Showing posts with label Character Creation. Show all posts
Showing posts with label Character Creation. Show all posts

Thursday, February 25, 2016

GURPSDay: First Character

+Douglas Cole spoke about GURPSDay, how he is gathering the links to GURPS related posts for the week.  It got me thinking about all the years I spent playing and about getting out a few of my GURPS books.  I only have about 60 or 70 GURPS books.  Plus I have the books for the all the editions, plus the box for the second edition.

While my posts will not be like the others, I'm not too concerned about it.  I am not good at developing rules, physics or math in general.  I'm coming at this from my experience and what I like to do.

Around 1986, my group had been playing AD&D and Basic D&D for seven years.  The 2nd edition of D&D was coming out, we didn't know it was another edition.  But by this time I think we were running on fumes.  +Rob Conley suggested we give GURPS a shot.  Which I reluctantly did.  I was not big into changing systems, but knew we needed to try something different.

What got me hooked on GURPS were the quirks.  Simple one point disadvantages that helped flesh out a character.  I loved the idea.  I know GURPS gets a bad rap for being rules heavy system, but it was the disadvantages, quirks and skill choices that drew me in.  All these elements enhanced my role-playing.  I now felt I had a system that could reflect a character I wanted to play.  Now I could play a unique character instead of a cookie cutter class.

I still have my first character sheet.  I'm not sure if we made it with 1st or 2nd edition rules.  I know I got a huge boost because I made a reptile man named Shesh.  I hulking brute with a 17 strength.  Here's what happened, we were making 100 point characters with 30 points of disads and 5 points of quirks.  I didn't figure in the racial point cost of a reptile man.  It was a significant amount, something like 60 points.  Rob let it go since it was my first character. 

Click so you can read it.
And the other concepts I found fascinating was rolling 3d6 and not d20.  Rolling low instead of high.  Armor actually provided protection from damage.  Weapons did different types of damages.  The spells had prerequisites that made sense.  And it didn't matter how big and tough you were, one good shot to the head by anyone could take you out.

I was hooked.  From 1986 through 2009 I primarily played GURPS.  The third edition was my favorite.  We often played 75-point character with 25 points of disads.  I loved the struggle of it.  Playing a lowly acolyte who was in charge of a orphanage of a few children, who liked to write poems to a prostitute he liked.  He and two other 75-point guys took on a vampire who was targeting the children.  And we took him out.  There was a blanket dipped in holy water, a frying pan and some rope involved.  Oh my god was that fun.

Anyway, my first entry into GURPS Day.  I hope one of many.  I spent a lot of time with this system.  Thanks to +Douglas Cole and +Peter V. Dell'Orto for reigniting my interest in GURPS again.

Monday, February 15, 2016

New Character Notebook Book


This week begins our second chapter into +Ken H's Monteport megadungeon.  Last time around we used Blood & Treasure for the system, this time it will Bloody Basic.  Character levels cap at 6th.  Wednesday is our first session and we'll spend some of that time creating characters.  +Chris C. and I get to roll the characters we will play and also roll up a sidekick each that will travel with us and also be our replacement character should our original dude die.

I thought I would go with a dedicated notebook for the campaign.  I used to do this all the time.  It helped keep everything in one place, character sheet with update, notes, information and general ideas of concepts that I will forget if I don't write it down. 

I picked this one up at Barnes yesterday.  I originally wanted a Celtic hardcover notebook, but it refused to lay flat.  This one has the ring binding to it will lay flat easily.  You can't go wrong with The Great Wave Off Kanagawa, the title of the cover art, done by Hokusai.  I remember this picture from one of childhood books.

Wednesday, September 30, 2015

"Screw The Man"

Tonight we run through +Ken H  2nd session and our 5th overall session.  Now I am armed with a physical copy of the Pits & Perils system.  +Chris C. and I will continue our investigation of the mysterious deaths in the area.  While we have gathered a bunch of information we are not sure what exactly what to do with it quite yet.  I figure tonight it'll come together somewhat. 

On Saturday is our face-to-face game.  +Rob Conley is running a Fantasy Age game in his Majestic Wilderlands.  +Daniel McEntee and +Dwayne Gillingham will be the other players around the table.  I finally finished my character after two false starts where I lost everything I did.  I ended up making an outsider, dwarven warrior, a radical.  So that should be interesting to play.  I have a 'screw the man', an Easy Rider kinda vibe.  In my head, this is what my character's home looks like.


Sunday, July 20, 2014

My 1st Character for D&D Next

Looks like Sidwin the Sharp is my first character for a new/old system.  I rolled 4d6 and wrote them from top to bottom, no changing them.  I used four precision dice from Dice God, Zocchi.  He smiled upon when I rolled. 


Usually I can tell if I am going to like a system when I create characters.  I enjoyed making Sidwin.  It is easy and yet has simple and effective options.  Gone are the video game mechanics of 4th edition that turned me off.  This system seems to have grabbed the best from the different editions and a few brilliant ideas from OSR systems. 

There will people who will crap all over it because it's WotC and Hasboro, but I'm judging on its playability.  I've had the chance to playtest it in the early stages and in the last stages.  So I'm looking forward to playing the final version. 


I've been reading through the Starter Set books and while I wish there was more in them to begin with I still think there is enough to get things going.  An inexpensive way to see if the game is for you.  And cool blue dice.  Dice are always a good thing.  And with the offering of the free PDF, I printed it out, 3-hole punched it and bound it together with bread ties.  I thought about getting fancy, but went old school, Wonder Bread style.


It fits into the box.  I've been going through it, but haven't sat down and read it from front to back.  I like making up characters and learning it that way.  Then read it.  I still need to wrap my head around the spell casting.  I think I've got it.  Almost. 

Saturday, February 15, 2014

Characters for the Campaign

A couple of days ago I wrote a post Beginning of a Character.  I plan on running my first session this Thursday.  I finished the template of how I'm presenting the characters.  I think it turned out pretty good.  Here's +Ken H character.  He's playing a battle mage.  I'm using a Frankenstein system where I'm just bolting on what I like.  Ken is going to be my tester for spell point system I put into place.  I think I've simplified it enough, but I won't know until we start rolling dice. 

Here's Ken's character, Hyroth.

Now I need to finish +Rob Conley and +Chris C. characters.

Tuesday, January 22, 2013

Creating a Character

Looks like we'll be taking a short hiatus from our Monday Night game due to other responsibilities that grown ups need to tend to.  Lo and behold, here comes Ken (aka Rusty Battle Axe) wanting to run a traditional AD&D session.  Woot!  He wants to roll up characters using Method 1.  Okay so here goes...
Which is strangely in the DMG and not the Player's Handbook.  Roll 4d6, ditch the lowest and sort to liking.  Okay, here are my six rolls.  Four black pirate dice hit the table.

12
13
11
16
16
15

Not too shabby and fairly common for method 1 and my pirate dice always roll high.  So before I arrange them I'm gonna pick a race.  Normally I play human, but I'm going off brand here and think I'll go for a half-orc.  I want to play a cleric/fighter and only half-elves and surprisingly half -orcs.  So half-orc it is.

I've already mention I want to play a multi-class character, cleric/fighter.  So I'm going to arrange my stats thusly.  Being a half-orc I get +1 to strength and +1 to constitution, but suffer a -2 to charisma.

Str: 17 (a 16 w/+1 race bonus)
Int: 11
Wis: 16
Dex: 13
Con: 16 (my 15 w/+1 race bonus)
Cha: 10 (my 12 w/-2 race penalty)

Luckily AD&D doesn't penalize clerics with low charisma. 

Ken has granted us max hit points and max money. 

So maximum hit points would be 10 for fighter, 8 for the cleric which is 18, divide it by 2 for being multi-class which is 9 then add +2 for the con bonus.  Starting hit points of 11.

Time to go shopping.  Max gold for a cleric is 180gp, fighter's max is 200gp.  So I got a 190gp to get my goods.  So with multi class you go with armor least restrictive and weapons most restrictive. 

Armor
90gp Banded Mail
10gp Helmet
10gp Shield, small

Weapons
4gp Footman's Mace (2-7/1-6)
2gp Holy Symbol, iron

Equipment
2gp Backpack
1gp Large Belt Pouch
4sp 50' Rope
30sp 2 empty water skins
10cp 10 iron spikes
1gp Tinder Box
6gp 2 weeks standard rations

25gp Riding Horse
15sp Bit & Bridle
12sp Harness
10gp Saddle
3sp Saddle Blanket
4gp Saddle Bags, large

If I've done my math right that leaves me 21gp and 15sp.  So I'll need to be on a tight budget.

No need to worry about alignments, but I am a cleric.  He said if you chose to be a cleric you needed to create your own religion.  I was thinking istn't that what they do anyway?

I will be a battle cleric.  I'm going to use the cleric of Thor as the inspiration.  They are monster hunters.  I got to play a cleric of Thor in a convention and had a great time playing him.  So I think I think my guy will be an Adzeer of Kotoll, a god of battle, of hunting and of the night.  There are no restrictions on getting one's quarry.  It is better to be the hunter than the prey.

That about does it except for a name.  Hmm, Adzeer Mattiu, Hunter of the First Circle

Thursday, July 12, 2012

Character Creation, No Funneling Involved

by Jesse Riggle
With the conclusion of my campaign this past Monday, my group is already laying the plans out for the next one.  After playing over a year of Majestic Wilderlands Swords  Wizardry and about a year with my campaign playing a pretty much pure AD&D we decided to switch it up and get back to GURPS 4th edition.  Putting the d20s away for a bit.

Ron Conley will be running this one.  It is set in a different section of the Majestic Wilderlands I've rarely played in.  He said think of King Arthur/Game of Thrones type setting.  And our group has grown again.  We will have six players involved.  I rarely play in games where there is more than four, so this should be fun.

After a short discussion we decided to be a band of mercenaries with various skills and oddities.  I believe one guys is playing some sort of puppeteer.  In GURPS you can make the work for you.  One is going to be a disgraced knight.  Not sure about the others.  I was thinking of playing a ex-church knight who has some very strange beliefs about the religion he once served.

Unlike the current trend of character funneling in DCC, we put a lot of planning into the creation of characters.  It's fun and makes you really invest a bit more.  Nothing wrong with funneling and it can be a ton of fun, but so is sculpting a character you want to play for a while.  Get a concept and run with it.

I'm also thinking of getting involved in some pick up games on Google+.  I want to try different games/systems.  Would love to give Call of Cthulu a go.  Haven't had the chance yet.  If anyone has a suggestion let me know.  Have a good one.

Tuesday, January 17, 2012

Quick Glance at Player Backgrounds

Through the weekend and last night I was working on backgrounds for the newbie players.  What I try to do with players of any caliber is give them a grounding to start from.  A little of where they have been and who some of their friends are and if they have an rivals or out right enemies.  The great thing about giving them this at the beginning of a game is they see you've taken the time to establish something beyond a column of numbers.  So when they get into the shit they may have someone who can help.

The other great thing is to plan role-playing opportunities.  The one character I created for the party is a magic-user who has the beginning knowledge of necromancy.  It is up to him whether he uses it or not, but he will know the use of it is illegal.  Down the line the player may encounter a source of advanced necromancy it will be up to him what he does with it.

Just a quick post before work.  Gotta run.  Short weeks and always the longest for some reason.

Saturday, January 14, 2012

Newbie Character Build

Last night me and the wife had a snow night where we stayed in and listened to some old CDs (featuring Meatloaf, Stevie Nicks, Eagles and even managed to tolerate a little Purple Rain from Prince).  She was in the kitchen making bagels while I hand wrote the characters.  I was planning on using a character sheet, but forgotten how much I dislike them.  None of them seemed to have what I wanted.  A bit like the three bears, this one has to little, this one has too much.  And some are to confusing for someone who is new.

A few things I won't be worrying about and left off.
  • Encumbrance.  This never played much in our games either unless we found a large, gold statue then we would have to explain how we would transport it.  And that will be my approach. 
  • Weapon Proficiencies.  I considered using them, but tossed them in the end. 
  • Spell Components.  This was always something we hand waved.  I don't want the mages worrying about inventory.
  • Alignment.  It is just unneeded in my game.  For clerics they will just need to emulate aspects of their god.  
  • Race Level or Class Limitations.  Never liked them.  Not going to use them.  
  • Eating.  I will do a VERY basic check of food consumed and needed.  I won't go into much detail other than, 'mark off an iron ration'.  
And here are a few things I've altered or changed.
  • Cleric Spells.  As in my current campaign, clerics do not have to choose their spells ahead of time.  As long as they have a slot available they can cast.
  • Spell Bonus for Magic-Users.  For high intelligence I am giving the magic-users bonus spells.  I want the two players who have chosen to run magic-users to have a bit of flexibility. 
  • Simplify the Move and Ranges.  AD&D has a bunch of different measurements so I made them all a number with no feet or inches.  It's just 4 or 5.  On the battle map it will be easier for them just to count the hexes or squares.
  • Simplified the Spells.  Since I only have one Players Handbook, I wrote a short description of the spells they could use on the back of the character sheet.  
What I am going to do next is develop a background for each character.  I want each one to have their own distinct feel and angle.  There are two magic-users in the party, one a human male another elven female.  With the human, he has a secret desire to explore all types of magic.  I've given him a necromantic spell that is illegal to have.  So it will be up to the player to decide when and if to use it.

Role playing is always a large part of my campaign.  So when the thief in the party starts off with no money, but posses a ring he lifted and has to find a place to fence it. He and the others will encounter the power of organizations, the bonuses and the penalties of belonging and not belonging.

Below is a sample of the characters I made last night.  The a fore mentioned human mage with an interest in necromantic spells.

Monday, May 9, 2011

New Campaign Character Creation

I decided to roll up my character for Rusty Battle Axe's new campaign starting next week.  I downloaded and went through all rules and trying to get an idea of what I would like to play.  We are using a home-brewed version of Castles & Crusades as the rule-set.  It looks like he would like us to roll 3 sets of stats using 3d6 and then pick the one of the sets.  Now this is my own thing, but I prefer to roll black dice for high numbers.  White ones for low.  When you use the same die to roll or high I think it confuses the dice and messes up the mojo.  Here goes.

Set 1     Set 2     Set 3
14          13          7
9             9           15
10          10          11
6            13          16
7            8            10
6            9            10

Well, I don't think I have to debate much on which set.  Set 1 I could be a nightcrawler merchant, but not much else.  Set 2 is not bad...for a pig farmer.  Set 3 with the 15 and 16 win out.  The 7 makes me nervous, but that's okay.  I can arrange the results in any order and then I get to add 4 bonus points to the stats.  But first I need to see what class and race I want to be before I start fiddling with that.


Rusty has 11 classes, Archer, Cleric, Druid, Fighter, Monk, Illusionist, Paladin, Ranger, Rogue (no to be confused with Rouge which is totally not the same thing, but continually spell it this way), Swashbuckler and finally the Wizard.  Since I can't be a bard I am leaning...hold the phone...NEWSFLASH...this email just in.  I can be a bard.  So I will be a bard!

Now a race.  There are four races to choose from; dwarf, elf, human and goblin.  I'm half tempted to play a goblin which I never played, but think I will stick to a human bard.  Besides goblins get a -1 to charisma and I need that for a bard.

So I will be playing a human bard.  Now it's time to arrange those stats and add the 4 bonus points.

Stats               New Stats
S: 10               10  
D: 11    (+2)    13
C: 10               10
I: 15                15
W: 7                 7
Ch: 16  (+2)    18

I was originally going to go to 17 on my Charisma, but 18 gives my +3.  I thought about jacking up the intell to 17, but decided it might be handy to have a bonus with dex.  So I sacrificed having a +2 in intell for a +1 in dex.  My wisdom is a lost cause.  I figure it will be a good role-playing device to be unwise.  Gives me a little insight into my character already.  How ironic.

Hit Points at 1st level are 1d3+3.  Roll...I'll start with 5 hit points.

Argg, just noticed the bard is on the highest experience table.  I need 2500xp to get to the next level.  What kind of holy cow crap is that?  This is unfair.  This is unjust.  My god, what do I have to do to get a fair shake?  Actually, I like having the highest one in a way, slower advancement is preferred.

That's all I can do right now until I get more info from Rusty.  I like the versatility of a bard.  And I am so looking forward to composing the obnoxious bawdy poems, songs and sayings I can come up with.  But before I go.  I've just come up with the perfect name for him.  Everyone, please meet the newest human bard....Rolondo!

Gaming Road Trip and a Start to a New Campaign


Our old gaming group was together again in person.  All except Rusty, but we'll catch up with him later this summer.  We got together and had a board game night.  We ended up playing Munchkin (read more about it here) for the first time.  I had the starter pack for about a year and finally was able to break it out.  It was a blast.  You'll see the result in the left hand column of my running total of the year. 

On Saturday we went on a game store road trip.  The three of us hadn't gone on a road trip for nearly twenty years.  We went on a pilgrimage to the Warzone Matrix in Cleveland.  I love that store.  It's like an archeological dig into gaming's history.  Just layers and layers of gaming stuff in every corner.  I found a set of the Spell Compendium's I've been looking for and after a little wheeling and dealing I got the set for $100.  Which was great.  Then I ended up buying 3 Munchkin accessory packs.  Yup.  Damn you Munchkin!

The second store we hit was...well it pretty much sucked.  After an amusing encounter in the parking lot with two 'dudes' trying to move a truck that was blocking everything the game store with a huge reputation was underwhelming.  I guess if I was into Magic the Gathering and it did have a bunch of board games, but as for role-playing stuff, D&D and Pathfinder.  There were a few other core rule books for other systems, but the owner said the only thing he sold were Pathfinder and D&D. 

The one funny note was there was a cork-board with gamers looking for gamers.  One guy's ad looked something like this.

Me: 30 year-old gamer, Teacher, Not Smelly
Looking for: RP gamer, adult, Not Smelly

The last night we were together we got to play a mega game of Munchkin with all the additional packs I bought.  You need to be a professional card shuffler to play it once you have all those cards added in.  It was a good weekend of gaming. 

Rusty Battle Axe is feeding us information about his campaign he will be running us through.  Still trying to decide what I want to play.  I actually considered playing a bard for the very first time in my gaming career, but don't see that on the list of classes.  Looking forward to exploring a new world and see what kind of trouble I can get to into there.  I'll probably blog about my character selection process.

Thursday, July 22, 2010

0 Level Characters Love Them or Hate Them?

Ever since I saw the Cavaliers experience table in Unearthed Arcana I wondered how well it would work in play. For the cavalier they don't just start at 0 level they have two levels to of zero to work through. I always thought it would be interesting to have the players start at 0 level. At this point they would have basic stats and skills, but they wouldn't be a class yet. A GM would run short senerios through critical parts of their training.

This is a rough idea how I would do it since I really haven't thought it through. It would be broken into three parts. The random attribute and event rolls. Everyday environment factors. And encounters.

The player would roll 2d6 for attributes or 3d6 and discard the lowest. From there the player would select a class he would like to be trained. At first it would be a few rolls by the player to determine some random events that would increase or decrease his abilities. Quick off the cuff example for a farmer boy wanting to be a fighter;

1-win village footrace, gain one charisma
2-managed to get through flu season, gain one constitution
3-broke your ankle lose one dexterity
4-got into a lot of fights with other village boys, gain one strength and a 50% of gaining onecharisma and 50% losing one charisma
5-adventurer stops in village gain a weapon proficency and 2d6sp
6-find a broken sword in the woods

The second part would be the environment this village boy is in. Being a farmer he will gain strength from the constant toiling and possible constitution if he can avoid becoming sick. The drawback is he won't gain education here and the possibility of learning a skill is greatly reduced. Again the GM would need to come up with a handful of factors that would help the player develop his character.

So a player might roll on six different tables through their 0 level time. But also during this time the GM would arrange encounters that would also form who the player would become by the choices he made. Another off the cuff simple example. This same village farming boy wishing to become a fighter encounters a single goblin in woods. The goblin rushes into attack. Another encounter may be a competition at a festival where all the village boys compete in wrestling and racing. The GM would come up with rewards or penalties depending on the outcome.

What I like about this way is the player has a lot more say in the development of his character while the GM still retains the randomness of life and its affects on a person. But would require more work for the GM.

I know when I am reading books I often find the beginning sections about how the person became the hero, often times, more interesting than when he or she becomes the hero.

So tell me your thoughts, suggestions or opinions. The more I think about this the more I like it.

Friday, January 15, 2010

Character Creation Part 2

So far this is what I have. I have decided to play an elven monteblack. This should be an interesting combination.
With the racial stats added gives me some great stats. Because all my stats are over 13, I get +1 to rolls on all of them. And Rob said because my dexterity is so high I get +2.

Strength: 13
Intelligence: 13
Wisdom: 13
Dexterity: 19 Rob said my dex could go this high. Rah!
Constitution: 16
Charisma: 13

I've had to tweak my equipment list because Rob had his own price chart and items. It's pretty much the same just a nudge here and there. Rob uses his own monetary system which I think is a good one, but does not match with other price lists.

I only need one hand to cast, but I still bought a buckler. I have one spell for the next couple of levels so something tells me that buckler is going to get used more than my spell. The other reason I like having some type of shield is Rob allows you to use your shield to ward off one attack even if it hit, but it destroys the shield. I think I'm going to need that advantage.

I got to select three spells from the first level and Read Magic. Of course you have to select Sleep, it's a no brainer. I also selected Charm Person because I think that will definitely come in handy since a lot of Rob's adventures are within the city and dealing with mean people. The cool thing is I don't have to preselect which spell I am going to choose that day. I can just cast once. That flexibility will be nice.

Included below is a copy of my character sheet. One that Rob created. A nice simple layout for a nice simple game.



Part 3 will consist of developing a background for my character. Rob and spoke briefly about this and he is intrigued of having an elf monteblank. I always like nudging his boundries a bit by creating something a bit out of the ordinary.

Thursday, January 14, 2010

Character Creation Part 1

So tonight I am rolling up my Character for Rob Conley's Swords & Wizardry campaign. First off the dice selection is vital. Since our group has mainly played GURPS d6s are all you need. BUT, you want to roll different groups of d6s because in GURPS you want to roll low to hit and high on damage. It's bad voodoo to use the same set of dice for both tasks. So you need damage dice and to hit dice. Since I am rolling stats for my character then I am rolling the damage dice. So I got 4d6 rolling for stats taking out the lowest. Here goes!

Strength: 13
Intelligence: 13
Wisdom: 13
Dexterity: 17
Constitution: 15
Charisma: 12

Wow, killer rolls. This was done straight through no adjustments of any kind. That 17 dexterity is looking shiny for a thief class, but I am going to pursue Supplement VI to check out my possibilities. With stats like this I can make almost anything. I think I'll pick my class before my race. Then I can use the racial attribute boosts to enhance the class I want.

Yesterday I wrote about being a Monteblank or a magic wielding thief and I think my guy is set up pretty good for it so Monteblank it is. Now I have to select a race. I am usually just a vanilla human, but I definitely want to mix it up a bit this time. Being an elf is an obvious choice because with the +2 dexterity, +1 constitution and +1 charisma it's hard not to love all those bonuses and racial perks. Hmm a halfling...still can't bring myself to play a furry foot. A half-elves is a definite possibility. I'm not seeing playing a dwarf or gnome. I know Rob's campaigns and playing a serpent man, orc, goblin, reptile or lizard man will just complicate the party dynamics. But playing a Viridian, a half demon that gets extra spells per day, is tempting as hell. No pun intended. Well looking at all the benefits of being an elf I can't pass up. Elf it is. I'll have to contact to see if my dexterity can go to 19.

I have my stats, class, and race figured out. I'll roll for starting gold. Getting those damage dice out again. I get 3d6 multiply by 10 starting gold. Excellent, 140gp. Time to shop. Now the thing I have to remember that Rob plans to do in this campaign is use components for his ritual system, where it costs the level of the spell squared and ten in components. So a 3rd level spell would cost me 90gp in components to cast. But since I can't cast any at first level I'm going to worry about it, but keep a stash as I go for when I can. Time to go shopping.

First thing I buy is armor and weapons. Since I can wear leather armor I'm getting a suit and a shield. I'll have to ask Rob about when I cast if I will need both hands free or just one. But since I am only going to have one spell in the beginning that shield will come in handy. That's 20gp for the two. For weapons I am getting a light crossbow for distant enemies and for melee I'm going for the short sword. And I am going to pick up a dagger just because it seems like any adventurer should not leave home without one. That's 22gp for weapons.

Time for regular equipment. Getting a backpack, 50ft of rope, grappling hook, 8 iron spikes and a mallet, two water skins, flint & steel, bedroll, piece of chalk (to mark those pesky dungeon walls), two 15lb capacity sacks and one 30lb capacity sack then finish it out with a four torches. I am skipping the flasks of oil right now which I am sure I will regret, but I would rather not make myself more flammable than normal. Crap forgot food. I'll go for a week's worth of trail rations for now. Total bill rings up as 23gp, 2 sp and 9cp. That leaves me with a total of 94gp, 3sp and 41cp. I like to have extra copper so I am not flaunting my wealth when I go places.

For now my equipment is done. It's always good to keep a stash because those damn GMs always decide to start playing a rule they never did before so you need to be prepared. Plus I may be able to go to a few shops before adventuring and pick up some nice items that will be useful.

The last two things I need to select now are an alignment and a name. Rob usually doesn't play with alignments, but I believe he is using them for this campaign. Being an on the run magic-user who is associated with thieves and being an elf I am thinking of being Lawful Neutral it seems to make the most sense. And now for the name. I went to the Irish name and Ashling stood out. And I always like to add a secondary name. Anubus, a play on the Irish word for death and the Egyptian god of the dead.

Say hello to Ashling Anubus.