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Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

Thursday, May 15, 2014

Neo-York Chronicles: Cassandra Tate, Genetically Engineered "Perfect Daughter"

I've been messing about with GURPS lately, building a cyberpunk setting called Neo-York.
The setting has been slowly coalescing and I have started looking at some system stuff. It has literally been DECADES since I really gave GURPS a good look from an "I'm going to run this" perspective (but I've mined the hell out of the sourcebooks for inspiration).

Using some of the guidelines from GURPS Bio-Tech, I've made a template for a "Perfect Child," to be sold to the mid-level execs of the technologically advanced Manhattan City Core. Their children will be technically savvy, but somewhat pliable and unable to deal with stressful situations, making them perfect for non-executive roles.

Here is a 50-point "Perfect Child" I built, suitable as a 20-point Dependent for Manhattan-based characters.

Building the Better Child
Cassandra Tate, “Perfect Daughter”, age 10
50 points
Attributes [-35]
ST 8 [-20]; DX 9 [-10]; IQ 10 [0]; HT 11 [10].
Damage 1d3/1d2 [0]; BL 13lbs. [0]; HP 9 [0]; Will 7 [-15]; Per 10 [0]; 11 FP [0].
SM -1; Basic Speed 4.25 [0]; Basic Move 4 [0]; Dodge 7; Parry -.
4’2”; 69 lbs.

Social Background
TL: TL9
CF: Manhattan
Languages: English (Native) [0]

Advantages [97]
Beautiful [12]; Eidetic Memory [5]; Fit [5]; High-Tech 1 [5], Mathematical Ability 4 [40]; Patron (Character) [30]; Resistant to Disease (+8) [5]

Disadvantages [-52]
Attentive [-1]; Careful [-1]; Dead Broke [-25]; Skinny [-5]; Social Stigma (Minor) [-5] Stress Atavism (Moderate) [-15]

Skills [40]

Artist (Painting) (H) IQ-2 [1]-8; Biology/TL-9 (H) IQ-1 [2]-9; Chemistry/TL9 (H) IQ-1 [2]-9; Computer Operation/TL9 (E) IQ+1 [2]-11; Computer Programming/TL9 (H) IQ-1 [2]-9; Current Affairs (Science & Technology) (E) IQ+1 [2]-11; History (United States) (H) IQ-1 [2]-9; History (World) (H) IQ-1 [2]-9; Literature (H) IQ-1 [2]-9; Mathematics/TL9 (Applied) (H) IQ-1 [2]-13*; Mathematics/TL9 (Computer Science) (H) IQ-1 [2]-13*; Musical Composition (H) IQ [2]-9; Musical Instrument (Piano) (H) IQ [4]-10; Physics/TL9 (H) IQ-1 [2]-13*; Poetry (A) IQ-1 [1]-9; Research/TL9 (A) IQ [2]-10; Sport (Tennis) (A) DX-1 [1]-8; Writing (A) IQ [2]-10.

Wednesday, March 26, 2014

Ratnyvarosh: Rules for NPCs (Part 2): The Expert Class

EXPERT CLASS
Experts are similar to commoners, with the exception of having a natural aptitude toward their chosen profession. Only individuals who are atypically strong, intelligent, wise, etc. qualify for this class. This aptitude is NOT in martial pursuits, simply the secondary skill areas. The warrior class is the appropriate class for combat-minded base-born NPCs.

Experts require a single score of 15 in the primary ability score of their initial skill. For example, for a blacksmith to utilize the expert class, they need a strength of 15.

Experts have the following abilities and restriction:
* Dual experience use
* Inability to receive ability score bonuses

Experts can gain proficiency in club, dagger, quarterstaff, scythe, sling, and spear. They begin the game with one weapon proficiency and earn a new one every five levels. They suffer a -6 penalty on “to hit” rolls with weapons they are not trained in. Experts are proficient in only leather or padded armor. Experts fight using attack column A and never advance in martial ability.

Table A-X: Expert Level Advancement
X.P. Level HP.
0 1 1d4
1001 2 2d4
2001 3 3d4
4001 4 4d4
8001 5 5d4
16001 6 6d4
32001 7 7d4
64001 8 8d4
128001 9 9d4
192001 10 9d4+1
252001 11 9d4+2
+64000 +1 +1

Dual Experience Use
As an expert gains experience (typically through the daily x.p. means, occasionally through the ill-advised adventure), they are able to use their x.p. earned to count towards both leveling and skill purchase. So, an expert who has just reached level 3 will also have 2,001 x.p. to spend on skills.

Inability to Receive Ability Score Bonuses

Experts have simply not developed the self-awareness to translate their natural abilities into benefits in combat. Experts do not receive melee “to hit” or damage bonuses from strength, positive magical attack adjustments from wisdom, initiative, missile “to hit”, or armor class bonuses from dexterity, or hit point bonuses from constitution. Experts with low scores, however, receive the penalties inherent.

Tuesday, March 25, 2014

Ratnyvarosh: Rules for NPCs (Part 1): The Commoner Class

THE COMMONER CLASS
Commoners represent the bulk of the world of Ratnyvarosh’s population. Typically commoners are tradesmen who do not qualify for the expert class and have not dedicated their lives to martial pursuits, as the warrior class. They are of base-born stock, with upper class-born using the noble class.

There are no specific requirements to be a commoner. 

Commoners have the following abilities and restriction:
* Limited dual experience use
* Inability to receive ability score bonuses

Commoners can gain proficiency in club, dagger, quarterstaff, scythe, sling, and spear. They begin the game with one weapon proficiency and earn a new one every five levels. They suffer a -6 penalty on “to hit” rolls with weapons they are not trained in. Commoners are proficient in only leather or padded armor. Commoners fight using attack column A and never advance in martial ability.

Table A-1: Commoner Level Advancement
X.P. Level HP.
0 1 1d4
1001 2 1d4+1
2001 3 2d4+1
4001 4 2d4+2
8001 5 3d4+2
16001 6 3d4+3
32001 7 4d4+3
64001 8 4d4+4
128001 9 5d4+4
192001 10 5d4+5
252001 11 5d4+6
+64000 +1 +1

Limited dual experience use
As a commoner gains experience (typically through the daily x.p. means, occasionally through the ill-advised adventure), for every two x.p. they gain, they are able to sink one experience point into a skill without sacrificing the point for leveling. For example, a commoner who has just reached 2nd level has 500 free x.p. to spend on skills (usually buying back their initial skill in escrow).

Inability to Receive Ability Score Bonuses

Commoners have simply not developed the self-awareness to translate their natural abilities into benefits in combat. Commoners do not receive melee “to hit” or damage bonuses from strength, positive magical attack adjustments from wisdom, initiative, missile “to hit”, or armor class bonuses from dexterity, or hit point bonuses from constitution. Commoners with low scores, however, receive the penalties inherent.

Monday, March 24, 2014

Ratnyvarosh: Character Creation (Part 2): Classes - Bards and Jesters

Bards (and Jesters)
Human bard player characters are considered Bachelors of Arts from the Bardic Academy of Ratnyvarosh. They are assumed to have completed their apprenticeship and early studies and are traveling the world as journeymen. The Bards of Ratnyvarosh are the primary historians of the town, reciting great epics of heroes past and joining parties of adventurers to chronicle the next generation of greatness. Elven bards are assumed to have progressed from the intense one-on-one tutoring under a Great Minstrel and are currently wandering the lands to learn new music and compose songs based upon their travels. Bards are unchanged from the Adventures Dark and Deep Players’ Manual.


Jesters (only playable by humans) learn their craft from the highly secretive (and paranoid) Jester’s Guild. They look to keep a monopoly on mirth in Ratnyvarosh, and while they don’t get involved in every joke made within the walls, anyone who looks to start making a living at comedy will often be given one invitation to join the guild. One. No one knows what they do with the people who defy them, but they are rarely seen again. Jesters are unchanged from the Adventures Dark and Deep Players’ Manual.

Friday, March 21, 2014

Ratnyvorosh: Character Creation (Part 1): Abilities and Race

Character generation for the Ratnyvarosh campaign follows the standard Adventures Dark and Deep guidelines, with modifications and descriptions provided below.

ABILITY SCORES
Ratnyvarosh characters’ ability scores are generated by rolling 4d6, dropping the lowest score and applying the results in order to the six ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. After those scores are generated, players can choose one of two options to modify their scores:
1.) A player may swap two scores (and only two scores), provided the higher score goes into an ability which is a requirement for the class the player chooses.
OR, 
2.) A player may re-roll ONE ability score, but that player MUST take the result of the second die roll, even if it is lower than the original.

The tables in the Players’ Manual pp. 4-7 are unchanged for Ratnyvarosh.

CHARACTER RACE
The town of Ratnyvarosh is 95% human, meaning there are only about 100 demi-humans in the town at any given time. While this does not preclude players from creating demi-human characters, it does serve to show that demi-humans stand out.

Dwarves are regarded as greedy hoarders of precious metals and gems. The general consensus is that they want to control all of the mining operations in the world and will resort to shady practices in order to gain control of non-dwarf mines. All dwarfs in Ratnyvarosh are of the mountain dwarf (Players’ Manual, p. 10) variety, and are simply known as dwarfs.   In addition to the rules for mountain dwarfs in the Players’ Manual, mountain dwarves suffer a -1 on all “to hit” , damage, skill, and ability rolls in bright sunlight. At night or during overcast days, they suffer no ill effects. However, they gain an additional 25% to their racial abilities in regard to stonecraft. In Ratnyvarosh, they tend to live in the Undercity, given their predilection for darker places. Hill dwarfs and grey dwarfs are not currently known to exist in the Ratnyvarosh campaign, but may make an appearance in later supplements.

Elves are trusted even less than Dwarfs. Aloof and mysterious, elves rarely show any interest in the plans of humans, looking down upon their much shorter-lived cousins. When they do interact with humanity, there are often layers between what they are trying to accomplish and what they are portraying. Inscrutable does not even begin to describe the elves. The elves encountered in Ratnyvarosh are typically of grey elf stock. The elves of Ratnyvarosh refer to themselves as the silver ones. Half-elves are EXCEEDINGLY rare and would certainly require an unusual background worked out with the game master. There are rumors of other sub-races of elves, be they the sylvan folk (wood elves in the Players’ Manual), the golden ones (high elves), or the savage folk (wild elves). Dark elves are not known to exist in the Ratnyvarosh campaign and none of the other sub races are available for use as player characters at this point. Future supplements may detail these sub-races.

Gnomes and halflings are not known to exist in the Ratnyvarosh campaign.


Half-orcs exist in the Ratnyvarosh campaign and suffer many of the traditional prejudices found in other fantasy settings. In the town of Ratnyvarosh, they are almost exclusively found in the Undercity, as the watch takes very aggressive interest in any half-orcs that choose to brave the surface. Other humanoid races are also allowed in the town, but are rare and beyond the scope of this particular supplement. Like the other races, more information regarding humanoid races as player characters may appear in later supplements.

Sunday, September 5, 2010

Rogue's Gallery: Five Against... Something (LotFP

So, now that I've read the Lamentations of the Flame Princess books, I want to see how it plays.  Since it's 2010 and there are plenty of distractions in Afghanistan, I'm going to be running through this myself with five characters I made up myself.  When I start a group in PA around November time, I'll have real players.  Maybe even a one-shot or two in Colorado in October.  Until then, you make do with JUST ME.
This will also give me a chance to talk about some of my thoughts on different parts of the system as its implemented.

Anyway, I rolled up five LotFP characters.  One of the things about the OD&D system is that you have a total blank canvas to work with.  Based on the stats and equipment I purchased, here is the party:

Luka Jojich, Fighter 3, Clumsy, Very Strong, Armor: Chain & Shield, Arms: Long Sword, Dagger
Grendel Goldenwood, Elf 2, Rude, Healthy, Armor: Leather & Shield, Arms: Long Sword, Dagger, Long Bow
Ulf Kjellson, Cleric 3, Personable, Healthy, Armor: Chain & Shield, Arms: Battle Axe
Predrag Begovich, Specialist 3, Nimble, Armor: Leather, Arms: Garrote, Long Sword, Light Crossbow
Snoggi Karlsson, Fighter 3, Strong, Armor: Chain, Arms: Great Axe

Looking at what we've got there, I started to think about cultures and the like for my sandbox.  I was eventually going to run these guys through Tower of the Stargazer as a test drive for the system, so I gave them each 4000xp, so the elf could be 2nd level.

I split the two human names into a more Slavic sounding names (yes, they are romanized.  I could have left the last names Đođić and Begović, but that's not too helpful to the more Western reader) and some of your more traditional RPG/Fiction Scandinavian names.  One thing I was thinking of putting in my sandbox was a native culture (represented by the -son names) and a more "civilized" culture colonizing the island (the -ich names).

Nothing was really popping yet with these characters.  Having a blank slate for setting doesn't help.  SO, I busted out GAZ7 - The Northern Reaches and rolled up some personality traits.

Luka: Rash, Proud, Courageous, Godless, Vengeful, Open-Minded
Grendel: Proud, Fearful, Godless, Very Vengeful, Lazy, Suspicious, Unreliable, Open-Minded
Ulf: Modest, Generous, Courageous, Very Reverent, Energetic, Trusting, Loyal, Dogmatic
Predrag: Violent, Greedy, Vengeful, Decietful, Open-Minded
Snoggi: Very Rash, Very Violent, Vengeful, Lazy, Suspicious

Clearly, this is the group that signals that the party has begun by throwing the keg of beer THROUGH the window of the Tavern.  Ulf is certainly the odd man out here.  Of course, he is the only Lawful character I generated.  I'm thinking he has hired these folks to explore the Tower.  That's what I'm going with.

So, with descriptions of the characters and filled out character sheets, I'm good to go for tomorrow when I run through Tower of the Stargazer.

STATS:

Luka Jojich
Male Neutral Fighter 3, Age 19
Cha 11, Con 9, Dex 8, Int 10, Str 16, Wis 9
Hit Points: 21
Armor Class: 16 (melee), 17 (ranged), 15 (w/o shield), 15 (surprised)
Long Sword (+6 AB, 1d8 Damage), Dagger (+6 AB, 1d4 Damage)
Encumbrance: Heavy
Equipment: Backpack, Bedroll, Winter Clothing, Cookpots, Waterskin, 5 days Iron Rations


Grendel Goldenwood
Female Chaotic Elf 2, Age 169
Cha 6, Con 13, Dex 12, Int 9, Str 12, Wis 11
Hit Points: 10
Armor Class: 15 (melee), 16 (ranged), 14 (w/o shield), 14 (surprised)
Long Sword (+1 AB, 1d8 dmg), Dagger (+1 AB, 1d4 dmg), Long Bow (+1 AB, 1d6 dmg, range 50/600/900)
Encumbrace: Heavy
Equipment: Backpack, Bedroll, Winter Clothing, Tinderbox, 5 days Iron Rations
Spell Book: detect magic, light, read magic, ventriloquism

Ulf Kjellson
Male Lawful Cleric 3, Age 24
Cha 13, Con 13, Dex 9, Int 12, Str 11, Wis 12
Hit Points: 19
Armor Class: 17 (melee), 18 (ranged), 16 (w/o shield), 16 (surprised)
Battle Axe (+1 AB, 1d8 dmg)
Encumbrance: Heavy
Equipment: Backpack, Bedroll, Winter Clothes, 3 torches, Waterskin, 3 vials of Holy Water, 3 days Iron Rations, Silver Holy Symbol

Predrag Begovich
Male Neutral Specialist 3, Age 19
Cha 10, Con 11, Dex 14, Int 10, Str 10, Wis 11
Hit Points: 17
Armor Class: 15 (melee, ranged, without shield) 14 (surprised)
Garrote (+1 AB, 1d6 dmg), Long Sword (+1 AB, 1d8 dmg), Light Crossbow (+2 AB, 1d6 dmg, range 50/150/400)
Encumbrance: Heavy
Equipment: Backpack, Bedroll, Extravagant Clothing, Winter Clothing, Lantern, 2 vials Lamp Oil, Specialist's Tools, Tinderbox, Waterskin, Mallet, 2 Iron Spikes, 5 days Iron Rations
Specialist Abilities: Language 2, Sneak Attack 3, Stealth 2

Snoggi Karlsson
Male Neutral Fighter 3, Age 18
Cha 11, Con 10, Dex 11, Int 11, Str 14, Wis 12
Hit Points: 14
Armor Class: 16 (all the time)
Great Axe (+5 AB, 1d10 damage)
Encumbrance: Severe
Equipment: Backpack, Bedroll, Winter Clothes, 50' Rope, Tinderbox, Waterskin, 5 days Iron Rations, Bottle of Liquor, Steel Holy Symbol

Thursday, September 2, 2010

Rogue's Gallery: "Fast Johnny" Buckman, Mutant Deer Courier (ATB)

I've been reading a lot of Zak's posts on his awesome blog about his upcoming mutant animals campaign.  I played a bit of TMNT & Other Strangeness back in the day, but After the Bomb was leaps and bounds the better version.  So, I dropped a couple bucks at Drive Thru RPG to get the After the Bomb books for surprisingly cheap.  I rolled up a character and here is what I got.

"Fast Johnny Buckman"
"Fast Johnny" Buckman, a strapping young... no, too easy.  A mutant deer known for his strength and speed, he quickly became well known around the factories that he worked at as not just an optimistic and hard worker, but a hell of a ball player.  He managed to escape the clutches of the Empire of Humanity during a baseball tournament and made his way to Cardania, where he plays ball and works as a courier.

Anyway, here is his stat block:

Real Name: Johnny Buckman
Alignment: Scrupulous
Attributes: I.Q. 9, M.E. 10, M.A. 11, P.S. 24, P.P. 13, P.E. 19, P.B. 12, Spd. 45
Age: 22 Sex: Male
Size Level: 13  Weight: 342lbs Height: 7'2"
Hit Points: 19   S.D.C:  64
Disposition:  Friendly, cheerful, dependable.  LOVES baseball and looks to talk to anyone about it.
Human Features: Hands: Partial, Biped: Full, Speech: Full, Looks: None
Natural Weapons: Seasonal Antlers (Summer/Fall 1d6+9 damage, Winter/Spring none)
Animal Powers: Advanced Hearing, Advanced Smell, Extraordinary Speed, Vestigial Hooves
Level of Experience: 1st
Level of Education: No formal education
Occupation: Courier, Baseball Player
Skills: Athletics, Barbering 73%, Boxing, Camouflage 25%, Land Navigation 40%, Prowl 30%, Running
Weapon Proficiencies: Auto/SA Rifle, Blunt, SA Pistol
Secondary Skills: Baseball (Batter) 64%, First Aid 50%, Hand to Hand: Basic, Wilderness Survival 35%
Attacks Per Melee: Five

Rogue's Gallery: Selina, Lankhmar Tavern Girl (MRQ Lankhmar)

History:
Selina has never sought adventure but it certainly has a way of finding her.  Unsure of her exact background, although she looks as though she is from Sarheenmar, Selina only knew slavery as a childhood.  Possessed of good looks, charm, and grace, it was clear that she would serve the pleasure of her master.  While learning the skills which were so important to her future, Selina fell in with an older girl, Yenda, who was not born a slave.  Yenda's stories of a life outside of her brothel sparked a fire in Selina's imagination.  Realizing there was a better world outside she had no comprehension of, she quickly convinced Yenda to escape with her, to find a better world.  The duo made their way across the eastern continent until they returned to Sarheenmar.  There, they earned their keep as courtesans, using the skills learned in the harems to survive.  Unfortunately, their independence offered them little protection.  Yenda was killed by an influential and sadistic client, who then came looking for Selina to ensure he was not turned in to authorities.  Selina knew she needed to leave Sarheenmar, so she managed to charm her way into the companyof merchants destined for Lankhmar.  She has been in the city for several years now, working for the House of the Red Lanterns.  With the House, she has found protection and stability.  As is often the case in Lankhmar, strange things befall Selina or her clients with disturbing frequency.  Unlike most, however, Selina does not attempt to ignore or avoid these oddities, instead finding herself as part of some adventure or another.  The madams of the House certainly disapprove, as she often returns battered and bruised, not a condition requested by customers.

Personality:
Selina has built up a certain detachment from many things, sexuality and romance first among those, but is far from callous.  Her warm nature is a front with customers but true for those close to her.  The proposition of freedom excites and scares her, which is why she only dabbles in adventuring.  She has grown weary of her work and could probably be lured away from it by adventuring companions.


Using Selina in your campaign:
The statistics below are those of a Novice Runequest character, so you could use her as a pre-generated PC with no problems.  As an NPC, it is probably advisable that she is not known professionally (unless other PCs are House of the Red Lantern employees), as her "union rules" and professionalism prevent her for forming any attachment or providing information on other clients.  If she is met during an adventure, it is likely that she will want to join along.  She has little in the way of hard adventuring skills, but is certainly willing to learn.  She would make a good apprentice/hireling for more established adventurers.

Statistics:
Selina, Tavern Girl
Background: Slave
Profession: Courtesan

STR-10
CON-12
DEX-14
SIZ-12
INT-10
POW-12
CHA-14

Combat Actions: 3
Damage Modifier: +0
Magic Points: 12
Strike Rank: 12

Location-HP
Head-5
Chest-7
Abdomen-6
L Arm-4
R Arm-4
L Leg-5
R Leg-5

Acrobatics-14
Athletics-39
Boating-10
Craft (Painter)-20
Dagger-39
Dance-24
Dodge-37
Driving-22
Evaluate-10
First Aid-20
Influence-39
Language-60
Lore (Animal)-10
Lore (Art)-20
Lore (Plant)-20
Lore (Lankhmar)-10
Lore (World)-10
Perception-32
Persistence-37
Play Harp-34
Resilience-39
Riding-26
Sing-24
Sleight-14
Stealth-12
Unarmed-20

Member of the House of Red Lanterns

29 Silver Smerduks
5 Bronze Agols
Work Clothes (All Fancy):
5 Dresses, 3 Belts, 2 Corsets, Coat, 2pr Gloves, 5pr Shoes, Bustle
Street/Adventuring Clothes (All Common):
Breeches, Brimmed Hat, Cloak, Doublet, Gloves, High Boots, Leather Belt, Shirt
Adventuring Gear:
Slingbag (Flint & Tinder, 2 1-hour Torches)

Dirk (Dmg 1d3+2, 4AP/8HP)

Sunday, August 29, 2010

Rogue's Gallery: A Sandbox Party (MGT)

So, I wanted to see what I could come up with for a party who would chase the adventure in the Aaltonen Subsector.  I made a random birth chart, rolled the starting planets and went to town.

I didn't buy equipment yet, but here they are, otherwise completed.

Ali MustafaStr 10 (+1), Dex 9 (+1), End 7 (0), Int 6 (0), Edu 10 (+1), Soc 4 (-1)

Athletics (Strength)-2, Battle Dress 0, Computer-0, Deception-1, Explosives-1, Gun Combat (Energy Rifle)-3, Gunner (Turret)-1, Heavy Weapons (Launchers)-0, Leadership-1, Life Science (Biology)-0, Melee (Blade)-2, Persuade-2, Social Science (History)-0, Stealth-1, Streetwise-1, Survival-0, Tactics (Military)-0

Cr102,000, TAS Membership, Enemy (Head of the Ibrahim Branch of The Syndicate)

A well-educated but poor child from Ibrahim, Ali looked to the stars, enlisting in the Imperial Marines.  A fierce combatant, he was on the front lines of multiple planetary assaults, which eventually cost him his career after he was medically discharged after a particularly harrowing ordeal.  Back home, as a result of his “taint of outsiders,” he found the only place he was wanted was the underworld, and even there only grudgingly.  He never enjoyed his job, often showing mercy to those he felt did not deserve the fate they were receiving, including a down-on-his-luck former scout named McKay Mulroney.  When ordered to murder Vesna Begovic, a beautiful psion from Aaltonen, Ali decided he had had enough.  Instead, he warned Vesna and they escaped off planet.

White AgbohStr 4 (-1), Dex 9 (+1), End 4 (-1), Int 7 (0), Edu 12 (+2), Soc 7 (0)

Admin-0, Advocate-2, Animals-0, Athletics (Coordination)-1, Broker-1, Carouse-0, Comms-1, Computer-0, Deception-1, Drive (Wheeled)-0, Gun COmbat (Energy Pistol)-1, Leadership-1, Life Sciences (Biology)-1, Persuade-0, Steward-0, Streetwise-0, Trade-0, Vacc Suit-0

Cr32,000, Ship Shares (2), Contact (A Hiver Trade Representative)

Originally planning on becoming a Broken in his family’s Mwaban export business, White found that he really had no aptitude for it and family connections counted for nothing.  He left the export firm and instead became a lawyer, which he showed considerably more ability for.  One thing he did show a knack for was office gossip, and he parlayed some damaging information into some money and a promotion.  Of course, this did not endear him to management.  When times got tough for the firm, he was one of the first let go.  At 34 years of age, he was at a bit of an existential crisis.  He wandered the subsector, working odd jobs, notable with Harrison Holt, a Free Trader, and Vesna Begovic, a psion.  He also spent considerable amount of time working with an enclave of Hivers.  These experiences gave him a new philosophy on life, one grounded in cooperation and new experiences.

Cline NewbillStr 6 (0), Dex 7 (0), End 7 (0), Int 11 (+1), Edu 6 (0), Soc 6 (0)

Computers-0, Gun Combat (Energy Pistol)-2, Gunner (Turrets)-1, Mechanic-3, Medic-1, Melee (Unarmed)-1, Pilot (Spacecraft)-1, Seafarer-0, Steward-1, Vacc Suit-2, Zero-G 1

Cr56,000, Ship Shares (2), TAS Membership, Enemy (Ex-Naval Criminal), Enemy (Ex-Naval Criminal)
Retired Master Chief; Cr12,000/year

Cline hated being confined to the tunnels of Viitala.  As soon as he was old enough, he joined the Imperial Navy, where he had a distinguished career.  As a Master-at-Arms, he was the scourge of shipborne criminals, and his ships were renowned throughout the sector as some of the cleanest.  Cline served on a diplomatic mission as an Admiral’s aide, which he considers the high point of his career.  As an Able Spacehand, he attended EVA Training with Harrison Holt and much later in his career, helped McKay Mulroney in a bar fight.

Vesna BegovicStr 9 (+1), Dex 8 (0), End 7 (0), Int 5 (-1), Edu 10 (+1), Soc 8 (0), Psi 10 (+1)

Admin-0, Animals-0, Awareness-2, Broker-2, Clairvoyance-3, Comms-0, Drive (Wheeled)-0, Life Science (Psionology)-1, Medic-2, Persuade-3, Sensors-1, Stealth-1, Steward-0, Telepathy-0, Trade-0, Vacc Suit-0

Cr62,000, Ship Shares (2), Contact (Imperial Customs Office), Contact (Aaltonen Commerce Department), Contact (Mattilian Trade Bureau), Contact (Jokelainen Business Council), Ally (Psionic Mentor), TL13 Wafer Jack
Retired Psionic Acolyte; Cr 10,000/year

Vesna was prepared to spend the rest of her life as a broker with the Aaltonen Commerce Department until she was recruited by the Psionic Institute and found to have considerable psionic ability.  She then developed her psionic powers, primarily within the business world, earning a strong reputation as a fair dealer.  She had worked with White Agboh on several occasions.  Vesna’s talents were always in demand and in some cases, not appreciated.  After she cost the Ibrahim Syndicate’s leadership some money in a deal, she was marked for death.  Only with Ali Mustafa’s help was she able to escape the planet alive.

McKay MulroneyStr 8 (0), Dex 7 (0), End 10 (+1), Int 8 (0), Edu 12 (+2), Soc 7 (0)

Animals-0, Astrogation-0, Athletics (Endurance)-1, Comms-0, Diplomat-1, Drive (Tracked)-0, Gun Combat (Energy Pistol)-0, Jack-of-all-Trades-1, Life Science (Biology)-1, Mechanic-0, Medic-0, Melee (Unarmed)-1, Persuade-1, Pilot (Spacecraft)-1, Recon-1, Sensors-1, Stealth-1, Streetwise-1, Survival-0, Vacc Suit-1

Cr60,000, Ship Share (1), Weapon, Contact (K’Kree), Contact (Aslan), Ally (Imperial Naval Intelligence), Rival (An Up and Coming Hotshot Scout)

McKay heard his King talk about the glorious empire the Takkulans had in ancient times and wanted to see it for himself.  Denied entry into the Navy, he was drafted into the Scout Service. It turned out that McKay loved the Scouts.  He spent a lot of time on the fringe of space and became a subject matter expert on different alien races from all different edges of the Imperium. His insight was very valuable to Imperial Intelligence and his star was rising.  Eventually he had to peak.  Filled with hubris, McKay failed to follow proper protocols when contacting a new race, inadvertently starting a small flare-up of hostilities.  A younger scout came in and cooled things down, to McKay’s dismay.  He was soon asked to leave the Service.  He wandered around the subsector in a bitter haze, getting into bar fights, requiring the aid of Cline Newbill and even earned the anger of the Syndicate.  Only Ali Mustafa’s intervention spared his life.  He still harbors considerable resentment at his current status.

Harrison HoltStr 8 (0), Dex 8 (0), End (0), Int 14 (+2), Edu 11 (+1), Soc 7 (0)

Admin-0, Advocate-1, Computer-1, Drive (Tracked)-0, Engineer (Electronics)-1, Gun Combat (Energy Pistol)-1, Gunner (Turrets)-0, Jack-of-all-Trades-1, Mechanic-4, Persuade-1, Physical Science (Physics)-0, Pilot (Spacecraft)-1, Sensors-1, Stealth-1, Streetwise-0, Survival-0, Trade-1, Vacc Suit-1, Zero-G-1

Cr31,000

Harrison left the crowded confines of Kemppinen to join the Imperial Navy.  A fairly accomplished Mechanical Engineer, Harrison was able to take EVA training with CLine Newbill among his other duties and training.  A moment of inattentiveness caused a deadly accident, which drummed Harrison out of the Navy as well as giving him a guilt complex he still holds to this day.  He worked on a number of Free Traders, which helped him become one of the most accomplished mechanics in the subsector, but did nothing to assuage his guilt.  In one of the trade missions, he met White Agboh, whose zen-like attitude helped a little bit.  Still, every day Harrison thinks about the 85 engineers whose deaths he was responsible for.

Saturday, August 21, 2010

Rogue's Gallery: Even More Pathetic than Monahan (OSRIC)

I have been playing D&D for 26 years.  I have never had this happen before.

I made an unplayable character.

No really.  He is unplayable.

A dwarf with the following stats:
Str 13, Dex 8, Con 17, Int 14, Wis 14, Cha 3

He cannot be part of any character class under the OSRIC rules as written.

I win.

Rogue's Gallery: Monahan Grutain (OSRIC)

Okay, so there was a blog about rolling back to a previous edition of game rules if you are feeling a little overwhelmed by splatbooks.  I decided to take 5 Stone Games up on their challenge.  The only modern OSR set I have on my laptop is OSRIC, and I didn't feel like investigating others to see if they were available for download.  That's for another day.

I rolled up a strict character--3d6 in order of abilities.  No tweaking the bell curve with 4d6 drop 1 or placing the stats where I wanted them.  WOW.  I forgot how harsh that could be.  Thanks the a 6 Wisdom requirement, my character with a 15 Strength could not qualify for fighter.  In fact, the only class and non-human race I qualified for was Half-Elf Thief.  Looking at the stats, I've got a reasonably likable fool with a penchant for getting sick, even though he is built like a brick shithouse.  I named him after a guy who plays LFR in Colorado Springs that no one really likes, because I see this guy being not too loved by the local underground community.  He's a little dim and has the worst decision-making skills out there.  On top of that, he's not terribly good at thievery.  I reckon he'd be adventuring by default, having been encouraged to leave the local guild community.  Since he's got a decent (which is to say average) Charisma, I'm thinking they pity him more than hate him and just made him leave town.

NOT at all heroic.  Wow. I made a pathetic character.  Maybe that's what will make him heroic.  In SPITE of his mental shortcomings, he manages to become a hero and show those around him the true meaning of friendship and love.  Yes, I made the D&D equivalent of Forrest Gump.

*FACEPALM*  FML.

Here are the idiot's stats:

Monahan Grutain
Male Half-Elf Thief Level 1 Age 29
Str 15, Dex 9, Con 7, Int 8, Wis 5, Cha 10

Armor Class 8
Hit Points 6
Alignment True Neutral

Attribute Effects
+20 Encumbrance, 2 in 6 Minor Strength Tests, 7% Major Strength Tests, 60% Survive Resurrection, 55% Survive System Shock, 1 Additional Language, -1 Mental Saving Throw Bonus, 4 Henchmen Maximum

Racial Abilities:
30% resistance to sleep and charm spells, Detect secret doors 2 in 6, concealed doors 3 in 6 when searching, Detect concealed doors 1 in 6 when passing within 10’, Infravision 60’, Movement Rate 120 ft.

Thief Abilities:
Backstab (+4 to hit, double rolled damage (modifiers unchanged)), Climb Walls 80%, Find Traps 10%, Hear Noise 10%, Hide in Shadows 15%, Move Quietly 0%, Open Locks 20%, Pick Pockets 30%, Read Languages 1%

Languages: Common, Thieves’ Cant

Weapon Proficiencies: 2

Saving Throws:
Aimed Magic Items 14, Breath Weapons 16, Death, Paralysis, Poison 13, Petrification, Polymorph 12, Spells 15

20 hits AC 1 through -4

Thieves’ Tools
Leather Armor
Long Sword
Damage 1d8 (s/m) 1d12 (l), encumbrance 7