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RPG characters with AI image creation

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RPG Character Sketches: Vol 3

A couple more odds&ends characters from my archives. These two tip a bit more towards the “odd” end of the scale.

Alessia Elessair:

Elf Paladin/Undead Hunter – Rapier or Elven Dueling Sword

Alessia is essential an elven paladin with high-functioning autism. She serves a lawful neutral god of Death (Pharasma in Pathfinder. Kelemvor in Faerun). She is explicitly a hunter of necromancers and undead, although she will defend against other threats should the need arise. And she is as single-mindedly dedicated to that task as it is possible to be.

Alessia is very elven in her unhurried, long-term view of events. And very un-elven in almost every other way. She is stoic, methodical, single-minded, focused, and absolutely and totally dedicated to her cause. She performs her daily rituals exactly the same way every day. She executes every mission her way, on her schedule, according to her own methods. And she will NOT deviate from the plan unless the entire effort is rendered obsolete by superceding events..

Alessia generally prefers to work alone. In part because hunting undead is dangerous work. In part because her surveillance and preparations require extreme patience and discretion. And in part because she simply has difficulty working with people. People find her aloof. Uncaring. Distant. She clearly *does* care, as evidenced by the extreme level of effort she is willing to spend protecting innocents during the course of her missions. She simply doesn’t express that in terms most others recognize.

She never approaches any task with any more urgency than is required. She takes the time to completely understand the context, prepares meticulously to meet the threat, and then ends it. Mercilessly. Un-ceasingly. Until the infestation is completely and utterly eliminated. She has no interest in letting a few odd stragglers and apprentices escape, forcing her to return and repeat the process in a scant few decades.

Alessia’s fighting style is much like her general demeanor. She moves exactly as much as necessary, uses precisely the force required – and no more. She is fully capable of moving at blinding speeds, but completely unhurried if that is not necessary. Fighting her can be exceedingly frustrating. She consistently moves *just* enough that your thrusts barely miss. *Just* enough that your slash whistles over her head rather than through it. And then calmly takes advantage of the opening you just gave her. It feels like she is doing nothing at all, barely even moving. But you are breathing heavily, bleeding from a half-dozen strategic stab wounds, and her hair isn’t even mussed. And she’s still watching you and waiting with the same emotionless expression.

“russian elf woman wielding a thin magic sword, in motion, athletic, tanned skin, mid 30s, blue eyes, stoic, unhurried, straight white hair in chignon cut, angular face, black cape,black jacquard coat over black leather armor”


Skirritt:

???? Fighter/Thief, Tinkerer – Blunderbuss

This is one of odder characters I’ve ever made, dating back to PNP before I’d even heard of CRPGs. He’s got physical aspects of a variety of rodents, and the mentality of a tinkerer. He’s about the size of a dwarf, and what he’s carrying is essentially a makeshift blunderbuss.

Skirritt was an escapee from a Transmuter’s Tower. He didn’t really know what he was. He made his way to the tunnels below, and basically lived off the refuse from above. He used all the broken bits of things from above to build whatever he felt he needed. He taught himself to read from scraps of discarded manuscripts and letters. He learned to speak by sneaking up and spying on workers near the tower. And he would steal the occasional novel when he was feeling particularly adventurous.

He had a very unique view of the world. Everything was new and different to him. Everything was exciting. Since he didn’t know what many civilized things were *actually* intended to do he used them for all sorts of odd purposes. And once he made his way out into the wider world, he just kept with what he knew. He saw no reason that his uses for various implements of civilization were any less valid than anyone else’s. So if a priceless antique looked to him like the perfect chamberpot, that’s what it was. Conversely his prized possessions, carefully protected with awe and reverence, were a child’s toy soldier and single piece from long forgotten wooden puzzle.

I no longer even remember any of his travelling companions. I don’t remember them being particularly oddball or exceptional. And he certainly hasn’t made it into any CRPGs that I can recall. But he was simply fun to play – both as and with.

variations on “humanoid nutria, large cranium, elongated snout,large ears, curious expression,carrying long makeshift blunderbuss with a thick barrel,tinker, hunched back, long strong legs, ragged leather armor, wraps on forearms and legs”


15 responses to “RPG Character Sketches: Vol 3”

  1. definitely an odd couple of characters! The Undead Hunter is curiously appealing and unappealing all at once.

    but I really like Skirritt! A WAY out there sort. Seems like an old Gamma World sort of character. I’ve got one similar (a Lemur) that I’ve been figuring out how to put into IWD. But that won’t be for a while yet.

    1. Alesia takes a special mood to play. She can be oddly endearing – as she really tries with people in her own way. And she’s definitely a paladin to the core. She’s good for when I’m playing a game through for the billionth time. Her way of seeing everything as a problem to be solved optimally and her excessive need to complete everything really fits when you’re working your way through a game and too tired to come up with reasons why to do everything. She doesn’t need a reason to complete every fetch quest. She’ll do it because it’s there.

      Skirritt comes from a time when I was trying to see how far I could bend flavor without too much touching mechanics. I think statistically he was a gnome.. And statistically his weapon was simply a crossbow that could shoot any ammo, and doubled as a quarterstaff up close. It was quite fun trying to reflovor every magic item or new equipment he picked up as something that had the same mechanical effect but was described wildly differently.

      1. So it was a fantasy game? Not Fallout, or Gamma World, or Metamorphosis Alpha or… How many post-apocalyptic “Mutants and Lasers” type games have there been?

      2. yep. He was good old D&D. It’s not like Mystara had a shortage of animal themed humanoids running around.

        I have in my head to do portraits of some of these folks translated to post-apocalyptic settings. Grim and some of his crew went through Wasteland 2 and 3. Many of my wizardry characters port well between genres like that, since Wizardry is such a mosh-mash to begin with. And the folks who went through Fallout are still languishing in my folders somewhere. Hmmm

      3. No doubt about that, although blunderbuss threw me off a bit. And hey, you got the AI to depict a more complicated sort of weapon! Although maybe firearms are well enough known they aren’t so challenging?

        Yeah the longest running PnP game I ran started as Gamma World, but with AD&D character classes (“the old world of technology and science was exhausted, near dead. Which led to a world of magic and return of the old Gods”).
        So I had a whole world of mutant, extra-terrestrial and engineered races. Making magic items and casting spells. I was 14 when I started it, I’ve altered it many times. I think if I were starting from scratch I might go for a simpler medieval fantasy sort of thing. At least players know better what’s coming. Maybe that’s a mixed blessing?

        But I’ve had many, many odd characters over the years that are actually VERY difficult to translate into something like Forgotten Realms D&D. One of my future IWD runs will have all characters from my own setting. But that mostly means the very humanoid sorts. Except I think I’ve got that Lemur figured out! A good portrait, a Kobold avatar turned grey and white. It will still say “Halfling” (or “Half-Elf”?) on the character sheet though, I don’t know how to fix that.

    2. I was rather astounded that the AI doesn’t know crossbow, arbalest, or ballista but was perfectly happy with blunderbuss or musket. And even did a perfectly reasonable job with “makeshift blunderbuss”. It even understood modifications like “long barrel” or “flared end”.

      I played a bit of Gamma World back in the day, but never really found a group to play it with so it was just my brother and I. So we didn’t stick with it for very long. My imaginings of Grim’s group and Hero’s group, however, both came from a world like you describe. Something like Krynn.

      Hero was even more of an odd duck in a world where there were no clerics, the church was a corrupt political organization, and nobody *really* believed in the gods. Similarly with Tess as a half-elf when elves were all but gone rediscovering elven song magic long since discarded. And Falcon and Kat had far more reasons to start as jaded and cynical.

      Most of Grim’s companions were envisioned as folks dreaming of or trying to reclaim lost bits of the old world. Blur and her samurai delusion. Star as a true cleric when there were no longer any others. Ace trying to rebuild forgotten tech. Sapphire laser-focused on researching arcane magic that had fallen far from its glory days. Black as the skeptic who didn’t believe in any of it. And Grim himself seeing civilization as a decayed wreck.

      1. I really love how much thought you put into them all. It makes for fun reading and portraits!

        And I realize I was really fortunate to have a good gaming group all through High School, College, and beyond. My game was clearly unique. Two guys ran superhero games. One Traveler. And a whole lot of D&D! Dang I have a lot of old character sheets! And many dozens of them have been recycled in various computer games over the years.

        One I played in a little like you describe the DM described as “D&D in the Dark Ages”. No armor beyond chain. No mages. Some clerics, but we only knew one and he wasn’t easy to get to. Player characters were Fighters or Thieves. I don’t remember non-humans? My fighter was 5th or 6th level when we last played. I think he had two potions. One guy in the group had a magic weapon. It was fun, but different!

      2. I’m fond of those sorts of settings because I like things better at the lower end of the power scale – before everybody turns into superheroes. When mundane things like well prepared orc ambushes can still be threatening. When you don’t have the power to solve major regional issues with a wave of the hand. Nehwon, Krynn, homebrew – settings where there’s not a high priest around every corner, every bartender is not a retired dragon slayer, and you can’t buy Excalibur at Magic Swords R Us.

      3. I have enjoyed games at both extremes of the power scale. Shoot, I’ve run games at both extremes! I tend to think the game’s quality has more to do with the story teller than the specific details.

        but that said, I think it’s easier to tell a good story at the simpler end of things.

      4. That’s true. For me its just personal preference. The characters start feeling less relatable and the circumstances less desperate to me as the power scale rises. I just start feeling more disconnected with characters that could solo an army, as opposed to characters who are *asked* to solo an army, but have to pull every trick in the book to make it work because they don’t have the ability to confront it straight up.

      5. Oh I get it. And certainly in terms of running high level adventures it’s exhausting to come up with plausible and interesting stories for long. Lower levels, with more relatable powers are much easier to create for.

        But as a player, it’s often fun to feel like you’ve achieved something. Like “now I want to play around with my new kingdom” sort of thing. I remember very clearly among my oldest gaming group, one guy in particular ran some really awesome higher level stuff. It was always met with groans when he said he was starting a new campaign.

        so I don’t know, I’ve had some great experiences across the whole range of things. I always do think though, that AD&D in particular, works best from around 3rd level to 12th level or so. It can be tricky below or above that range.

      6. Have you ever tried E6 D&D or its variants? Its basically an attempt to stay in that sweet spot. You pick a level – 6,9 – wherever you feel is appropriate, and at that point basic levelling stops. You still earn proficiencies, skill points, and that sort of thing. But no more HP, no save improvements, no higher spell levels, level basic effects like fireball dice stop going up,etc. So once you hit the “pinnacle”, you can *broaden* your skills but you don’t get strictly much more powerful. Fighters can master more weapons and styles. Wizards can learn more types of spells. Thief skills might even still improve (though there’s often either a hard cap or it cost more to go beyond 95% base). DM’s can even throw in odd techniques and lost knowledge as proficiencies you seek out for a +1 here or there. You can pick up better equipment. Wizards might even be able to hunt down scrolls for spells too high level for them to cast by themselves. But you never become so powerful that you can take a Dragon for granted.

        I like it because it lets you grow until you reach a believable power level for the settings, and then you continue to grow by learning more tricks and expanding your repertoire rather than becoming a superhero. But its not for everyone. Some people like to be super, and that’s fine too. There’s room for both in the world.

      7. It’s been a few years since I did any PnP at all. My last local crew had two guys move away and the couple had a kid…

        suddenly no more local group! I would love to play again, and I would be open to trying a later edition. I think 4E was the last I played any of, and I found the excessive “balancing” of everything annoying. For myself, I would likely only run 2E, but playing is always a different matter!

      8. E6 isn’t a new edition. Its more like a rules mod that you can apply to just about any version of D&D. The most common one online is a mod of 3E, but applying something similar to 2E would be pretty simple.

        But I hear you. My opportunities for PnP tailed away after college. Was working three jobs at once for a while there. And then marriage and kids comes along… And now I live in the absolute middle of nowhere. But my kids are getting to be the right age…. And my oldest plays.

  2. Funny, yeah one of my old crew wound up way out on the left coast and he ran games for his daughters.

    and of course we hear all the time from the IE crowd about how they were introduced to the games by a parent.

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