Showing posts with label Dramatis Personae. Show all posts
Showing posts with label Dramatis Personae. Show all posts

Monday, August 30, 2021

Lost Tomb of the Bitchin Chimera Characters

 It has been a LONG time since I posted here... 

I backed the Lost Tomb of the Bitchin Chimera kickstarter last year. I don’t back a LOT of kickstarters and am not SUPER excited about doing it all that much. The shipping for so many is horrendous and it’s just WAY TOO EASY to go a little overboard on many of them. But this was one little book – A D&D adventure inspired by the songs of the Dead Milkmen – my favourite band through most of my teens and twenties… and I could probably even say it is my all-time favourite band… (It’s hard to unequivocally say that... there is so much music out there…). I checked with the people offering it and it seemed like the Postage wouldn’t be unreasonable (i.e. postage wouldn’t be MORE than the product itself!?) 

It finally showed up this past week and it looks hilarious and I thought I’d run it for my Saturday Night online group. One of the players is definitely a huge Dead Milkmen fan, two others are at least familiar with them and a couple of their songs… the other has no idea… but, whatever…

The game is written for D&D5E – which I have played… but I can’t say I really KNOW the system well enough to RUN a game… I had thought maybe it’s time to learn it… but then decided I should go with something I already know. I probably COULD have done it with FATE… but I decided on doing it with Savage Worlds. 

I decided on Savage Worlds, partly because I used it a LOT, back in the day, and was intimately familiar with it and didn’t think I’ve have much trouble picking it up again. Also… there’s the Savage Worlds Fantasy Character Generator Toolkit… It’s a book with, like, hundreds of d100 tables to roll on to generate fully fleshed out fantasy characters. Generally, they turn out considerably better than characters you could generate using the regular character generation rules…. Sometimes they are just batshit crazy… sometimes in a good way…. Other times… in a not-so-good way!? 

Sometimes you end up with stuff that’s just unplayable – once, we rolled up a party were there was a cowardly Elf werewolf mage, leading around two BLIND characters – one was another mage that liked to shoot lightning bolts around (even though he could see no one) and the other ancient half-orc bandit/mercenary that could, literally, drop dead from old age at any moment who was part of a secret society sworn to destroy any arcane items they come across!?

I had three evenings of making characters. Everyone who made it got to make a character and then could pick from one of the ones they made. I kept track of all the stuff they were rolling an promised to post it somewhere where they could see it and though, why not post it her as well? 

Names have not been put to these characters as the players have not yet decided WHICH one they are going to play… well… those that MADE more than one. CVT and Woody are kind of stuck with the ones they’ve got! 

These are very roughly and quickly typed up but can give you a pretty good idea of what the Savage Worlds Fantasy Character Generator Toolkit – often you get a batch of characters that have no reason to know each other, let along travel together as an adventuring party… but I figured this was a one-shot, tongue-in-cheek, silly adventure… why not have some fun making some silly characters… 

As I alluded to EVERYTHING presented here was generated by a roll on a table – it is just crazy that of the NINE characters generated, only ONE was a dude!? Not 100% sure which one Finnegan will take, but we could very well end up with an all-female adventuring party!? AND almost all of them are blond-haired and blue-eyed!?


Jon’s First Character

Female– Adult - Halfling

Attributes 

  • Agility d10
  • Smarts d10 
  • Spirit d4
  • Strength d6
  • Vigor 6

Skills

  • Climbing d4
  • Fighting d4
  • Gambling d6
  • Intimidation d4
  • Knowledge (Logistics) d4 
  • Knowledge (Strategy) d4 
  • Notice d4
  • Shooting d8
  • Stealth d4
  • Survival d4

Edges

  • Combat Reflexes

Hindrances

  • Ugly (Major) (-4 Charisma)
  • Code of Honour (major) 
  • Vengeful (Minor) 
  • Stubbourn
  • Death Wish 
  • Habit (Major – Alcohol)

Backstory 

White Hair – Brown Eyes – Buckteeth 

Adopted by family of Elven Entertainers in a large village in the Mountains. The elf family were relatively recent immigrants and had come there looking for better work. They were accepted by the community. 

Adopted Father – left home after siblings were born, no idea if dead or alive

Adopted Mother – Alive but in poor physical health – Treated you fairly

2 Siblings – younger female twins

#1 Alive and in good health – distant

#2 Alive and in good health – followed you everywhere and copied everything you did. 

During Childhood developed a strong moral code (Code of Honour), but was rather Mule-Headed and was always convinced they were right (Stubborn). She also never tattled on anyone who wronged her… she got even (Minor Vengeful) 

During adolescence, her mother made sure she attended school. She hit her head and had a spell of amnesia and completely forgot being raised by the elves! In her wandering, she heard the bard’s tale of tragic heroes that made a deep impression and a desire to do something worthy of such an epic before she dies in a blaze of glory (Death Wish)

Became a Mercenary Archer. Spent some time as a commander’s Aide de Camp, and at another time had to live of the land for an extended period. 

Made an enemy of a particularly sore loser in a darts competition – Female Dwarven Smuggler – Major member of a small group, wants to kill her friends (Minor Enemy) 

$300 starting cash. 



Jon’s Second Character 

Female – Adult - Human - shuns magic

Attributes 

  • Agility d8
  • Smarts d4
  • Spirit d8
  • Strength d6
  • Vigor d8

Skills

  • Boating d12
  • Climbing d4
  • Fighting d8
  • Gambling d4
  • Streetwise d4
  • Swimming d6

Edges

  • Hard to Kill

Hindrances

  • Stubborn
  • All Thumbs
  • Illiterate
  • Anemic

Backstory 

Yellow-Blond Hair – Brown Eyes – Red Nose 

Legitimate child of two Fishers. 

Raised in large town on an island. Family are recent immigrants (2nd generation) who were invited to move there. 

Mom and Dad are both alive and well and treats her fairly. 

EIGHT siblings

Eldest Sister (+3 years) left home recently, no idea if she is alive or dead – physically bullied. 

Older Brother (+2 Years) Alive, but totally senile - distant

Older Brother (+1 year) Alive and well – treated well 

Younger Sister (-1 year) Alive and well – ignored by

Younger Sister (-2 years) Alive and well – distant

Younger Brother (-3 years) Alive and well – treated well

Younger Brother (-4 years) Alive and well – treated well

Younger Brother (-5 years) left home recently, no idea if she is alive or dead – ignored by

Childhood – was a rough and tumble youth (Hard to Kill) and a bit Mule-headed.

In adolescence, bunked off school (Illiterate) and ran away to the sea. Unfortunately, they were well out to sea before they discovered she was rather clumsy (All Thumbs).

Continued the sailing life into adulthood. Lived a pretty hard life on the high seas; got Scurvy, helped hunt a sea monster and was eventually made ship’s mate. 

$180 starting cash.


Jon’s THIRD Character

Female – Young Adult - Elf 

Attributes 

  • Agility d4
  • Smarts d8
  • Spirit d8 
  • Strength d4
  • Vigor d4

Skills

  • Boating d4
  • Driving d8
  • Gambling d4
  • Intimidation d4
  • Knowledge (Quister - Bleaching) d6
  • Lockpicking d4
  • Notice d4
  • Persuasion d12
  • Shooting d6
  • Stealth d4
  • Streetwise  d6

Edges

  • Connections – Slavers (Countrywide, but weak, -2 to gain help)
  • Command 
  • First Strike

Hindrances

  • Minor Phobia (Stairs) 
  • Sterile

Backstory 

White Hair – Light Blue Eyes

Father unknown, Mother married after character was born. Step Father is a powerful local merchant that owns a shop. 

Mother was a crafter (Quister – bleaches things) that came from a long line of Quisters that had lived in the region for 12 generations – having moved there after a plague fell upon their ancestral lands. Raised in a small town surrounded by farmland. 

Step Father – Alive and well – thinks character is a disgrace (as he does of both older sisters) 

Mother is alive and well, but embarrassed by character 

Older Sister (+2) – Left home recently – no idea if alive or dead - ignored

Older Sister (+1) – Died in a house fire – treated character well

Younger Sister (-1) Alive and well – treats well

Younger brother (-2) Alive, but in poor physical health - jealous

Known to some friends of her mother’s from when Character was a child (Connections – Slavers). Was a born leader – organizing play and games (Command). Had a nasty fall down a long flight of stairs and developed a lifelong phobia of stairs

Was a bit of a rebel as an adolescent and a petty thief. When getting into trouble learned quickly it was best to hit first! Kicked in the guts by a horse and left unable to bear children. 

As an adult became a merchant

$500 starting cash


Woody’s Character

Attributes 

  • Agility d4
  • Smarts d8
  • Spirit d8
  • Strength d4
  • Vigor d6

Skills

  • Boating d4
  • Driving d4
  • Fighting d4
  • Gambling d4
  • Intimidation d6
  • Knowledge (Brasier) d6
  • Persuasion d8
  • Streetwise  d6

Edges

  • Ally – Bandit – Female Half-Orc – Seasoned Character 
  • Connections – Noble Family – Countrywide, moderately powerful 
  • Ally – Female Dwarf Assassin – Veteran Character
  • Property – Ruined Tower (requires $1500 repairs) 

Hindrances

  • Bad Luck
  • Code of Honour
  • Greed (minor) 
  • Vow (minor) – Secret Society

Backstory 

Yellow-Blond Hair – Light Blue Eyes – Inauspicious Birth

Father Unknown – Mother never married.

Mother is a Master Crafter (Brasier) 

Mother’s family has lived in the region for 10 generations – having left their previous home for “political reasons”

Raised in a Large Village in a Forest – Halfling Hippy Commune

Older Brother (+2 years) Died of disease during youth – treated fairly

Older Brother (+1 Year) Left home recently – ignored

Younger Brother (-1 Year) – Alive and well – protective

Younger Brother (-2 Year) – Alive and well - distant

Younger Brother (-3 Year) – Alive and well – HATES character 

Younger Brother (-4 Year) – taken by slavers – took great interest in character

Was a bully in her youth – but developed a strong sense of right and wrong. 

In her adolescence, swore a blood sister oath with a half-orc that went on to become a bandit. Helped out a local Noble family who has forever been 

Became a drug dealer as an adult. Invested in a wagon train that brings in a steady income. Joined a secret society that opposes slavery and raids slave caravans and compounds to free slaves. Made friends with an Assassin for whom she was able to procure some rare ingredients for a drug they were concocting. Another noble who was unable to pay for product ordered for a major orgiastic festival, gifted her a ruined tower as payment. Had to fence a wagon-load of stolen product – managed to do so with no one figuring it out. Got a little greedy in her old age. 

Starting Cash $800 


CVT’s Character

Female – Barely-an-Adult - Human

Attributes 

  • Agility d8
  • Smarts d4
  • Spirit d8
  • Strength d6
  • Vigor d8

Skills

  • Fighting d4
  • Gambling 
  • Healing d4
  • Intimidation d6
  • Notice d6
  • Streetwise  d4
  • Survival d4

Edges

  • Danger Sense

Hindrances

  • Loyals
  • Outsider (in home town -2 Charisma) 
  • Minor Phobia (Rats) 
  • Illiterate
  • Enemy – Powerful (heroic-level) Leader of large group, wants to kill you. 

Backstory 

Yellow Blond hair - Light Blue Eyes

Raised by a family of entertainers – the INSANE CLOWN POSSE – in a large village surrounded by farmland. The family were ancient arrivals, having lived in the region for 9 generations. And were FEARED by all the other families in town…? (-2 Charisma, but +2 intimidation when dealing with locals!?) 

Father – taken by slavers – status unknown

Mother – Alive and Well – treated fairly

Younger Brother (-3 years) – Alive and Well – Jealous

Younger Sister (-5 years) – Alive and Well – Distant

Younger Brother (-6 years – twin) – Alive and Well – Grasses on 

Younger Sister (-6 years – twin) – Left home after youngest born, no idea – was protective

Younger sister (-8 years) Left home recently, no idea – treated well. 

In Childhood developed a fear of rats. Being bullied by other kids forced her to develop Danger Sense. Turned out to be a bit of a thickie (Illiterate) 

In her adolescence, tried to elope with the firstborn son of a rival group of clowns earning her the eternal enmity of the patriarch of the family (Enemy). Took a vow to pray five times a day and experienced a particularly hard winter (survival) 

Has been working as a bodyguard the last few years, during which she joined a Secret Society and turned out be okay with taking a few hits. 

Secret Society - the Rumormongers - They are information brokers, gathering information from any source then selling it to interested parties.

$300 starting cash. 


Christian’s First Character

Female – Young Adult – Human 

Attributes 

  • Agility d8
  • Smarts d6
  • Spirit d6
  • Strength d6
  • Vigor d10

Skills

  • Fighting d6
  • Intimidation d4
  • Knowledge (Inker) d6
  • Notice d4
  • Shooting d6
  • Survival d6
  • Taunt d4
  • Tracking d4

Edges

  • Luck
  • Connections – Adventuring Party – widespread and moderately powerful

Hindrances

  • Curious
  • Clueless

Desert Dweller (+1 to resist heat / -1 to resist cold)

Backstory 

Yellow Blond Hair – Light Blue Eyes

Illegitimate – unaccepted

Father was a baker and will not acknowledge character as his child  

Mother is a Master Crafter (ink maker) – know all across the land – favoured of scribes and wizards… 

Raised in a large village in the desert. Mom was a relatively recent immigrant having left her homeland in disgrace (perhaps for having a child out of wedlock… and then went on to have two more!?). The family is admired by the locals, though – perhaps because of the business they brought into town from those that travelled there to seek out her inks… 

Mother – recently died in a work-related accident (explosion while making magical ink!) 

Two Younger twin siblings

Younger Brother – Alive and Well – takes an interest in the character – loves to hear her stories

Younger Sister – Alive and well – embarrassed by her sister. 

During her childhood, she was a bit of a bully and a joker. Also became known to some friends of her mother’s – and adventuring party whose wizards would ONLY use her ink in her spellbooks – they visited often and were always charmed by their friend’s precocious child. 

In adolescence, she got many childhood diseases – and survived leaving her quite tough. Turned out to be very lucky (Luck) and had an extremely inquisitive mind (Curious).

As an adult, developed a bit of wanderlust and disinterest in following in her mother’s footsteps and became a Ranger. While having extensive knowledge of nature and her homeland… in the desert… but knows little about other matters (Clueless). Has served as a guide for caravans crossing the desert for some time and spent a fair bit of tiem protecting her homeland from a number of threats and invaders. 

$500 starting cash. 


Christian’s Second Character

Attributes 

  • Agility d12
  • Smarts d6
  • Spirit d4
  • Strength d8
  • Vigor d6

 Skills

  • Climbing d6
  • Fighting d8
  • Lockpicking d4
  • Notice d6
  • Persuasion d6
  • Shooting d4
  • Stealth d10
  • Streetwise d6
  • Tracking d4

Edges

  • Great Luck
  • Harder to Kill 
  • Attractive
  • Acrobat
  • Florentine
  • First Strike
  •  Quick
  • Quickdraw
  • Combat Reflexes
  • Nerves of Steel
  • Up Close Fighter (bonus to fight and parry = reach of opponents weapon) 

Hindrances

  • Poverty

Backstory 

Platinum Blond Hair – Dark Blue Eyes

Truly Blessed; When priests of her homeland heard of her birth on the darkest hour of the darkest night of the year, they held a special ceremony to honor the God of Darkness who blessed her with many lives (Hard to Kill, Great Luck). Unfortunately the God of Thieves felt shunned and cursed her (Poverty – any time she makes money, some theif acolyte shows up and takes it away!? ) 

Legitimate child of courtiers who serves a count who controlled a castle, a large town, 7 villages, 2 barons, 19 landless knights, and 162 Men-at-Arms. They lived in a large town in a forest, just outside the count’s castle, where their family had lived for 11 generations and were accepted by all. 

Father is alive and well and FEARS her!

Mother is Alive and well and treats her fairly

Only child

As a child she was one tricky customer – learned how to avoid trouble by ducking and diving and to get back at bullies by tricking them (Acrobat). Loved to climb all the highest tress in the forest and was a master at hide and seek. 

As an adolescent, her parents made her take fencing lessons. She had a brief courtship with the Counts son. As the count did not approve she had to do a LOT more climbing and sneaking around. 

As an Adult… became an ASSASSIN!!!

$750 Starting Cash


Finnegan’s First Character

Female – Middle-aged – Half-Orc

Attributes 

  • Agility d6
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d6

Skills

  • Fighting d10
  • Intimidation d8
  • Knowledge (Battle) d4 
  • Notice d4
  • Shooting d4
  • Swimming d4

Edges

  • Common Bond
  • Hard to Kill
  • Tactical Genious (d10 Wild Die on Knowledge – Battle) 
  • Natural Leader

Hindrances

  • One Leg
  • -2 to resist Poison
  • Bloodthirsty
  • Cautious

Backstory 

Ginger Hair – Brown Eyes – HUGE +1 size/+1Toughness

Legitimate child of two farmers – Human father, Orc mother

Grew up on a farm near a large village in the hills. Their family was shunned (-1 Charisma) – though her parents familes both lived in the region for many generations, locals didn’t much like mixing of the races. 

Father - died in a work-related accident – trying to impress orc mom, trying to lift ox, which fell on him. 

Mother alive and well and treats her fairly

Older Sister (+2years) Laive and well and protective of her younger sister

Younger Brother (-2 years) – left home recently, no idea if alive or dead.  

As a child, she injured her leg, which got septic and had to be amputated, but developed strong ties with friends and family and all around her (Common Bond) 

As an adolescent, almost drown in a nearby creek, came into a small inheritance and ran off to join a band of mercenaries. 

Became a professional mercenary as an adult – as an infantry soldier (with one leg…? I guess she had a really good prosthetic) – very quickly rose to become the commander of her own band of warriors. She is a veteran of many conflict and said to be a cautious general, but a tactical genius, who is adored by those who fight under her… In later years, after losing a few to many close friends to she became a little bloodthirsty and just stopped taking prisoners… 

Starting cash $400


Finnegan’s Second Character

MALE – Young Adult - Dwarf

Attributes 

  • Agility d8
  • Smarts d6 
  • Spirit d6
  • Strength d4
  • Vigor d4

Skills

  • Boating d4
  • Climbing d4
  • Faith d8
  • Fighting d8
  • Knowledge (Religion) d4
  • Lockpicking d6
  • Notice d4
  • Stealth d10

Edges

  • Connection – Group of Smugglers – single city and weak power (-2 to gain aid) 
  • Arcane Background (Miracles) 
  • +5 Power Points

Hindrances

  • Major Enemy - Smuggler – weak (novice character) – leader of a small group (8) seriously determined to destroy his reputation. 

Powers

  • Beast Friend
  • Healing
  • Elemental Manipulation
  • Burrow

Backstory 

Trained up by his people from a young age to be an Axe Man. 

Grew up in a large family of professional thieves. Their base of operations was a small village in the hills and are generally accepted by the other members of the community. He and his siblings are the first generations to live there after their parents fled their homeland to avoid a plague. 

Father – Alive and Well – treats fairly

Mother – Alive and Well – treats fairly

Older Sister (+4 years) – Alive and Well – Distant

Older Sister (+2 years) – Alive and Well – FEARS HIM!

Older Sister (+1 year) – died in house fire – FEARED HIM!

Younger Brother (-1 Year) in prison for a Major Crime – ignores him

Younger Sister (-2 Years) – Alive and Well – treats fairly
Younger Sister (-3 years) – Alive and Well – HATES him!
Younger Sister (-4 Years) – Alive, but in poor physical health – physically bullies him
Younger Sister(-5 years) – Alive, but in poor physical health – treats fairly
Younger Sister  (-6 years) – Alive and Well – Worships Him!!

As a child spent a lot of time in boats on the nearby river.  The God of Thieves called upon him to serve him at an early age.

AS an adolescent, fought in a duel over a girl, and won. Practised petty thievery. As a coming of age gift was presented with a (stolen) suit of chainmail armour!? 

Went on to become a Novitiate Priest of the God of Theives

Starting Money $1270!? 

Sunday, July 22, 2012

Leonard “Tips” Tipple



Leonard “Tips” Tipple – Wild Card Forensic Accountant/Investigator (Dave)
Ag d4, Sm d10, Sp d10, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d4, Notice d4, Stealth d4, Intvestigation d10, Streetwise d8, Accounting d10, Knowledge (Computers/Hacking) d10
Edges: Investigator, Luck
Hindrances: Anemic, Bad Eyes
Gear: Clothes, Trench Coat, Cell Phone, Shotgun (Range: 12/24/48, ROF 1, Damage: 1-3d6) , Knife (Str+d4), Laptop

Since starting to work for Lord Stang six months ago, Leonard Tipple has been trying out some new lines … “They call me Tipple. Leonard Tipple. But you can call me Tips.“ He never imagined that accounting could be so cool. Well, actually, he had imagined it plenty, but never thought it would actually happen. Leonard is thrilled with his new job – a huge pay increase, top of the line computer equipment, control of a huge portfolio, and the opportunity for plenty of adventure. Compared to his years working at Grant Thornton in downtown London, this was like being in a James Bond movie.
  
Tipple had been one of several accountants assigned to Lord Stang’s portfolio at Grant Thornton. His deep knowledge of computers and a passion for reading fraud and commercial crime case histories led him to quickly uncover systematic skimming of hundreds of thousands of pounds from Lord Stang’s accounts. When Tipple contacted Stang privately and brought these irregularities to his attention, Stang was so impressed that he immediately hired Tipple as his personal accountant/investigator. Now, Tipple works full time looking into anything Stang invests money in and acting as a general get-information-for-me-guy. Stang turned out to be a bit of a gun aficionado, and had insisted on weapons training for Leonard and all his other staff. Despite his best efforts, Leonard’s complete lack of coordination and poor eyesight made him completely ineffective with anything except a shot gun.
  
Little Lenny Tipple had grown up in London, and though a bit scrawny and easily winded, he’d spent a lot of time in back lanes exploring with his buddies. His parents, Martha and Terrence, live in a 3rd floor walk-up apartment, and both work in retail in downtown London. They are proud of Leonard, their only child, though they are a little worried that at 29, he still hasn’t had a serious girlfriend. Martha is eager for grandchildren.

Saturday, July 21, 2012

Joey Roberts




Joey Roberts – Wild card Streetwise Teen (Patrick)
Ag d10, Sm d6, Sp d8, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d10, Shooting d6, Notice d6, Stealth d6, Streetwise d8, Lockpicking d6, Knowledge Electronics d6, climbing d4
Edges: Quick, Acrobat
Hindrances: Enemy (Minor: London Street Gang), Wanted (Metropolitan Police: Outstanding warrants for various crimes)
Gear: Clothes, Skateboard (run=d10, Improvised weapon Str+d4, -1 to hit), Submachinegun (Range: 10/20/40, ROF 3, Damage: 2d6, AP: 1)

TEEN KILLED AFTER GANGLAND PARTY SHOOTOUT
 Bob Smith
London Tribune
Late last night members of the gang the Peckham Boys attacked and killed Daniel Thompson, 17 years of age. Thompson had been at a party where tension between two factions of youth led to violence. Shots were fired, but no one was seriously wounded. The use of weaponry sparked panic and people quickly fled the scene. Thompson took shelter from pursuers in a store but then decided against it, leaving the building through a back door; unfortunately the group that was searching for Thompson was just outside and assaulted him at the nearby bicycle racks. The attack lasted no more than a minute but in that small amount of time Thompson suffered multiple stab wounds. Bystanders tried to help Thompson but he perished despite their efforts.

The press got it mostly right I guess, but there’s more to it than that. I’m Joey Roberts, and if the Peckham Boys had done what they’d set out to do, I’d be the one dead in an alley. Here’s why…

The story starts before I had even heard of the Peckham Boys. My mother, Mary, is a very loving woman. At one point, February in 1994, most, if not all, of this love was directed to one man.  He loved her like she deserved for that month but then he left, no goodbye, no money, no anything. I had scared him away. I was born on October 18th that same year. My mom was busy with me and had a lot of difficulty finding hours that she could work but managed to get on as a nighttime janitor with various businesses on Lye Avenue and to secure a flat on Bournemouth Close. Between raising a child and working nights she didn’t get a lot of sleep but regardless of how tired she was she always put lots of love and care into both duties. This was noticed by her employers over the years, and by the time I was five the owner of a small grocer, Mr. Stanley Roberts, had offered her a much better paying job as a full time employee in his store.

A few weeks after my seventh birthday Mr. Roberts came and found me to ask me a question. He told me that my mother had been working for him for two years now and that it was going quite well. I told him that I already knew this, I wasn’t oblivious to what my mom did during the day and Mr. Roberts son Gabriel, who was two years older than me, and I often talked when we played football with the other kids. Then he told me that he was going to ask my mother to marry him. Mr. Robert’s wife had died a quite a few years ago from and he seemed honestly interested in being married again. I gave him a lame lecture about how he had to treat my mom nicely, lame because I didn’t believe that he would. I was right.

Five years later it was 2006, and my twelfth birthday. My parents Stanley and Mary and my brother Gabe got me a skateboard. It was awesome, and a lot of afternoons and evenings from then on were spent riding back and forth on Bournemouth close, attempting various stunts. I donated quite a lot of skin to the Bournemouth Asphalt Foundation.

Over the next few years other grocery stores moved into the area and were gaining popularity. By 2010 business was declining for my parents so it was mutually agreed that I get a job. Gabe was unable to work because he was studying Business Administration at Greenwich University. I couldn’t find work at first and I didn’t want to let my family down, so I turned to crime, none of my offences were more than petty theft, just enough to make it look like I had a minimum wage job. It was during this time that I got to know the Peckham Boys, who was involved and what their territory was, I had to be careful where and who I stole from.  I had a few close calls with the police and it was only a matter of time until I got caught. Luckily for me I had kept looking for work.

I was hired by Hermes Couriers, and started work quite promptly. Within six months I had risen through the ranks and was getting more difficult but more rewarding jobs. I carried important documents for various businesses in central London and eventually was even carrying messages and documents for nobility. There was this one man, Lord Stang, who often had papers and packages delivered to and from obscure locations. He’d need a document delivered to an apparent drunk at King’s Cross station one day and then an amazingly heavy package would be sent to him from an accountant the next. I never asked questions, though I did wonder. I just rode between destinations and dropped off the package or envelope. Though sometimes it took a little work and a few questions to find the places Stang sent and received stuff from. Anyway, Stang took notice to my punctuality and offered me a job. He wasn’t specific on the job details, but it was a good offer and I needed the money.

Now, the reason that the Peckham Boys don’t like me. Stang is eccentric, he likes the superhero save the day kind of stuff, and he was looking into some gang activity in central London. So, I told him what I knew about the Peckham Boys. With this information Stang was able to uncover a major drug house and put a few people in jail, which is great. The only problem is that the Peckham Boys found out it was me who told him. Now, they’re on the lookout for me. Stang’s been able to arrange pretty good protection for my family so they’re safe for now.

What I’m really saying is maybe Daniel Thompson was at the wrong party, but that’s not why he’s dead. He’s dead because he was going to hide in a grocery store owned by the parents of an ex-criminal who ratted out some of the Peckham Boys and looks a lot like him.

Lord Stang




Lord Stang – Wildcard Playboy, Millionaire British Lord (Rick)
Ag d10, Sm d4, Sp d8, St d6, Vg d8,
Pace 6, Parry 6 (+1) , Toughness 5, Charisma +2
Skills: Fighting d10, Shooting d10, Notice d4, Stealth d6, Investigation d4, Persuasion d4, Driving d8, Knowledge: Occult d4, Piloting d4
Edges: Filthy Rich, Noble
Hindrances: Code of Honour
Gear: Clothes, Hat, Glock (Range: 6/12/24, ROF 1, Damage: 2d6, AP: 1), ‘Brolly Sword ( Str+d4, Parry +1), cell phone, fancy cars, etc, etc…

Lord Stang is a playboy, multi-millionaire British lord (Filthy Rich, Noble) that fancies himself a British Secret Agent type (like John Steed or James Bond). He also identifies with Bruce Wayne, although he finds the Batman costume a little gauche.  But he's really a bit of an airhead - not the sharpest knife in the drawer. 

Not that that's slowing him down.  He's thrown his not insubstantial financial resources behind his investigative fancies.  Luckily for him, he's been fortunate enough to have some more capable associates - Leonard Tipple and Joey Roberts - who carry him (and keep him alive) through their various (mis)adventures.  Of course, Lord Stang thinks (incorrectly) that he's played a major role in leading their successes, and lets the press know about it regularly.

He's also put significant effort into acquiring a few of the gentleman sports.  He's put a lot of money into shooting, fencing, fisticuffs, and driving expensive cars.  His success in those pursuits is definitely due more to a certain natural agility - not due to mental abilities.

Lord Stang is a member of the British Paranormal Society - though his membership was granted more because of his wealth and title than because of any genuine knowledge of the occult or supernatural, which (so far) is superficial, at best.  As a member, in the early 1990's he actually met Professor Trevor Bruttenholm - a past society member of note (and founder of the Bureau for Paranormanl Research and Defense). 

Thursday, July 19, 2012

Athis




Athis - Wild Card Amazon (Keira)
Ag d8, Sm dX, Sp dX, St d10, Vg dX,
Pace 6, Parry 6 (8), Toughness 5 (7)
Skills: Fighting d8, Shooting d4, Notice d6, Stealth d6, Investigation d4, Climbing d6, Survival d4, Tracking d4, Persuasion d4, Riding d10, Swimming d4
Edges: Noble, Attractive
Hindrances: Loyal, Minor Enemy,
Gear: Traveling Clothes, Fancy formal Clothes, Superior Medium Armour, Superior Large Shield, Short Sword, Spear,

Athis’ mother came from Thessaly originally but had left and wandered to the land of the Amanzons to raise her. When she became a woman Her mother told her of her father – King Aegieas of Athens – and gave her a dagger he had given her. She wished to meet her father and set out on a long journey over land and sea and eventually came to the city of Athens. Ageas, when he saw her, welcomed him into his palace as a daughter and princess of Athens. Medea, who he was married to at the time, was extremely jealous of the young womans and plotted to have her killed when Ageas was away. Her guard Dion, whom Medea had told to kill her, could not go through with it and offered to help her escape from Athens. 

Dionysophenes




Dionysophenes (Dion) - Wild Card Greek Hero (Finnegan)
Ag d10, Sm d6, Sp d6, St d8, Vg d6,
Pace 6, Parry 7 (9), Toughness 6 (8)
Skills: Fighting d10, Notice d6, Stealth d8, Intimidate d4, Throwing d6, Boating d6, Repair d6, Swimming d6
Edges: Alertness, Brawny
Hindrances: Code of Honour, Minor Enemy
Gear: Clothes, Average Medium Armour, Average Medium Shield, Spear, Short Sword

Came from humble origins as a sailor’s son and spent his early years working on ships. While sailing on a ship to Laconia with an Athenian diplomat they were attacked by pirates. Through quick action and bravery Dion saved the ship (and the diplomat) and upon their return to Athens was offered a job as a guard at King Ageas’ palace. Some years later, after Athis’ arrival, Queen Medea ordered Dion to kill her. This he could not do, so he offered to help Athis escape Medea… 

Saturday, February 4, 2012

New Figures for Our Fantasy Campaign

This is, more or less, a re-posting from my other blog. But as it pertains directly to the DragonLance Campaign chronicled on this blog, I've posted it here as well...

Anyone that's been following this blog for a bit with know that last fall I started a couple new campaigns. The Saturday evening game (as well as the one for the kids) has been the old TSR AD&D Dragonlance campaign. The players made their own characters that I fit into the campaign (which is really written for use with pre-generated characters, but making your own is more fun).

Around that time I’d painted some fun cartoony fantasy figures (Dork Tower and Cerebus and Thrud) which were a lot of fun and I also happened to start sculpting again and I got thinking… “Wouldn’t it be fun to do some cartoony figures for my players characters…?”

One Sunday afternoon in September I sat down and drew pictures of the various characters. A couple days later I got sculpting. It was going good for a bit – but it’s a long process for me and I got going on other things… and they only worked in fits and starts…

I had originally wanted to keep it a secret until I had them all done... but the project stalled and I also didn't get them done in time for Xmas (which I'd originally planned to do)... of course no one was really showing up for games in December anyway... so... Anyway, here's what I've got done so far!

(Remember: click on the pictures for a bigger version)

Here’s a pic from my sketchbook of the original drawings:


These are the first three I finished:


From left to right are: Lorena Whiteswan, Henry FitzArnulf, and Roscoe Thorngage.


Their backsides – all kitted out for adventuring. I was inspired a bit by Citadel Miniautres, who used to make some great character adventure figures that had lots of adventuring kit dangling off of them…


These are the masters of the above figures. They're kind of leaning against each other because otherwise they'd topple over... not terribly well balanced figures...

These are the masters of the remaining characters:


From left to right are: Norfindel, Marcus Cabot, Magnus Blackburn, and Curly. Magnus is actually finished… I just have to get around to making a mould and trying to cast one.

Unfortunately Curly is dead. He did die an “obscure death”, however... so I could conceivably reintroduce him to the campaign… washed out to sea… found half dead on the shore… captured by Draconians…

I was actually torn as to whether I should make moulds and cast them or just paint the masters. How many am I ever really going to need?! Ultimately I decided to make moulds and cast them. Though I lose some of the detail, I just really like the WEIGHT of metal minis…

Wednesday, November 9, 2011

Marcus Cabot


Marcus Cabot - Wildcard Ranger - Jackson
Ag d10, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 6
Skills: Fighting d8, Shooting d10, Notice d6, Stealth d6, Survival d8, Tracking d8
Edges: Woodsman, Quick, Quickdraw
Hindrances: Code of Honour, Loyal
Gear: Bow (Range: 12/24/48, ROF1, Damage: 2d6), short sword (Str+d6)

Marcus was born in to a small woodland village. Out of necessity he learned to hunt and gather at a young age like all woods people must. He had no brothers or sisters and not many friends, he found joy practicing archery training to become a masterful hunter like his father.

Although he liked hunting, is true calling was adventure and the thrill of the unknown. Eventually his curiosity got the best of him and he decided to leave the village in search of a suitable quest. His perseverance paid of and over time he accumulated a group of fellow adventurers. These were his first real friends and he quickly developed a brotherly bond with them.

They set up the home base of Solace. Whenever they went there separate ways they always knew to meet back there for their next adventure.

He recently got a letter telling him to meet there but when he got there he found that they had already left with two plains people. He began the long tedious job of tracking them. With the help of some footprints and some lucky pegasus feces (he believed to be dropped from very high up) he eventually caught up with them at a ruined city in a swamp next to the sea....... thus the adventure continues.

Sunday, October 16, 2011

Lorena Whiteswan


Lorena Whiteswan - Wildcard Wizard - Amanda
Ag d6, Sm d10, Sp d8, St d8, Vg d8,
Pace 6, Parry 5 (6 ), Toughness 6
Skills: Fighting d6, Notice d6, Stealth d4, Spellcasting d10, Throwing d4, Knowledge: Arcana d10, Survival d4, Riding d4, Swimming d4, Persuasion d4, Healing d4, Investigation d4, Climbing d4,
Edges: Arcane Background (Magic), Alertness, Luck, Wizard
Hindrances: loyal, pacifist, Code of Honour
Spells: Detect/Conceal ARcana, Light, Armour, Slumber
Gear: Robes, Staff (Str+d4, Parry +1, Reach 1), Dagger (Str+d4), Backpack, Bedroll, etc.

Lorena was born in Solace just after her parents moved there. Her father, John Whiteswan, a master carpenter, was invited to move there by his cousins who’d lived in the town for a couple generations.

Her older brother (by three years), Arnulf, had been born in Solamnia. When he was 14, he was apprenticed to another Master Carpenter, who moved to Solamnia in search of work and Arnulf went with him. No one has heard from him since.

Lorena had four younger siblings that were born in Solace. Isador, her younger sister (by just a year) has always been a rival – and a bit of a brute – bullying her constantly. She still lives at home – exasperating her parents.

Gwenyth and Gyles, twins (four years younger than Lorena) get along with her quite well. Both are recently married. Gyles is a carpenter and works with his dad, and Gwenyth is married to one of her fathers other apprentices Morgan Hammermann.

A Third sister was born a couple years after the twins but died when she was only one in a housefire.

Lorena’s youngest brother Quinlan (10 years younger) is also apprenticing to be a carpenter under her father, but longs to travel and go adventuring like his older sister.

Lorena, showing an aptitude for magic, was apprenticed to a Wizard at the age of thirteen. The wizard, Rowena Lablanca, traveled a lot and maintained a number of households across western Ansalon in Solamnia, Ergoth and Abanasinnia. Every couple years Lorena would return with Rowena to Solace – sometimes for a month, sometimes a whole year, but eventually they would be moving on. After twenty years Lorena’s apprenticeship has come to an end – passing the tests at the Tower of High sorcery. She has traveled home to Solace to decide what to do next…

Saturday, October 15, 2011

Magnus Blackburn


Magnus Blackburn – Wildcard Preacher - Curtis
Ag d6, Sm d8, Sp d10, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Notice d6, Stealth d4, Persuasion d10, Investigation d8, Streetwise d8, Knowledge (history) d8, Knowledge (the Good Book) d8, healing d6
Edges: Healer, Charismatic, Alertness
Hindrances: Quirk (Loves Beer), Loyal, Heroic
Gear: Robes, Large leather and metal bound Book of the Seekers (Improvised Weapon, Str+d4, -1 to hit), 2 Daggers (Str+d4), Backpack, Bedroll, etc, etc…

Magnus Blackburn was born a short 32 years ago. Orphaned at the age of five when both parents died of illness he was raised by family friends in Solace. He had a decent enough childhood but never felt as if he really belonged. These feelings only got stronger in his teenage years and as young boys sometimes tend to do he ran away from home. He expected great adventure but was barely managing to survive after his small supply of food ran out. This is generally the way of things. Nearly dead, Magnus was found by a group of out of work mercenaries. Instead of leaving him to die they gave him food and water ( very odd considering they were mercenaries) and let him travel with them. Magnus proved an able travelling companion as long as he didn't have to worry about trying to survive. He was quick of wit and had a knack for understanding people and getting them to do what he wanted. Eventually, he joined their company and spent many years taking one job after another from whoever was willing to pay. It was during this time that Magnus did many things he wasn't proud of. Lieing, cheating, stealing, killing, these were not things that he had any interest in but he was accepted and because of that he stayed. Eventually his shame grew to be too great and he ran away once again. You would think that during his time as a mercenary he would have learned a little about survival but all he really gained was a love of good beer. On his own Magnus quickly found himself in trouble once again, lost without food or water. This time he was found by some priests travelling from Haven. Once again helped by strangers, Magnus found himself in a temple of the new gods. Here he learned of the Word and the true Way. Thinking he might have at last found a place to belong he joined the order and became a priest himself. Now he travels, preaching to all who will listen about the way of the new gods. This has allowed him to travel back to Solace and use it as a home base. There, he has met old friends and made some new ones.

Magnus isn't much of a fighter but can if he has to. He would much prefer to talk his way out of most of the situations he finds himself in and he's actually quite good at it. He is incredibly loyal to those he considers friends to the point of being foolhardy. Trying to make up for past misdeeds he has a heroic streak that is bound to get him into a great deal of trouble someday. Of course if he happens to find a good ale house he may never make it on to another adventure.

Sunday, October 2, 2011

Norfindel


Norfindel – Wildcard Elf Ranger? - Dave
Ag d12, Sm d6, Sp d6, St d8, Vg d10,
Pace 6, Parry 8, Toughness 7 (9)
Skills: Fighting d12, Shooting d12, Notice d6, Stealth d6, Survival d8, Throwing d4, Tracking d8, Climbing d6, Healing d8
Edges: Low-light Vision, Woodsman, Dodge, Marksman
Hindrances: All Thumbs, Loyal, Heroic
Gear: Bow(Range: 12/24/48, ROF 1, Damage: 2d6), Long Sword (Str+d8), Sundry other items…..

Norfindel, a young Qualinesti elf of some one hundred and twenty years, had never felt quite at home among his own kind. Since early childhood, he had been drawn with fascination to the human and dwarven traders that frequented the borders of his woodland home. His mind would wander with these travelers, imagining adventures in far distant lands. Though skilled with sword and bow, and at one in the wild places as only an elf can be, Norfindel did not get satisfaction from the forest; he was not at peace, and dreamed of life amongst the other races, in the villages and towns beyond the woodlands.

His parents, both skilled healers, taught him their craft and loved him dearly, but struggled to understand his restlessness. They were not surprised when he announced his decision to leave the forest at two and twenty, but were sad to see him go. He travelled extensively, returning for three years here, five years there, always restless to set off again. Though always welcome at home, he was considered odd, and felt stronger kinship and loyalty to fellow travelers than to his own people.

Some thirty years ago, Norfindel had settled in Solace, living quietly as a healer on the edge of the treed village. He thrived among the quick burning spirits of the humans, and the years passed like days. Chance encounters led to a deeply satisfying quest five years earlier, with men, a dwarf and a kender, and the companions from that adventure had become his true kin.

Returning from a brief five year visit home to see his parents and further his knowledge of herb lore, he met up with these same companions. During his few years apart, thoughts of quest and companionship were never far from his thoughts, and his heart stirred with the desire for heroic adventure.

Roscoe Thorngage


Roscoe Thorngage – Wildcard Kender Berserker - Patrick
Ag d8, Sm d6, Sp d8, St d10, Vg d10,
Pace 6, Parry 7 (-2 when berserk), Toughness 7 (9 when berserk)
Skills: Fighting d10, Notice d8, Stealth d8, Taunt d6, Lockpicking d8, Climbing d6, Swimming d6
Edges: Lucky, Berserk, Brawny, Combat Reflexes
Hindrances: Small, Curious, Vengeful (minor), Quirk (sensitive about height)
Gear: Short Sword (Str+d6), Backpack, trail rations, rope, lockpick, etc, etc…

Roscoe Thorngage was born to a recently married Kender couple who lived in Solace. His father was a baker but had not yet gotten a solid business going. The couple had barely enough money to support themselves and knew they were not yet ready to care for a child. So, they met with a friendly Dwarven woman and her stout husband who, pitying the young couple, agreed to take care of Roscoe until they could support him.

Living among the Dwarves was hard for Roscoe, but he tried his best to fit in. He played with the Dwarven boys, and could match them in most any game. But, he was very self-conscious about his height and would often end up in fights when provoked. He visited his birth parents quite often, and grew to love them and Solace as much as his other home amongst the Dwarves.

As a child Roscoe’s only goal was to become a town guard. He was an energetic student but he could not always focus his energy, becoming distracted by many minor things. Still, he performed well enough in the classroom and at tournaments. His dream of becoming the first ever Kender on the town guard was coming within reach.

Yet reach was just the thing that Roscoe did not have enough of. On his eighteenth birthday he went to the barracks to apply for a position. At only 2’ 11” Roscoe did not meet the height requirements, sparking more teasing from those who did pass the physical. Angered and ashamed Roscoe left for Solace, with his few belongings and only a short (no pun intended) goodbye to his Dwarven parents.

He hung around Solace doing the odd job as a labourer, when he heard that a group, those he is with now, were getting together to go adventuring. Seeing it as an opportunity to redeem himself he signed up the first chance he got. The group split up and Roscoe, with some honour restored, decided to return to the Dwarven lands and live there for a while. After five years, he returned to Solace, ready for another adventure.

As he has experienced the world Roscoe has learned that his small stature can be a blessing as well as a curse. He has mellowed some but still dislikes the mention of his height. He often finds a way to put the one who insulted him in their place either by a returned comment or, less commonly, a good, solid punch.

Crullen Blackstone


Crullen Blackstone – Wildcard Dwarf Warrior - Rick
Ag d6, Sm d10, Sp d6, St d10, Vg d8,
Pace 5, Parry 7, Toughness 6 (7)
Skills: Fighting d10, Notice d10, Stealth d6, Intimidate d6, Throwing d6, Streetwise d10, Tracking d4, Knowledge: Ansalon d10, Survival d4
Edges: Brawny, Trademark Weapon (Great Axe)
Hindrances: Phobia (Minor – unnaturally sized things…), Curious, Delusional (must smoke pipe or lapse into coma)
Gear: Great Axe (Str+d10, AP1, Parry -2, 2 hands, Pipe, Tobacco, Kilt, Backpack, etc…

Crullen Blackstone is a proud member of the Blackstone line of dwarves from the hill country of Neidar. Dwarves from this line are particularly long-lived, and this certainly applies to Crullen, who, though still not elderly, has long forgotten his younger years.

For the last several decades, most of those who know Crullen call him Curly. Some assume he got this nickname from his baldpate or because of the origin of his first name (which means “to curl”). But the real origin comes from his habit of always having his pipe with him, which he puffs on throughout the day, with curls of smoke regularly seen drifting above him. In fact, his fondness for his pipe leans toward the addictive. He usually spikes his tobacco with snuff known for its stimulant properties - and he firmly adheres to his delusion that, if deprived from his pipe for a lengthy time, he’ll fall into a deep sleep and stay that way until his pipe’s distinctive aroma returns to his nostrils.

Curly is a wanderer, and his insatiable curiosity about the hidden corners of Abanisinia will doubtless keep him wandering for as long as his stumpy legs will carry him. His endless travels have kept him from starting his own family, and he remembers little about the family from which he came. He vaguely remembers having numerous brothers and sisters, but it has been over 100 years since he’s had any contact with them or his parents. He’s an agreeable fellow (though not fond of goblins) and has made many friendships over the years - including his present band of traveling companions, who have just gotten back together again in Solace. Previous to this reunion, the companions had gone their own way for a few years, during which Curly supported his traveling by acting as a guide/guard for various trade caravans, using Solace as his base of operations.

Curly has seen both wondrous and terrifying sights in his travels, and has a fairly strong constitution. He does, however, have one minor phobia. Although his dwarven heritage makes him a bit shorter than most of his companions, he is very proud of his stature – knowing that he is of proper height for a dwarf, and all is well on that account. Unfortunately, his fixation with proper sizes goes a little too far – in that he has a great fear of beings or things that are clearly not of the right size. Thus, his wanderings have taken many a detour around such things as unnaturally giant spiders/goblins/etc or unusually tiny vermin/livestock/etc. In such situations, he takes comfort from the great axe always by his side (a trademark weapon acquired long ago during his travels in Ergoth) - but in the end, there is no reasoning with phobias.

Sunday, September 18, 2011

Henry FitzArnulf


Henry FitzArnulf – Wildcard Knight of Solamnia - Christian
XP: 23 Rank: Seasoned
Ag d8, Sm d6, Sp d6, St d10, Vg d8,
Pace 6, Parry 7 (9), Toughness 7 (10)
Skills: Fighting d10, Notice d6, Stealth d6, Intimidate d6, Throwing d4, Survival d6, Persuasion d6, Riding d6, Swimming d4
Edges: Knight of Solamnia, Brawny, Arcane Resistance, Combat Reflexes, First Strike
Hindrances: Code of Honour (chivalry), Vengeful, Loyal
Gear: Heavy Armour, Large Shield, Sword, Dagger, etc…


Henry FitzArnulf is, somewhat reluctantly, an aspiring Knight of Solamnia. He is a quiet, taciturn man who keeps his feelings to himself, and tries to avoid attention, except in the presence of his friends, although he is given to the odd blasphemous outburst when surprised. His quiet exterior hides both a tendency towards depression and a quick and vicious temper, and people insult him at their peril. He is a large, fast, strong, skilled and resolute fighter, who is a master of the sword and shield. He wears his father's master crafted armour, which along with a fine longsword has been handed down for generations in the family.

Henry is the son of a real knight of Solamnia, Arnulf FitzHugh, himself the descendant of a long line of Solamnic knights. Arnulf did try to raise Henry in the traditions of the Solamnic code, teaching him the Oath and as much of the Measure as he could, and to fight and ride. Arnulf, however, was an outcast knight and a broken man who while preaching the code cheated, drank, stole, and beat Henry and his mother far more brutally than was ever required. His personal habits when combined with the general dislike for the Solamnic knights meant that Arnulf and his family could never remain in one place for long before being run off. This meant a hard life for Henry and his mother, who were forced to beg, borrow, and steal in order to get by. Events finally came to a head when Henry was fifteen. Arnulf was working as a bodyguard, and went on a particularly rough bender and started to beat his wife and Henry. Henry took off, but when he came back later that night, Arnulf had beaten his mother to death. Henry, in a fit of rage, fatally stabbed his comatose father in the throat, took his arms and armour, and then fled.

Henry spent several years traveling throughout Abanisinia working as a man-at-arms and caravan guard, until he ended up in Solace and met his current companions, the first people that he has felt comfortable with since his mother's death. Henry has never told anyone about his past other than that his father was a Solamnic knight who was killed, and that Henry inherited his arms. He will not speak of his mother under any circumstance, and reacts poorly to any mention of or questions about her. Henry has also decided that now that his father is gone, no-one will ever push him around. He reacts very poorly to any insult that he feels has been offered either to himself or to his companions. When the group split up, Henry went to look for other Solamnic knights, but found nothing. He is glad to be reunited with his friends, who he considers to be his new family and will defend to the death, and he is looking forward to more adventure.

Henry is very ambivalent toward the knights and their code. He can see that the code of the Solamnic knights is a good thing, and when feeling positive he talks up the knights and tries as best he can to live up to their ideals. Henry, for all he has been through, is a good person at heart, and he likes helping others. But when things are rough, or he is feeling melancholy, he sees the code as being an unobtainable standard, and his adherence to it wavers. After all, if his father was unable to live up to it, how will Henry ever do so? Similarly, Henry feels very ambivalent toward the knights of Solamnia in general. His father was a failure, and everyone must hate the knights for a reason, so even if he were to find one, it would probably be a big disappointment.

Saturday, August 6, 2011

Unhygenix and Metallurgix


Ludus Christian has gone and bought a pair of batsh!t crazy Gaullic brothers to fight for them... They refuse to wear armour...


Unhygenix – Wildcard Gladiator - Christian
Ag d8, Sm d6, Sp d4, St d6, Vg d6,
Pace 6, Parry 9, Toughness 5, Charisma -2, Encumbrance 0
Skills: Fighting d8, Notice d4, Intimidate d6, Taunt d8,
Edges: Strong Willed, Acrobat
Hindrances: Outsider, Loyal
Gear: Gladius (Damage: Str+d6), Superior Large Shield

Metallurgix – Wildcard Gladiator - Christian
Ag d8, Sm d4, Sp d4, St d6, Vg d8,
Pace 6, Parry 9, Toughness 6, Charisma -2, Encumbrance 0
Skills: Fighting d10, Notice d6, Intimidate d4, Taunt d4,
Edges: Berserk, Trademark Weapon
Hindrances: Outsider, Loyal
Gear: Gladius (Damage: Str+d6), Superior Large Shield

Sunday, July 31, 2011

Darkus Daius


painted by Patrick

Darkus Daius - Wildcard Gladiator - Patrick
Ag d4, Sm d4, Sp d8, St d6, Vg d8,
Pace 6, Parry 7, Toughness 6 (7), Charisma +2, Encumbrance 0
Skills: Fighting dX, Notice dX, Stealth dX, Intimidate dX, Throwing dX, Taunt dX, Repair dX
Edges: Fast Healer, Hard To Kill, Attractive
Hindrances: Blind … yeah…. Really…
Gear: Superior Light Armour, Trident (Str+d8, +1 Parry, Reach1),

Siberius


Painted by Patrick

Siberius – Wildcard Gladiator - Patrick
Ag d8, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 8, Toughness 6 (9), Charisma -2, Encumbrance 0
Skills: Fighting d12, Notice d6,
Edges: Brawny, Ambidextrous
Hindrances: Arrogant, Outsider, Gloater
Gear: Gladius (Damage: Str+d6), hand Axe (Damage: Str+d6), Superior Heavy Armour,

Noobus


Painted by Patrick

Noobus - Wildcard Gladiator - Dave
Ag d8, Sm d4, Sp d4, St d10, Vg d4,
Pace 8 (+d10 run), Parry 10, Toughness 8 (10), Charisma 0, Encumbrance 0
Skills: Fighting d12, Stealth d8,
Edges: Fleet-footed
Hindrances: None
Gear: Superior Light Armour, Gladius (Damage: Str+d6), Inferior Large Shield

Trius Aurelius


Painted by Patrick

Trius Aurelius - Wildcard Gladiator - Dave
Ag d8, Sm d4, Sp d10, St d4, Vg d4,
Pace 5, Parry 8, Toughness 5 (7), Charisma 0, Encumbrance -2!!
Skills: Fighting d8, Stealth d4, Intimidate d12,
Edges: Hard to Kill, Charismatic
Hindrances: Obese, Loyal
Gear: Average Medium Armour, Spear (Damage: Str+d4, Reach 1), Average Small Shield

Aximae


Painted by Jackson

Aximae – Wild Card Gladiator - Rick
Ag d6, Sm d4, Sp d6, St d8, Vg d6,
Pace 6, Parry 7, Toughness 5(7), Charisma -1, Encumbrance 0
Skills: Fighting d12, Intimidate d8,
Edges: Trademark Weapon, quick
Hindrances: Vow (minor) must pray to deity at the beginning of each match (starts “shaken”), one eye,
Gear: Medium Superior Armour, Great Axe (Str+d10, AP 1, Parry -1, 2 hands