Category Archives: Games

Worlds Apart In Print

Ever since I was a wee lad I thought that Traveller could easily power a groovy little fantasy game, but other than a bunch of daydreaming and the occasional 1/4 page of initial design notes I never did anything about it. Thankfully, professional game designers are better at making things happen than I am…

Worlds Apart This morning brought the news that Worlds Apart, the OGL (Mongoose) Traveller-based fantasy game from Joseph Browning & Expeditious Retreat Press, will be available in print in game stores in the near future.

It’s also already available at Lulu, if you can’t wait until it shows up in your friendly local game store to get your sweaty little geek hands on it.

Worlds Apart has been available in PDF for a while now (including the semi-mandatory free, no art version), but having this show up in stores in print is pretty darn awesome. So if you want to check out the game before dedicating any of your precious silver to it, go snag that free version. It calls to you like the siren song of the sea, don’tchaknow?

Magic World Is Out!

Magic World CoverWell, in PDF anyway. The print version won’t be released until the middle of March, but print’s dead anyway, right? 🙂

Magic World, in case you haven’t been paying attention, is the new BRP-based dark fantasy game from Chaosium. It’s heavily based on the Elric!/Stormbringer 5e rules which, in my opinion, are some of the finest fantasy rules that have ever been released by anyone anywhere anytime. So this is pretty much a good thing.

A friend of mine has signed on to help with developing some of the supplemental materials that Chaosium is going to release a little further down the road, and I was actually able to do just a wee bit of playtesting* on MW (which I couldn’t really talk about until now) and I think the folks involved have done quality work on this game. If you’re looking for a fantasy RPG and don’t want the hassle of picking and choosing among the options in the BRP Big Gold Book, MW is exactly what you need.

Somewhat coincidentally, I’ll be joining said friend’s actual MW campaign in progress this coming weekend. I’ll try to get off my lazy duff and let y’all know how it goes.

* If any of you wind up playing MW and choose to play an elf, you can thank me personally for their awesome starting Dodge skill. I made the case that, based on their description in the game, that they should begin as quite skilled dodgers. That I’m wearing my LA Dodgers hat as I type this (I’m greatly anticipating the 2013 MLB season, but that’s a different aspect of my nerditude that I won’t dwell on here) is probably just due to the vagaries of chance.

OD&D Reprint, Other Stuff

OD&D Reprint BoxSo we’ve all heard by now that Wizards of the Coast is planning on reprinting the OD&D rules in what looks to be a pretty sweet boxed set. Some folks are uninterested. Some folks are concerned about the price. Some folks seem angry. Still others are rather chuffed. In other words, unique individuals are having their own unique reactions.

You can count me in the last group, though. For even though I own a copy of the Original Collectors Edition of the white box (as seen previously), I don’t own any of the Supplements in print form (I did get everything in PDF back when they were available through RPGNow) and I am an absolute sucker for a nice boxed set. And when that box is actual wood, well, sign me up! If nothing else, it’ll be fun to have this alongside the wooden box I sprung extra for in the Deluxe Tunnels & Trolls Kickstarter.

Go ahead and call me a consumer whore if you want to. But I will happily (and luckily for me) note that the release date on this is just after my birthday. So I get to call it my precious as a birthday present and not feel quite so bad about dropping the cash on it.

In Other News

The awesome G-Man slid me a new BoL adventure a little while back and, though I’ve been remiss in reviewing it for him (and posting it for y’all) my schedule has cleared up at last and, with a little bit of luck, it should see the light of day by the weekend. Feel free to yell at me if it doesn’t 🙂

BARBARIANS OF HEAVY METAL 11: CHARACTER GENERATION MECHANICS…

I have, this very day, put the finishing touches on Character Generation (I have an alpha presentation of the game and tablet functionality due Tuesday) and will now take you through the character generation process by making a couple of sample characters.

NAME & SCHOOL OF ROCK

The first and most important thing is to name the character and determine exactly which School of Rock they were brought up in. Schools of Rock, as I have mentioned, are more than just simple music schools, they define a way of life for a whole section of the inhabited universe.

The characters we are going to create here will be a pair of rival Titan Riders: Keneniah, a Nazarite; and Asmodeus, a Sabbathite. The names fit the schools, the Nazarites taking names from angels and Biblical heroes and the Sabbathites taking names from fallen angels and bastardized Latin names.

The Schools themselves will affect the rest of character generation (and I’ll talk more on them in detail in a future post), so we’ll move along and show their character by example.

ATTRIBUTES

In BoHM we use the same four attributes as BoL, but we’ve reskinned them to sound more Metal: for Strength we have Might; for Agility we have Celerity; for Mind we have Savvy; and finally, Appeal is now measured in Cool. We still distribute 4 points amongst the Attributes, as with BoL. One attribute can be reduced to -1 to gain an extra point for another.

For Keneniah, we are going for a more well rounded character, so we will be placing 1 point in each Attribute.

MIGHT 1, CELERITY 1, SAVVY 1, COOL 1

For Asmodeus, we are going to focus more on Might and Cool, so 2 points in each of those. In addition, the Sabbathite School provides a +1 to Might, so Asmodeus’ final Attributes look like this:

MIGHT 3, CELERITY 0, SAVVY 0, COOL 2

Every School of Rock has a Bonus in either an Attribute or Combat Ability, meaning that the average character will have 5 points in one or the other. This is intentional as it further delineates the strengths and weaknesses of the various schools and fits in well with the extended range of difficulty set forth in the previous post.

COMBAT ABILITIES

Again, we have reskinned these to fit the thematic qualities of the Metalpshere: Brawl is now Rumble; Melee is now Shred; Ranged is now Fire, and Defense is still pretty close to the original as Defend, which fits in better with the other CAs, from a tense perspective. Again, our characters have 4 points to spend. Like attributes, one Combat Ability can be reduced to -1 to raise another by 1 point.

Keneniah gets the School bonus here, adding +1 to Defend, and sticking with our drive to be well-rounded, his Combat Abilities come out thusly:

RUMBLE 1, SHRED 1, FIRE 1, DEFEND 2

Asmodeus’ stats are going to lean more heavily on personal combat, to take advantage of his heavy might, and he’ll probably wear heavy armor to make up for his average defense:

RUMBLE 2, SHRED 2, FIRE 0, DEFEND 0

CAREERS

There are 24 Careers currently in the game, and our characters have 4 points to spread amongst 4 careers, with no career starting out with a rating greater than 3.

Keneniah is going to take advantage of a special ability of his School and take a career normally not allowed to anyone but The Church: Priest. Along with that, he’s going to want to be able to fight in Titan combat, so he takes Titan Rider. He wants to play up the leadership side of his character, so he takes Manager. Finally, he wants to be able to do some basic repairs on his Titan and other equipment, but cannot take Tek (another Career only available to the Church), so he takes Roadie. He spreads his 4 points amongst those four careers thusly:

TITAN RIDER 2, MANAGER 1, PRIEST 1, ROADIE 0

Asmodeus, coming from a very different school has very different interests. He is fascinated with the Occult and so he takes Occultist. He also wants to ride the ‘Heavy Metal’ and takes Titan Rider. His final two skills reflect his dedication to his School’s Style: Inquisitor, because only the most dedicated deserve to be a Sabbathite in his eyes; and Warlord, to indicate that he is Sabbathite nobility. He takes an even spread in those careers.

TITAN RIDER 1, WARLORD 1, INQUISITOR 1, OCCULTIST 1

STYLES

Our characters must now choose 4 Styles of Rock to play in. They receive 4 points, as above, to distribute amongst these styles, with the following restrictions:

  • They must take their School as their first Style.
  • They cannot take a Style that is opposed to their School of Rock.
  • They cannot have more points in a Style than they do the Style of their school.

As mentioned in the previous post, Styles are more than just musical characteristics and make up one third of every resolution test. They are therefore important when determining what sorts of tasks your Headbanger will be proficient in.

Keneniah’s main Style will be Nazarite, Christ Rock. He won’t even touch Sabbathite music, which is opposed to Nazarite music, but he does appreciate both Dedite power shredding (and has an affinity with the application of force) and Yngwie virtuosity (along with a bent towards skills that require precision and timing), so he takes those. For his final Style, he chooses Ledite, as he finds the blues driven but contemplative style to be very cool (and his slightly intellectual nature is derived form this). He spends his 4 points in these styles in an even manner, with no style being greater than the other:

NAZARITE 1, YNGWIE 1, DEDITE 1, LEDITE 1

Asmodeus prefers the upper half of the Rocktagon with a little wild chaos thrown in, so he goes for the party-hard Glamling style (which enhances his vitality and makes him somewhat fearless), the Dedite style (for the raw destructive power it provides) and throws in some Punk for flavor (he is highly adaptable and good at sorting through chaos), but he makes sure that his main style is his first and most potent style:

SABBATHITE 2, GLAMLING 1, DEDITE 1, PUNK 0

INSTRUMENTS

Every Headbanger is proficient to some degree in 4 instrumental styles (and has 4 points to spread around those instruments). There are 5 to choose from: Axe, the ubiquitous guitar; Bass, the bass guitar which provides a pounding rhythm; Percussion, the use of drums; Vocal, including singing or spoken rap; and Other, which covers a wide range of other instruments which must be chosen separately.

Keneniah is going the frontman route and chooses:

VOCAL 2, AXE 2, BASS 0, OTHER (KEYBOARDS) 0

Asmodeus goes for the might of pounding rhythm with a bit of back up vocals and an instrument designed to unnerve his enemies:

BASS 2, DRUMS 1, VOCALS 0, OTHER (BAGPIPES) 1

HARMONICS & DISCORDS

Every Headbanger starts off with 1 Harmonic and 1 Discord from their School of Rock, which, if you will recall, are activated by hitting the Harmonic or Discord numbers on the Rocktohedron. Headbangers may take an additional Harmonic, but must either take another Discord or reduce their starting Fortune to 3.

Keneniah’s Harmonic number is 1. He has the following choices:

  • You Are I Am: The Nazarite is infused with the Holy Spirit and gains 1 Fortune. This may take them above their maximum.
  • Reborn: The Nazarite is filled with the breath of life and regains 3 Fight.
  • Seventh Angel: A guardian angel intervenes, aiding the band in small, almost imperceptible way. The Nazarite generates 3 Bonus Dice that can be added to any of their Band’s rolls until the end of the scene.

Keneniah doesn’t plan on doing much fighting outside of his Titan, so Reborn is not very useful for him. You Are I Am is very useful, but only once in awhile (you can only activate each Harmonic or Discord once per session) and Seventh Angel fits in more with his concept of a Band Leader, so he takes the latter.

His Discord Number is 5 and he must choose one of the following:

  • Abyss: The Adversary takes a personal interest in the Nazarite and their band. The enemy gains D6 Penalty Dice that they may apply to the entire Band for the rest of the scene.
  • Holy War: The Nazarite becomes wrathful and divisively sanctimonious. They take a Penalty Die on any Cool rolls for the rest of the scene.
  • Lamentations: The Nazarite has a crisis of Fath that  reduces his Nazarite Style to -1 for the rest of the scene.

As a leader, Keneniah would be a poor example if he suffered Lamentations, so he gives that a quick miss. The same could be said of Holy War. Abyss sounds perfect, as it fits in with the idea of Satan trying to bring the whole Band down by messing with its leader.

Asmodeus has an entirely opposite set of Harmonic and Disocrd realities. His Harmonic number is 5 (the opposite of Keneniah, which is appropriate as they are of opposing schools), and he has the following Harmonic choices:

  • Iron Man: The power of the abyss seems to fill the Sabbathite with unholy vigor and they regain D6 Fight.
  • Sabbra Cadabra: The Sabbathite sometimes pulls off miraculous feats that seem for all the world like true Magick. The roll is counted as a Success, even if it is a Failure or Critical Failure.
  • Hand of Doom: Those around the Sabbathite feel the hand of The Adversary himself interfering with their actions. The Sabbathite gains D6 Penalty Dice that can be added to any roll from any character until the end of the scene.

At first glance, Iron Man would seem to be ideal for a close combatant like Asmodeus, but he loves the thought of the Devil himself interfering on his behalf as well as the ability to pull a success out of certain failure. He dices to take two Harmonics, forgoing Iron Man, as he is already fairly robust, in favor of the other two.

Again, Asmodeus Discord is opposite that of his rival Keneniah, a 1, and he has the following Discords from which he must choose 2 to make up for his bonus Harmonic:

  • Paranoid: The Sabbathite is distracted by what they think are demons eyeing them with diabolical intent flitting about with just outside of their direct  line of vision. They suffer a cumulative -1 modifier to all rolls for the rest of the session.
  • Faeries Wear Boots: The Sabbathite is convinced that demonic gremlins in massive Doc Marten boots are interfering with their actions by hobbling gear and stomping on their feet. This roll becomes a Critical Failure automatically and cannot be rerolled or modified in any way.
  • Crazy Train: The Sabbathite sees demons of madness swirling around the heads of D6 Band-Mates and allies, who suffer an automatic Discord on their next roll, even if they roll a Harmonic.

Faeries Wear Boots just happens to be a favorite song of mine, and its effect, while critical in the moment, is not as long-standing as Paranoid, so we’ll take FWB. Crazy Train is definitely more punishing, but it punishes others, not Asmodeus, so [two-ginger salute] those guys! ROCK & ROLLLLLLL! (translation: we’ll take Crazy Train).

 SECONDARY CHARACTERISTICS

In BoL we have Lifeblood, which is called Fight in BoHM (as in ‘having the fight beaten out of you’). It is figured the same way: 10 + Might.

Next we have Fortune, which are like Hero Points and have a similar function. You start with 6 in BoHM, as they have an additional use that will see them spent a bit more freely, that of negating Discords.

Fame is a new Secondary Characteristic, and it represents a pool of influence that can be used during an adventure to add 1 point to any Cool roll to influence others. Like Fortune, it only recovers at the end of an adventure, so it is a dwindling resource. Fame is equal to Cool during character creation, but may be raised using advancement points, to represent the Headbanger’s increased notoriety spreading their reputation throughout the Metalsphere. If there were a single number that represents ‘winning,’ in the Charlie Sheen sense of the word, this would be it and the Headbanger with the highest Fame should lord it over the other, lesser players.

There is a fourth characteristic that will be introduced in a later expansion: Freak. For those who want Sabbathites to cast real sorcery, Priests to get actual miracles from God, and Punks to disrupt their foes with Psychic screams while Ledite Yogis levitate above the fray, this is the power source of those sorts of things, which will be an option in the expansion, which will cover all sorts of alternate wrinkles for the universe of the Metalsphere, and it will be equal to 10+Savvy.

Keneniah’s Secondary Characteristics come out as follows:

FIGHT 11, FORTUNE 6, FAME 1

Asmodeus comes out a bit tougher and a bit more notorious:

FIGHT 13, FORTUNE 6, FAME 2

GEAR

Ok, so I fibbed a bit, as I still haven’t worked out the way Gear will be distributed. the general idea however is to restrict it in a way similar to BotA, as this is a post-apocalyptic universe, but not so severely and without the between-adventure attrition found in that game.

Career will play a large roll in what you can have and you will gain a number of free points, + career points + special items that are granted by your school to equip your Headbanger. I imagine that, as both the above Headbangers have Titan 2 a careers, they will be able to pick up a Medium Titan as part of their equipment.

 SUMMARY

So there are your two sample BoHM characters. Hope that gives you a taste of how they differ from other BoL games and a feel for the type of people you might meet living in the Metalsphere. Next time I’ll try and go into depth about the Revised Rocktagon and the Schools of Rock themselves…

 

BABARIANS OF HEAVY METAL DESIGN DIARY 10: BOHM LIVES!!!

After a long pause, during which time I have written, designed and laid out an entire supplement for Doctor Who; wrote, recorded and engineered a 45 minute science fiction audio-play; created an alpha prototype for a Sword & Sorcery boardgame; experimented with publishing tabel-top RPGs as fully functional apps and have generally been kept hopping by my graduate degree *DEEP BREATH* I am back at work on Barbarians of Heavy Metal. And about time, too.

The game will be designed specifically for the Gameslate format, with a cheap text only version of the rules going up for distribution after the full app is finished. It is part of my experimental game design class, so the player’s version of the app should be ready by Summer, to be quickly followed up by the full game.

Now that I’ve had a year to digest the idea, I’ve started realizing the mechanics. The core mechanic of Barbarians of Lemuria is intact, but modified in a number of ways to fit the genre:

Roll 2D6+D8, Base Difficulty 13

The D8 is called ‘the Rocktohedron’ and it is something special for BoHM. First, it adds a 3rd die to the roll to extend the spread between character ability and difficulty and prevent characters from becoming too powerful too quickly. But more importantly, it ties into your School of Rock, your school of musical martial arts.

By rolling your school’s sacred number on the Rocktohedron, you activate a Harmonic effect. By rolling the sacred number of your opposing school, the one opposite yours on the Rocktagon, you instead generate Discord, or some sort of penalty. These will be described in further detail in the next post.

Mighty Successes, Legendary Successes and Critical Failures still exist, and are generated on the 2D6 part of the roll, as normal, but are now called Hardcore Success, Thrashing Success and Bollocks. They work pretty much the same way except now they are organized into a ‘Results Ladder’ that goes Bollocks-Failure-Success-Hardcore-Thrashing. The reason for this will be explained when we talk about Harmonics and Discord, but suffice to say, striking certain Harmonics or Discords can move a result up and down the ladder without need for Hero Points.

Another change comes in the area of Opposed Rolls. In BoHM all opposed rolls will involve bidding wars, similar to the system used in the old James Bond RPG chase system, with both sides gradually increasing their risk to borderline ridiculous levels to outperform their opponents.

Another possible change, one which I need to see in action to judge the effectiveness of, is to add in three factors to the characters roll, instead of the two normally allowed in BoL. So, instead of Celerity+Fire being used for ranged combat, I might allow Celerity+Fire +Appropriate Career. This allows for a wider spread of difficulties, a wider range of character ability and a whole lot more variety in the mix of Attributes, Combat Abilities, Careers, Styles and Instruments. A virtuoso guitar performance would use Celerity+Yngwie+Guitar, for instance, a crushing drum solo would use Might+Deadite+Percussion and firing a Titan’s weapons would use Celerity+Fire+Titan Rider.

Regular Career use would add an appropriate Style, assuming that certain Schools of Rock are more adept at certain tasks. So trying to fly an aerospace fighter through an asteroid field, which requires precision and virtuoso piloting, would be rolled using Celerity+Yngwie+Flyboy.

So as you can see, in BoHM, your School of Rock is more than just a musical style. It is a way of life that affects every aspect of the game and helps to further define your character and their place in the Metalsphere.

Now that you understand the basic mechanical modifications, the next post will discuss the ins and outs of BoHM characters…

Nogoloth: The Singer From Beyond

Wherein your humble scribe presents a couple of NPCs and a demon for BoL. These were written with his Nogoloth Lovecraftian/dark fantasy setting in mind, but could easily be used with any BoL fantasy setting. The demon was assembled using the demon rules posted on the BoL boards way back in the day.

“Why have you summoned us?” the creature’s three mouths spoke-sang in unison, its voices harmonizing in a perfect minor triad.

“I call you forth in the name of Zog-Thaloth! The Red King! The Pipes of Wisdom! The Song that Dwells in the Copper Halls of Ullaq!” Sharuthua responded, her tones rising and falling in the prescribed melody of the ritual as Naqugol beat the ceremonial drum in time with the lesser priestesses’ orgiastic dancing.

“You sing well… for having only one voice,” the demon mused. “But the rite is not complete until you reach the highest note, fleshling.”

“Your presence here is at my will! Your power serves my own! Your service shall be rewarded in blood! So I sing in the name of Zog-Thaaaaaaal-oooooooth!” the priestess concluded the summoning song, ascending the scale of Ullaq fully, her lungs afire with the raw power of the final note, so high and piercing that the cavern came alive with a host of Kral bats, their slumber broken by a tone unfamiliar even to their keen ears.

“Well done, savage bonesack. Well done indeed,” chuckled the being from beyond this world. “Phu’ghaq’ug approves of your performance and will gladly serve your will in humility and good faith. Tell us now your wishes, and do please provide us with something to soothe our throats. Travel from our far home is so… drying.”

Sharuthua / Lifeblood 8 / Hero Points 5 / Arcane Power 14
Attributes: Strength 0 Agility 1 Mind 1 Appeal 2
Combat Abilities: Brawl 1 Melee 1 Ranged 0 Defense 2
Careers: Priestess 2, Sorcerer 2, Warrior 0, Farmer 0
Boons: Magic of the Sorcerer Kings, Power of the Void
Flaws: Delicate, Poor Recovery
Languages: Nogolothian, Low Speech, Star Tongue of the Elds
Equipment: Dagger (d3), Staff (d6-1)

Naqugol / Lifeblood 14 / Hero Points 5 / Arcane Power 10
Attributes: Strength 2 Agility 1 Mind 0 Appeal 1
Combat Abilities: Brawl 1 Melee 2 Ranged 0 Defense 1
Careers: Warrior 2, Priest 1, Hunter 1, Sorcerer 0
Boons: Quick Recovery, Hard to Kill
Flaws: Country Bumpkin
Languages: Nogolothian
Equipment: Spear (d6), Light Armor (d6-2)

Phu’ghaq’ug (Greater Demon) / Lifeblood 30
Attributes: Strength 3 Agility 1 Mind 4 Appeal 4
Combat Abilities: Brawl 4 Melee 2 Ranged 2 Defense 4
Demonic Powers: Speech, Sorcery (AP 20), Appeal, Telepathy
Attacks: +3 w/ strike (d6) or as weapon
Protection: 1d3 (iron-like hide)

Phu’ghaq’ug, called The Singer from Beyond, is a demon capable of living in – manipulating the arcane energies of – Nogoloth. Its normal appearance when summoned is of an attractive human man – typically in exceptionally fine clothing – with an effete affect. What marks Phu’ghaq’ug as otherworldly is the extra length of its otherwise human-like head, which accommodates the creature’s two additional mouths. Each mouth speaks with the same voice in a different register (bass, baritone, and tenor). The mouths typically speak in unison, though it is possible for them to communicate independently. Phu’ghaq’ug prefers not to do this, however, because it is deeply in love with the sound of its own voices

Phu’ghaq’ug is typically sought out by savage tribes and primitive sorcerers to serve as a weapon against the more civilized cultures. Whether its powers are employed in defense or aggression it cares not, so long as its taste for human blood is slaked.

The Clockwork Turtle of Askerion

Wherein your humble scribe presents three Barbarians of Lemuria characters and a monster he put together on a whim, for use in his own (highly-derivative) Kaalmuria setting.

The Zaaric enchantress lay nearly lifeless on the deck, her skin sickly green from the rolling of the ship upon the churning waters. The captain and his first mate discussed their situation, speaking in a language their were fairly confident the witchwoman did not comprehend.

“She’s already paid us half, and we’ve been at sea for three weeks with nothing else to show for it,” the Kellman said in his heavily accented Geiric. “I say we dump her over the side and sail on.”

“Are you mad?” asked the great northern barbarian. “I’ll not have my ship haunted by the ghost of a witch who was murdered at sea.”

“You don’t understand how much trouble this one is, Lorm. You don’t speak her language. She’s constantly going on about how she’ll sail to the ends of the earth to find this Askerion fellow. She’s not going to give up, and thus we’re going to be stuck with her for a very long time. Her contract is ironclad. The ship is hers until we find whatever it is she’s looking for. Or until she dissolves the contract. Or dies.”

“You’re the one who didn’t catch that particular hook, Olbraigh. This is your fault, not mine. And it’s my ship, and it will not be haunted by a witch’s soul!”

Sandris / Lifeblood 10 / Hero Points 5 / Arcane Power 12
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Brawl 0 Melee 0 Ranged 2 Defense 2
Careers: Sorcerer 2 Scholar 2 Artificer 0 Merchant 0
Boons: Learned (Flora & Fauna), Sling Master
Flaws: Landlubber
Languages: Zaaric, Kellic, Lirian, Thaxian
Equipment: Zaaric Mace (d6), Zaaric Sling (d6-2)

Lorm / Lifeblood 13 / Hero Points 5
Attributes: Strength 3 Agility 0 Mind 0 Appeal 1
Combat Abilities: Brawl 1 Melee 3 Ranged 0 Defense 0
Careers: Barbarian 1 Pirate 3 Thief 0 Soldier 0
Boons: Spear Fighter, Thick Skin
Flaws: Distrust of Sorcery
Languages: Geiric
Equipment: Geirbjornhaller Great Spear (d6+2), Axe (d6), Very Light Armor (d3-1)

Olbraigh / Lifeblood 11 / Hero Points 6
Attributes: Strength 1 Agility 2 Mind 1 Appeal 0
Combat Abilities: Brawl 0 Melee 2 Ranged 0 Defense 2
Careers: Thief 2 Pirate 2 Scholar 0 Physician 0
Boons: Carouser, Marked by the Gods
Flaws: Poor Eyesight
Languages: Kellic, Zaaric, Geiric
Equipment: Kellic Broadsword (d6), Light Armor (d6-2), Shield (+1)

The Clockwork Turtle of Askerion / Lifeblood 40
Attributes: Strength 5 Agility -1 Mind -2
Combat Abilities: Defense -1 Protection 1d6+2
Attack with Bite +1; 2d6