Category Archives: Games

The Company Of St. Moldvay

Wherein your humble scribe presents a randomly rolled party for the freshly released PDF of Moldvay Basic D&D. They were all created with 3d6 for stats, more often than not in order. And, just because I’m loathe to give it up, they all have some snappy headgear. Will any of these brave adventurers survive their expedition In Search of the Unknown?

Brother Valdoric / Cleric 1 L
Headgear: Bishop’s Mitre
STR 14 INT 9 WIS 16 DEX 15 CON 12 CHR 10
HP 6 AC 3 Gold 20
Chain Mail, Shield, Mace, Holy Symbol
Cleric Spells: None

Skarl Stoneaxe / Dwarf 1 L
Headgear: Forest Green Bedouin Wrap
STR 18 INT 9 WIS 10 DEX 6 CON 10 CHR 7
HP 8 AC 5 Gold 16
Chain Mail, Shield, Hand Axe

Ikaria The Brash/ Elf 1 N
Headgear: Open-faced Plain Helm
STR 16 INT 13 WIS 7 DEX 16 CON 14 CHR 3
HP 7 AC 2 Gold 12
Chain Mail, Shield, Sword, Dagger, Long Bow, 20 Arrows
Elf Spells: Charm Person

Rolf Orlsson / Fighter 1 C
Headgear: Classic Viking-Style Helm
STR 15 INT 6 WIS 13 DEX 10 CON 13 CHR 14
HP 9 AC 2 Gold 17
Plate Mail, Shield, Sword, Dagger, Crossbow, 30 Quarrels

Dinty Dalgimmins / Halfling 1 N
Headgear: Bare, Showing His Mohawk
STR 11 INT 14 WIS 12 DEX 16 CON 11 CHR 12
HP 6 AC 5 Gold 10
Leather Armor, Short Sword, Dagger, Short Bow, 20 Arrows

Sareetha The Medium / Magic-User 1 N
Headgear: Bare, Showing Her Short, Stylish Haircut
STR 8 INT 16 WIS 9 DEX 9 CON 5 CHR 13
HP 2 AC 9 Gold 30
2 Silver Daggers
Magic-User Spells: Floating Disk

Gentleman Pete / Thief 1 C
Headgear: Fancy Top Hat
STR 8 INT 12 WIS 8 DEX 17 CON 14 CHR 12
HP 5 AC 5 Gold 29
Leather Armor, Sword, 2 Daggers, Silver Dagger, Short Bow, 20 Arrows, 2 Silver Arrows, Thieves’ Tools

Echo Chamber News Flash: D&D PDFs Are Back

In case you somehow miss the news in all of the other thousands of places where it has been (or will be) announced… PDFs of old D&D material (including AD&D, AD&D 2e, and more) are now available for legal purchase from RPGNow.

Apparently the titles that are currently available are only the first wave of releases and (many) more will be coming, so if you don’t see the thing you’re looking for, don’t despair just yet.

Now then, if you’l excuse me, I think I need to wander off and acquire a copy of Against The Giants.

Lynn Willis Has Passed

You’ve probably already read it somewhere else, but I thought I’d note it just in case…

Lynn Willis, one of the biggest of the big daddies of the entire Basic Roleplaying family of games has passed away.

Mr. Willis was, among countless important roles in the RPG industry, the co-creator of Call of Cthulhu, but his contributions to our hobby extend well beyond that august accomplishment. My sympathies are with his family and friends and my gratitude for what he gave us is sincere and immeasurable.

Rest in peace, sir.

And The Trolls Shall Be Born Again…

Wherein your humble scribe mentions a Kickstarer and presents a couple of characters and a monster for T&T 7.5.

By now you’ve undoubtedly heard about the Kickstarter for the new Deluxe Tunnels & Tolls. If not, click that link and learn all you could ever want to know about this project. There’s also more information available in this press release on the official dT&T blog.

It turns out that all of my dreams and plans for using any version of T&T last year fell through spectacularly (if by “fell through” I mean “I didn’t do jack to make them happen”), and I don’t imagine I’m going to do much with any version of T&T this year, either. But I am backing the Kickstarter because, well, I like T&T and enjoy the concept of seeing it live on – especially with the hand of Liz Danforth being involved once again.

So, being in a Trollish frame of mind at the moment, I thought I’d throw out a couple of T&T 7.5 characters and a monster for them to face off against. Go nuts with these if you have any inclination to do so. Otherwise, move along quietly and I promise to return this blog to its now expected, if still somewhat saddening, silence*.

Xal Balaq / Rogue / Elf / 2
STR 8 CON 5 DEX 14 SPD 18
INT 21 WIZ 8 LK 20 CHR 28

Height 6′ 4″ Weight 151 lbs.

Adventure Points 0
Combat Adds +15

Talents Roguery (+4)
Languages Elvish, Common, Dwarven, Hobb, Orc, Troll, and so on…
Spells Knock Knock

Cutlass (3+3), Kukri (2+5), Cuirboille (7)

Vorzt / Warrior / Human / 1
STR 16 CON 12 DEX 14 SPD 9
INT 7 WIZ 9 LK 11 CHR 13

Height 5′ 11″ Weight 170 lbs.

Adventure Points 0
Combat Adds +7

Talents Gambling (Luck +4)
Languages Common

War Hammer (5+1), Throwing Axe (3+2), Scale Mail (16), Kite Shield (12)

Plague Troll

Monster Rating: 60
Combat Dice: 7d6+30
Special Damage: 1/3 – Plague Trolls fight with a terrifying ferocity, doing 3 points of Spite damage per 6 rolled in combat; 6/Plague Infection – In rare cases, Plague Trolls can communicate their disease to non-trolls. Those who become infected suffer an immediate loss of 1/2 of their remaining CON. Plague victims take an additional 2 CON damage each hour (unless an L3SR on CON is made) until they expire. Natural healing does not replenish any CON lost to the disease. Only a casting of Healing Feeling will cure the Troll Plague.
Special Abilities: Plague Trolls are desiccated and lack significant meat on their bones – thus cutting, slashing and stabbing weapons are less effective against them. Treat Plague Trolls as having 4 points worth of armor against these types of weapons. Unlike healthy trolls, Plague Trolls do not regenerate damage – their regenerative properties are too busy keeping them alive to heal them of any damage within the timeframe of a combat.

Plague Trolls are trolls that have contracted a hideous wasting disease yet refuse to die. They look like regular trolls that have shriveled and shrunken away to nearly skeletal creatures. They are quite mad and easily enraged – the disease has accelerated their metabolisms, making them far quicker than healthy trolls – and are known to actively seek death.


*For those who care, I’m still not feeling the mad drive to create RPG stuff, though I am back on track with running my Dungeon Crawl Classics game. And the big Call of Cthulhu game I was in most of the past year and a half is starting back up shortly. And it looks like I’ll be joining up with what should be a long-term BRP fantasy game in the near future, too. So I’m gaming, just not writing.

Pixie As A Playable Race In BRP

Sometimes you just want to play as a Pixie. Well, maybe you don’t. But someone out there does. And while Tunnels & Trolls has always has Pixies as a core PC race, Basic RolePlaying games haven’t. Until now. So here’s my take on the Pixie as a playable race in BRP.

Pixies are small (6 inches – 2 feet tall), winged forest sprites who are often innately magical and occasionally take part in grand adventures, either as friends or foes. Most Pixies are shy, benign creatures who avoid humans and the other larger races outright. Some, though, can be malign tricksters or bold adventurers. When pressed into combat they will swarm their opponents, poking and slashing at them with tiny weapons that seldom result in more than a scratch on their own, but which can add up quite quickly. Some Pixies are even especially adept at attacking the more exposed and sensitive areas of larger opponents.

Pixies’ diminutive size and natural flying abilities make them very difficult to strike in melee and almost impossible to hit with missile weapons. And though their magical abilities are seldom of the directly harmful sort, they can often be used to confuse, mislead, and misdirect their foes.

Pixie, Winged Forest Sprites

STR 1d6+1 (4-5)
CON 3d6 (11-12)
SIZ 1d2 (1-2)
INT 2d6+6 (13)
POW 3d6+6 (16-17)
DEX 3d6+6 (16-17)
APP 2d6+6 (13)
MOV run-3, fly-6

Average HP: 7
Average Damage Bonus: -1d6
Morale: 55%

Armor: 1d4-1, Bark Armor & Acorn Helmets

Attacks: Spear or Sword 40%, damage 1d4+db

Skills: Dodge 75%, Fly 85%, Hide 65%, Language (Human) 35%, Language (Pixie) 65%, Listen 55%, Knowledge (Forest Lore) 45%, Sense 55%, Spot 55%, Stealth 65%, Track 35%

Powers: Pixies are almost always capable of at least a small amount of magic. Consequently, in most cases any individual Pixie should possess a minimum of 2-3 Sorcery or Magic spells, depending on which system is used in the game at hand. Spells that affect others’ perceptions are the most common kinds of magic known by Pixies. For Magic spells, skill levels will likely range between 45% and 65%.

Special: Pixies can fly via their natural wings. For game mechanics, refer to the Wings mutation on p. 110 of the BRP Big Gold Book. Pixies are treated as though they have the Major version of this mutation.

Some particularly martial Pixies may possess the Pixie-Fu (Martial Arts) skill, representing their ability to strike at less well-protected areas due to their size and maneuverability. Personally, I’d recommend allowing PC Pixies to have access to this skill during character creation (though I’d keep the maximum initial value for the skill on the low-end, say, 25% tops), to enhance their playability in combat-heavy settings.

Dungeon Crawl Classics Is Fun

So I’ve been running a game for some friends in Dungeon Crawl Classics. And you know what? It’s been quite a good time. Actually, it’s been one of the better games I’ve been able to run in a long while.

Before we go any further, I should point out that the book itself is so jammed full of incredibly enjoyable old school style art that it’s a joy just to flip through the thing. With full-page mood-establishing pieces alongside 1e AD&D Dungeon Masters Guide type humor spot cartoon bits, and plenty of smaller illustrations throughout, the book is basically a masterpiece of RPG art. In fact, it was seeing all of the illustrations in the PDF that caused me to snap and buy the physical book. The players (below) have all remarked favorably on the art as well and at least one of them picked up a copy of the book because of it as well.

Who’s Playing

The group consists of me as GM and three players, Lomax, Parker, and Saul.

Lomax is a dear, close friend I’ve gamed with off and on for 20-odd years. He’s not a serious RPG player when compared to dorks like me who read and write about RPGs with some (varying, of late) frequency. But he’s been around the block more than once.

Parker is a great guy and a good friend of the past 10-ish years who is a serious RPG player. He’s the one who was running the Call of Cthulhu game for the past year. We’ve played in quite a few things over the past five years and he really digs into the meat of gaming.

Saul is a relative newbie, both to RPGs and to my circle of friends/players. He’s a bright guy who really gets into the spirit of muderhoboism, which isn’t necessarily what DCC is about, but it fits.

High Tech Fun

I’ve been running the game almost exclusively from my tablet, referencing the rules and adventures electronically. All three players have also purchased the PDF and have it on their tablets at the table as well. Several of us have also been beta testing the very handy Crawler’s Companion by Purple Sorcerer Games. Most of the 0-level characters we’ve used were generated using the 0-Level Party Generator, also from Purple Sorcerer. Those not-cheap physical books are getting plenty of use, too.

About Those Funky Dice

One of the complaints I hear (and had myself back when DCC was in beta) was that it required the funky Zocchihedron dice (d3, d5, d7, d14, d16, d24, d30). In practice you don’t really need these, since those number ranges can be pretty easily reproduced using standard dice and clever rolling. But I sought out a set of the funky dice because I’m a dice nut. And they’ve been fun to have. They get shared around the table as need be and it’s not been a problem.

Oh, speaking of dice, I’ve done all of my combat rolling in the open and I’ve enjoyed it. Actually, most of the rolling (except for rolls to notice secret doors and stuff) has been in the open. This is pretty contrary to how I’ve played for the last 30-odd years, but it’s worked well within the context of DCC. I won’t likely import that behavior to other games, but here and now, that’s how I roll (pun intended).

The First Session – The Funnel Under The Stars

Dungeon Crawl Classics RPG
After a bunch of dithering on my part – because I wasn’t terribly interested in the funnel and wanted to get straight to the nifty class mechanics like Mighty Deeds of Arms and Corruption and such – and all three players expressing a desire to give the funnel a try (Parker in particular was hot for it, but Lomax sold me on the move with his observation that it shook things up and made the game more improvisational), we went with the dreaded 0-level funnel of death. And I’ll be the first to admit that it was very enjoyable.

I ran the group – with four 0-level characters apiece – through the 0-level adventure in the DCC book, The Portal Under The Stars. I won’t divulge anything about the adventure itself since there’s always a chance someone out there hasn’t played it yet and I don’t want to be the spoiler guy. But I will say that there were a reasonable number of deaths (mostly in amusing ways) and an unexpected amount of badassitude and heroism. They conquered the dungeon and escaped with four newly-minted 1st level characters among them (Lomax had two, Parker and Saul each had one): two warriors (Saul, Lomax), a dwarf (Lomax), and a wizard (Parker). We bashed through this relatively short adventure in about five or six hours, from rolling up characters to handing out experience and leveling up.

Observations On The First Session

  • None of the characters are particularly powerful in any kind of traditional D&D sense. I think the highest attribute on a surviving character is 16. There was a dude with two 18s, but he had only 1 hit point, and you can guess how well that worked out for him.
  • The luck of the dice, at least at 0- and 1st level, decides almost everything. The players aced what should have been the toughest encounter in the dungeon, with no fatalities and just a scratch or two, all thanks to a string of exceptionally lucky rolls. Then they lost a character to an absurdly unlucky roll in an easy encounter.
  • The above statement is true if there’s not a lot of planning and cleverness on the part of the players. Situations that are approached with caution and intelligence can generally be passed with a minimum of suffering. At least as long as outright combat is avoided whenever possible.
  • Completely random 0-level schlubs begin to take on personalities very quickly and people get attached to such characters more easily than you might expect. Some of this comes from working to keep characters with good stats alive so that they might live to level up. But, at least with these players, there’s a natural tendency to imbue even the weakest character with some semblance of life.
  • We used lego minifigs for laying out positioning and stuff for this session and it was great fun to see grown men moving their little dudes around and having them talk to one another like we used to do with action figures when we were kids. This was even more amusing when it was one guy making two of his characters argue.
  • I may never have had a more enjoyable first session of a game system or campaign than this one. It really was that much fun. The people involved were surely the meat of that, but the system didn’t cause any problems (as so many often do), so points for DCC there.

What Follows

The players, after surviving this adventure, have a goal. And that goal means they must leave their crappy little village and set out into the wilds in search of the witch who resides in the hamlet of Hirot (yes, that’s foreshadowing). Sessions 2 and 3 (and 4, though it hasn’t been played yet) see them beset by terrible swamp dragons and chased into an ancient, cyclopean ziggurat. They are joined on this journey by a few more recruits from their village, and rescue still more potential PCs captured by the denizens of the ziggurat within its walls.

I won’t say much more since this adventure (which is homebrewed, fyi) hasn’t wrapped up yet. But I will say that the game has continued to be fun even as the death toll has increased and the challenges have gotten more perilous. The leveled-up warriors and dwarf have succeeded in several Mighty Deeds of Arms and the wizard has cast a few spells to great effect. She (for it appears that Alfred is actually a woman) has also had to rely on Spellburn to cast a few spells that she would have otherwise lost access to due to failed casting rolls. So we’ve gotten to see a bit more of the DCC mechanics in action, and those game bits are truly gems.

Sadly, schedules have remained out-of-whack enough that the next session (wherein they should conquer the ziggurat, or die) is probably a couple of weeks out yet. But once they meet or defeat their fate, I’ll provide an update.

A Premature Conclusion

DCC is, as the title of this post suggests, fun. Big fun. Serious old-timey RPG fun. I’m still itching to see more of the game system in action, since we haven’t had an Clerics, Elves, Thieves, or Halflings make it to first level and start doing their special schticks. We’ve also only had a few meaningful fumbles, which as the GM makes me sad. But we’re getting there, and I’m very hopeful that we can continue this run long enough that the rest of the great tastes of DCC can be sampled.

In the meantime, I can say that you fine folks out there in RPG land could do a lot worse than DCC for your gaming experience. It’s definitely D&D in a lot of key ways (classes, levels, etc.), so if you don’t like that particular aspect of gaming then you’re not going to really appreciate DCC. But if you don’t mind such things (or even actively like them) then by all means give DCC a go. Just be prepared for deaths in the party and for the random nature of the game to be felt pretty strongly. I consider these things a plus, personally, but they’re definitely not for everyone (or even for me all the time).

Postscript

We’ve been playing to a soundtrack of quality hard rock and classic heavy metal. It hasn’t exactly been immersive, but it has (for me, at least) helped with the mood and spirit of the game. If nothing else, hearing Black Sabbath and Iron Maiden in the background helps remind me that this is a game that, in some ways, harkens back to how I played when I was a kid. Anything goes, life is cheap, and the next encounter could well be your last. Rock on.

Pulp BoL Bestiary: The Blood Tiger Of Boruna Kal

Wherein your humble scribe presents a couple of pulpy characters and a deadly foe done up in Barbarians of Lemuria/Dicey Tales style.

“So tell me why we’re here again, Doc,” O’Meara shouted over the roar of the rain that beat heavily on the thick vegetation just outside of the small outcropping that sheltered the doctor and his retinue.

“My patient, Abigail Plume, suffers from an advanced case of Jakarta Plague,” Doctor Shaw replied. “Her father, the newspaper baron Arthur Prescott Plume, has funded this expedition because my research has uncovered evidence that there is a variety of Neomarica gracilis that grows only here on Boruna Kal that contains a compound that I might be able to use to save Miss…”

“Did you see that?” O’Meara asked abruptly, taking the pipe from his mouth and squinting into the deluge. The other crewmen of the Joan de Geneville could tell their first mate was clearly agitated.

“See what?” replied the physician, annoyed by the interruption of his exposition.

“Out there. In the jungle. Something… big… just streaked by us.”

“Nonsense. The largest native fauna on Boruna Kal is a relative of Tamandua tetradactyla, which typically only measures two to three feet in len…”

A deafening roar cut off Shaw’s nascent lecture, as an enormous cat-like beast burst through the tree line, its coat a deep crimson lined with black and a malign intelligence reflected in its amber eyes. Before O’Meara could level his rifle the tiger was upon them, a blurred mass of claws and fangs. Its first strike knocked the sailor back into the stone wall, the lit pipe dropping into the damp leaves.

Chris O’Meara / Lifeblood 13 / Hero Points 5
Attributes: Strength 3 Agility 1 Mind 1 Appeal -1
Combat Abilities: Brawl 3 Melee 0 Ranged 0 Defense 1
Careers: Sailor 2, Mechanic 1, Soldier 1, Merchant 0
Boons: Born Sailor, Fist-Fighter
Flaws: Superstitious
Languages: English, Italian, Spanish, Irish Gaelic
Equipment: M1 Garand (D6+2)

Dr. Ryan Shawn, MD / Lifeblood 10 / Hero Points 5
Attributes: Strength 0 Agility 0 Mind 3 Appeal 1
Combat Abilities: Brawl 0 Melee 0 Ranged 1 Defense 3
Careers: Physician 3, Researcher 1, Socialite 0, Academic 0
Boons: Great Wealth, Well-Dressed, Natural Leader
Flaws: City Boy, Vain
Languages: English, Latin, French, German, Greek, Italian
Equipment: .32 Revolver (D6-1)

The Blood Tiger Of Boruna Kal / Lifeblood 25
Attributes: Strength 3 Agility 3 Mind 0
Combat Abilities: Defense 3 Protection 2 (tough hide)
Attack with bite +4; d6+3
Attack with 2 claws, +3 each; d6+1
(Attack with all three attacks at +2 each)

The Blood Tiger of Boruna Kal is tremendously large, twice again the size of the largest (non-extinct) big cat known to man. The Blood Tiger is a fearless combatant and is known to swim long distances, visiting different islands in the South Pacific in search of prey. The animal is profoundly averse to fire and will flee from any blaze larger than a torch or small campfire.

What Fresh Pao Is This?

Well howdy there, anyone who still happens to have Strange Stones in their RSS readers! Yeah. I know. Long time, no blog. I just haven’t had anything I felt compelled to share. But I have been gaming some, at least:

  • The year-plus Call of Cthulhu campaign I was playing in just went on hiatus after, well, more than a year.
  • The Dungeon Crawl Classics game I started up with some friends has made it through three sessions and the fourth is going to happen, just a little delayed because of work schedules and new babies and such amongst the crew.
  • Another guy I know is talking about starting up a 1st edition AD&D campaign that I’m leaning towards playing in.
  • Oh, and I got to play in a session of Mythic Iceland (BRP) that was pretty cool.

And since it’s now October I find my mind turning to:

  • The Chill/Ghostbusters thing I always want to run around Halloween but never do (and probably won’t again this year)
  • The Thanksgiving game I’ve run the past few years with my oldest of gamer buddies (but probably won’t this year due to some logistical stuff)
  • The half-dozen or more games I want to run, kinda sorta (but probably never will, for assorted reasons ranging from lack of player interest to lack of time in anyone’s schedule and beyond)

But hey, I’m gaming at least semi-regularly and that’s a good thing.

In Other News
The Sword’s new album comes out in just two weeks. And the advance tracks I’ve heard have been tasty. So that’s exciting.

And speaking of music, I’ve been playing a lot of bass lately (I’ve been playing bass almost as long as I’ve been gaming), having taken up with an absurdist jazz punk art noise rock ensemble here in Austin. We’ve even, in spite of the expected limitations of the genre, had a couple of actual gigs and there are at least a couple of additional shows on the horizon. And some recording that should actually lead to some kind of released album of some sort. So that’s a thing or two.

What Now?
Well, I’m not going to shut the blog down or anything. There’s stuff here that people keep finding and enjoying (the mighty G-Man’s BoL adventures, if nothing else). And really, who knows when inspiration will strike and I’ll have to start posting like mad again or risk burning up from the inside? So there’s not really an answer to the question I’m afraid. I just decided I should poke my head in and say hello, yes, I’m fine, thank you, how are you? So I did.

Cheers,
tvp

p.s. I’ve been trying to read a lot more of the Appendix N classics lately, too. Poul Anderson’s The Broken Sword is on my table right now. Just beneath it in the stack you’ll find Clark Ashton Smith, the smattering of Lovecraft I’ve never read, Beowulf, the recent non-Conan REH compilations, Vance, Moorcock, and more. Yay, books!

Echo Chamber News Flash: Starships & Spacemen Crowdfunding

In case you’ve missed it elsewhere…

Carry Out Missions in the Final Frontier!

The IndieGoGo project to fund the Starships & Spacemen Second Edition rule book is now live!

Starships & Spacemen was first released back in 1978, only the second science fiction RPG ever to be released.

This second edition of the classic game is compatible with Labyrinth Lord and Mutant Future. The best elements of the first edition have been kept–the classes and subclasses, the excellent starship rules, and the space adventuring rules. Classes, races, and abilities have been made more in line with Labyrinth Lord.

This second edition has elements that let you customize the style of play whether you prefer an “original series” feel, a “next generation” feel, or something in between.

You won’t be bogged down by an over-complicated and detailed galaxy. That’s one of the difficulties sometimes when trying to play in an established licensed universe. With Starships & Spacemen get just enough information to get going, and plenty of advice for designing your galaxy. Galactic space will be yours to customize.

Much like in Labyrinth Lord, in Starships & Spacemen you design your milieu. This is adventuring in space, not History 101!

Pledging at any level gives you access to the playtest draft and the playtest forums!

Because we all need something else to spend money on, right?

Mini Six Character: Brother Gregorius Moghan O’Seachnasaigh

Wherein your humble scribe presents an NPC for Anglia – the 100 Years War/Dark Fairy Tale England setting that occupied his fancy for a while, and is threatening to again. This character was built using straight the Mini Six rules, but if this ever winds up going anywhere I’m quite sure I’ll be building out a system that’s slightly more involved than Mini Six (but less so than full-on Open D6) from the various parts I have on hand. But that’s a topic for another day.

Countless messengers died to insure that word reached the Archbishop of Baile Átha Cliath that all was not right with the continental Church. Ever since the ascension of Pope Lucius IV – after the tragic (and suspicious) death of Pope Urban VI in 1378 – many questionable actions and decisions had come from the heart of Lucania. When the local Master of the Chandler’s Guild reported, in 1379, that orders from the continental Church’s representatives called for a drop of goat’s blood be added to each candle as it was being poured, the Archibishop began making his plans. And when news of the Gaulish invasion of Albion (at the urgings of Pope Lucius) arrived, that plan went into action. Stout-hearted monks from all corners of Hibernia were dispatched, in discreet numbers, to Albion and the continent. These pure souls were commanded to do what they could to uncover whatever dark secrets were driving this decidedly unchristian behavior and to assist those who resisted the disquieting papal decrees.

Brother Gregorius Moghan O’Seachnasaigh
Itinerant monk from an unnamed Hibernian monastery
Might 2D+2 Agility 2D+1 Wit 3D Charm 4D
Skills: Shillelagh 3D, Stealth 2D+2, Dodge 2D+2, History 3D+1, Language: Latin 3D+1, Magic 4D, Persuasion 4D+2, Diplomacy 4D+1, Streetwise 4D+1
Perks: Sorcerer
Complications: Personal Code (Servant of the Church)
Gear: Shillelagh 2D+1
Static: Dodge 8, Block 8, Parry 9
Strength Damage: 1D
Body Points: 27
Armor: Leather (2)
Spells: Bless, Heal