@Edwin Voskamp's

"He had the look of someone who knew that, if he didn't have the answer, he could work it out faster than anyone else."

"Never say die!"


@Edwin Voskamp's AD&D Game: Freehold - Zooo

Personal Information
Name: Zooo Player: Kevin Wolkowitz
Race: Hill dwarf Gender: Male Height: 4'4" Age: 56
Class: Fighter Level: 2 Weight: 141 lbs
XP: 2,891 Alignment: True Neutral
Next Level: 4,000 Kit: None
Portrait

Ability Scores
Str: 16 Stamina: 16 Weight Allowance: 70 lbs Bend Bars/Lift Gates: 10%
Muscle: 16 Attack Adj.: +0 Damage Adj.: +1 Max. Press: 195 lbs Open Doors: 9
Dex: 14 Aim: 14 Missile Adjustment: +0 Pick Pockets: +0% Open Locks: +0%
Balance: 14 Reaction Adjustment: +0 Armor Class: +0 Move Silently: +0% Climb Walls: +0%
Con: 17 Health: 17 System Shock: 97% Poison Save: +0
Fitness: 17 Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 11 Reason: 11 Max. Spell Level: 5th Max. Spells Per Level: 7 Illusion Immunity: None
Knowledge: 11 Bonus Proficiencies: 2 Chance to Learn New Spell: 45%
Wis: 14 Intuition: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 14 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 8 Leadership: 8 Loyalty Base: -1 Maximum Number of Henchmen: 3
Appearance: 8 Initial Reaction Adjustment: +0
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Axe, battle +1 17 3/2 6 1d8+4 1d10+4 S M
Axe, battle 18 3/2 7 1d8+3 1d10+3 S M
Club 21 21 1 4 1d6+1 1d3+1 B M 2 4 6
Sword, long 19 1 5 1d8+1 1d12+1 S M
Combat
Hit Points: 25
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 19
Armor
Natural armor class 10
Full armor, splint mail -6
Shield, large adj. -1
FINAL: 3
Weapon Proficiencies
Axe, battle (Specialist)
Short bow
Sword, long
Non-Weapon Proficiencies
Hunting 8
Set Snares 7
Modern Languages 9
Elf
Native Languages
Duergar, Dwarf, Dwarf - deep dialect, Dwarf - gray (duergar) dialect, Dwarf - gray dialect, Dwarf - hill dialect, Dwarf - mountain dialect, Gnoll, Gnome, Goblin, Orc
Saving Throws
Paralyzation: 14 Poison: 10 Death Magic: 14 Petrification: 15 Polymorph: 15
Rod: 12 Staff: 12 Wand: 12 Breath Weapon: 17 Spell: 13
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-70 71-100 101-130 131-160 161-195
Movement: 6 4 3 1 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 100.80 pounds (Light Encumbrance, 4 Movement)
Inventory
  • Items Carried
    • Backpack
      • Axe, battle
      • Club
      • Dry rations (1 week)
      • Flint and steel
      • Holy Water (vial)
      • Torch x4
      • Waterskin
        • Water (per quart) x2
    • Waterskin
      • Water (per quart) x2
  • Items Readied
    • Axe, battle +1
  • Items Worn
    • Belt
      • Belt pouch, small
        • Holy Water (vial)
      • Belt pouch, small
        • Piton x4
      • Sword, long
    • Full armor, splint mail
    • Helmet, cap (AC 6)
    • Shield, large
Racial Abilities
Determine age - By examining a building or ruins, the dwarf stands an excellent change of determining the approximate age of the structure. The chance of success is 1-5 on 1d6.
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health subability score.

Class Abilities
Fighter
    Followers - Attracts followers after a stronghold is built and 9th level is reached.
    War machines - The knowlege of how to operate war machines.
    Weapon specialization - Allows specialization in one weapon.

Bullwhip Cracking
I attended a bullwhip handling seminar given by Gery L. Deer in Ann Arbor, organised by a friend of mine who had seen Gery perform at a local Science Fiction convention. Since I have practiced diligently and acquired two more whips: it is boatloads of fun!
Tekumel Published
With two friends I have developed a new RPG set on Tekumel for Guardians Of Order, a Canadian RPG company. It is out!
RPG Updates
I have been running my new game settings, based on my serial campaign concept, as well as have complete websites: ShadowWorld Mainline, ShadowWorld WWII and Grand Design.
I am working on a new current day ShadowWorld setting, with a new, entirely different cosmology.
More ...
Underworld is now ShadowWorld
Underworld, though laying claim to prior use, was renamed to ShadowWorld in the summer of 2002, to avoid confusion with earlier published role playing games with same or similar names.
It was moved to its own website.
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