Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Friday, October 28, 2016

Project Update: The Narcosa Stashbox, a psychedelic hack of The Black Hack

So the new title of this project is The Narcosa Stashbox. I'm leaving off 'Hack' from most of my titles now.

I've finished class design and now I'm working on a point crawl for Hashishastan. Each class has a special Narcosan feature that involves sex, drugs, or rock and roll. Here are a few classes to satisfy your cravings.

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DRUNKEN MASTER

The Drunken Master is a martial artist whose fighting ability increases as they get more drunk.

Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Any and none.
Attack Damage: 1d6 Unarmed or Improvising/1d4 Weapons

SPECIAL FEATURES
Drunken-style Kung Fu: As part of their action or move, a Drunken Master can drink one mug of beer, a glass of wine, or a shot of liquor, and receive a +2 to the physical stat of their choice (STR, DEX, or CON), while taking a -2 penalty on a random mental stat (INT, WIS, or CHA). Two drinks counts as Advantage. A Drunken Master can drink a maximum of one drink for every odd level for this effect. This effect lasts for one hour per drink consumed.

Stumble-Drunk: When drunk, the Drunken Master gains 2 AP per drink to a maximum of 2 AP for every odd level for this effect. Only usable when wearing no armor.

Recuperating Coma: If the Drunken Master has stat drain, disease, poison, or damage, as an action they may enter a Recuperating Coma. They immediately fall down and pass out until all their drinks have worn off (one hour per drink). In each hour, they can cure a disease or a poison. If they are still in the Coma after curing all diseases and poison, they can heal d8 + the Drunken Master's Level of stat damage or HP in the remaining time.

LEVELING UP
Roll to see if attributes increase, roll twice for CON or DEX.

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ILLUSIONIST

Illusionists are makers of fantastical dreamscapes both pleasant and horrific.

Starting HP: d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: 1-Handed Swords and Staff.
Attack Damage: 1d4 / 1 Unarmed or Improvising.

SPECIAL FEATURES
Illusion Spellcasting: Beginning at first level, Illusionists can cast a number of Illusionist Spells per day, see the Spellcasting section, and they use the Daily Conjurers Spells table.

Disbelieve: Rolls with Advantage to disbelieve illusions and avoid damage or the effects of illusions.

Out of their HeadsWhile under the influence of psychedelic drugs, an Illusionist can make their hallucinations become illusions once per day per level. They can do damage (1d8) if believed (test WIS).

LEVELING UP
Roll to see if attributes increase, roll twice for INT or WIS.

SPELLBOOK
Illusionists start with a large spellbook containing a total of 1d4+2 spells from the Level 1 and 2 Illusionist Spell lists.

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WARRIOR

Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any and All
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Shake It Off: Once per hour, whilst in combat, a Warrior can regain d8 lost HP.

Fighting Machine: As part of their action a Warrior can make 1 attack per level.

Monster Phage: A warrior can eat the heart or other organ of a monster to acquire a skill, ability, or an immunity from an ability of that monster. The warrior starts able to keep one ability at a time. The next monster ability taken erases the previous. At 4th, 7th, and 10th levels, the warrior can keep an additional ability. Make a CON test after eating; on a fail the warrior is nauseated for 1d4 turns – all physical tests are at +1.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or DEX.

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Monster Phage was inspired by the Strong class from the excellent Whitehack. Thank you, Jackie Chan, for bringing the Drunken Master to life. I came up with "Out of their Heads" in my own drug-fueled haze. #Narcosa

Saturday, October 22, 2016

My first AD&D character for a long time

Back in the day, I played AD&D 1E for about 2 months in college. I wanted to get into a friend's The Fantasy Trip campaign, and so I joined his AD&D campaign in order to secure a seat. I played a druid, and at the time, I was appalled by the weird shit. You, see, at the time, I was a Serious Gamer, and the frivolous things of AD&D annoyed me. I felt it was a joke that my druid could have a trained rhino that I rode into battle that had a +1 enchanted horn. I never played AD&D again, until I got into the OSR. And that was first Oriental Adventures and later 2nd Ed, so not straight AD&D and not 1E.

So this is my first straight AD&D 1E character that I've rolled up since 1980. I did this in preparation for a new AD&D campaign a friend is running through the A1-4 series Scourge of the Slave Lords. I wanted to get used to the rules, especially multiclassing, so I wouldn't be completely lost when I created my character.

I think I did everything right. The attributes were rolled 4d6 drop lowest. The attributes that weren't up to the minimum required for an Illusionist, I raised to the minimum. I swapped the two 17s into INT and DEX to meet the Illusionist minimums. I traded one of my 7 minimum 1st level spells for 4 cantrips (it was a stupid spell anyway).

Here's what I have. I like him.

Legbar Gimbootle, 1st level Gnome Illusionist/Thief

STR:  9
INT:   15  17
WIS:  10
DEX: 16  17   +2 missile/+2 surprise/-3 AC
CON: 17  12  +2  HP
CHA: 17  11  10 henchmen/+30% loyalty/+30% reaction

Alignment: CN

XP:  +10% XP Thief
HD: d4/d6
HP:  7
Cash: 11 gp
AC: 8

Gnome Racial Abilities
+4 Magic Save
Infravision
 Mining skill (detect grade, detect unsafe area, detect depth, detect direction
+1 Attack bonus on Goblins and Kobolds
-4 to attacks from gnolls, bugbears, ogres, trolls, ogre magi, giants, titans

Languages
Chaotic
Common
Dwarvish
Gnomish
Halfling
Goblin
Kobold
Burrowing Mammal
Thieves Cant
Suloise (Greyhawk)

Thiefly Abilities
Pick Pockets: 35%, Open Locks: 40%, Find/Rm Traps: 30%, 
Move Silently: 25%, Hide: 20%, Hear Noise: 20%, Climb: 60%
Backstab 

Magical Abilities
To Know Spell: 75%, Minimum 8, Maximum 14

Cantrips: Colored Lights, Noise, Mask, Mirage (I didn't do Cantrips correctly the first time)
Useful: Chill, Clean, Color, Dampen, Dry, Dust, Exterminate, Freshen, Polish, Salt, Spice, Sweeten, Tie.
Reversed: Dirty, Hairy (I kid you not)
Legerdemain: Change, Distract, Palm
Person-affecting: Belch, Giggle, Scratch, Wink
Personal: Bee, Bug, Firefinger, Gnats, Unlock
Haunting-sounds: Creak, Footfall, Groan, Moan (what really is the difference between a groan and a moan?), Rattle, Tap
Illusionist: Colored Lights, Dim, Haze, Mask, Noise, Rainbow.

Spells: Phantasmal Forces, Audible Glamer

Equipment
Leather armor, shortbow, quiver 12 arrows, short sword, backpack, lantern, oil 4, belt pouch, waterskin, rations std, wine, thieves tools.

For the Slave Lords game, I'm still not sure what I'm going to play. Maybe a this Gnome Illusionist-Thief, maybe a Elf Druid, maybe something else. We'll see. I'll let you know.







Wednesday, February 17, 2016

De-Bar-Ka, Tinalíya Specialist

[I got an idea for the adventure I want to run next fall at U-Con, but this scenario requires six or seven 8th-10th level characters and a similar number of 5th-7th level PCs (players will play one of each). I decided to test out Heroic Age of Tékumel with high-level PCs. In the process, I came up with an idea for dealing with the magical abilities of Pé Chói and Tinalíya, two of the nonhuman races. Here're the rules:

Pé Chói and Tinalíya have Innate Spellcasting as a Species Trait. 

Innate Spellcasting: Any members of these species with a PSY Mod of +1 or more can purchase one 1st level spell per level as a background skill.

This will allow them to essentially multi-class magic user with anything else.

Here is the final Tinalíya character.]

De-Bar-Ka is a scholar priest in the Temple of Ksárul in Purdimál at a rank of Licentiate, specializing in devices of the ancients. It is not just an academic, though, and it has taken several expeditions to the underworld and distant sites to study ancient artifacts in their natural habitat. In the process, it has also become quite expert in finding and disarming traps and locks of the ancients.

De-Bar-Ka, 9th Level Tinalíya Specialist


Gender: Neuter

STR: 47
INT: 94 +1
PSY: 99 +2
DEX: 88 +1
CON: 60
CHA: 43

AC: 14
HP: 7d6 / 27
Cash: 7 káitars
Spell Pool: 14
Skill Points: 53

Species Traits
Innate Spellcasting

Species Skills
Survival (underground)

Languages
Tinalíya (native), Tsolyáni, Livyáni, Yán Koryáni, Mu'ugalavyáni, Classic Tsolyáni, Expert in Engsvanyáli, Bednálljan Salarvyáni, Tsáqw, Llyáni.

Skills
Expert Lore (ancient devices), Master Locksmith, Expert Trap Detector, Expert First Aid, Expert Spy, Master Engineer-Architect, Glassblower, Mathematics, Mimic, Survival (forest, underground, swamp), Dagger, Pistol crossbow, Sword

Spells
Warding, Soperiferousness, Summon Creatures I, Alleviation, Excoriation of Contagion, Recuperation, Light and Darkness, Perception of the Energies, Seeing Other Planes

Equipment
Short sword
Pistol crossbow with 30 bolts
Dagger
Sorcerer's Bag
First aid kit
Locksmith tools
Mechanical tools
Rope
Language notebook
Notebook about ancient devices
Leather harness with straps and pouches (counts as AC 13)
+2 enchanted steel dagger
Steel dagger (x2)
Abominable Eye of Detestation: 30 charges, labelled in Llyáni.

I'm pretty happy with the level of competence. 

Thursday, January 7, 2016

PCs for the Aegean Saltbox

In playtesting my rules for the Aegean Saltbox, I created six characters to run through the random wavecrawl tables, and perhaps The Bad Myrmidon. Perhaps you'd be interested in seeing what the rules produce currently. I decided one of each of Enchanters, Olympian Priests, and Specialists, and three Fighters would be the proper mix.

Let me know what you think, what you like, what doesn't make sense.

Chryseis, Priestess/Mystic, Goddess: Aphrodite
Gender: female
CHA: 14/+1
CON: 7/-1
DEX: 13/+1,
INT: 14/+1
STR: 9
WIS: 13/+1
AC: 12
HD: 1d6 hp /
Cash: 63 sp
Spells: 1/0/0/0/0/0/0
Aphrodite's Beauty: Charm Person once a day
Mystic: can commune with their deity (3 T) and ask one question a day
Stuff: Holy symbol-silver rose, dagger, belt pouch, tinderbox, staff, bedroll
Aphrodite Spells for Level 1: Allure, Bless, Charm Person, Command, Create Water, Cure Light Wounds, Light, Purify Food and Drink, Remove Fear, and Unseen Servant.

Hermippos, Enchanter/Necromancer, God: Hermes
Gender: male
CHA: 16/+2
CON: 8/-1
DEX: 13/+1
INT: 13/+1
STR: 10
WIS: 8/-1
AC: 14
HD: 1d6 hp /
Cash: 41 sp
Necromancer: Speak with Dead once per day.
Stuff: Leather breastplate, greaves/vambraces, staff, 4 daggers

Isocrates, Specialist/Scout, God: Hades
Gender: male
CHA: 12
CON: 9
DEX: 14/+1
INT: 10
STR: 11
WIS: 11
AC: 15
HD: d6 /
Cash: 2 sp
Bushcraft 3
Stealth 3
Search 2
Scout: +1 initiative, +1 Stealth
Stuff: Leather breastplate, leather helmet, greaves/vambraces, 2 daggers, backpack, pouch

Damone, Fighter/Amazon, Goddess: Hera
Gender: female
CHA: 14/+1
CON: 14/+1
DEX: 14/+1
INT: 10
STR: 14/+1
WIS: 5/-2
AC: 17/18
HD: d8 /
Cash: 0 sp
Amazon: add CHA bonus (minimum +1) to AC if no breastplate.
Stuff: Sword, Shield, bronze helmet, greaves/vambraces, bow, quiver, arrows

Myronides, Fighter/Berserker, God: Apollo
Gender: male
CHA: 10
CON: 12
DEX: 8/-1
INT: 9
STR: 15/+1
WIS: 9
AC: 16/17
HD: d8 / 8
Cash: 17 sp
Berserker: can frenzy in battle, +2 to hit, -2 AC for 1 T
Stuff: Bronze breastplate, leather helm, shield, greaves/vambraces, spear

Aristophanes, Fighter/Charioteer, God: Zeus
Gender: male
CHA: 9
CON: 14/+1
DEX: 15/+1
INT: 6/-1
STR: 11
WIS: 12
AC: 18/19
HD: d8 / 8
Cash: 5 sp
Charioteer: +1 hit and damage from chariot, good judge of horses
Stuff: leather breastplate, bronze helm, shield, greaves/vambraces, sword

Sunday, March 22, 2015

Heroic Age of Tékumel: Nonhuman Races

So far, the only option has been human characters. Here are the first versions of the nonhuman species for Heroic Age of Tékumel. Let me know what you think.

These are just the character adjustments, not the full description of the nonhumans.



1. Choose Species

The CHA modifiers are only for dealing with those outside the species or subspecies. Nonhumans thus have two CHA values.

Human

HD: 1, AC: 12, Morale: 7
Classes: any
Clan: any
Religion: any

N'lǘss (human subspecies)

STR: +10%, DEX: -10%, INT: -10%, PSY: -5%, CHA: -15% (non-N'lǘss)
Species Traits: Height +12"
Classes: Tribal classes
Clan:
Religion: Vimúhla or Chiténg


Ahóggya

STR: +20%, DEX: -20%, CON: +20%,
INT: -10%, PSY: -40%, CHA: -40%/-60% (human/Sh
én)

HD: 3, AC: 17, Morale: 10
Species Skills: Survival (swamp)
Classes: Tribal Fighter
Clan: none
Religion: none

Hláka

STR: -10%, DEX: +15%, CHA: -20%
HD: 1, AC: 14, Morale: 6
Species Traits: Wings
Species Skills: Flying
Classes: Tribal Fighter, Shaman, or Specialist
Clan: none
Religion: Hláka gods

Páchi Léi

CHA: -5%
HD:
1, AC: 15, Morale: 7
Species Traits: Dark Vision, Sense Hidden +6
Species Skills: Survival (jungle), Climbing
Classes: Fighter, Priest, or Specialist; wild Páchi Léi use Tribal classes.
Clan: if not wild, normal Tsolyáni clans
Religion: if not wild, normal Tsolyáni temples


Pé Chói

DEX: +10%, CON: -10%, PSY: +15%, CHA: +5%
HD: 1+2, AC: 17, Morale: 7
Species Traits: Excellent Hearing +6, Sense Life, Sense Death, Sense Hidden +9
Species Skills: Survival (forest)
Classes: Fighter, Priest, or Specialist; wild Pé Chói use Tribal classes.
Clan: if not wild, normal Tsolyáni clans
Religion: if not wild, normal Tsolyáni temples

Pygmy Folk
STR: -10%, DEX: +20%, CHA: -20%
HD: 1d6-1, AC: 13, Morale: 5 if no Pygmy Folk present, 9 if at least one Pygmy Folk present
Species Traits: Dark Vision, Excellent Hearing +9
Species Skills: Survival (underground), Climbing, Miner, Swimming
Classes: Tribal classes
Clan: none
Religion: none

Shén

STR: +20%, DEX: -20%, INT: -5%, PSY: -20%, CHA: -20%
HD: 3, AC: 17, Morale: 10
Species Trait: Club Tail
Species Skills: Tail Strike – does d4 damage and target must make a DEX save or fall down.
Classes: Tribal Fighter or Specialist
Clan: none
Religion: Shén gods


Swamp Folk

CON: +10%, PSY: none
HD: 1, AC: 14, Morale: 7
Species Traits: Spatial Sense
Species Skills: Swimming, Sailor
Classes: Tribal Fighter or Specialist
Clan: none
Religion: Swamp Folk gods

Tinalíya

STR: -15%, DEX: +10%, INT: +5%, PSY: +15%, CHA: -5%
HD: 1-1, AC:  12, Morale: 8
Species Skills: Survival (underground)
Classes: Fighter, Magic User, Specialist
Clan: none
Religion: none

Urunén

INT: +5%, CON: -5%
Species Traits: No binocular vision
Classes: Fighter, Magic User, Specialist
Clan: none
Religion: none


Species Traits

Club Tail
Shén have a tail that ends in a bony club, which they can use against anyone behind them, striking for d6-1 and requiring a DEX save from the target to avoid falling down.

Dark Vision
Páchi Léi and Pygmy Folk have very good night vision and can see in the dark up to 60 feet. Nearby light sources interfere with this ability.

Excellent Hearing
Pé Chói and Pygmy Folk have an excellent sense of hearing and they add the bonus given to their Hearing rolls. This ability extends for 60 feet for Pé Chói and 120 feet for Pygmy Folk. Pygmy Folk can also hear through a foot of stone. Nearby noises interfere with this ability.

Height +12”
N’lǘss are 12 inches taller than the average human on Tékumel.

No Binocular Vision
The Urunén’s widely spaced eyes give the species superior peripheral vision, but no binocular vision. All Urunén are at -3 on missile weapons, but can see on both sides and partially to the rear.

Sense Death
Pé Chói can sense the death of one of their own within 3 miles.

Sense Hidden
Páchi Léi and Pé Chói have an increased ability to sense hidden objects and situations, including ambushes, secret doors, or hidden traps. This ability lets them add bonus to any Sense Hidden rolls: +6 for Páchi Léi, and +9 for Pé Chói.


Sense Life
Pé Chói have a rudimentary ESP that can sense living beings within 10 feet.

Spatial Sense
Swamp Folk have an innate sense of their body’s position and orientation. Thus they can perceive subtly curved or sloping passages, or if they've passed through a nexus point or teleportal that caused them to travel a distance in an instant.

Wings
The Hláka have wings. They can fly at 300 yards per round outdoors.

 

Species Skills

Flying
Routine flying does not require skill checks, but in adverse conditions (wind storm, combat, etc.) skill checks will be needed.

Tail Strike


This weapon skill is for Shén using their tail as a weapon. 

Friday, March 20, 2015

Heroic Age of Tékumel Character Advancement

The Heroic Age of Tékumel Convention Packet does not include leveling up rules, since it was designed for one-shot convention play. So here they are.

Character Advancement

Experience Bonus

Prime Attribute
Experience Bonus
76-95
+5%
96-00
+10%
Constitution
Experience Bonus
96-00
+5%

Leveling Up

New Level Checklist

1. Roll Attribute Bonus
2. Roll Skill Points
3. Choose Skills

1. Roll Attribute Bonus

When a character advances to a new Level, one of their basic Attributes may increase. Roll on the Attribute Bonus Table to find how much their Attribute increases. Then roll on the Increased Attribute Table to determine which Attribute has increased.

Attribute Bonus Table

d100
Attribute Bonus
01-75
No bonus
76-99
+5% bonus
100
+10% bonus


Attribute Table

Roll
Attribute
1
Strength
2
Dexterity
3
Constitution
4
Intelligence
5
Psychic Ability
6
Appearance

Harsan has gone up to Level 3. He rolls an 88 on the Attribute Bonus Table for +5% and he rolls a 2, so he adds 5% to his Dexterity.

2. Roll Skill Points

Skill Point Table

Level
Skill Points
Maximum
2
d6 - 2
6
3
d6 - 1
7
4 - 5
d6
8
6 - 7
d6 + 1
9
8+
d6 + 2
10

Skill Point Modifiers

Add INT Mod

3.  Choose Skills

Spend half of skill points (rounded up) on Professional skills.

Friday, July 4, 2014

Sundown -- Brainer (Apocalypse World)

We started a new campaign last month -- Apocalypse World. We collectively came up with a pretty cool setting and the MC fleshed it out wonderfully. We are in the Wisconsin Dells after an environmental cataclysm. It rains all the time, sometimes it's the black rain. Then people die. The cities are all watery craters, the centers of these of strange perpetual storms called Maelstroms.

The Dells is now called just Dells. The lakes and rivers are MUCH bigger. Everything is wet all the time.

My character is a Brainer, those with the psychic powers. Meet Sundown.


Sundown, Brainer

Look
Androgynous, sweet face, soft eyes, soft body. 

Clothes
Cheap hooded rain cape, sweat shirt, tee shirt, jeans, leather bomber jacket, combat boots, backpack. 1-armor.


Cool 0
Hard 0
Hot +1
Sharp 0*
Weird +2*
* = highlighted


HX
Chaplin -- Hx +3
Frankie Vett -- Hx +3
Ethan -- Hx +3


Brainer Special
If I have sex with someone, I automatically deep brain scan them. Roll+weird. MC chooses the questions.


Brainer Moves
Casual brain receptivity
In-brain puppet strings


Brainer Gear
Receptivity drugs
Deep ear plugs


Gear & Barter
Hidden knives
5-barter
Clothes

When young, Sundown used to trick Dad when he was drunk to get cash, so he wouldn't spend it all on booze.

A man attempted rape at thirteen. Sundown grabbed his head, looked him in the eyes,  and shouted, "Go jump in the river!" He did. She ran home, packed a backpack, kissed her father, and fled. She got picked up by Frankie on a long haul, coming back to Dells. She took her to Lucky, because she thought the bucolic life would be good for her. Unfortunately, her foster father died of a heart attack when she was 15, and her foster mother died in a flood the next year. Sundown lived by manipulating and seducing the local teens into feeding her and clothing her with hand-me-downs. The farmers got angry and she fled again, this time upriver to Dells. 

Wednesday, May 21, 2014

Frunobulax "Frux", Wizard -- HOW character

Frux started as a hireling of Sir Trevor of Cumbria, while he was questing for the Grail. After many adventures and several close calls, he decided to join the quest in ernest.


(Frux was converted from a TFT version here.)

ST: 10
DX: 11
IQ: 11
EN: 10

Possessions:
Dagger
Wizard's Staff: 5 EN
Robes (-1 AR, -1 DX)

Spells:
Reveal Magic
Lesser Fire
Shock Shield
Reverse Missiles
Summon Bear/2
Detect Enemies
Trip
Assist

Translation:
I had to trim back his stats by 4 points, since Frux was experienced, and his spell list is shorter as well. Two spells (Ward and Staff) doesn't show up in the HOW book, so they were cut. I used the Wizard's Staff from Magi Carta to replace Staff spell. Since Frux was a 36 point character in TFT, I decided to add 4 spell levels.


Monday, May 19, 2014

Sir Trevor of Cumbria, Knight -- TFT/GrailQuest conversion to HOW

Sir Trevor was called to Camelot by a mysterious woman, dressed in red. The knight-errant, out in the world to prove his mettle, came upon a damsel in distress -- she was being accosted by a group of bandits. Sir Trevor rescued her, and she told him to go to Camelot for his destiny lay there. Then she dissipated into mist before his eyes. That night he had a dream, or perhaps a vision, of the Grail. The next morning he set out for Camelot.

After meeting the other knights, and being allowed to join the Round Table, Sir Trevor set out to find the Grail. This is Sir Trevor at the end of his Grail Quest, with the equipment he acquired over the adventures.

Sir Trevor of Cumbria

Knight of the Round Table

ST: 11 / 13
DX: 13 / 11
IQ: 10
EN: 10

Skills:
Swords/3
Shield/1
Crossbow/2
Riding/1
Alertness/2
Charm/2
Tactics/2

Equipment:
Fine broadsword (+1 DX)
Fine dagger (+1 DX)
Fine large shield (+2 AR, -0 DX)
Magic crossbow (+3 DX)
Fine Chainmail (+4 AR, -2 DX)
Upper-class clothing, 2 suits
Magic amulet (+2 ST, +2 AR)
Pouch ($53)
5 torches
Warhorse
Saddle, bridle
Saddle bags
Bedroll
Blankets
7 days rations
2 wineskins
lantern
6 oil flasks

For a doughty knight, I gave Sir Trevor an extra 2 points for attributes. All of his TFT attributes were reduced to fit into the points available. I removed Charm and Courtly Graces, but I want to revisit that.

Friday, May 16, 2014

Squire Halsten, Squire -- HOW character

Squire Halsten is translated from TFT Grail Quest here.

Halsten was a young farm hand in a village until Sir Trevor came to town. He had learn a little swordplay from a guard hired by the local inn. He also knew his way around horses. Trevor saw potential in the boy and took him on as his squire.

This character has been redesigned as if he was a starting character, not the experienced character depicted on the TFT page.

ST: 10
DX: 13 / 11
IQ: 9
EN: 10

Skills:
Swords
Shield
Riding
Animal Handling
Athletics

Equipment:
Sabre
Leather

Design notes: 
The original Halsten also had Physicker and was ST 11, DX 12, IQ 11. I shifted stats around to give some points to EN. Running was changed to Athletics. Literacy is assumed for Common. The equipment was reduced to what he can afford starting out. So this version is Halsten right as Sir Trevor found him.

Tuesday, May 13, 2014

Merchant character -- back to Traveller

Here is another character for Traveller. A merchant with a free trader.

Captain Horatio Belanga

5-term Merchant

STR: 7
DEX: 8
END: B
INT: C
EDU: 9
SOC: 3

Auto pistol-1
Blade-2
Bribery-2
Gunnery-1
Navigation-2
Pilot-2
Streetwise-1

Cr 7000
Auto pistol
Free Trader
Pension: Cr 4000/yr

Captain Harry, as he likes to be called, was very successful in the merchants. He rose to captain in 5 terms, and mustered out with a Free Trader. His moral ambiguity lets him take shady jobs, sometimes smuggling items or carrying sketchy passengers trying to avoid the law. His ships has some custom modifications that trim 4 tons of cargo for 4 tons of smuggling holds.

Monday, May 12, 2014

Tolin the Mage: Heroes and Other Worlds character

I took a short break from Traveller to make a Heroes and Other Worlds character.

I present to you Tolin the Mage.

Tolin the Mage

ST 9
IQ 12
DX 11 (9)
EN 10

MV 5

Fireball
Invisibility
Reverse Missiles
Summon Wolf
Lock/Knock
Light
Lesser Illusion
Healing Touch
Silent Movement

Common
Sorcerer's Tongue

Tolin is an adventurer. He is experienced (10 skills rather than 5).

Tuesday, April 29, 2014

Classic Traveller Character -- Travis Komodo, Scout

We played a lot of Traveller back in the day. It was our go-to system for science fiction games. But I haven't played it for at least two decades. We never really cottoned to MegaTraveller and the Virus era was an anathema to us.

We came to a break in my biweekly game, and one bloke offered the games he could run. So, I offered to run Traveller. But I've never run Traveller myself, so that was maybe a little premature. But it looks like were going to play Apocalypse World and not Traveller, but two folks said they were interested at a later date.

In an effort to reacquaint myself with classic Traveller, I've started reading The Traveller Book, a one volume edition of the original LBB, plus a couple of adventures.

I made a character.

Travis Komodo
4 term Scout

STR: 9
DEX: A
END: 9
INT: 7
EDU: 5
SOC: 7

Electronics-2
Medical-1
Pilot-1
Vacc Suit-2
Mechanical-1
Air-Raft-1
Carbine-1

50,000 cr
Carbine
2 low passages

I also made his homeworld. This will be the starting point of the campaign I envision for the group. 

Mongram
(gas giants in system)

Starport C
Size 7
Atmo 8
Hydro 4
Pop 6
Law 6
Gov 8 -- civil service bureaucracy
Tech Level 9 
Trade Class: Ag, Non-Ind, Rich

After a 40 year regional collapse of interstellar civilization following a supernova event, Mongram's government finally raised their Tech Level enough and built the infrastructure to venture into space again. Now they're sending out scouts to find out what the local area looks like now. 

Sunday, March 23, 2014

Sir Trevor of Cumbria, Knight

I played online in an online one-on-one GrailQuest TFT campaign. Here is my character.

ST:
adjST:
DX:
adjDX:
IQ:
MA:
adjMA:
12
14
15
11, 12 (sword, dagger), 14 (crossbow)
11
10
6
Armor Stops: 8

Talents:

Sword/Knife
Shield
Crossbow
Horsemanship
Charisma
Courtly Graces
Swimming
Alertness
Literacy
Tactics

Learning: Running, New Followers, and Expert Horsemanship.

Companions

NameTypePlayer
Squire HalstenHuman squireNPC
Frunobulax, nicknamed "Frux"Human wizardNPC
Phillip of Northumbria (deceased)Human man-at-armsNPC

Heraldry


Trevor's Coat of Arms

Shield Blazon: Escutcheon Per Bend Wavy Or and Azure a Carbunkle Gules
Possessions: Fine Two-handed Sword (+1 DX)
Fine Dagger (+1 DX) from Black Knight
Magic Crossbow (+3 DX)
Fine Plate Armor
Upper-class clothing
Magic Amulet (gives +2 ST and +2 Armor)
Belt pouch containing: $53
5 torches
Warhorse (ST: 30, DX: 13, IQ: 6, MA: 24, Damage: 2d+1)
Saddle/Bridle
Saddle bags containing:
Fine Large Shield (no DX penalty)
Broadsword
Labyrinth Kit
Bedroll
Blankets
7 days rations
2 waterskins
Lantern
2 oil skins