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Page name: DIG-Characters [Logged in view] [RSS]
2012-08-13 20:45:56
Last author: Lord Josmar
Owner: Avaz
# of watchers: 4
Fans: 0
D20: 3
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Place your DIG character sheets here, using the following sample format. The numbers aren't accurate, they merely display a sample. This was ported from the official Character Sheet and Rulebook PDFs, which you will need to reference to calculate here:
Character Sheet - http://alexhakobian.com/digrpg/charsheet_alpha.pdf
Rulebook - http://alexhakobian.com/digrpg/rulebook_alpha.pdf

Alternately, you can simply upload an image of your character sheet directly here. The choice is yours. Keep in mind that this method, while being quite more thorough, will require frequent adjustment of numbers as play progresses.

Note: The Character Sheet requires a small terminology update: "Boons" and "Perks" are the same thing. And "Traits" and "Mannerisms" are the same. I will get around to changing the character sheet to reflect this soon.

Character Name: Dr. Sample Sampleton by [Sample Sampleton]
Level: 2
Description: A short, balding man in his 40's and walks with a limp favoring his left leg. He has an affinity for finely-crafted walking canes, and never goes anywhere without his lucky pocketwatch.
Primary Stats:
STRPERENDCHAINTAGILCK
5555555

Secondary Stats:
HPACSpeedCrit ChanceHeal RateHP per level
358712%39

Tagged Skills: Close Range Weapons: Melee 45%, Piloting 32%, Gambling 41%
Mannerism: Heavy Handed
Effect: +4 melee damage per attack, but -10% Critical Chance
Boons: Die Hard
Effect: If HP drops below 20% of maximum, gain +5 AC until HP goes up above 20%.
Inventory Slots: 9/14
Equipped: (1) walking cane, (5) leather armor, (1) heavy belt with 4 pouches, (0) $36
Carrying: (2/4) Belt with pouches: (1) pocketwatch, (1) book of matches





Character Name: Jimmie "The Bug" by [Lord Josmar]
Level: 2
Description: A young, lively fellow with a hint of stubble face and bright, energetic blue eyes. His clothing would give someone the impression of an out of work newsboy with a ratty brown trench coat to keep out the weather. He favors three things in life: Gambling, Guns, and Cigarettes though not specifically in that order.
Primary Stats:
STRPERENDCHAINTAGILCK
4844597

Secondary Stats:
HPACSpeedCrit ChanceHeal RateHP per level
32997%15

Tagged Skills: Mechanics: 34%, Firearms: 51%, Gambling: 44%
Mannerism: Small Frame
Effect: +1 to AGI but carrying capacity is calculated as 15xSTR
Boons: Awareness
Effect: Know enemy's speed, HP, weapon/armor condition.
Inventory Slots: 9/18
Equipped: (0) Slacks, shirt, (1) Backpack, (2) PK9 Sidearm, (1) Switchblade
Carrying: (5/10) Backpack: (2) Magic Box, (1) book of matches, (1) box of compression slugs (13 left), (0) $56, (1) Medic Kit




Character Name:FoalBerne "Bear" Meldoon by [Earoluim]
Level: 1
Description:
Primary Stats:
STRPERENDCHAINTAGILCK
7565575

Secondary Stats:
HPACSpeedCrit ChanceHeal RateHP per level
40875%26

Tagged Skills: Close Range Weapons: Melee 48%, Acrobatics 36%,Mechanics: 31%
Mannerism: One Hander
Effect: +10% accuracy with one handed weapons or spells, but -30% to all two handed weapons or if both hands have spells equipped.
Boons:
Effect:
Inventory Slots: 28/29
Equipped: (0) Slacks, shirt, watch, (1) Backpack, (6) Captain's Ornamental Attire ((1) skullcap, (1) light belt, (1) pouch, (1) holster, (2) saber), (4) 2 police batons, (2) PK9 Sidearm, (1) Bandolier, (4) Padded Overcoat
Carrying: (8/10) Backpack: (1) police baton, (3) police outfits, (2) rusty, empty PK9, (1) shirt, (1) velvet dress
(2/5) Bandolier: (1) police badge, (1) pens and letter opener, (0) $6
(1/1 gun) Captain's Holster: empty PK9 Sidearm




Character Name: Tria Dzidzich by [Flisky]
Level: 2
Description: Small and lithe, Tria is in many ways a very invisible girl. Barely out of her teenage years, she dresses in loose fitting skirts and shirts, her long white blond hair braided, her blue eyes clear. She is pale skinned and very thin.
Primary Stats:
STRPERENDCHAINTAGILCK
5696975

Secondary Stats:
HPACSpeedCrit ChanceHeal RateHP per level
45775%47

Tagged Skills: Elemental Harmony 45%, Concentration 41%, Stealth 36%
Mannerism: Gifted
Effect: +1 to every primary statistic, but -10% to every skill and -5 SPL.
Boons: Iron Stomach
Effect: Poison immunity.
Inventory Slots: 7/10
Equipped: (3) heavy leather apron, (1) cast iron pan (3d4), (2) magic box
Carrying: (1) butcher knife (3d3+1)




Character Name: Drake "Lucky" Evanshaw [Koho Ai]
Level: 2
Description: Drake is a tall but muscular man who stands at 6'7" and weighs about 230lbs. His blond hair is of medium length and he has a scar under his left eye from a brawl that he participated in. His outfits consists of two black linen t-shirts (normal clothes he is only wearing one of them) and two sets of red and black shorts (pugilist shorts). He also has a pair of Black Leather Skirmisher boots (Normal boots for brawling in).

Primary Stats:
STRPERENDCHAINTAGILCK
8694481

Secondary Stats:
HPACSpeedCrit ChanceHeal RateHP per level
481381%17

Tagged Skills: Close Range Weapons: Unarmed 62%, Healing 45%, Athletics 40%
Feature: Rugged Skin
Effect: +5 AC, but Heal Rate is 1 regardless of END, and all Medic Kits heal you for half their normal amount.
Boons: Die Hard
Effect: If HP drops below 20% of maximum, gain +5 AC until HP goes up above 20%. (When Hp=9 or under Drake's AC=18)
Inventory Slots: 7/26
Equipped: (0) Shorts and boots, (1) Backpack
Carrying: (6/10) Backpack: (2) 2 Boxes of Matches, (2) 2 shirts, (1) shorts, (1) Spiked Knuckles (3d4+3)





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2011-12-23 [Earoluim]: Ok, I also would like to ask you about my character concept.

2011-12-23 [Avaz]: Sure thing! Fire away.

2011-12-23 [Earoluim]: I wanted to build a swordsman or sort, a samurai if you would, but with a spin.

2011-12-23 [Avaz]: A samurai wouldn't really fit in the world, which is pretty steampunk-ish. But a classy swordsman guy would work just fine.

2011-12-23 [Earoluim]: I figured that, my spin on it refered to the elementuism I think it was called. That machine you wear on your back, I was wondering since it can be fused with a guantlet can it be fused further through into a sword?

2011-12-23 [Avaz]: No, you won't be able to fuse it into a sword, but if you choose earth or fire as your element, you can create a blade to use instead.

2011-12-23 [Earoluim]: I was kinda thinking more wind and water to make Ice, or in this case I guess it would be cryo. But never the mind it, a classy swordsman it will be.

2011-12-23 [Avaz]: But Air and Water don't have any spells that allow you to use anything like a sword. If you check the spell lists (pages 13-17), you will see Fire has a spell available at 2st level (Burning Blade) and Earth has one at 1st level (Sculpt Rock) and both let you use swords as the spell without requiring you to hold anything in a hand slot.

2011-12-23 [Earoluim]: I know, I meant to try and create something different, Using the swords as an extention of my hands, for things like frostbite and driving hail, or what was it drown, by cutting them with the sword or peircing them.

2011-12-23 [Avaz]: Nope, sorry. I think I understand what you were going for, but unfortunately if you're holding anything in your hands, your spells won't work. The other thing is you can only really have one element, so you can't mix air and water. Ice falls under water anyway. :)

2011-12-23 [Earoluim]: I was trying to think on that lol, i did not know if it would be considered cryo which would be air and water. But is alright, I can do a classy swordsman.

2011-12-23 [Avaz]: Okay cool. I can't wait to see what you come up with. And of course, if you have any other questions, feel free to ask! :)

2011-12-23 [Earoluim]: In your personal opinion, would gifted be a mannerism you would choose for a swordsman ?

2011-12-23 [Avaz]: Honestly? I wouldn't. If I were making a swordsman, I'd want to tag Close Range: Melee Weapons, so I don't want to nerf myself by choosing to have less skill percentages. I'd choose either Heavy Handed to do more damage per hit, or One Hander to be more accurate to hit more often.

2011-12-23 [Earoluim]: Ok, Thank you. Can you explain to me skills and skill percentages and spl?

2011-12-24 [Avaz]: Sorry for the delay, was having dinner. But sure! If you haven't already, check out the Skills sections in the rulebook, it's pretty detailed. But I'm happy to give a quick overview here.

Basically, your skills represent all the things your character can do and how well he can do them, and your 3 tagged skills are your guy's expertise. The tagged skills will go up at a higher rate than non-tagged skills. The goal when you're making skill checks is to try to roll percentile die and hit a number equal to or smaller than the percentage on your char. sheet. Example, if you have Firearms at 44%, rolling anything between 1 to 44 is a hit, anything higher is a miss. So you will want to get the skills you want to focus in as high as possible.

SPL: Skill Points per Level. When you level up, you gain a certain number of SPL, depending on your stats. You can put one skill point in a one skill to raise it by .5% per point. Your tagged skills go up 1% per one point, so they go up twice as fast. Hence "expertise."

Anything else you'd like to know?

2011-12-24 [Earoluim]: How do you determine starting gear ?

2011-12-24 [Lord Josmar]: Yay! I'm not going to be alone!

2011-12-24 [Earoluim]: huh

2011-12-24 [Avaz]: Starting Equipment is on page 18: All characters begin the game with some money (2d10 x 25 dollars), with which to purchase what they like and can afford. Refer to the Items, Weapons, Armor, and Adventuring Gear sections for ideas of some items. Remember, the items listed are not exhaustive; they merely represent the kinds of items that may be purchased. For anything not on the list, I will determine its cost.

Feel free to make up new items if you can't find something appropriate in the items lists. I'll tell you how much it'll cost or whether or not you can be allowed to use it.

On another note: I added a line in the character list so we know who's playing what.

Finally, [Earoluim], for your Smithing skill, you need to choose metalsmith, fibersmith, or gemsmith. Metalsmith can make metal weapons and armors. Fibersmith can make leather armors and other clothes. And gemsmith can make jewelry, rings, etc.

2011-12-24 [Avaz]: Also, for both of you I noticed some of your calculations seem off.

Lord J: With an END of 4, your Heal Rate should be 1.

Earo: Your AC should be at least 7 plus whatever armor you buy (if any). And your Crit Chance should be 5% because your LCK is 5.

Looking good, guys!

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