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Gloomhaven: Character Creation

hitoshura Mar '18  /  edited Mar '18
As far as stats go, Gloomhaven follows the standard FableTop rules.

Spend 8 points between Life and Power, and 7 between Might, Agility, and Wisdom.

Might is your prowess, both physical and magickal depending on race and class. It is used for all attacks, regardless of type.

Agility is your speed. It is used for defense or evasion, as well as initiative.

Wisdom is used for diplomatic factors, and determining the power of summons.

All traits can be used in various city and road events when the GM calls for them.

For a character's inventory, you begin with 10 gold and no items. Items and gold can be traded between characters while in the city of Gloomhaven, but not while in a dungeon. A character can have a number of accessories equal to one half their level, rounded up.

Description

You can add anything you like here, but the following 2 are required.

Personality: At least 1 paragraph so we can get a feel for how your character would behave, as subtlety is sometimes difficult to get across is short texts.

Background: At least 2 paragraphs that explain how you came to the city of Gloomhaven and joined the party.

Notes

Gold
10

EXP
0

Inventory
M. Hand: None
Offhand: none
Head: none
Armor: none
Feet: none
Acc 1: None

Personal Goal
Will be given upon character creation.

Bonus Traits

You will begin with 4 bonus traits, though any roll will only ever use 2 of them at a time at maximum. You will have 1 trait for your race, 1 for your class, and 2 custom ones, each beginning at level 1. No custom trait may be identical, or nearly identical, to another class or race trait.
hitoshura Mar '18  /  edited Mar '18
Races

Orchids: Orchids are a cave-dwelling race that view the world from afar, with their thousand-year lifespan. Life is about spending time in slow, deliberate thought and reflection, so that when the time is right, the correct decision can be made without hesitation. As orchids have no need for food nor comfort, they generally have no place in society, but have been known to appear exactly when needed. An orchid can spend literal years in thought, sitting perfectly still in meditation. While like this, crystals begin to grow on their skin. Vanity is lost on the orchids, but those with many crystals are shown respect, as they are those who have spent much time thinking about the proper path.

Orchid: 1 - Initiative, Diplomacy

For a power point, an Orchid can insert itself at any position in the turn order

Inox: Inox are a giant barbaric race, living in small tribes scattered across the world. They subsist through hunting and gathering, whilst fighting off the most dangerous of wild animals. They may lack sophistication, but they make up for it with their size and strength. Do not challenge an inox, for their society does not believe in ethics or morality. For an inox, everything is about survival of the fittest.

Inox: 1 - Physical strength, can increase HP instead of a trait at level up

For a power point, an inox can roll might to negate damage. 2 stars succeed.

Quatryls: Quatryls are a tiny species, both in height and width. From an early age, they are encouraged to study as many different subjects as possible, as they have a lot to prove to other races. In any given field of expertise, you will find numerous quatryls at the top. Their long, delicate fingers let them build all sorts of intricate machinery to make life easier, as well as augment their physical strength. They have no society of their own, but can easily integrate into any other due to their expertise and knowledge.

Quatryl: 1 - Fast, general knowledge

For a power point, a Quatryl can create traps in squares up to 2 away.

Humans: Humans are easily the most dominant race, spreading across the entire world like a plague and erecting bloated walled cities, disturbing all manner of slumbering forces along the way. Human society is one of rules and regulations, but also of great diversity. Due to intense curiosity and relentless spirit, humans can achieve almost anything they put their minds to.

Human: 0 - Put an extra point into a bonus trait, or have a third custom.

For a power point, a human can reroll any roll once, but must take the second result.

Savvas: The savvas value power above all else. Similar to a golem, their body is made entirely of hard, jagged rocks, with exception to a hollow chest enclosed in glass. This hollow area is separated into four parts, each empty until they have gained master over an element, at which point it fills with energies of that element. Should one gain mastery over four elements, they are held in the highest regard, and hold the highest positions in savvas society. Savvas generally feel that they are the superior race, and look down on all others due to their inability to master elements.

Savvas: 1 - Mastery over [insert element], Intimidation

For a power point, a Savvas can create an element he has mastery over. At levels 3, 6, and 9, a Savvas gains mastery over another element of their choice.

Vermlings: Vermlings are a tiny, rat-like race of scavengers. They feed of raw, dead flesh, and don't mind doing the killing themselves if none is to be found. Left to their own devices, Vermlings form large packs and hunt together, using crude knives or bows. Some vermlings do find their way into human society, but they are largely feared or shunned, being forced to live in alleys and feed off scraps. With the right combination of food and fear, a vermling can be easily controlled.

Vermling: 1 - Ranged combat up to 3 squares, feared

For a power point, a vermling can summon another of its kind under GM control.

[LOCKED] Aesthers:

[LOCKED] Harrowers:

[LOCKED] Valraths:
hitoshura Mar '18  /  edited Mar '18
Like races, some classes are locked and will be made available as the party accomplishes various things.

Classes

Brute: Brutes are tanks, no doubt. They are meant to take damage and hit hard. They tend to position themselves in front of their ranged allies, so they can soak up all the hits. With moons, a Brute generally gains Shield or Retaliate on a move, or Stun on attacks.

Brute: 1 - Ignore obstacles when moving, hit 2 melee squares when attacking.

Brutes can use a power point, a brute can take another attack action instead of a move.

Tinkerer: A tinkerer has many inventions and concoctions at its disposal, which can be very helpful to large parties. They have potions that can heal mind and body, as well as medical stimulants. As well, a tinkerer can summon decoys and turrets to assist in combat. Moons tend to apply status effects to adjacent enemies or allies, depending on the action taken.

Tinkerer: 1 - Heal adjacent allies, summon machines

Tinkerers can use a power point to restore 1 power point to another player within 3 squares.

Spellweaver: Spellweavers are top tier offensive spellcasters. They hit hard, and hit fast, which is good since they tend to exhaust themselves easily. They have control over all 6 elements, and can cast a large number of attack spells, though they have little in the way of defense unless consuming elemental energies. Moons always create elemental energy, and occasionally hit an area.

Spellweaver: 1 - Ranged attacks up to 4 squares, uses spells of all 6 elements

Spellweavers can spent 1 HP and PP to make a spell encompass an area of 3x3 squares. PP and HP must be spent prior to rolling.

Scoundrel: Scoundrels are the team's rogue. They excel in moving around and picking off single enemies that are in a disadvantageous position. Enemies that are adjacent to allies, not adjacent to enemies, or suffering from a status effect, will take additional damage from a Scoundrel. Moons on movement will increase their range, while moons on attacks will usually inflict a status ailment.

Scoundrel: 1 - Attacks again disadvantageous enemies, all movement

For a power point, a scoundrel can make a ranged attack against any enemy on the board, without line of sight

Cragheart: The Cragheart is a front line fighter with a lot of movement control. Their powerful strikes are enough to knock most enemies (and obstacles) around the board. Though not quite as powerful as the brute class, they can throw objects such as tables and doors to get ranged attacks. Moons make attacks hit all adjacent enemies, and movement push any enemies or allies moved past.

Cragheart: 1 - Throw obstacles up to range 6, push enemies 2 squares in melee

For a power point, a Cragheart can use up Earth energies to move every enemy and ally on the board 1 space.

Mindthief: The mindthief is a very interesting class, as it does not do attack, defense, or support very well. Instead, they work at controlling people through their telekinetic abilities. Any time a Mindthief rolls for attack or movement, they can instead make an enemy or ally within 3 squares take that action instead, with the mindthief controlling the action. This must be declared before rolling, as this controlled movement uses the Mindthief class trait, while normal attacks and movement do not.

Mindthief: 1 - Make enemies or allies take additional actions

For a power point, a Mindthief can force an enemy within range 5 to take its next action as if allies were enemies, and enemies were allies.

[LOCKED] Sunkeeper:

[LOCKED] Quartermaster:

[LOCKED] Summoner:

[LOCKED] Nightshroud:

[LOCKED] Plagueherald:

[LOCKED] Berserker:

[LOCKED] Soothsinger:

[LOCKED] Doomstalker:

[LOCKED] Sawbones:

[LOCKED] Elementalist:

[LOCKED] Beast Tyrant:
hitoshura Mar '18  /  edited Mar '18
Leveling up

Upon level up, you may increase any one of your bonus traits by 1. Some races may allow you to increase your HP, PP, Might, Agility, or Wisdom instead. If you start at a higher level due to higher prosperity, begin with the increased traits.

EXP

The normal FT EXP system will not be used. Instead, it will be tracked in your notes. You will be given EXP for performing above average. This means properly utilizing elements, rolling well, and having good synergy with your team mates. Bonus EXP will also be given upon successful completion of an encounter.

Level
1: 0exp
2. 45exp
3. 95exp
4. 150exp
5. 210exp
6. 275exp
7. 345exp
8. 420exp
9. 500exp

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