Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
1. Kyron was born the only child of an influential merchant lord in Baldur’s Gate. 2. He is a charming and charismatic man with a selfish streak which can lead him to betraying even those he considers friends if it is to his ultimate advantage. 3. He is a thrill-seeker and turned to larcenous pursuits to feed his love of excitement. 4. He has an unwavering determination. Once his sights are set on something, generally nothing will quell him in his task. 5. His own father placed a bounty on his head and he fled his city of birth to avoid further attacks from both the thieves’ and assassins’ guilds of Baldur’s Gate.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
1. To discover the identity and purpose of the entity he entered into a Dark pact with beneath the city of Baldur’s Gate (see secrets). 2. To get revenge on his father for placing a price on his head.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. Spoiler:Show
1. Kyron is rarely seen without a pair of gloves on. He was almost killed in the sewers of Bladur’s Gate by a band of bounty hunters. A voice spoke to him out of the darkness and offered him a deal allowing him to escape his pursuers. Kyron accepted the pact (Pact Initiate Feat) and his left hand has been stained black ever since. He hides the fact that he entered a pact with an unknown entity and suspects that his use of the pact is causing the blackness on his hand to spread. 2. Kyron once had an on-going tryst with a sorceress named Ilivarra. Unbeknownst to him, this relationship resulted in her delivering an infant son. The child is now 2 years old.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Ilivarra is a drow wizard in the employ of the master of Baldur’s Gate thieves’ guild. The sorceress and Kyron were involved romantically for a time but she ultimately serves the guild and when a bounty was placed on Kyron’s head, she helped the guild in their attempt on his life. 2. Mason is a mercenary captain who was arrested in Baldur’s Gate after he unwitting killed a man during a drunken brawl. Kyron happened to share a cell with him briefly in the city gaol, and helped the brawny man escape. Mason vowed to repay the debt some day. 3. Fennik Naelon is Kyron’s father and the owner of one of the largest merchant companies in Baldur’s Gate. Fennik finds his son to be a grave disappointment and went so far as to place a bounty on his head after Kyron’s larcenous pursuits caused lasting harm to his company.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Some of Kyron’s fondest childhood memories are of him and his mother spending countless hours reading through musty tomes of history and esoteric subjects. 2. As a child, he often spent time around the docks of Baldur’s Gate as his father oversaw the arrival of shipments for his company. One time he remembers being knocked of a pier and nearly drowning. A local fisherman saved him by pulling him onto his rickety boat. 3. As a teen, a street girl named Jessa caught his fancy. Her grandmother raised her and owned a little bakery. Kyron fondly remembers Jessa’s hair smelling faintly of cinnamon.
Very nice, DangerDwarf. It's simple, but a good background usually is. I like the memories section the best...little touches like that really bring the character to life. I've noticed people tend to use the memories just to reiterate things they've already said up in the body of the TMB without using it as a tool to bring the character even more to life, and I like that you didn't. You actually took it as a chance to fill out the character even more. Kudos!
I've now finished Cnadle Jack's write up, except for his secrets. I'm having trouble coming up with more than the secret behind his motivations, so I'm just going to leave that blank for now.
1.Fang is the son of an infamous gnoll chieftain. 2.Unlike most gnolls, Fang is a kind, empathetic creature. This led to much trouble in the form of beatings around his clan. 3.Fang is not just different in terms of personality. He is somewhat smaller than most gnolls. His eyes are also odd; they lack the animalistic glint of his kind. 4.Fang was taken in by a master of an odd eastern religion known as The Way. Its teachings of harmony with all things sounded appealing to him. After many years of training, he left to start his life over. 5. Despite the fact that he gets into a lot of trouble with civilization (seeing as it's hard to be generous and empathetic when everyone's screaming that you're going to eat them), Fang is still empathetic and kind to all he meets, people of true evil aside. 6. Fang's personality is now very calm and controlled. He tends to be rather soft-spoken and reserved. He is also determined in his goals and tasks, and will pursue them to the ends of the earth. 7. Fang is very insightful and contemplative of the world around him. His insights and wisdom can generally help to get whoever he accompanies out of a great deal of trouble if needed.
1.Above all, Fang wishes to erase his past completely to start life anew. Though he has made great strides, he will inevitably have to confront his old clan if he wishes to complete this task. 2.Fang also wants to prove to the world that he is a benevolent person, and that appearance is not an accurate gauge of character. 3.Other than these two goals, if recruited into a party he will aid them as much as he can in whatever their endeavors may be, provided that they are pure.
1.Fang still has violent urges from time to time as a genetic habit, but his overall good nature helps to repress them. Regardless, he must keep a firm grip on his temper lest he snap. 2. Working on it, check back later.
1.Gnoll Chieftain Doomclaw: Fang's father, and as stereotypical a gnoll as ever there was one. He is devoted to Yeenoghu, and as of such is willing to sacrifice much for his dark master. Especially his traitorous coward of a son, provided he's still alive. 2.Old Master Skyhoof: A truly ancient human monk and Fang's master in the teachings of the Way. If rediscovered, he would help Fang with both knowledge and power. 3.Michael “Lionheart” Roberts: A human fighter, and a good natured, boisterous flirt of a man. He also happens to be the captain of a rather prestigious ship known as the Golden Fury. Fang was in his service for a time as a deckhand and at one point saved his life in a pirate attack. Lionheart still holds a favor for him. If they ever crossed paths again, Lionheart would surely offer Fang and whoever he happened to be with his ship for transport.
1.Fang still remembers a particularly harsh beating he received one day when it was discovered that he spared a victim in one of the clan's raids. He still has a scar across his shoulder where it was slashed by a dagger. 2. Fang recalls a day of travel where he feared he would not be able to continue, as very few are generous to such a creature. Supplies were low, and he was weak with hunger. Regardless, hope arrived in the form of an old man known simply as Old Master Skyhoof, who carried the young gnoll to his monastery. From this he learned that he was not morally alone in this world. 3. Fang remembers his long hours of meditation at the monastery. How at first they seemed pointless and boring. How they slowly developed into something else, eventually becoming second nature. He realized that as he continued to reflect upon himself, he noticed more of the world. And conversely, the more he learned about the world, the more he learned about himself.
Aside from having a handy form of transportation at the ready, Fang is pretty lacking in terms of resources. Then again, that's expected of a monk. Made using http://abutterflydreaming.com/4e-monk-project/
1. Gabriel was a high-status paladin of a small, idyllic town. His devout faith and natural talent for swordplay marked him as one of its elite defenders. 2. The town was destroyed by a necromancer and his undead army for the sake of "Destroying that which would cause the fall of his great majesty." Gabriel tries to fight and ends up turned to stone, along with some others. The town is subsequently slaughtered. 3. As the years pass, Gabriel loses his skill and power but sharpens his mind as he contemplates who this necromancer served. He is eventually released by a group of adventurers (The party). The other frozen ones are too damaged by time to be freed successfully. 4. Gabriel is very dark and brooding at this point. He seems overly serious, stoic, and at times crazed. He does not tolerate impure deeds of any sort. 5. Gabriel is also very quick to draw his sword in a dangerous situation, and even quicker to use it.
1. Gabriel hopes to find the necromancer and his master, and make sure that they both are sent straight to the nine hells for what they have done. 2. Gabriel also wants as most paladins do to rid the land of evil. See Secrets.
1. Though Gabriel's secondary goal is typical of a paladin, the countless years he spent in his stone prison have twisted his mind. He eventually begins to make harsh, sometimes even cruel judgments against others, no matter how small their crimes. He may eventually fall to insanity, deciding that everyone is in need of "cleansing"... Including the party. 2. The "Great Majesty" the necromancer spoke of is none other than the great Ashardalon, a powerful red dragon that seeks immortality and ultimate power. If he ever hopes to kill this monster, he'll need a lot of power, as well as luck.
1. Gabriel remembers his childhood, when he worked as a farmhand. He always loved to care for the weaker animals, and make sure no harm came to them. This memory has become more faint as time changes him, however. 2. Amongst all, Gabriel remembers the necromancer and his assault on the village. Rage sparks at the very mention of necromancy because of this. 3. Gabriel also recalls his solitude as though it were a fixed moment in time; seeming to be an eternity and but a moment simultaneously. He can almost recall when his mind turned to hatred and vengeance, but said hatred usually drives out all thought of what used to be.
1. Following his parents' mysterious disappearance at the age of four, Daniel was brought to his grandfather's academy, where he learned elven culture and customs. 2. Daniel is a very timid man, and while not constantly paranoid is easily startled and impressed upon. General terms associated with him are meek and timid; a true mouse of a man. A good antonym or two would be brave and charismatic. 3. Daniel is not very good with his actual powers. His tendency to trip over words when stressed has led to many adverse effects when attempting to cast a spell. Regardless, he is very studious and at least attempts to learn everything he can about everything. 4. Daniel's major redeeming quality is in his scribework. His scrolls have yet to find an equal, to the point that even his grandfather is impressed. As of such, he uses said scrolls rather than his true magic to cast spells. 5. Daniel left the academy after graduating as a scribe. Not one for standing around with kings and recording their every word, he set off to make a living elsewhere. No doubt he will be pulled into the thick of things by his party.
1. Daniel does harbor a little more than friendship for a close friend of his named Anya. He hasn't seen her in some time, however. Then again, it is doubtful he would say anything no matter how often he had seen her recently. 2. Daniel's grandfather actually knows full well the location of his parents. As to where they are and why it's a secret is for the DM to come up with, for no other reason than I can't come up with a decent idea at this point.
1. Aslean Quietsun- Daniel's grandfather and a powerful mage. He owns his own academy, where pursuers of the arcane arts are taught. A cranky-yet-lovable old coot, he has a bit of a smart mouth and will not hesitate to use it. He keeps tabs with his grandson from time-to-time, but generally waits until truly dire straits to unleash his true power. 2. "The Scribe"- A mysterious figure that has apparently taken interest in Daniel's work. This person's agents have followed and contacted Daniel from almost everywhere he has gone. Daniel is still unsure what they want with him, but he's sure it isn't good. 3. Aniya Naviara- An elven wizard. A fellow student and a close friend of Daniel, she often helped him with his magic and any troubles he came across. The exact opposite of Daniel (A brave, energetic sort of girl), she generally saw him as cute and perhaps a bit childish. Her family has a great repertoire of books that Daniel would often visit to learn about whatever he pleased. He hasn't seen her for quite a while, and part of him is worried about that.
1. Daniel remembers his childhood at the academy. He was often teased and pushed around due to his timid nature. Anya was generally there to help him out of major tussles. 2. Daniel remembers a particularly unpleasant exam during his enrollment at the academy. When asked to conjure a jug of water, he stuttered and wound up setting his teacher's robes on fire. Luckily, Anya correctly conjured water for him and used it to douse the flames. 3. Daniel remembers a somewhat humorous event in the back alley of a big city's tavern. Surrounded by rogues, he activated his entire bag of scrolls, dropped it, and ran. Fireballs, acid arrows, ghost lights, and cones of frost lit the sky in a sort of arcane fireworks show. Thugs in that city never bothered him again.
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If I dig out any of my older characters I'll be sure to post them here.
EDIT: Working on converting Aniya to 4e/remembering her character. I'll be sure to bring her up here whenever I'm done.
This dude is actually my first character from a full edition ago, so I'm really reaching, but he was too much fun to write up.
Kayros Steeleye, male half-elven Bard, CN Background:Spoiler:Show
"Gilthanoch- Gilthanoch- Gilthanoch-/ City of the people/ City of conceivers. Be a part of it/ feel the heart of it." 1.Born about 10 years after Gilthanoch's independence war, possibly sired by the king himself. That would still make him one of dozens, however. 2. Whether for legitimate reasons or prurient ones, his mother Narienne became employed as an archivist in the royal keep. So Kayros grew up in the City's Keep Ward, and knows many of the important faces of Gilthanoch, especially those of his generation. 3. Naturally, his tutelage was some of the finest available, which led to an easy entrance into Ironspire's Conservatory, where he received additional training in performance, and stagecraft. 4. Upon his return to Gilthanoch, Kayros was able to book a performance at a local theatre. It was attended by a good crosssection of the city, and he did not disappoint. Later that night, his mother died in her sleep, having survived two wars only to finally succumb to exhaustion. 5. Since that time, Kayros has gradually found himself going mad, and looks to adventuring to keep his existential issues at bay, as well as doing some good for a world he no longer really understands.
"I need no home; I'm a mover / I pack my bags whenever I want to/ Out in the streets- lights shining bright, that's where I fain will be tonight." Short: Rock n Roll: Get paid, laid, and dismayed, repeat. Medium: Avantegarde: Produce or collaborate on some truly outre' material. Long: Classical: get over himself, and save the world, already.
"Be careful what you say/ or you'll give yourself away/ The odds are you won't live to see tomorrow." 1. Known: Kayros' past "conquests" have left him with enough eccentricities to fill a good size field manual. I expect he'll have numerous groupies, a good number of which will end up fleeing in indignation- if not outright terror! Things could certainly get awkward if he ever ends up with an important NPC. 2. Unknown: Kayros' madness is actually a strange genetic flaw he acquired from his royal blood. While a boon to those leading armies and slaying dragons and such, it will be interesting to see how erratically it affects a born performer. The longer he is stationary, the worse it gets.
"This one time, at bard camp..." *1.Causabon Squelch, male dwarf, N. This freewheeling merchant, and Infernal scholar runs one of Kayros' favorite haunts, a reading room and coffee house in Gilthanoch's undercity. Squelch is friendly for a dwarf, but thinks of most matters in terms of profits. *2. Icarus, male half-orc, CN. Icarus is a interesting fellow, one of the few Gilthonian bohemians able to remember the independence war, and actually aging gracefully since it happened. It's telling that the most emotionally stable person Kayros knows is this cheerful, crossdressing half-orc, but wisdom blooms in odd places. Kayros' limited piety (to Olidammara) is also mostly Icarus' doing. *3. Rania, female windsoul genasi, LG. The devout, talented, and insufferably chaste daughter of an Eastern Caliph, Rania and Kayros spent much of their time at the conservatory about to tear each other's throats out. As her father's machinations further require her expertise, the classmates' next meeting may prove deadlier than before.
"I want to taste the good life/ I want a sip from the golden cup/ I want to drink champagne in the early-morning hours of the city nights." Kay has the mannerisms of born performer fully integrated. He's utterly captivating, and doesn't telegraph his responses- he's spontaneous, but never a drama queen. He knows a great deal about savoir-faire, and can effortlessly dress, groom, and feed even the most hopeless companion. He's not a total fop, though, and has an underlying edginess- more of a Morrissey figure than an Elton John. Mannerisms: "Fill up a goblet with champagne, add a shot of white lillet, and don't skimp on the grapefruit peel." Kay is not very wealthy by birth, and given his habits, likely never will be. He favors exotic stuff from far corners, has a naturally high metabolism, and is prone to oversleep. He is never at a loss for company, but seems to have few, if any, close friends. He is never a patient person, although he's more likely to fidget or pace than complain, when it's required. His solo act is pretty solid, especially with a lyre, but he keeps a few small percussion devices handy for the right flavor.
1) Garanesh originally hailed from a tribe of gnolls that did not worship Yeeoghnu, but rather, were in touch with the natural world around them. They were hunters and trappers, and they peddled their pelts, leathers and furs with other tribal humanoids (mostly goblinoids and orcs, since humans generally did not take well to a group of armed gnolls striding into town). 2) Garanesh himself was annointed to be the successor to his tribe's shaman. As a pup, he learned about the spirits of the natural world, and the animal totems that gave his people blessings. He learned which animals specifically favored his tribe, and he remembered their names. 3) When he was still young, his entire tribe was massacred, not by another tribe of gnolls, but by humans, presumably as a scapegoat for the actions of a more malevolent gnoll tribe. The people who wiped his tribe out were mercenaries, and when young Garanesh was found alive, they decided to turn even more profit from that venture, and sold him into slavery. Specifically, to the arena of the Free City, where he was to become a gladiator. 4) Reluctant to fight at first, he eventually grew accustomed to it. not only accustomed, but that he has a talent for it. And though he had never progressed beyond the initiation of his shaman training, what he had learned served him well, as he called on the sprit totems of his tribe's bestial protectors for aid in combat. As yet, only Swift Panther had bestowed its gifts upon him, but he knew once he proved himself worthy, others would heed his call. He knew their names Frost Wolf, Stone Bear, Thunder Boar, and more. 5) Garanesh has broken free of his captivity and won his freedom. Inspired by the adventurers who helped free him, he now adventures himself, seeking new horizons and new challenges.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. Spoiler:Show
1) Find the mercenaries who slaughtered his people and avenge them. He clearly remembers the man who lead the company, he had a distinctive scar on his face and a tattoo of the company's emblem, a gauntlet wreathed in black flame, on his forearm. The faces of all the other men that were there that day are also forever engraved in his mind, and he wants to kill them all (There were 6 of them). 2) Return to his tribe's old lands, both to find out if any of his tribesfolk survived (a prospect he consideres unlikely), and, perhaps, one day, re-form his own tribe.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. Spoiler:Show
1) Garanesh knows full well that most gnolls worship Yeeoghnu, and his own knowledge of the Abyssal language is proof of his race's connection to that great demon. He was warned as a pup against succumbing to baser urges. When he rages, he can feel the urge to do even more violence, his blood burns with the joy of slaughter. Though his power comes from his connection to nature and his tribe's totems, his fear is that his incomplete knowledge of his shaman training may mean that he will lose control and fall into the depths of depravity of his distant kin. 2) There were, in fact, 2 survivors of Garanesh's tribe's slaughter. His older brother, Kurashk, and a female of no blood relation to him named Surashek, who was Garanesh's age and childhood playmate. The two of them hid and fled the massacre, Surashek sure that she saw Garanesh carried off by the humans. Kurashek has given in to his hatred and is falling down a more violent path, in great danger of becoming one Butcher's Brood himself.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
See #2 above for two of them. 3) The dragonborn who was instrumental in both freeing Garanesh from his enslavement and inspired him to be an adventurer. Garanesh owes him a debt of thanks, and should they cross paths again, Garanesh would like to find a way to repay him.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor. Spoiler:Show
1) Garanesh remembers how idyllic and carefree his childhood was. His last memories of time with his tribe saw him on the verge of being considered a young adult, having gone on a few hunts, learned a little bit about skinning and curing hides, and beginning his training with his tribe's shaman. 2) Another fervent memory is when he first fought in the arena. His previous unwillingess to practice had his "manager" write him off for dead, but the match faced the gladiators against a pack of hyenas, whom Garanesh managed to calm down to an extent, when on of the other gladiators, moved to attack, the hyenas tore the rest of them to pieces, sparing Garanesh. His first real battle in which he fought for his life was against a panther, and when he was victorious, he bagen to eat the panther in front of the crowd, thanking Swift Panther for the gift of one of its children to make him stronger. From then on, he felt the strength of Swift Panther coursing through him, and he became a successful gladiator. 3) A dragonborn warrior ended up in the arena pits with him. Garanesh fought alongside him in a few matches. And then, the dragonborn's companions came. As it turns out, he had been an adventurer who had been captured and enslaved. With the help of the other gladiators, the adventurers slew the "managers" and the slaves were free. That day marked the beginning of Garanesh's freedom. After years of darkness and being forced to fight in pits for the amusement of a crowd, he was finally free.
"Would you two quit bickering and open the door? There's bound to be something neat in here."
1. Aniya started her earliest days as an orphan and street urchin, making by with whatever her ingenuity and inherent magical abilities came up with. Aside from teaching her much in the way of street smarts, it was in these seven years that she developed her insatiable longing for adventure. 2. At the age of 12, she was found and adopted by the Naviara household, a wealthy elven family. Realizing her penchant for magic, she was almost immediately enrolled in a prestigious arcane academy, where she learned the tools of her trade. She learned her lessons well, and followed most of the rules. She graduated from the academy at the age of 20, and subsequently left to travel the world, and see what exactly she could get herself into. 3. Aniya is an eladrin of average height with a slender and powerful build. She wears her yellow-blonde hair straight and long. Her face can be classified as somewhere between pretty and cute, her bright blue eyes often sparkling at a new discovery. 4. Often seen in a simple adventurer's tunic and pants, she bears little in the way of elegance or luxury. A silver medallion hangs from a matching chain, with Avandra's insignia engraved onto it. 5. Energetic and adventurous, most people would confuse Aniya for a rogue. She is an upbeat and courageous girl, whose cheerful and often laid-back disposition have helped her win many a diplomatic situation. 6. She is determined in her goals, to a point. If things look too bleak, she is not above packing up and leaving. 7. Though generally law-abiding, her sense of empathy and adventure has accounted for many broken rules when such regulations would threaten either the innocent or her freedom. 8. Her curiosity has led her to quite a few problems as well, especially when adventuring. She tends to be very animated, and frequently uses hand gestures when speaking.
1. Aniya held a deep liking for her childhood friend Daniel, and hasn't seen him in quite some time. Knowing his luck and aptitude in combat, this concerns her from time-to-time. 2. Aniya does not know Daniel's whereabouts, and thusly does not know that he is perfectly fine, and happens to be looking for her. At the DM's discretion, he may alternatively be kidnapped and held captive by an evil sorcerer.
1. Daniel Quietsun: A half-elven wizard and a true mouse of a man. Daniel was an old friend of Aniya who left for adventure shortly after she did. If they came across each other, they would no doubt help each other. 2. Father Jonas: An ornery old human cleric of Pelor. He and Aniya never did settle well due to his smothering sense of faith, as well as an incident involving the breaking of a holy symbol. He would be hostile in the present, but if convinced he may one day decide to aid her with whatever blessings he can muster. 3. Oakpelt: An awakened brown tabby that until recently served as Aniya's conscience and sense of restraint. He has recently disappeared, as cats normally do. If she finds him again, though, he'd probably resume his post as Aniya's voice of reason.
1. Aniya remembers putting on small displays of magic as a street performer in her younger days. She had a great deal of fun with it, too. 2. Aniya also recalls her days at the academy: The lessons, which were easy to memorize albeit dull, and her occasional journey into the academy's restricted areas by night, for little more than the sake of curiosity. 3. Aniya remembers most of her adventures into ancient lands, and a good deal of the traps she's sprung. Oddly enough, this knowledge doesn't stop her from falling for the same traps.
Aniya is not meant to be too plot-involved of a character. She has not guiding force in her life, no quest for vengeance or power. She just wants to see the world. Therefore, she honestly doesn't have a goal that can be accomplished, other than accepting quests that take her to new places.
Also, Aniya and Daniel have a reference to each other in either of their profiles. Put simply, if I'm playing one, the other is either nonexistent or in a situation decided by the DM.