Saturday, January 2, 2021

A Character a Day: 1st Edition AD&D

 Right now, my choices are being influenced by the fact that I am rewatching the extended edition of THE HOBBIT and THE LORD OF THE RINGS. I will branch out a bit into other systems in a few days, but for now,....

First edition AD&D. 4d6, drop the lowest, put in any order. That's how we used to do it.

12, 15, 16, 4 (yes, I legitimately rolled three 1s and a 2), 15, 13

Well..... how am I going to work around that 4? My usual go to's for an incredibly long score is either Charisma, or, surprisingly, Intelligence. I am a long history of playing incredibly dumb characters. I can use it as justification for the stupid things I sometimes enjoy doing as a player. 8) Everything else is decent. And for reference, I used to Google online dice roller for all my rolls.

Looking at the rules, I discover two things I did not remember.... if your INT is less than 5, you can ONLY be a fighter, and if your CHA is less than 5, you can ONLY be an assassin. Interesting. Well, I've never played an assassin EVER, and that is certain to be a controversial pick, so.... LET'S BE A KILLER.

Name: John Doe

Class: 1st level assassin    Alignment: Lawful Evil    Experience: 0

hp: 7 

STR 13 (Open Doors on 1-2, 4% bend bars, +100 encumbrance)

INT 15 (4 additional languages)

WIS 12

DEX 16 (+1 attacking, -2 defensive)

CON 15 (+1 hp,  91% system shock, 94% resurrection)

CHR 4 (1 henchman, -25% loyalty, -20% reaction)

Special abilities: backstab for x2 damage, +4 to hit when striking from behind with surprise, other thief abilities as two levels below), can use poison

Languages: common, dwarven, elvish, orcish, goblin

AC: 6 (padded armour + AC bonus)

Weapons: short sword, 2 daggers, sling

Equipment: padded armor, short sword and scabbard, 2 daggers, 1 sling with 12 bullets, backpack, change of clothes, , two large belt pouches,  1 black cloak, 1 pair high, soft boots, tinder box, 50' rope, waterskin, 1 week iron rations, bedroll, journal of research, quill and ink

Treasure: 42 gp

Story: John Doe isn't really a bad guy. As a child, he was a prodigy, and at the top of his class. He excelled in languages, quickly learning how to speak not only the languages of dwarves and elves, but even the low tongues of orcs and goblins. He would amuse his friends and family as a child by demonstrating his extensive vocabulary of humanoid profanity at parties. However, his other love was chemistry. Some say he should have been an alchemist... except his area of interest was in poisons. He learned all he could of common poisons in school, but soon found his calling would require some extra-curricular activities. Although he knew that many would look down on what he did as wrong and evil, he was scrupulous in making suure that he only practiced his art on the evil and unfortunate - those who deserved their fate, or would not be missed. He considered this a necessary "evil", since society would not indulge in his passion openly. As further research required more and more esoteric ingredients, John realized that he would have to make his own fortune to pay for his research. Using what knowledge he already possessed, he mourned the "accidental" death of his parents as a result of a rare "allergic reaction" from some bad fish before changing his name, and taking his meagre inheritance to continue his studies by practicing his art as necessary on the evil and unlamented. John doesn't worry too much about his victims.... he thinks of them only as "research subjects".

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