Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts
Sunday, February 16, 2014
8 Wagons to Chemfoldshire - ASE travelling traders.
Thursday, May 16, 2013
Dogs aboard the HMS Apollyon
Dogs are among the most common beast in the human controlled area of the HMS Apollyon, and many breeds of dog have adapted and mutated within the hull to become dangerous predators. Players may purchase war dogs and scent hounds in the Rustgates, and perhaps find a witch hound or Hunter if they know the right person, but even these relatively simple breeds require a certain level of skill to handle in mass. An adventurer can generally handle 2 HD of beasts before they will become unruly, while an animal handler can safely control 2+level HD of beasts.
It is noteworthy that below are just examples of dog breeds. Other races and factions within Sterntown and the hull use different species, including crabs, giant rats, squid and hyenas.
It is noteworthy that below are just examples of dog breeds. Other races and factions within Sterntown and the hull use different species, including crabs, giant rats, squid and hyenas.
| . |
| A monstrous dog - specifically Woola from the recent John Cater Movie |
Thursday, March 14, 2013
Expensive Henchman - HMS APOLLYON
The Madam’s Special Friends:
Below are three henchman that the party might hire from Madam Introuvibibi of the HMS Apollyon. These individuals will not work for less than 5,000 GP a mission and only for those who have Bibi's special favor. The party in a recent game hired Brickbat, though they discovered that a Cleric's find Traps spell makes a skilled safe cracker redundant.
A gentleman
thief, suave and wry, Brickbat is his trade name and there are rumors that he’s
actually the black sheep of a high caste Steward family. Brickbat dresses well, lives lavishly and
spends freely. He’s completely in love
with Madam Bibi, despite having broken the hearts of numerous Uptown debutants,
and hangs around the Gilded Exile between jobs.
Brickbat is no thug, and will freely suggest that any time one gets in a
fight it’s a botched job.
Brickbat is
a lithe dark man in his early thirties, whose most distinguishing features are
his eyepatch (he lost an eye once but recently paid the merrowmen for a new one
that can see in the dark), and his long beautiful fingers, but he’s a generally
attractive in a vague, unmemorable and unthreatening way. He is most often found wearing a tasteful
black dinner suit with his slightly thinning hair shaved clean. If seen
shirtless, Brickbat’s Vory connections will be clear due to the large of
tattoos, principally simple wave designs.
Quite useful
at climbing, hiding and breaking into things Brickbat also has a good
understanding uptown etiquette, families and procedures (May roll under
Intelligence if faced with a situation involving these to have savvy advice or quick
talk uptown functionaries). Brickbat is also a well-respected freelance Vory,
and keeps to the code.
Foible – Mobbed Up: Besides his adherence to the Vory
code (which may limit his behavior in some ways) Brickbat is a bit paranoid of
hiring on with adventurers, he’s contracted with the Brown Jenkins gang (Bibi’s
greatest rival) for “death insurance”.
If anything happens those who were with Brickbat last will receive a
visit from several skilled assassin while they sleep. Brickbat will reveal this fact is he distrusts
the party in any way.
Saturday, February 23, 2013
Slezgar the Elf - ASE NPC MVP -
Slezgar the Elf is a stalwart of the Anomalous Subsurface Environment Thursday Night G+ Game. He appears as a random henchman in ASE I notable only as "Elf, Male. Enthusiastic about hanging out with those short-lived humans." In Pat's ongoing and original ASE campaign Slezgar became the party's first henchman in February 2009 and then their nemesis - captain of an anti-human Elven NPC party, ultimately ambushed and slaughtered in late 2012...
Well my players rolled on the same chart and they got Slezgar straight off. My Slezgar has yet to show propensity for betrayal, and rather ingratiated himself with the party - as the only regular delver that can cast sleep and surprisingly lucky. He's reilable enough that his being a hedonist and a bit of a creep, hasn't put the party off yet. It has also been established that he makes frequent bemused quips about the frailty of humans and has a rather licentious way of searching for secret doors - the players don't ask much about it because it seems to work (again Slezgar always seems to pull a roll out when it matters). So far Slezgar's only act of sinister elven gamesmanship has been to demand a 25GP per delve fee, and to encourage the other henchmen to do the same. Slezgar is considering demanding a share of treasure instead, but hasn't gotten quite high enough a dried blue lotus grubs to vocalize it.
Slezgar the Elf
Elf 1
STR 14 (+1 Hit/Dam)
INT 12
WIS 7
DEX 15 (+1 AC/Hit Ranged)
CON 10
CHR 13+1
HP: 4
XP: 1099
AC:4
Spell: Sleep - 25% to cast it on everyone in area out of laziness.
Equipment: gaudy and somewhat risque partial splint armor, elven yatagan (1D8), Spell Book (several fragments of slate bundled together in old newspaper - sleep, magic missile, dancing lights), 20' rope, 35 GP
Elves Generally....
Well my players rolled on the same chart and they got Slezgar straight off. My Slezgar has yet to show propensity for betrayal, and rather ingratiated himself with the party - as the only regular delver that can cast sleep and surprisingly lucky. He's reilable enough that his being a hedonist and a bit of a creep, hasn't put the party off yet. It has also been established that he makes frequent bemused quips about the frailty of humans and has a rather licentious way of searching for secret doors - the players don't ask much about it because it seems to work (again Slezgar always seems to pull a roll out when it matters). So far Slezgar's only act of sinister elven gamesmanship has been to demand a 25GP per delve fee, and to encourage the other henchmen to do the same. Slezgar is considering demanding a share of treasure instead, but hasn't gotten quite high enough a dried blue lotus grubs to vocalize it.
| Slezgar the Elven Flaneur |
Slezgar the Elf
Elf 1
STR 14 (+1 Hit/Dam)
INT 12
WIS 7
DEX 15 (+1 AC/Hit Ranged)
CON 10
CHR 13+1
HP: 4
XP: 1099
AC:4
Spell: Sleep - 25% to cast it on everyone in area out of laziness.
Equipment: gaudy and somewhat risque partial splint armor, elven yatagan (1D8), Spell Book (several fragments of slate bundled together in old newspaper - sleep, magic missile, dancing lights), 20' rope, 35 GP
Elves Generally....
Tuesday, December 4, 2012
Millicent Cobweb - Wampus County PC/NPC/Monster
MILLICENT COBWEB
Specialist/Assassin 6
HP 12
AC 5
ATK 1
DAM: (1D8+2 or 1D6+2 melee)*
(1D10x2) ranged
MV: 40'
STR 16 +2
INT 15 +1
WIS 8
DEX 17 +2
CON 13 +1
CHR 12
SKILLS: Backstab-6
Stealth-4,
Pick Lock/Tinker-3
Climb -3
Listen -3
Equip: Ash gray steel reinforced leather armor, Black dress, Ash Gray funeral hat, Festive leather skull mask, Silvered cavalry saber (1D8), Primeval monkey bone kukuri (1D6), Sawed off double barreled shotgun x2(1d8/1D10) 20 Silver shells, 20 shells, 2 magical monkey bone pistol bullets, 40' Rope, Compact hand mirror, Lantern, 6 Flasks of Oil, Turkitrice Talon Fetish (Once per day adds + 1D4 damage to attack) Scary Mask of Savage Origin (allows wearer to see in dark). Sack of mysterious blue Carcosa crystal bricks
*On Backstab attack damage is X4 and to hit chance is +4 (unless played by the rules - in which case it's X6/+6hit, without stat and item bonuses).
Specialist/Assassin 6
HP 12
AC 5
ATK 1
DAM: (1D8+2 or 1D6+2 melee)*
(1D10x2) ranged
MV: 40'
STR 16 +2
INT 15 +1
WIS 8
DEX 17 +2
CON 13 +1
CHR 12
SKILLS: Backstab-6
Stealth-4,
Pick Lock/Tinker-3
Climb -3
Listen -3
Equip: Ash gray steel reinforced leather armor, Black dress, Ash Gray funeral hat, Festive leather skull mask, Silvered cavalry saber (1D8), Primeval monkey bone kukuri (1D6), Sawed off double barreled shotgun x2(1d8/1D10) 20 Silver shells, 20 shells, 2 magical monkey bone pistol bullets, 40' Rope, Compact hand mirror, Lantern, 6 Flasks of Oil, Turkitrice Talon Fetish (Once per day adds + 1D4 damage to attack) Scary Mask of Savage Origin (allows wearer to see in dark). Sack of mysterious blue Carcosa crystal bricks
*On Backstab attack damage is X4 and to hit chance is +4 (unless played by the rules - in which case it's X6/+6hit, without stat and item bonuses).
Friday, October 5, 2012
The Certopsian Situation - Available Forces (Cavalry/Special Forces 1)
| Priestess of Fleck. |
1. Bluto and Company - Flying Monkeys, Light Cavalry** - 1 Serjeant, 8 Troopers - 3 Shares
Bluto (Flying Monkey 3) STR 15 INT 11 WIS 6 DEX 16 CON 12 CHR 13. AC 4 HP 14, ATK 1, DAM 1D3/by Weapon, MV (50'/30' Fly), ML 8. gilded scale mail, scimitar(1D6), 2 large revolvers (6 Shot+2D10 bullets) (1D8/2Atk per)
Trooper (8) (Flying Monkey 1) AC 5, HP 4, ATK 1, DAM 1d3/by Weapon, MV (50'/30' Fly), ML 6. scale mail, scimitar(1D8), carbine(1D6); 2D10 + 5 bullets [30'/100'/200'].
* Flying, may attack flying enemies and can scout as if on raised terrain at all times.
** Inconspicuous, Unlike many flying units Flying Monkeys are mistaken for birds on a 4 in 6 when seen from a distance and scouting or moving.
Bluto and his band were recruited by a detective thaumaturge who was killed only a few weeks later. He and his monkeys have since stayed on, despite a lack of a wizardly master, because they have nowhere else to go. They are extremely unhappy having lost most of their troop in desperate actions to fight off mutated pterodactyls and pterosaurs riders many times tougher than them. Bluto is a gruff monkey but charismatic of average intelligence (fairly high for a monkey) and a sluggish curmudgeonly demeanor, he's brave and loyal normally but recent events have worn him and his troopers down to the point where a big score and flight seem a great option.
If sutibly impressed by the magical powers of his new business partners Bluto's natural monkey magiphilia will come to the fore and he may be talked into only a single share as a reward. His troops are good ranged skrimishers, and can hover out of melee range for up to 10 rounds. They are hit and run fighters though, and despite their general willingness to fight and will flee determined attackers. As scouts they have the distinct advantage of flight (slow clumsy flight) and can spot terrain features, hex contents and other forces as if they were on a hill at all times. They are visible when doing this, or moving, as all flying units are, but will often be mistaken (4 in 6) for large birds.
Thursday, September 27, 2012
HMS Apollyon - Use of Random Henchman Table
The Undesirables - NPC party No. 4
Yesterday I created a new NPC party for the Appolyon - a real gang of murder hobos, derived from the use of the random henchman generator I posted a few days ago. Note stats are listed only where above or below average range. It is as follows:
Madam D'Aubigny
Adventuress (SPC 2) - Currently recovering from a badly burnt arm (will have complications, loss of STR most likely, 1 wk recovery)
HP 7 AC 4
STR 14, DEX 17, INT 13, CHR 17
Duelist - 2
Firearms - 1
Light Armor -1
Agility -1
Con Artist -1
Hedge Magic - 1
Aubigny is a singer, swordswomen, pistoleer and adventuress from somewhere with an early 20th century sensibility, She wears a pith helmet, armored leather vest, dark practical skirt and bright pirate style sash holding her saber and revolver. She's a good leader and organizer, but not the strongest member of her party.
Beans
Flying Monkey (FM3) - Holding the group together
HP 10 AC 4
DEX 16 INT 6 WIS 7 CHR 14
Firearms - 4
Light Armor -1
Awareness - 2
Tinker -1
A maimed (missing a wing) and flightless flying monkey of advanced age, Beans was formerly a scout for an uptown family but since his injury has been retired. He spent his muster out bonus quickly, as monkeys tend to without the order of regimental life, and has a nasty Mad Kelp habit. Beans, despite his stupidity and impulsiveness is likeable, and rather dangerous with his pair of heavy revolvers or cutlass. He still wears a stained frogged and steel lined uniform and armored fez, with all rank and unit designations ripped off.
Yesterday I created a new NPC party for the Appolyon - a real gang of murder hobos, derived from the use of the random henchman generator I posted a few days ago. Note stats are listed only where above or below average range. It is as follows:
Madam D'Aubigny
![]() |
| The Real D'Aubigny by Beardsly |
HP 7 AC 4
STR 14, DEX 17, INT 13, CHR 17
Duelist - 2
Firearms - 1
Light Armor -1
Agility -1
Con Artist -1
Hedge Magic - 1
Aubigny is a singer, swordswomen, pistoleer and adventuress from somewhere with an early 20th century sensibility, She wears a pith helmet, armored leather vest, dark practical skirt and bright pirate style sash holding her saber and revolver. She's a good leader and organizer, but not the strongest member of her party.
Beans
Flying Monkey (FM3) - Holding the group together
HP 10 AC 4
DEX 16 INT 6 WIS 7 CHR 14
Firearms - 4
Light Armor -1
Awareness - 2
Tinker -1
A maimed (missing a wing) and flightless flying monkey of advanced age, Beans was formerly a scout for an uptown family but since his injury has been retired. He spent his muster out bonus quickly, as monkeys tend to without the order of regimental life, and has a nasty Mad Kelp habit. Beans, despite his stupidity and impulsiveness is likeable, and rather dangerous with his pair of heavy revolvers or cutlass. He still wears a stained frogged and steel lined uniform and armored fez, with all rank and unit designations ripped off.
Monday, September 17, 2012
Henchmen Henchmen Henchmen!
| Le Denier Combat |
I personally try to avoid henchmen because of the XP penalty, but they are undeniably useful. My personal GM philosophy about henchmen is that they are NPCs who distrust the characters, talk to each other and would really rather be doing anything else than climbing about in lost places fighting monsters.
Now I'm not sure if these guys work anywhere but the Apollyon, where flotsam come aboard from various times and places. Still it's a wide variety of strange henchpeople and things that can make for memorable NPC's beyond the simple meatshield.
Some of these "foibles" can be quite bad as well, and I wouldn't give one to every henchperson.
Friday, August 24, 2012
The Certopsian Situation - Checkers & Dr. Benway
It's guaranteed that the only way (ok maybe if you've given them a wand of lightning bolts or they're really crafty) that your party will beat the Serpentman manned, cuthonically enhanced, pair of armored triceratops guarding the front of the moribund Pleasure dome where the 100,000 GP prize is stored is with some armored back up. Well at least if they go about it in a stand up fight way. I will post about my armor system when I work it out - but it'll be some sort of Structural Damage thing like Mekton or SpellJammer. Basically your bullets, spears and magic missile will only serve to annoy an armor unit unless you manage to get very lucky. I'm aiming for that sequence in war movies where the tank just chases people down, bullets sparking off the glacis plate until its treads fill the screen - expect it's you wizard's carefully hoarded fireball that only manages to shake the monstrous beast for a second.
Below is the obvious solution to a pair of twenty ton triceratops armored in coats of eldritch signs and sprouting grabby tentacles. An insane robot tank and its insane scientist mechanic. Yes, it's Science Fantasy Oddball. When I played the scenario in its rough form the Steel Levitihan below was able to hurt the 16HD brutes pretty good before the caught up and gored Checkers onto its side (horns ripping through steel plate), dislodging Benway and stamping him to bits. Both triceratops were hurt bad,stitched with .50 Caliber bullets and the party was able to get rid of their last few HP with magic missiles, a critical with a poisoned crossbow bolt and several blasts from the pneumatic dart gun on the dune buggy they stole.
| Old Steel Leviathan Doodle |
Monday, August 6, 2012
Important figures of Rustgate
Mechamn - Scavenger General
The old scavenger is actually fairly messanistic about reclaiming the hull and quite helpful to those that do. He is rumored to have the finest set of maps, including blueprints recovered from the unexplored regions.
Mechamn is almost always accompanied by Mr. Twinkles, an equally aged one winged flying monkey who is known to be a deadly shot with bolt action carbine he carries at all times.
Wednesday, July 11, 2012
SIx Mercenaries of Note for ASE
| The motorized Penny Farthing |
Boneshaker Morley (Fighter 5) STR 15 INT 14 WIS 8 DEX 17 CON 12 CHR 13. AC 2 (1 mounted) HP 26, ATK 2, DAM by Weapon MV (40'/120' Mounted) ML 10. volatile combustion powered penny Farthing (DEX check to ride), brigandine (banded mail), lance (1d10 - x3 w/charge), scimitar (1D8), horse bow (1D6+1) +1, arrows x 35
Zomax - A weak sorcerer out of the Vile Fens who's main claim to fame is his mastery of a magical drum that he uses to direct his two giant spider familiars "Red" and "Sufferance". Only Zomax can tell the difference between his spiders and he waits wistfully for the day they have little spiderlings for him to tenderly raise. He tends not to work well with others, but a pair of giant poisonous spiders backed by hedge magic and poison darts is often enough.
Zomax (Magic-User 4) STR 7 INT 14 WIS 15 DEX 13 CON 8 CHR 5. AC 7 HP 6, ATK 1, D by Weapon MV (40') ML8. wicker fetish "armor" (AC9), bone dagger (1D4), Poison darts x20 (1D4+2D6 poison), Drum of Spider Taming (only works on normal spiders without training). Spellbook of carved spider chitin tokens: Magic Missile, Sleep, Read Magic, Shield, Dancing Lights, Spider Climb, Enlarge, Grease, Flaming Sphere, Audible Illusion, Web, Levitate, Tongues.
Red - Giant Spider AC 4, HD 3+3 (21 HP) ATK 1 D (1d8 + poison) MV ('30) Save F4, ML 10. Poison is save or die
Sufferance - Giant Spider AC 4, HD 3+3 (18 HP) ATK 1 D (1d8 + poison) MV ('30) Save F4, ML 10. Poison is save or die
Saturday, June 9, 2012
Meet The Adventurers - PART III
Lemon is the party's magician, but his skills at lobbing oil, palaver and quick thinking are what have made him most valuable so far. Polari is the language of carnies - in case you were wondering.
Lemon
Jackson
Magician
Magic User (lvl 2)
STR: 10
INT: 17 Read/Write: Elvish, Frogling, Lizard Folk, Polari
WIS: 15 +1 to Saves
WIS: 15 +1 to Saves
DEX: 16 – 2
AC/+2 missile to hit
CON: 15 + 1HP
CHR: 15
-1 Reaction
Rolls
HP: 8
AC: 6 (w/DEX
bonus)
Equip: Saffron
Loincloth and shawl, Large 6 chamber revolver – 24 bullets, 6
silver bullets, Silver Dagger, Hypnotic
Gem (AC -1),
Spells:
Sleep, Hell's Exhalation
(Magic Missile)
Spells Tattooed on Body:Sleep,
Magic Missile, Hell's Exhalation,Floating
Disc, Read Magic, Detect Magic, Detect Good, Darkness, Phantasmal
Force and Monster
Summoning II.
Spells in Spell-book: False
Gold, Bone Dance
Alignment: Lawful, Lemon claims to live by an internal code, and is certainly more forgiving than many in the adventuring band. It's unclear what rules exactly Lemon is following, and his alleged 'code' may be little more than an expression of his cheerful nature. Still, Lemon tends to abide by social mores more than most magic-users and most adventurers. Adventuring has taken a toll on Lemon's affability lately and he has become more withdrawn and colder. Perhaps this is to be expected of all magicians as they grow in power, or perhaps it is the result of his dabbling with evil magics.
Lemon is a tall, well-built man of indeterminate age whose magical practice leads him to cover himself with tattoos in lieu of a traditional spell-book. Most notably he recently tattooed an evil extra-planar version of magic missile on the back of his left hand, a tattoo that persists in remaining red and angry looking, despite having fully healed. Lemon is partial to the color yellow, which suggests that "Lemon" is an affectation and not his real name. Lemon is a natural leader and will assume that role within any group he adventures with if possible.
Lemon's origin's are unclear, but his manner of dress and approach to spell casting suggest he is originally from the Vile Fens, where hoodoo magic is common, and practitioners quickly find themselves forcibly enlisted as zombie handlers in the Vile Woman's armies. Prior to his abduction and joining the party Lemon spent time among traveling carnival players where he learned to throw knives and darts with dubious accuracy. In the last few weeks he has acquired a large revolver and clearly enjoys both the ferocious aspect it lends to his appearance and the sound it makes firing.
Money appears to be of little interest to Lemon, as his needs are few. He is searching for more spells, especially the strange and esoteric kind, but it is unclear if his ultimate goal is a Wizard's demesne, to sell his skills as a mercenary or simply to amass knowledge.
Lemon is a tall, well-built man of indeterminate age whose magical practice leads him to cover himself with tattoos in lieu of a traditional spell-book. Most notably he recently tattooed an evil extra-planar version of magic missile on the back of his left hand, a tattoo that persists in remaining red and angry looking, despite having fully healed. Lemon is partial to the color yellow, which suggests that "Lemon" is an affectation and not his real name. Lemon is a natural leader and will assume that role within any group he adventures with if possible.
Lemon's origin's are unclear, but his manner of dress and approach to spell casting suggest he is originally from the Vile Fens, where hoodoo magic is common, and practitioners quickly find themselves forcibly enlisted as zombie handlers in the Vile Woman's armies. Prior to his abduction and joining the party Lemon spent time among traveling carnival players where he learned to throw knives and darts with dubious accuracy. In the last few weeks he has acquired a large revolver and clearly enjoys both the ferocious aspect it lends to his appearance and the sound it makes firing.
Money appears to be of little interest to Lemon, as his needs are few. He is searching for more spells, especially the strange and esoteric kind, but it is unclear if his ultimate goal is a Wizard's demesne, to sell his skills as a mercenary or simply to amass knowledge.
Wednesday, June 6, 2012
The Obelisk - Wandering Campaign Killers
| Roll a '3' and meet "Father Scapula" |
In the Obelisk of Forgotten Memories I have included a list of random encounters/event that is designed to stimulate wild and unpredictable play - basically if the PC's refuse to be the agents of change the encounters on the table are perfectly willing to pick up the slack. Roll or pick when nothing is happening, the players flee back to town, or a diplomatic impasse need to be broken.
SPECIAL ENCOUNTERS
Daily “special encounters”
is an optional table. If the PC's are sluggish goldbrickers, action
has gotten bogged down or you happen to feel like throwing a serious
plot twist in, roll on this table and see what nightmare, campaign
ruining, TPK encounter occurs. All of these encounters have a
fundamental ability to upset any balance in the memorial grounds and
possibly your campaign.
Saturday, June 2, 2012
Meet the Adventurers PT II
A short description of the party's unwholesome elven spear woman, Drusilla. May contain tantalizing hints about the nature of the North and elven mores. I will be producing these character sheets and bios as I complete
portrait's for my players, which they have been clamoring for. Lemon
should be next. As always feel free to use the adventurers as NPCs, or
even pre-gens in your own ASE games. They have absurdly high statistics
as somehow my players seem to have gotten absurdly lucky the day they
rolled up characters. I should also note that the 'fluff' below, and the world building it represents comes directly from play as the characters have been fleshed out over the past four months. The all started as simple stat block, but now have emergent histories and personalities (mostly nasty - though I've managed to post the two most sinister of the PC's).
Drusilla
Elf (Lvl 1)
STR: 17 +2
melee hit/damage
INT: 14 Can read/write knows Elvish and Sasquatch
WIS: 9 No bonuses
DEX: 16 – 1
AC/+1 missile to hit
CON: 10 No bonuses
CHR: 11
No bonuses
HP: 4
AC: 3 (2 with shield)
Equip: Splint Armor, Military Fork (pole-arm), Scimitar, Shield, Hand Axe (x2)
Alignment: Chaotic –Drusilla is fairly lawful within her own predatory elven ways. She doesn't delight in rule breaking, like many outcast elves, and would never go against what the war counselors or commandants of her tribe "The society of the Raider's Moon" commanded, but she has little understanding of human laws.
Spells: Drusilla's small anthropodermic spell book contains the following spells written in the practiced hand of an elven elder: Sleep, magic Missile, Feather Fall, Dancing Lights. Drusilla has added these additional spells since arriving in human lands: Floating Disc, Read Magic, Detect Magic, Detect Good, Darkness, Phantasmal Force and Monster Summoning II.
Spells: Drusilla's small anthropodermic spell book contains the following spells written in the practiced hand of an elven elder: Sleep, magic Missile, Feather Fall, Dancing Lights. Drusilla has added these additional spells since arriving in human lands: Floating Disc, Read Magic, Detect Magic, Detect Good, Darkness, Phantasmal Force and Monster Summoning II.
Wednesday, May 30, 2012
For Gavrilo Princip
ASSASSIN RULE HACK:
Assassins, an often despised as either virtually useless or game ruining class. Well now I have one in my party and frankly I don't like the old rules at all. This here is my completely new rules hack of the Assassin. They are specialist thieves who focus on poison, murder and fast one-on-one melee combat. Yes, they are like ninjas. So far the assassin being played in my campaign under these rules has not created imbalance, or more specifically, any imbalance she creates is caused by some amazing stat rolls (See previous post re: Nell) and the core AD&D/LLC rules on statistics bonuses.
Assassins, an often despised as either virtually useless or game ruining class. Well now I have one in my party and frankly I don't like the old rules at all. This here is my completely new rules hack of the Assassin. They are specialist thieves who focus on poison, murder and fast one-on-one melee combat. Yes, they are like ninjas. So far the assassin being played in my campaign under these rules has not created imbalance, or more specifically, any imbalance she creates is caused by some amazing stat rolls (See previous post re: Nell) and the core AD&D/LLC rules on statistics bonuses.
| Gravrilo Princip, Assassin - Photographer unknown |
Meet the Adventurers PT I - A Replacement for Mukuls the Fighter
aka “Stabby Nell/Eyestabber
Nelly”
Assassin (Lvl 1)
STR: 17 +2
melee hit/damage
INT: 12 No extra
langs, can read/write
WIS: 12 No bonuses
DEX: 18 –
3 AC/+3 missile to hit
CON: 15 +1
HP/die
CHR: 15 -1
Reaction Rolls
HP: 4 (per level)
AC: 4 (w/dex bonus)
Equip: Steel ribbed
corset (armor as studded leather), Poisoned scimitar 1D8 + (1D6/per
lvl on 1st hit), 8 poisoned hairpin darts 1D4+(1D6
per/lvl). Dried and liquid Scorp-man venom. 24GP.
Alignment: Chaotic – quick to
anger, vengeful and
callous, a practiced murderess. Thinking of
becoming a better person, but not trying very hard.
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