Category Archives: Games

T&T: The Expert Class

As I’ve mentioned before, I’m not exactly new to Tunnels & Trolls, but I’m also not well-versed in it. I can probably count the number of games of it I’ve played on one, maybe two hands. But those games stretch back to the early 80s. Regardless of my general lack of grounding in the game, I have often – especially lately – been drawn to its strange combination of depth and simplicity. It seems capable of a wild & woolly richness that I think can be applied to other, less “fighty” genres quite well. So as I try to shake this weird, undefined psychedelic science fiction setting out of my head (where it’s clinging, like water in the ear) I keep finding myself thinking that T&T might be the engine to drive it.

To make T&T work for my (admittedly rough) concepts, which are informed mostly by things like Space: 1999, Moon, 2001: A Space Odyssey, and some of Samuel R. Delany’s books (Nova and Babel-17 especially) I need a class that isn’t really found in T&T: one that represents the highly-trained (or naturally gifted) scholar/scientist/expert/engineer/etc. One could arguably accomplish this with the Citizen class (in 7.x), but as written the Citizen just sucks too much for regular play – especially when compared to the other classes (as it should, since it was intended to).

So what I’m proposing is a class I’ll call the Expert. This class should excel at knowledge-oriented things, so their “special ability” is the rapid acquisition of Talents. For this setting I’m going to likely allow other classes (at least their Human members, if other races crop up) to begin with two Talents. Therefore, in order to make the Expert stand apart, they’ll gain Talents at an accelerated rate early on. Here’s the Talent progression I have in mind:

  • 1st level: 3 Talents
  • 2nd level-5th level: 2 Talents
  • 6th level & beyond: 1 Talent

This means that the Expert will wind up having 5 Talents more than their less-skilled brethren once they reach 5th level, and stay that way thereafter. That seems like enough of an edge without being too fiddly or encumbering. Further, the “bonus talents” (those over and above what other classes would earn at the equal level) can never be “worth” less than a +3 rating. Those talents, however, must represent some kind of non-combat-oriented knowledge or skill.

Where I’m hitting a roadblock is how to have these guys perform in combat. Clearly they’re not Warriors, so they definitely don’t get any kind of armor bonus (or attack bonus, in 7.x). But I also don’t see them as uniformly unfighty as Wizards or, god forbid, Citizens. So I think I’ll just let them have normal Combat Adds (like Rogues and Specialists). Still, I’m not sure that this doesn’t overpower them somehow. So I’m open to suggestions.

Since this is all pretty clearly for T&T 7.x, I should note that the “Level Attributes” for the Expert are: INT, DEX, LK, and CHR. Those seem the most reasonable, but two of those are also Combat Adds stats, so I worry a little about pushing these guys too hard in the combat direction. PSI (which is just Wizardry renamed), STR, CON, and SPD definitely don’t fit the archetype, though. So I guess I’ll run with it.

Anyway, here’s a quick trio of Experts who find themselves in a strange new world. Let’s hope all that fancy book learnin’ helps them survive.

Gauthier M / Expert / Human / 1
STR 12 CON 7 DEX 9 SPD 10
INT 15 PSI 9 LK 9 CHR 9

Height 5′ 11″ Weight 170 lbs.

Adventure Points 0
Combat Adds +0

Talents Linguistics (+6), Poetry (+5), Fencing (+3)
Languages More than a few

ElectroPistol (4+4), Woven Techsuit (6)

Declercq G / Expert / Human / 1
STR 11 CON 6 DEX 14 SPD 14
INT 15 PSI 5 LK 10 CHR 10

Height 5′ 11″ Weight 170 lbs.

Adventure Points +4
Combat Adds

Talents Physics (+4), Archaeology (+3), Stardrive Engineering (+6)
Languages More than a few

ElectroPistol (4+4), Woven Techsuit (6)

Rieux A / Expert / Human / 3
STR 8 CON 14 DEX 8 SPD 8
INT 32 PSI 13 LK 10 CHR 11

Height 5′ 11″ Weight 170 lbs.

Adventure Points 0
Combat Adds −3

Talents Star Piloting (+3), Trick Shooting (+6), History (+6), Literature (+2), Chemistry (+4), Persuasion (+4), Chess (+4)
Languages Freaking All Of Them

ElectroPistol (4+4), Woven Techsuit (6)

The Lost Expedition Of Martin Hidalgo

Wherein your humble scribe presents three characters and a monster for Tunnels & Trolls. I believe tapas is in order…

In the late summer of 1526 the Spanish explorer Martin Hidalgo Guadalupe Ramirez y Sanchez set sail for Hispaniola from Seville with but a single caravel (the Santa Inez) and a small number of men, which was all the dwindling fortunes of his family could afford. The ultimate goal of the Hidalgo expedition was, of course, to discover as much information about (and plunder as much gold from) the New World as possible. The ship and its crew never reached Santo Domingo and was presumed lost at sea. At the time it was theorized that the ship may have encountered Hurricane San Francisco, which later caused significant damage across Hispaniola.

The tragic loss of he expedition would likely have faded into history but for the “reappearances” – three in total, spread out over the course of more than a century – of men who claimed to be survivors of the ill-fated voyage of the Santa Inez. The first of these men, a middle-aged Spaniard who called himself Juan Albano De Urquiza, “reappeared” in Madrid in 1539, telling tales of a terrible storm that “swept the Santa Inez into the skies themselves” and her safe arrival upon shores where “the snakes walked like men and devils mined gold from the earth.” De Urquiza expired from an unknown illness shortly after telling his tale to a number of sailors at a dockside taverna in Málaga.

The second reaparecido surfaced in 1588 in London. Upon his deathbed, Theodorus Van Waerwijk – a wealthy Dutch merchant who had only recently set up shop in England, confessed to an unnamed Anglican priest that his vast fortune came not from hard work but from the hands of snakes and devils he met “after Saint Agnes delivered me to that other world.” So vivid were Van Waerwijk’s descriptions that the priest entered them into the church’s records as proof of the power of Satan over the minds of even the most righteous of men. How it came to be that these words appeared several times within a series of Irish broadside ballads in the 1790s is unknown.

The story of the final person to claim connection to the Hidalgo Expedition is perhaps the unlikeliest of all. In August of 1692, at the height of the Salem Witch Trials, a “deshevel’d and derrang’d man who spoketh both in tonnegues and in the language of the Portugal” appeared out of thin air on the streets of Boston. Jose Marcelo Teixeira, as he was finally identified, was at that time a mere 19 years of age, exhibited innumerable strange behaviors and is reported to have “called upone the names of demons and cast spelles of a magickal nature.” These accusations most certainly led to his inclusion amongst those who were hanged during that dark stretch. Before he was executed, however a sympathetic old sailor who had settled in Salem and spoke a small amount of Portuguese recorded several conversations with Teixeira, the written notes of which were discovered amongst the personal effects of some distant relative only within the past decade. In these notes, the terrified and tormented Teixeira details a land similar to that described by both De Urquiza and Van Waerwijk, including references to walking snakes and devils under the hills.

Juan Albano De Urquiza / Warrior / Human / 1
STR 10 CON 13 DEX 11 SPD 16
INT 13 WIZ 12 LK 11 CHR 12

Height 5′ 11″ Weight 170 lbs.

Adventure Points 0
Combat Adds +3

Talents Navigation (+4)
Languages Spanish, Hissanthi

Cutlass (3+3), Dagg (5+15), Cuirass (10), Open-face Helm (4)

Theodorus Van Waerwijk / Warrior / Human / 1
STR 10 CON 10 DEX 8 SPD 11
INT 17 WIZ 10 LK 14 CHR 8

Height 5′ 1″ Weight 250 lbs.

Adventure Points 0
Combat Adds +2

Talents Trading (+3)
Languages Dutch, Spanish, English, Hissanthi

Gladius (3+2), Arquebus (8+30), Cuirass (10), Open-face Helm (4)

Jose Marcelo Teixeira / Paragon / Human / 2
STR 15 CON 16 DEX 13 SPD 12
INT 21 WIZ 15 LK 15 CHR 14

Height 5′ 8″ Weight 180 lbs.

Adventure Points 0
Combat Adds +7

Magic Will-o-Wisp, Got A Match?, Psychic Compass

Talents Seamanship (+4), Singing (+1)
Languages Portuguese, Spanish, French, Hissanthi

Broadsword (3+4), Buckler (6), Cuirass (10), Open-face Helm (4)

Hissanthi

Monster Rating: 30-130
Combat Dice: 4d6+15 to 14d6+65
Special Damage: 1/2 – Hissanthi are vicious fighters; 4/Poison Bite – Hissanthi possess a caustic venom that does 2d6 damage directly to Strength (no armor) if it is delivered.
Special Abilities: The scaly hide of Hissanthi acts as 5 point armor.

Hissanthi are the snake-men native to that other world where the Lost Expedition of Martin Hidalgo found themselves after the Santa Inez was lost at sea. Some Hissanthi know a few spells, but mostly they are not given to magic use.

Children Of The Void (A BoL Adventure)

Once again the mighty G-Man, the author of the wildly popular dark fantasy Barbarians of Lemuria adventures The Unholy Greyl (30845 downloads ) and The Sea Devil's Debutante (26371 downloads ) , takes us to new levels of Lovecraftian terror with:

Children Of The Void (22336 downloads )

Under bright skies, the silted harbor of Skara-Issk glitters along her rotting wharves and ruined avenues. But the eye is drawn west, upwards, towards the massive tower that served as lighthouse back when ships’ prows cut the waters of the bay. Come nightfall, the tower’s apex flares with a brilliant bluish-white that no hand tends, and no fuel feeds. Who can say what the lighthouse of Skara-Issk guides now . . .

In addition to the adventure itself, G-Man gives us a nifty magic item, a bunch of cool spells, and a terrible new type of foe. And, as before, he’s literally giving it away! That’s right, people. No money down, no money ever! So why not download Children Of The Void (22336 downloads ) ? The 200+ folks who downloaded The Unholy Greyl (30845 downloads ) and The Sea Devil's Debutante (26371 downloads ) (each!) can’t be wrong!

BRP Characters: The Greek Resistance

Wherein your humble scribe presents a small group of lightly-statted NPCs for use with Basic RolePlaying.

Iorgos Vassilides and his compatriots are a group of Greek resistance fighters recruited to help November Company with a series of raids against the occupying Nazi army. Vassilides and company are more than happy to assist, thanks in no small part to the better equipment and food provided by the Allies.

Iorgos Vassilides
STR 18 CON 14 SIZ 15 INT 12 POW 10 DEX 10 APP 12 HP 15
Rifle 45% (1d8), Revolver 40% (1d6), Brawling 55% (1d3+1d6), Knife 35% (1d4+1d6)
Skills: Command 35%, Demolition 15%, Dodge 45%, K: Greek Mountains 85%, L: English 20%

Apollo Papasotiriou
STR 10 CON 16 SIZ 11 INT 15 POW 11 DEX 16 APP 12 HP 14
Rifle 75% (1d8), Revolver 55% (1d6), Brawling 35% (1d3), Knife 35% (1d4)
Skills: Climb 55%, Demolition 15%, Dodge 55%, Hide 35%, L: English 10%, Spot 75%, Tracking 35%

Martinos Papasotiriou
STR 16 CON 13 SIZ 17 INT 11 POW 13 DEX 13 APP 9 HP 15
Rifle 50% (1d8), Revolver 45% (1d6), Brawling 50% (1d3+1d6), Knife 35% (1d4+1d6)
Skills: Bargain 35%, Demolitions 40%, Dodge 35%, Fast Talk 40%, Insight 25%, L: English: 10%, Slight of Hand 45%

Isidoros Cosmatos
STR 16 CON 15 SIZ 9 INT 13 POW 16 DEX 11 APP 16 HP 12
Rifle 40% (1d8), Revolver 35% (1d6), Brawling 45% (1d3+1d4), Knife 65% (1d4+1d4)
Skills: Dodge 40%, First Aid 55%, K: Greek Cities 65%, L: English 55%, L: German 30%, Listen 55%, Medicine 25%

The New Phonebook Is Here!

BRP Hardback Cover
Actually, it’s not the phonebook. It’s the new Basic RolePlaying hardback. But it weighs as much as a phonebook. And it’s yellow, too.

The interior pages are, as has been reported elsewhere, slightly glossy, but not excessively so. The hardback is, indeed, hard and seems like it will hold up well. The binding appears to be aces and should last for quite a long time indeed.

Also, a cursory glance of the book shows that the key errata from the original print run have been included.

All in all, I’m utterly delighted that Chaosium decided to do this print run in hardback and that I was able to put together the scratch to nab a copy. My original run softcover is still in solid shape, but now I can feel free to beat it to a pulp at the table, comforted by the knowledge that come what may, the shiny, sturdy hardcover will be with me for decades.

The key with this print run is, as before, the content. BRP remains my go-to system for actually running games. As much as I love Barbarians of Lemuria and its relatives, my players just prefer a bit more crunch in their gaming. BRP provides that. And fortunately, this flavor of BRP leans towards the lighter implementations as found in Elric!/Stormbringer (i.e., major wounds instead of hit locations, DEX ranks rather than Strike Ranks, etc.), which means I can still get by as a GM with minimal notes and precious little advanced planning. And that suits me just fine.

Dogs Of W*A*R: The Gospel Of Lorraine

So, despite having downloaded it months ago, I finally actually started to read Barbarians Of Lemuria relative Dogs Of W*A*R over the weekend. This delay is probably because I’m not actually all that big into the 80s-era men’s action fiction genre. I didn’t read Mack Bolan novels when I was a kid, nor did I much care for the A-Team or other entertainments in that style. So while I was quite interested to see what Simon himself did with the BoL engine in the name of guns & “modern” action, I just hadn’t gotten around to giving DoW a read yet. My mistake!

You see, even though the basic game is pitched at precisely those notes that don’t sing to me, there’s a little Alternative Settings section at the back of the book that includes an entry called Misfit Platoon, which just happens to list Kelly’s Heroes, Dirty Dozen, and Rat Patrol as its inspirations. Those sound familiar to anyone? Yep, those are pretty much the exact inspirations for that whole November Company concept I was on about previously. And though I know that if I ever do get around to running something like that my players will have fits if I don’t use Basic RolePlaying as the system, I can’t help but think that the concept and the BoL/DoW rules would be perfect for the concept.

As noted before, thinking in BoL comes easily to me. And with the assistance of my handy dandy BoL-to-BRP Conversion Guidelines I’ve got no reason not to indulge my own love of said elegantly simple system.

In the meantime, to give DoW a spin, here are a quartet of French Resistance fighters done up in DoW, which seems to fit the idea of a WWII scenario focusing on the exploits of this kind of group quite well.

Yves “Mathieu” Xavier

A former mid-level minister in the pre-Vichy government, the devout socialist Yves Xavier has vowed to fight the German occupation of France to his last breath. Yves still has access to much of his family’s fortune, which he uses to fund the operatives and soldiers he has recruited into his personal resistance cell.

Essences
Lifeblood 12
Hero Points 3

Attributes
Strength 2
Agility 0
Mind 1
Appeal 1

Combat
Brawl 2
Melee 0
Ranged 2
Defense 0

Background Political

Careers
Leader 2
Soldier 1
Administrator 2
Sapper 1

Boons
Paper Pusher
Wealth
Current Affairs

Flaws
Womanizer

Languages
French, German, Italian, English

Equipment
Heavy Pistol, d6+1

Isaak “Marc” Lunel

A young Jewish man from the the Pletzl (in the Marais district of Paris), Isaak Lunel has spent most of his life in trouble with the law. And though he has no love for France itself, he is proud to fight against the Nazis’ presence in his homeland (and, by extension, their persecution of his people). If that means he must work alongside those who have seldom given him respect, so be it.

Essences
Lifeblood 11
Hero Points 5

Attributes
Strength 1
Agility 2
Mind 0
Appeal 1

Combat
Brawl 1
Melee 1
Ranged 0
Defense 2

Background Criminal

Careers
Fixer 2
Soldier 1
Sneak 2
Wheelman 1

Boons
Alert
Edged Weapons Specialist

Flaws
Ugly!

Languages
French, Spanish, German

Equipment
Knife, d3
Medium Pistol, d6

Lt. Jules “Luc” Severand

A survivor of the Battle of France, rescued in Operation Dynamo, Lt. Severand has returned to France to fight with the resistance against her enemies (both foreign and domestic). His painful shyness, though certainly a weakness, led directly to his development of an eagle eye with the sniper rifle.

Essences
Lifeblood 10
Hero Points 5

Attributes
Strength 0
Agility 3
Mind 1
Appeal 0

Combat
Brawl 0
Melee 0
Ranged 3
Defense 1

Background Military

Careers
Marksman 3
Soldier 1
Medic 1
Scout 1

Boons
Gun Specialist: Sniper Rifle
Tough Guy

Flaws
Socially Awkward

Languages
French, Dutch, German

Equipment
SMG, d6
Sniper Rifle, d6+1
Knife, d3

Olympe “Jean” Daux

The widow of a newspaper publisher who was executed by the Nazis for his refusal to run their propaganda after the invasion, Olympe Daux has vowed to avenge her husband and restore France to its rightful place as a free and democratic country. She doe not relish the battle, but she will do what must be done.

Essences
Lifeblood 8
Hero Points 5

Attributes
Strength 0
Agility 0
Mind 2
Appeal 2

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Background Business

Careers
Faceman 2
Soldier 1
Sneak 1
Sleuth 2

Boons
Contacts
Stylish
Fast Talker

Flaws
Slender
Phobia: Snakes

Languages
French, German, English, Russian, Greek

Equipment
Foil, d6
Knife, d3
Light Pistol, d6-1

The Basalt Bird Of Beq’Azir

Wherein your humble scribe presents three characters and a monster for Tunnels & Trolls. All of these are best enjoyed with some dates and hummus.

“And why are we climbing this damnable cliff again, wizard?” the brusque Bakir asked of his companion.

“We seek the Basalt Bird of Beq’Azir, of course!” the magician exclaimed, his voice unfazed by the effort expended in hauling his bulk up the mountainside. “It’s eyrie is known to lie atop Mount Rafeeda. The Scrolls of Sha’Qahir plainly state…”

Bassam’s discourse was – thankfully – interrupted by a screech that sounded more like stone on stone than it did the cry of a living thing.

“Na’asaad!” hissed their fellow climber, as she drew her short sabre from the jeweled scabbard at her delicate waist. “It would seem that the beast he seeks has found us instead.”

A rough black shadow streaked across the sky and turned to attack the party of miscreants who had dared to encroach upon its territory. The sun gleamed off the razor-edged talons as the creature gained speed.

“Quit crowding me, you stupid oaf! I can’t invoke the powers with that damnable dagger of yours dampening my magical mastery!” Bassam barked at Bakir, whose Kris was indeed interfering with the invoker’s incantations.

“Damn your twisting of God’s laws, wizard! I need room to fire this arrow!” the warrior retorted as he drew an arrow and took aim.

“Stop it, both of you!” commanded Bari’ah. “We have to work together if we’re going to survive this,” she continued in that ever-so-persuasive voice of hers. “Quickly now, Bassam, trade places with me – that should give you the distance you need. And it is plain to see that I will take up far less space than you, giving Bakir the freedom to use his bow. Insa’Allah, it will fell the bird before it reaches us!”

Bakir / Warrior / Human / 3
STR 30 CON 16 DEX 12 SPD 10
INT 6 WIZ 11 LK 15 CHR 7

Height 6′ 3″ Weight 220 lbs.

Adventure Points 0
Combat Adds +7

Talents Trading (+3), Survival (+1), Riding (+6)
Languages Desert Tongue (Barely)

Scimitar (4), Kris (2+3), Heavy Self Bow (5), Mail Armor (24), Target Shield (8)

Bassam / Wizard / Human / 2
STR 9 CON 14 DEX 12 SPD 10
INT 21 WIZ 14 LK 13 CHR 12

Height 5′ 10″ Weight 260 lbs.

Adventure Points 0
Combat Adds +1

Magic All 1st level spells, Find Object, Nohearums

Talents Falconry (+5), Psalms & Psayings (+3)
Languages Desert Tongue, Quite A Few Others

Dirk (2+1), Sling (2), Quilted Silk Armor (3)

Bari’ah / Leader / Human / 2
STR 7 CON 14 DEX 16 SPD 9
INT 12 WIZ 8 LK 15 CHR 23

Height 5′ 2″ Weight 90 lbs.

Adventure Points 0
Combat Adds +5

Talents Leadership, Astrology (+5)
Languages Desert Tongue

Short Sabre (3+1), Soft Leather Armor (5), Buckler (3)

The Basalt Bird of Beq’Azir

Monster Rating: 78
Combat Dice: 8d6+39
Special Damage:
3/Vorpal Blade – The razor-sharp talons of the Basalt Bird slash its foes most effectively
5/Oh Go Away! – The bizarre cry of the Basalt Bird panics its foes
Special Abilities: Fly Me – Despite its rocky nature, the Basalt Bird can, indeed, fly. Also, its stony hide acts as 8 point armor.

The Basalt Bird of Beq’Azir is a legendary creature spoken of in many myths and stories throughout the region of the Silver Desert. It is rumored that whosoever can capture the bird will be granted three wishes by the Lord of the Air as he bargains for the release of his beloved pet. Of course, wresting wishes from a demon is certain to ensure a degree of enmity that most mere mortals would rather avoid.

Traveller: The FitzLogan Gang

Wherein your humble scribe presents a group of characters for (classic) Traveller. All of these were rolled up by-the-book from Book 1: Characters And Combat and/or Supplement 4: Citizens of the Imperium.

For years Logan “Fitz” FitzLogan was one of the more notorious con men in the Claybourne Subsector, but he’s been straight ever since his last conviction was overturned due to technical issues surrounding the case. He was last seen traveling in the company of a couple of lovely graduate students and a retired Army Major with a thing for guns, but the Alliance Patrol keeps losing their tracer on him somehow. Surely that’s just a coincidence.

Logan “Fitz” FitzLogan
877596 Age 34 4 Terms (Service: Rogue)
Streetwise-2, Forgery-2, Computer-1, AutoPistol-1, Liaison-1, Carousing-2
Cr110,000

Natsuko Coats
8A69B9 Age 30 3 Terms (Service: Scientist)
Computer-3, Electronic-1, Dagger-1, AutoPistol-1
Cr51,000

Jennifer Rebryk
886CB5 Age 26 2 Terms (Service: Scientist)
Computer-1, Jack of All Trades-1, AutoPistol-1, Medical-1
Cr12,000

Maxwell Lozyk
A87768 Age 30 3 Terms (Service: Army, Final Rank: Major)
Rifle-1, SMG-1, Shotgun-1, AutoRifle-1, Carbine-1, Mechanical-1, Electronic-1, Air/Raft-1
Cr22,000

Adharma & Anjani Against Airi & Allies

Wherein your humble scribe presents two characters and two monsters for Tunnels & Trolls. These are best enjoyed with some saag paneer and a mango lassi.

“How many more days until we reach Dharamir, sister?” Adharma asked as he drew the kettle from the fire.

“Two, perhaps three days if we slowed by your incessant need to ask questions about the roots and berries we see along the way,” Anjani replied with a smile.

“So we shall be celebrating Kaashti in the midst of the jungle,” the warrior sighed as he poured the water over the leaves and spices he had prepared for their evening chai. “I fear that we will have little luck gaining an audience with Princess Jita Ramana, even though we bring news of her beloved.”

“You are likely correct, brother. The fate of Sash Rajeer…” her voice trailed off as she gave Adharma their mutually understood sign for complete silence.

In the middle distance an unearthly howling – like that of a dozen dying dogs – had sprung up. Anjani signaled for her brother to prepare for combat. They would soon have company of a sort that would not be interested in his recipes…

Adharma / Warrior / Human / 2
STR 15 CON 20 DEX 13 SPD 9
INT 11 WIZ 7 LK 17 CHR 10

Height 5′ 7″ Weight 170 lbs.

Adventure Points 0
Combat Adds +10

Talents Cooking (+2), Kalaripayat (+4)
Languages Kalaadhari

Tulwar (4+4), Kukri (2+5), Mail (24), Target Shield (8)

Anjani / Ranger / Human / 2
STR 14 CON 11 DEX 15 SPD 14
INT 13 WIZ 6 LK 11 CHR 20

Height 5′ 3″ Weight 110 lbs.

Adventure Points 0
Combat Adds +7

Talents Missile Mastery (+4), Ayurveda (+5)
Languages Kalaadhari, Ancient Vedic

5 Chakram (2), 2 Sickle Swords (3+1), Scale Mail (8)

Airi

“Those who see Airi face to face are burnt up by the flash of his eye, or are torn to pieces by his dogs…” – (Crooke, P.R.I., Vol. I., p. 262; Ethnologie du Bengale, p. 100).

Monster Rating: 66
Combat Dice: 6d6+33
Special Damage: 2/Call Flame – “the flash of his eye”
Special Abilities: Airi can fly and ignore all 1s rolled as damage against them.

Airi are the ghosts of those who died while hunting. They travel the world with a pack of spectral hounds, seeking out the living to visit some kind of vengeance upon them. Why would these spirits seek to punish innocent individuals who had nothing to do with their death? Because they’re insane, that’s why.

The Hounds of Airi
Monster Rating: 34
Combat Dice: 5d6+16
Special Damage: 1/2, The Hounds of Airi are truly vicious.
Special Abilities: The Hounds cannot be outrun by any normal being.

The Hounds of Airi are a ghostly pack of baying dogs with burning red eyes and dripping jaws.

Mini Six Character: Delacroix H

Wherein your humble scribe presents a Mini Six character he put together as an NPC for his own amusement, possibly for use in a future project.

There. There was. There was a noise. There was a noise when the starship shuddered; a noise like the scream of a broken rainbow. The experimental drive the scientists from Rice had developed interacted in some unexpected way with the resonance-dampening frame and shielding. By the time mission control aborted the launch everyone on the Cape had been blinded by the silver-sepia vision of a god astride the sands of an alien world. The pilot of the craft was nowhere to be found.

********

He. He was. He was alive. There was a noise when the starship shuddered; a noise like the cry of a newborn world. He could hear his own heartbeat and breathing echoing within the helmet that encased his sensory organs. His consciousness came and went; wrapped in heavy cotton when present, wrapped in black wool when gone. Sometime later he could hear the thoughtwords of several who stood above him, though he could not comprehend their meaning. The sour barks of the riding lizards, though, were clear, sharp warnings of the questionable intent of those who rode them. He waited, unmoving and yet uncannily aware. In time, the superstitious men turned and rode away. Unwilling to molest the god who had fallen from the Orgstone Sky.

********

It. It was. It was sunset. There was a noise above him; a noise like the shout of some raw bird’s terror. He stood looking out across the desert, unsure of where he was. Unsure of where he came from. The words on his clothing meant nothing to him. They were… familiar, but ultimately as alien as the world he now surveyed. He knew somehow that the night would be cold, but that his body would survive. His mind reached out across the sands and he felt the presence of those who would help him. He felt, too, the presence of those who would seek to do him harm. But he was not afraid; the fire that burned in the strange pistol at his side would convert them.

Delacroix H

Steel grey eyes that shine / Winter’s ghosts beneath his skin / Prophecy returns

Might 2D+2 Agility 3D+1
Wit 3D+2 Charm 2D+1
Skills: Dodge 4D+1, PsiPistol 3D+1, Poetry 4D+2, Psionics 4D+2
Psychic Abilities: ESP, Beast Tongue
Perks: Psychic
Complications: Stranger
Gear: PsiPistol (5D)
Static: Dodge 13, Block 11, Parry 8
Body Points: 28
Armor: Spacesuit (6)