Saturday, January 31, 2026

Bonus Character #1: Citizens of the Imperium

 


This is one of the Citizens of the Imperium I rolled up but didn't post with the challenge.

Arkim Montayo. 4BAC36. A brilliant guy, ultra marathon runner, who just plain didn't like school. All he wanted to do was run. When he showed up at all, he would soak things up but then not do any homework and purposefully flunk the tests. Ended up dropping out and working odd jobs, but soon got tired of the 'just making ends meet' lifestyle. He had no urge to bust out into the universe, so he enlisted in the System Air Force.

Despite his lack of formal education, he easily passed the entrance tests. He easily passed and survived basic (Vacc Suit - 1, Survival - 1) and advanced training and his first tour. He selected Grav Vehicles out of basic for his primary flight position (Air Craft: Grav/Air Raft - 1). But he continued his slacker ways, and did not make any friends with leadership. So there was no promotion, and he barely made reenlistment.

With 4 years of maturity, and recognizing he was pissing away this chosen path which could be good to him, he started to buckle down and change his ways. He was more attentive and applied himself to studies, and was rewarded with position of Pilot, followed soon by a promotion to Flight Leader. Maybe Arkim had found his home at last. He hit the gym, since he wasn't running nearly as much as he would like, and increased his strength, which helped when pulling Gs. He also got advance quals in Vacc Suit and some combat training with an SMG as part of an advanced survival course. Despite his hard work and efforts this tour, he was barely retained for reenlistment.

His third tour was step back. He was assigned one staff position after another, and did not receive a promotion. His positive attitude began to crumble, and he spent more and more time at back alley poker tables losing his money (Gambling -1). He decided he give it one more tour, and if things didn't turn around he was punching out. 

His fourth tour started out well, with an opportunity to cross train in helicopters (Aircraft - Helicopter - 1). But he was assigned to a logistics unit and spent the next 3 years flying personnel and supplies to research stations. The constant flying kept him out of the gym and he lost the small bit of strength he had added in previous years. No promotion sealed the deal for him, and he departed with some skills, but about the same attitude he had coming in. His severance was 15,000 Cr and a middle passage - a pittance for 16 years of service. But his record did positively reflect the training he had received (2 x EDU +1).

Arkim Montayo, 34 year old ex-Air Force helicopter and grav vehicle pilot.
15,000CR, Middle Passage

4BAC56

Air Craft - Air/Raft - 1
Air Craft - Helicopter - 1
Vacc Suit - 2
Survival -1 
SMG - 1
Gambling - 1

Character Creation Challenge Hot Wash


I did it! I managed to create and post a character every day in the month of January. I have to say I'm proud of myself, as it did become a true 'challenge' as the month wore on. Work and family time, and then having to make the time to create a character, added up to long days. An added level of difficulty was creating characters with systems I have never played, and had not studied the rules before creating the character. So it was learn as I go.

But that was one of the best aspects of the month, was getting into systems that I either had form my youth but never played, or have picked up in the last few years (or months even!) and haven't played. It made me want to play them all that much more!

Looking back at my first post where I listed all the games I wanted to build in, I did very well there too. I built in everything I listed except four: 5E D&D, original Top Secret, Traveller Book 6 Scouts, and Traveller Supp 4 Citizens of the Imperium. I wasn't sure why I listed original Top Secret, but checking my PDFs now I see I have the original in there. I'm disappointed I do a Book 6 Scouts. I think I'll have to do that today. I did do a couple of Citizens of the Imperium, but I think I held them for emergencies and never came back to them. I rolled characters and took notes in a spiral notebook, so once I turned the page they went down the memory hole. I'll probably post them just for fun too.

I didn't do 5E because I'm just not a fan of it, too much min/maxing right from the get go from what I remember when I was studying up on it a couple of years ago. I would have had to work through alot of refresher to build a character. I did add one system that was not on my list, Thousand Suns. So of the 19 systems I listed, I built in 15 of them, and with Thousand Suns built in a total of 16 systems.

Here's the final stats:

Classic (Book 1) Traveller: 10
Aftermath!: 3
Classic Traveller (High Guard Book 5): 2
Gamma World 1E: 2
Star Frontiers: 2
Top Secret S.I.: 2
AD&D 1E: 1
AD&D 2E: 1
BECMI: 1
Dragonbane: 1
Universe: 1
Call of Cthulhu 1E: 1
Classic Traveller (Mercenary Book 4): 1
CyberPunk Red: 1
Shadowdark: 1
Thousand Suns: 1 (bonus system)
Original Top Secret: 0
Classic Traveller (Scouts Book 6): 0
Classic Traveller (Citizens of the Imperium Supplement 4): 0 (2 built put not posted)
D&D 5E: 0

So not too surprising to me. I had no plans or schedule, I just built what I felt like each day. Traveller Book 1 is familiar, fast, and builds a story so it's alot of fun. It is explicitly one of the 'games within the game' of Traveller.

Aftermath! being my acknowledged favorite RPG in my youth, it's no surprise I did multiple characters there. Gamma World was fast and fun also with the mutations.

I really want to do more in Universe, Dragonbane, and Thousand Suns to explore and learn those systems some more.  And maybe an Original Top Secret to compare to SI.

So this was fun and a great learning experience for systems I wasn't familiar with. 

Character #31: Classic Traveller - Book 1

 

To finish out the month and my first #CharacterCreationChallenge, I'm going to do a Classic Traveller Book 1 character. I love Traveller, the character generation process creates a story, and they are quick and easy.

This is Bryne 'BOM' O'Malley, 8A8AA6. Pretty good rolls across the board, could probably do well in any service. BOM chooses the Army, as he thinks he has the best chance for a commission and promotions in the Army. He's a physical guy, but also smart, and thinks he can serve best as an Officer.

BOM enlists with no issues and quickly sees his plan come to fruition. He earns a Commission based on his entry scores and performance in boot camp, followed shortly by a further promotion to Captain. The Army had quickly recognized his leadership abilities and intelligence would serve them well. BOM gets an expert rifle badge in boot camp (Rifle - 1), SMG training in Officer School, and an Air/Raft license. However, he also spends off duty time in the local casinos (Gambling - 1), perhaps a sign of problems to come. He reenlists with no issues.

His second tour sees another promotion to Major, and various operational missions where he is trained in the art of being a Forward Observer. He also earns a posting to Command and General Staff College, where he is schooled up in Tactics. Reenlistment is no issue for Major O'Malley.

His third tour starts strong, with another promotion to LTCOL. BOM really loves this tour as a Battalion Commander, and enjoys getting to know the troops. He 'gets his hands dirty' with his various components, and learns to drive the various tracked vehicles in his command, as well as earning a Combat Lifesaver rating (Medical - 1). Despite staying active and hitting the gym with the troops, BOMs many nights of drinking and gambling take a toll on his stamina. 8A7AA6.

With his eyes set on another tour and a 'sure thing' promotion to full Colonel, BOM is dumbfounded when the service rejects his package for a fourth term. His gambling and drinking had begun to interfere with his ability to lead, and a couple of fraternization charges that were swept under the rug, all added up to too many issues for the Army to deal with.

BOM quickly ran through the stages of grief, and settled on anger. Not angry at himself for torpedoing a great career, but angry at the Army. Because his units had all operated well, BOM didn't realize the liability he had become.

The Army processed him out quickly with the minimum severance package of 12,000 Cr and a Middle Passage ticket. Another slap in the face in BOMs view. But BOM was not going away empty handed. He pulled strings and leveraged his rapport with the troops to make off with his rifle and pistol as 'surplus gear'.



Bryne 'BOM' O'Malley, ex-Army LTCOL, 34 years old
12,000 Cr, Middle Passage, Rifle, Auto Pistol
8A7AA6

Rifle - 1
SMG - 1
Auto Pistol -1
Gambling - 1
Air/Raft - 1
Vehicle - Tracked - 1
Medical -1 
Fwd Observer - 1
Tactics -1




#CharacterCreationChallenge

Friday, January 30, 2026

Character #30: Classic Traveller

 


We're getting to the end of this challenge, and I have to admit to getting a bit worn out. It's everything else of life actually, that pushes me to doing these after 1800 and a long day at work, when I should be spending time with the family. To spend time with family, some of these I've not started until 2230, and have had some late nights to get them posted.

So tonight (time hack: 2110), I'm doing straight Classic Traveller Book 1.

Maden Sontrome: 79AA43. Mads is very intelligent, but no schooling. A self-taught brainiac from the wrong side of the tracks of a backwater world. By age 18 he managed to scrape together low passage to a main world, and attempts to enlist in the Imperial Marines. They want nothing to do with him, as they think he cheated on the ASVAB since he almost aced it but only shows up as having completed the 6th grade. He gets automatically entered in a service draft, and pulls the Scouts. He'll take it, anything to get as far away as possible from the hell that was home.

His first tour is uneventful with basic training, basic flight school, and two years line duty on an X-Boat tender. He earns Pilot - 1, Vacc Suit - 1, and spends his downtime taking online courses and gains +1 EDU. 79AA53. Despite his efforts to better himself, and having no problems with any assignment, he is barely accepted for reenlistment (rolled a 3 for the target 3! The easiest service to reenlist in!)

After the scare of almost getting booted after just one term, Mads vows to doubly apply himself and not let that happen again. His next tour is on the fringe, and he has a number of close calls, including barely surviving a freak meteor impact that destroyed the Scout Courier he was on. He spent 3 weeks in a rescue ball, and only his hardy upbringing saw him through that. He continued his intensive studies during this tour, in Electronics, and was also cross trained in Gunnery. This reenlistment passed with no issues at all.

His third tour was on a brand new Scout Courier on a survey mission. No close calls, but many hours spent conducting surface ops, where he earned a Grav Vehicle license along with training in Mechanics keeping the vehicles running. Reenlistment was again no issue.

His fourth tour was back on an X-Boat Tender, and Mads made the most of the routine again with self study in philosophy and linguistics (INT +1), and Advanced Electronics. His years in space began to take a toll on his body, reducing his strength and endurance. He decided to reenlist one more time, then head out and see what he could make of himself on his own. 699B53

For his fifth tour, he was again assigned to a fringe exploration mission on an armed survey scout. This mission encountered many pirates, and Mads increased his gunnery skill. In down times he continued his self study program (INT +1). But age continued to take it's toll. 698C53. The Scouts did not retain him, and Mads happily headed out into the Imperium.

For mustering out benefits, Mads took two for cash and three for benefits. For cash, he cleared 70k credits. For benefits, Mads was rewarded for his years of dedicated service with a surplus Type S Scout/Courier. He could not believe his good fortune! Backwater dropout to independent ship captain! And his continuous self study across many fields had greatly increased his intellect (+2 INT). He was well trained, able to operate and maintain anything on the ship. All he needed to do was recruit a few like-minded trained crewmen to share the duties, and find a patron.

Maden 'Mads' Sontrome, 38, ex-Scout
698E53

70,000 Cr
owner of Type S Scout/Courier LS1-4H7-1V8 "Reliable Bet"

Pilot - 1
Vacc Suit - 1
Electronics - 2
Gunnery - 2
Mechanical - 1
Grav Vehicle - 1

graphic credit to Douglas Flewelling

#CharacterCreationChallenge

Thursday, January 29, 2026

Character #29: Classic Traveller Book 5 High Guard - Me!

 


Keeping with what I started yesterday, I'm going to do myself in Book 5 High Guard, since I was in the US Navy as a pilot for 20 years. I had an odd entry path, career path, and career tours, so based on that alone it would be hard to get a direct translation. Plus going pilot in the water navy to spaceship navy is going to twist things too. I'm not rolling anything, just selecting what matches up with my reality, as much as possible.

So here goes.

For my attributes, I'm setting them fairly average at my 18 year old starting point, although I am above average intelligence (honors classes through high school, graduated with honors, etc).

STR 7
DEX 7
END 8
INT 9
EDU 9
SOC 7

Go to college, succeed (4 years), Aeronautical Engineering degree, graduate with honors. I'll take a +2 EDU bump. 22 years old.

But here's my first oddity: I technically was enlisted my last two years of college, just had to go to classes and stay on the B honor roll, and when I graduated I was guaranteed a slot at Officer School (Aviation Officer Candidate School - AOCS, actually. With Marine Corps Drill Instructors!). And if I  succeeded and got my commission, I was guaranteed a pilot school slot.

So here's how I crafted my 'first 4 year term':

1: Basic and Advanced Officer School for 1 year (my AOCS was 12 weeks!), earning Admin - 1 and Vacc Suit -1. I took Admin because we learned a unit operates, which includes paperwork. Plus we learned basic skills (survival, basic engine theory and aerodynamics, etc), so I took Vacc Suit as a basic space Navy skill.  

2 and 3: Flight School for two yeasr, earning Pilot - 1 and Navigation - 1.

4: First operational tour, first year. Patrol (I was actually a Patrol Plane Pilot).  Earning another pilot rating (Aircraft Commander), so I'm up to Pilot - 2. And Promotion to Sublieutenant O2 (Lieutenant Junior Grade in real life).

Second 4 year Term: 

1: First operational tour, second year. Call it Strike (we did counter drug ops in the Caribbean). Promotion to LT O3, Commo - 1 skill.

2. First operational tour, third year. Flight - Training, Pilot - 3

I was #3 in my Officer School Class, so I earned a Regular Navy Commission. That meant I served until they kicked me out, didn't have to reenlist.

3: My first shore tour was to go to Naval Postgraduate School (NPS) and get a Masters Degree in Aeronautical Engineering. I take this as a Special Assignment - Cross Training in Engineering, Engineering - 1.

4. I was as NPS for two and a half years actually, so I'll take this second year as Special Assignment -Cross Training in Technical Services, for a Mechanical - 1 skill.

Third 4 year term:

1. I then went on a two year 'Dissociated Sea Tour', which meant I had to go on a ship (and aircraft carrier) as ships company. I take this as Special Assignment - Cross Training - Line. We played alot of poker, so Gambling - 1.

2. Another year on the carrier, so another Special Assignment - Cross Training - Line, and I take Liaison - 1 (I had to smooze some big wigs). Promotion to Lieutenant Commander O4 (R3). I was actually promoted at the end of my carrier tour, although I did not 'put it on' until the next tour.

3. More oddities:  I had a one year assignment to Army Command and General Staff College at Ft Leavenworth, Kansas. This was a fun tour because I was from Kansas City which was only 30 minutes away. I'll take this as Special Assignment - Staff College, and take Fleet Tactics - 1. 

4. I then went back to operational flying for two years. So back to Flight, Training assignment, and I'll take Ship Tactics - 1.

Fourth 4 year term:

1. Another year of operational flying, with a deployment to the Caribbean for counter drug ops again. I'll take that as Patrol, and skill in Ship's Boat - 1.

2. I then went to another aircraft carrier, on the Carrier Strike Group (CSG) Staff (Admiral's staff). I'll take the first year as Special Duty - Cross Training - Line, Shore Duty with no skills.

3. Second year on the CSG staff. We deployed to combat operations in the Gulf. So I'll take a Special Duty - Cross Training - Line, Strike Assignment. Computer - 1.

4. More Oddities. The CSG staff was sent with the Admiral to Djibouti to fill in the Combined Joint Task Force staff. We received some weapons and combat training before deploying. I'll take this as Special Assignment - Cross Training - Line -Siege, for a Rifle - 1 skill.

Fifth 4 year term:

1. I ended up in Tampa at Centcom as a representative of the Combined Joint Task Force.  So I'll call this Line - Shore Duty, with skill in Fleet Tactics - 2.

2. Final year before I retired, was simple shore duty. Flight - Shore Duty, no skills. 

Forced retirement at 20 years, counting last 2 years of college, as O4 Lieutenant Commander (R3) at age 40.

Pension 4,000Cr/year. I'll take 4 muster benefits for terms (not getting one for the truncated 5th term) plus 2 for rank. 2x50,000cr, +1 Intel, +2 Educ, +2 Social, and Traveller's Aid Society.


So here's me, Traveller Book 5 High Guard Navy veteran.

Wes

LCDR (R3) Retired, Imperial Navy

STR 7
DEX 7
END 8
INT 10
EDU 13
SOC 9

Pilot - 3
Navigation - 1
Commo - 1
Engineering - 1
Mechanical - 1
Gambling - 1
Liaison - 1
Fleet Tactics - 2
Ships Tactics - 1
Ship's Boat - 1
Computer - 1
Rifle - 1

100,000Cr
Traveller's Aid Society


#CharacterCreationChallange

Wednesday, January 28, 2026

Character #28: Aftermath! Me

 


For this build, as I approach the end of January, I thought I would change tactics. I have been generating basic characters, or level 1 where applicable, in the various systems. That's getting a little stale.

Since Aftermath! was my favorite RPG, and me and my buddy tried to generate 'ourselves' as characters but it didn't work so well when you are only 15, I thought I'd give it another go 34 years later.

So after growing up hunting, fishing, and backpacking, owned a horse, degrees in Aeronautical Engineering, 20 years in the US Navy as a multi-engine fixed wing pilot, my ham radio Technician license, mountain bike riding, etc etc, the skills add up. But I tried to be honest about my Attributes, which are 1 to 40, with the 'average man' being 10-12.

Wit (WT): I'm of above average intelligence, was in honor classes through high school and college, BS and MS in Aeronautical engineering, and upper level management in a defense training company to include my Project Management Professional certification. 30 points.

Will (WL): Strength of mind, drive and determination. I've accomplished everything I set myself too, from US Navy Officer Candidate School (Marine Corps drill instructors), Flight School, Engineering Degrees, a Tough Mudder and other endurance races. I've looked over the precipice into the black void of depression and survived. My favorite motto is 'Not dead, don't quit'. 25 points

Strength (STR): Here I had to be brutally honest with myself. My brain, which is stuck at about 35 years old, wants to pick the value for my peak, would have been maybe a 25. I was never super strong, but was in good shape, excellent on all my military PFTs, could do 20 pullups and 70 pushups. But I'm not 35 anymore, darn it! Even ignoring my current torn rotator cuff, I had to rate myself as the low end of average for a 59 year old, because I haven't been to the gym in forever. 10 points.

Deftness (DFT): Manual dexterity and reaction time. I think I've always had good reaction times, and my manual dexterity is still pretty good. 15 points.

Speed (SPD): Agility and rapidity of action. Agility is ok, but I don't move super fast (bad knees). 15 points.

Health (HLH): I'm in good health, and I think I am above average in resistance to disease as I'm rarely sick. 14 points.

So my critical derived scores for action are:
Base Action Phase - BAP (SPD Ability Saving Throw): 5 (my initiative number)
Maximum Number of Actions - MNA (DFT Group): 3
Phases Consumed in Action - PCA (BAP/MNA, down): 1

So these numbers make sense for my average physicality and advanced age. In the Aftermath!, I would have to make up for my slowness and weakness by using my brain more, out witting and outsmarting opponents via ambush or avoidance.

Skills were fun, based on my age and experiences. Quite the list, but again I tried to be accurate or 'true to life'.

My use and enjoyment of firearms from a young age, plus additional military training, building my own ARs, and owning and shooting somewhat regularly, I gave myself Rifle and Pistol time 2, giving me a Base Chance of Success (BCS) of 20 in those skills. That doesn't mean I always hit, it means the environment and conditions are what will influence my chance to hit more than my skill.

I took one level of Primitive Rifle because my dad and I built a Hawkin black powder rifle and shot it frequently, so I know how that works as well. We also reloaded shotgun shells so I took Handloading (the biggest stretch I think, because I don't know for sure I could do it from scratch).

We owned horses when I was a kid so I took beast riding. I rode my mountain bike on trails frequently as an adult so took bicycle riding. Fishing and hunting from growing up doing both frequently. I got certified in SCUBA diving. I live in a 100+ year old house and have rebuilt much of it (floors, porches etc): carpentry. Know how to drive a stick shift and have taken a tactical driving course, so Auto Driving times 2. Aeronautical degrees give me Mathematics times 2 and Physics. Ham license gives me Radio Communications.

1500 hours of pilot time with instrument and multi engine ratings gives me Pilot, Fixed Wing times 2.

I bought lockpicks and training materials and taught myself to picklocks. I have succeeded on some padlocks, so I'll take it.

Grew up swimming, comfortable in the water and under water.

From other tours in the Navy I took Tactics and Operational Command.

For gear I also tried to stick with what I actually have. The best part is I'm building an XM177E2/CAR-15 AR (even paid Uncle Sam to SBR it), which is what I always wanted when we played Aftermath! So that is my primary weapon, and my Hellcat Pro is my backup. Seven 30 round magazines for the AR, and 5 17 round magazines for the pistol.

Lightweight backpack, tent, sleeping bag, etc from my backpack trips (AT thru hike is on top of my post-retirement bucket list!). Other gear is normal gear I have on hand (tourniquet, Sawyer squeeze water filter, flashlights, etc).

One stretch is a plate carrier/tactical vest with a plate. I have a tactical vest from an IA assignment to Djibouti, but I haven't been able to justify a plate carrier and plate, yet. But if things get any crazier that would be top of my list, so I took it.

So here I am, post-apocalypse, geared up and ready to go. Already in hindsight I should have taken one of my other ARs with a red dot or 1-8 scope. Oh well, I'll look cool with my shorty AR!



#CharacterCreationChallenge

Tuesday, January 27, 2026

Character #27: Shadowdark

 

I'm sure everyone has heard about Shadowdark. It made a big splash in the OSR/Retro-clone world. It's main claim to fame is tracking torches, with no infravision, so torch management and the dungeon raid mentality is back. That was alot of OD&D: get in, grab what you could, and get out before something killed you. I've heard nothing but good things about Shadowdark. While I have not picked up the full ruleset/book seen above, I did grab the free Quickstart intro to try and get a feel for it.


Here's what the Quickstart guide says about the game:

WHAT DEFINES THIS GAME?

Speed, danger, and simplicity. Magic is perilous, and battles are fast and deadly. Being clever is crucial for survival.

Shadowdark RPG is rules-light and intuitive. It encourages quick decisions rather than hunting through the rulebook for answers.

In this game, a torch only holds back the pressing darkness for one hour of real-world time. There isn’t a moment to waste when the flames are burning low...


So let's roll a character! The Quickstart guide covers the basics, if not somewhat disjointed (not presented in a stepwise fashion). But I got there.

 First is a Background 1D20 roll on a table: I got Sailor.

Then roll 3D6 down the line for standard D&D stats, and note the Modifier from a table:
STR 11 +0
DEX 15 +2
CON 14 +2
INT 10 +0
WIS 10 +0
CHA 13 +1

Next is pick Ancestry (Race). There are six available (dwarf, elf, halfling, half-orc, human, and goblin), so I rolled a D6: Goblin! Goblins know the Goblin and Common tongue, and have Keen Senses so cannot be surprised (nice!).

Next is picking Class from Fighter, Priest, Thief, or Wizard. Given my DEX, Thief seemed appropriate.

You get one roll on the Thief Talents table, and I got +2 to STR, DEX, OR CON (I originally misread this and thought it was to ALL of those!). I'll take it on my already high DEX, which will effectively give my an additional +1 to my AC using leather armor, the only armor allowed to thieves.

Thieves have Advantage on checks for Climbing, Sneaking/hiding, Disguises, Finding/Disabling Traps, and Picking pockets or locks. They also get thieves tools, which do not take up a gear slot (see below).

They also have a Backstab attack, if the target is unaware of your attack, giving a Plus 1/2 level (rounded down) weapon damage dice.

Next is Alignment (Chaos, Neutral, or Law: more old school!). I choose Choas for my Thief, whose first level title is Thug (titles are based on class and alignment), and I pick the Chaos Deity Memnon.

I finally find the formula for starting gold (2D6 x5) giving 35. I have Gear Slots equal to my Strength or 10, which ever is higher, so 11.

I buy leather armor for 10 gp, which takes 1 gear slot and has an AC of 11 plus my DEX modify (3), for a total AC of 14. A shortsword for 7gp and dagger for 1gp completes my armor and weapons, and I'm down to 17 gp. A Crawling Kit of basic gear is available for 7 gp and 7 gear slots, so I pick that up and I'm left with 10gp. The Crawling Kit consists of a Backpack, flint&steel, 2 torches, 3 rations, 10 iron spikes, a grappling hook and 60 feet of rope. 

I roll for hit points, 1D4 for thief (a 3), plus my CON modifier (2) for 5 Hp.

Lastly, there is a great table to roll a name on based on race, excuse me, Ancestry. A 14 for a Goblin gets me Deeg.

So here's Deeg, the 1st Level Shadowdark Goblin Thief. 
STR 11 (+0)
DEX 17 (+3)
CON 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 13 (+1)

AC 14 Leather Armor
HP 5
GP 10

Short Sword (1d6 Damage)
Dagger (1d4 Damage)

Special Abilities: Goblin - Keen Senses - Cannot be surprised
                            Thief - Advantage on thief actions (climbing, sneaking, etc)
                            0 gear slot thieves tools (lockpicks, etc)

Crawling kit gear.


I really hope I get a chance to play Shadowdark. And I'd like to play Deeg! I'm usually not a thief player, but playing a true Goblin of Chaos sounds like fun!


#CharacterCreationChallenge