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Eric Minton
09-04-2004, 12:33 PM
This is a conversion of my character in an ongoing D&D3e game, as he was at the start of his career. He turned out a lot older than intended, but that worked out OK. Certain wizard-specific elements were problematic but I managed to work around them, as indicated below. This took about one hour.

Concept:
Newly trained Watch-Mage

Character Name:
Martin the Green

Born in a small farming village in northwestern Thricia, at the edge of the wilds, he spent his youth learning his father’s trade as a carpenter. Then the goblins came in force; they killed many of his friends and neighbors and set the village afire. Only the timely intervention of a band of armsmen led by the Watch-Mage Algar the Bronze spared the lives of the rest of the villagers. Sensing the youth’s Gift, Algar took him as apprentice and brought him to the Academy of Wizardry for training.

His training complete, Martin has been granted the colored robes of an Academy Alumnus. As a traveling Watch-Mage, he will go to far places beyond the Academy’s reach in order to aid the weak and keep magic out of the hands of those who would misuse it. He corresponds with his mother on a regular basis (mama’s boy!) and sends all of his spare income back to his family.

Lifepaths:
Village Born
Apprentice
Sorcerer’s Apprentice
Student

Age: 28

Stats: Pe: B4 Wi: B5 Ag: B4 Sp: B4 Po: B3 Fo: B5

Attributes: Re: B4 Ste: B5 He: B5 MW: B10 Hesitation: 5 Presence: 5 paces Resources: 24

PTGS: Su: B3 Li: B5 Mi: B7 Se: B8 Tr: B9 Mo: B10

Skills: Calligraphy B2, Carpenter B2, Carving B2, Etiquette B2, History B2, Mending B2, Philosophy B2, Read B5, Research B3, Rule of Law B2, Scribe B4, Sorcery B5, Staff B2, Symbology B3

Gear: Clothing, Shoes, Traveling Gear, Parchments, Quills & Ink, Thomas the Squirrel Familiar (there don't seem to be rules for familiars, so I just bought him as an Individual Animal.)

Spells: Mend, Phantasmagoria

Association: None (partly because, as a traveling Watch-Mage, he’ll be going far beyond the reach of the Academy’s aid, but mainly because I didn’t have enough RPs)

Contacts: Mom

Traits: Academic, Big-Boned, Gifted, Reverent, Skulking, Sucking Up, Trusting

Beliefs:
- Carnal desires and acts interfere with the magical Gift.
- Figures of authority are worthy of respect.
- Most problems between Men can be solved through honest, rational discourse.

Instincts:
- Treat others with politeness and respect
- Keep an eye on foreign wizards
- Keep Thomas out of danger

Kublai
09-07-2004, 09:50 AM
Cool, Eric! Two things:

His Resources is 2, I think. To figure out Resources, take his total Resources points and subtract gear and spells. Divide by ten whatever is left over. However, if you don't have access to the beta rules for Resources, don't bother! :oops:

His instincts should answer not only "When?" but also "How?" So if danger happens, how do you keep your squirrel out of it? Try making it into an If/Then statement. Perhaps "When there is danger, I stuff Thomas into my shirt!"

The same for the foreign wizards one - how do you keep an eye on them? Perhaps "Always have the Sense up when around foreign wizards?" Unfortunately you don't have the sense, so this is tougher. You realize this instinct will quickly earn you the Paranoid trait? :wink:

Kublai
09-07-2004, 10:04 AM
Also, you have given your GM a open plot hook for your character. Since he doesn't officially belong have an Academy affiliation, he is merely a freelancer not yet entitled to membership. What must he do to prove himself worthy?

Wuxing
09-07-2004, 10:38 AM
Kudos on skill selection, by the way. I love when most skills stay in that B2 to B3 range to start with. You will see some changes happening on your sheet fairly quickly. This is always a cool thing as a player.

Oh and what Kublai said, immediate, active and undeniable instincts. :twisted:

Eric Minton
09-12-2004, 05:43 PM
Thanks for the help, guys! I don't have the beta Resources rules, so I can't do anything with that. As to the plot hook, that's actually a problem; the character should, in fact, be a member in good standing, but I can't see a way to make that work with the way the setting worked in the campaign this character came from. I guess I'll have to rebuild the character from the ground up to squeeze in enough Resource points to get the affiliation.

As to the Instincts:

* Treat others with politeness and respect.
* Never leave house or camp without your books and papers.
* Duck behind cover when danger looms.