. He’s the one who opens the door even though it’s probably trapped, who enters the cave even though there’s probably a dragon inside, and who puts on the necklace even though it’s probably cursed.
He’s a valuable addition to a party, since he’s always willing to take on the tasks no one else wants to do (and he often has the skills to succeed and even excel at them), but his
recklessness can be his downfall—and that of his party.
 Traits: energetic.
(SWASHBUCKLER)

--EXPLORER
 An explorer is driven to find new places, interesting cultures, and fascinating objects. When she reads a map, she looks to the edges and wonders what’s beyond. Her eyes fall first on the unknown areas: What’s in the middle of that forest? On top of those mountains? Beneath that ocean? She is happiest when she discovers something new. She is driven to be the first person to look at a new land, battle a new creature, or discover a new item. An explorer keeps her party moving, and she guarantees constant adventure as she points her companions toward uncharted territory.
 Traits: Driven
(LOREMASTER)

--REBEL
 A rebel has a grudge against established authority. He might dislike all authority, or his feelings might be more focused on a single government (such as
a kingdom), a small group (such as his family), or
an individual (such as a baron, merchant prince,
former employer, or parent). Highly individualistic,
a rebel engages in activities in defi ance of authority, and he might
actively fi ght against that authority and all its manifestations.
Whether bitter or idealistic, all rebels value their freedom highly.
A rebel helps an adventuring party fi nd adventure when he fl ees
from his latest escapade or puts his next plan into motion.
 Traits: Driven
(SWASHBUCKLER, MONK, ARCANE DUELIST)


--SIMPLE SOUL
“Ha ha! I like you, my friend!”
 A simple soul enjoys the basic amenities of life: good food, good company, and good
times. She also enjoys doing whatever she excels at, whether that’s slaying monsters,
casting spells, converting the faithless, or picking pockets. A simple soul sees adventuring
as a job—an exciting and dangerous one, but a job. After a hard day in the dungeons, she
takes pleasure in sitting by the fire, roasting mutton, and exchanging stories and gossip with her companions. A simple soul doesn’t drive the party toward adventure, but she is a reliable and steadfast ally.
(SWASHBUCKLER)


--TRICKSTER
“You go in fi rst, and cover your eyes. I have a surprise for you.”
 A trickster has a mind for pranks, bluffs, lies, and surprises.
He likes to cause trouble and excels at misleading and fooling
others. Sometimes he tricks others purely for enjoyment; other
times his skills serve a useful purpose. He prefers subtlety
and persuasion over combat. With his quick wits, a trickster
often speaks for his party, especially when the conversation
is diffi cult or dangerous.
(SWASHBUCKLER)


PERSONALITY TRAITS:

AMBITIOUS

DRIVEN

ENERGETIC

REFORMED

VENGEFUL
Sign In