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Probably one of the most obvious threads to go with for tabletop, I know, but a good one to have nonetheless. Tell me about your favorite characters! Something you've run as a player, an NPC you've run as a DM, or something someone has run in a game with you. Bonus points if you have art or some visual representation, but that's far from a requirement.
Some of my own to get things started:
PCs:
1. Krugg: Krugg is my original D&D character, though ironically not even close to the first one I ever played. When I was a kid, I saw Krusk, the half-orc barbarian pictured in the 3.5 PHB, misread the text as Krugg, thought he was the coolest thing ever, and wanted to play that. Krugg has evolved a lot as a character since I was 3 though, and gone from just being an angry, cannibalistic kill-machine into a man who fled from his hometown as a teen because of accidentally murdering a bully in self defense, joining up with (and depending on the level of the campaign, briefly leading) a tribe of barbarians before ultimately having a moment of clarity, going "soft", getting exiled, and wandering to make up for the wrongs he's done. He's one of the few characters I've liked enough to actually run multiple times at different levels and points in his life, and one of the few PCs I've run as an NPC. I'd even go so far as to say that a lot of my interest in high fantasy stemmed from the idea of just making him as a character and developing him from something relatively simple into something more complex.
2. Jarlund Silvermoore: A considerably more recent addition to my ever-growing roster of characters, Jarlund holds a special place in my heart for being the character I ran in a game that introduced some of my current friends to D&D more properly. He's much simpler, a halfling ranger/rogue bounty hunter with a vendetta for every tribal warlord he can get his hands on because he wants to find and kill the one that enslaved his mother. He's a tired man forced to be old before he had a chance to be young, and served as the serious anchor point that could guide and back up a group of newbies if need be.
3. Breakis Bawnes: Breakis is a character that @Nidoking mentioned in his tabletop general thread, but to explain him a bit more I should mention that he comes from a skeleton campaign, where everyone plays as a skeleton. In this world, skeletons are alive, and become sentient after being separated from flesh, or "fleshies" as skeletons often call them in game. The campaign is definitely a sillier one full of genuine humor and a fair mix of dark humor, which is where Breakis comes in. Breakis is from a terminally ill child who was bedridden his whole life, and is convinced that his fleshy was deliberately keeping him prisoner. So, when he finally died, Breakis burst free, "liberated" his whole family, and will impulsively "liberate" any fleshy he sees out of a mix of anger, spite, and passion. The thing is, Breakis is still ultimately a stupid kid. If they don't basically look human, Breakis doesn't register them as a fleshy. He's hyperactive as hell (will literally interrupt you to ask what a word means if he doesn't know what it is), runs off wherever he feels like, can't sit still, talks really fast, gets really confused easily, forms attachments easily, and is just a generally well-meaning but otherwise impulsive and stupid nuisance. He made a skeleton have a heart attack days earlier than it was supposed to happen once!
NPCs:
1. The Masked Shoe Bandit: This is more of a recurring gag NPC than anything else, but exactly what he sounds like. I've frequently added him to various games in random encounter tables, and he is just a guy that goes around in a mask stealing people's shoes. I've never really had anyone pursue him, so I've never actually had to flesh him out more than that, but the idea just tickles me so much I can't help but try to figure out where I can fit him a lot of the time.
2. Dogma: Dogma was a villain from a supers campaign I was running that unfortunately didn't last until he could show up, but I've always loved the idea of him. He's actually a servant of a greater villain, known as The Prophet, who himself is an ancient necromancer trying to facilitate his own return to power. Dogma himself is a lonely man from Florida. He's devout to his religion, but secretly struggles with hallucinogenic drug use that his church condemns. The Prophet would take advantage of this to start warping his mind from beyond the grave. Dogma serves two purposes, those being killing folks to set up their spirits to be absorbed by The Prophet for energy, and to gather followers in a cult known as The Wanderers of the Prophet to get these bodies in larger numbers. The Prophet unfortunately needs energy both for his revival and to sustain the spells needed to prevent Death himself from forcing The Prophet to move on to the next life. In the game I was running that was using him, one of the players was running a ghost character who had taken up the opportunity to be Death's assistant and train him to ultimately replace the current Death, something that happens once every thousand years. They had actually started the questline that was going to lead them in the direction of getting to Dogma, but alas, the game just kinda died out due to scheduling issues.
3. Fandomaw: Much more brief to explain, and one I'm purposefully refraining on specific details for so as to not spoil anything since a couple users here are players in the game where he's relevant, Fandomaw is an Ithorian Jedi Master in an Old Republic game that's unfortunately been on an extensive hiatus. He's the master to the player characters, serving as a bit of a guide and general advice giver for the group when necessary.
Some of my own to get things started:
PCs:
1. Krugg: Krugg is my original D&D character, though ironically not even close to the first one I ever played. When I was a kid, I saw Krusk, the half-orc barbarian pictured in the 3.5 PHB, misread the text as Krugg, thought he was the coolest thing ever, and wanted to play that. Krugg has evolved a lot as a character since I was 3 though, and gone from just being an angry, cannibalistic kill-machine into a man who fled from his hometown as a teen because of accidentally murdering a bully in self defense, joining up with (and depending on the level of the campaign, briefly leading) a tribe of barbarians before ultimately having a moment of clarity, going "soft", getting exiled, and wandering to make up for the wrongs he's done. He's one of the few characters I've liked enough to actually run multiple times at different levels and points in his life, and one of the few PCs I've run as an NPC. I'd even go so far as to say that a lot of my interest in high fantasy stemmed from the idea of just making him as a character and developing him from something relatively simple into something more complex.
2. Jarlund Silvermoore: A considerably more recent addition to my ever-growing roster of characters, Jarlund holds a special place in my heart for being the character I ran in a game that introduced some of my current friends to D&D more properly. He's much simpler, a halfling ranger/rogue bounty hunter with a vendetta for every tribal warlord he can get his hands on because he wants to find and kill the one that enslaved his mother. He's a tired man forced to be old before he had a chance to be young, and served as the serious anchor point that could guide and back up a group of newbies if need be.
3. Breakis Bawnes: Breakis is a character that @Nidoking mentioned in his tabletop general thread, but to explain him a bit more I should mention that he comes from a skeleton campaign, where everyone plays as a skeleton. In this world, skeletons are alive, and become sentient after being separated from flesh, or "fleshies" as skeletons often call them in game. The campaign is definitely a sillier one full of genuine humor and a fair mix of dark humor, which is where Breakis comes in. Breakis is from a terminally ill child who was bedridden his whole life, and is convinced that his fleshy was deliberately keeping him prisoner. So, when he finally died, Breakis burst free, "liberated" his whole family, and will impulsively "liberate" any fleshy he sees out of a mix of anger, spite, and passion. The thing is, Breakis is still ultimately a stupid kid. If they don't basically look human, Breakis doesn't register them as a fleshy. He's hyperactive as hell (will literally interrupt you to ask what a word means if he doesn't know what it is), runs off wherever he feels like, can't sit still, talks really fast, gets really confused easily, forms attachments easily, and is just a generally well-meaning but otherwise impulsive and stupid nuisance. He made a skeleton have a heart attack days earlier than it was supposed to happen once!
NPCs:
1. The Masked Shoe Bandit: This is more of a recurring gag NPC than anything else, but exactly what he sounds like. I've frequently added him to various games in random encounter tables, and he is just a guy that goes around in a mask stealing people's shoes. I've never really had anyone pursue him, so I've never actually had to flesh him out more than that, but the idea just tickles me so much I can't help but try to figure out where I can fit him a lot of the time.
2. Dogma: Dogma was a villain from a supers campaign I was running that unfortunately didn't last until he could show up, but I've always loved the idea of him. He's actually a servant of a greater villain, known as The Prophet, who himself is an ancient necromancer trying to facilitate his own return to power. Dogma himself is a lonely man from Florida. He's devout to his religion, but secretly struggles with hallucinogenic drug use that his church condemns. The Prophet would take advantage of this to start warping his mind from beyond the grave. Dogma serves two purposes, those being killing folks to set up their spirits to be absorbed by The Prophet for energy, and to gather followers in a cult known as The Wanderers of the Prophet to get these bodies in larger numbers. The Prophet unfortunately needs energy both for his revival and to sustain the spells needed to prevent Death himself from forcing The Prophet to move on to the next life. In the game I was running that was using him, one of the players was running a ghost character who had taken up the opportunity to be Death's assistant and train him to ultimately replace the current Death, something that happens once every thousand years. They had actually started the questline that was going to lead them in the direction of getting to Dogma, but alas, the game just kinda died out due to scheduling issues.
3. Fandomaw: Much more brief to explain, and one I'm purposefully refraining on specific details for so as to not spoil anything since a couple users here are players in the game where he's relevant, Fandomaw is an Ithorian Jedi Master in an Old Republic game that's unfortunately been on an extensive hiatus. He's the master to the player characters, serving as a bit of a guide and general advice giver for the group when necessary.