Category Archives: Games

Barbarians of Heavy Metal Design Diary 3

Editor’s Note: The content that follows was written by Nathaniel, the author of Barbarians of the Aftermath and the forthcoming Barbarians of Heavy Metal. The original post (and the comments thereupon) can be found here. I’m separating out the design diary portions themselves for easy indexing. -tvp-

PART 3: CAREERS
Ok, a short entry today, as the baby madness around the house is building to a crescendo that will only be nullified once the kid is born.

Here is the list of careers for BoHM. There are 24 in all, and not all of them are Metal enough name-wise, so I’m open to suggestions about names as well as new careers.

Assassin: Even in the 31st century, where being loud and brash is the status qou, there are those who forgo all of the killer noise for killer silence.

Barbarian: It’s a BoX product, so there MUST be barbarians. In the game, these represent pretty much everyone living on the very fringes of headbanger society on primitive worlds so far off the beaten path that planetary society regressed ever further back than the feudal age, to a time of barbaric tribes and clans (that’s right. I said it. The Clans in this universe are actually less advanced than their BT counterparts! Take that, FASA!)…

Beast Master: Somebody needs to be able to train all those rottweilers, snakes and pseudo dragons that headbangers buy to add to their metalocity. Oh, and they train beasts of burden as well, for those who want to be true ‘cowboys from hell…’

Dok: The medical arts are still necessary, although most Docs, as are most educated classes, are typically traveling monks from the ‘Great Church,’ typically because few headbangers have the patience to learn anything beyond basic field medicine.

Flyboy: Pilots of aero-fighters, aircraft that can also travel in space.

Groupie: Basically Courtesans.

Hunter: In a fuedal society, hunting is actually a main source of food. THe best hunters in the galaxy are the members of House Nugent.

Interrogator:Inquisitors, basically, with an extreme dedication to their particular Book of Rock. Their main function is to seek out those who ‘aren’t metal’ enough for their particular segment of the Rocktagon and punish accordingly.

Manager: These are the leaders of Titan Bands, officers of a sort with organizational skill in large scale battles who operate from command vehicles near the back of the line.

Mercenary: There are a ton of military bodies who owe no allegiance to anyone but the highest bidder.

Occultist: The Sabbathites in particular produce a number of mystics and cultists of old, dead religions. These religions are far cries from their antecedents, however, with rites and ‘traditions’ that are usually made up to make them more ‘Metal,’ such as biting the heads off bats or worshiping fictional monsters.

Priest: The ‘Great Church’ is the last bastion of the morals and codes of the ‘old days’ before civilization fell and was taken over by the headbangers. They still send missionaries out into headbanger society, and are actually tolerated for the academic and technical skills they bring with them, skills which are usually unavailable to headbangers or are of no interest to anyone with a truly metal outlook.

Raider: Pirates and planetary raiders are part of daily life in the petty kingdoms.

Roadie: Technical support crew for Titan Bands, they are skilled in construction, heavy equipment usage and drive support vehicles from trucks to tanks. They can repair just about anything that isn’t AdTek, including doing repairs on Titans.

Scavenger: There are those who have been shunned by society for any number of reasons, but typically for not being ‘metal’ enough. They may eventually return to the good graces of the metal community by proving their worth (usually at the cost of proving themselves more metal than somebody else, who takes their place in the scavenger ranks), but most die scavenging scrap and other supplies to sell to survive or join the Great Church, rejoining headbanger society as monks with a different calling.

Scholar: The Monks of the Great Church are the only ones with the patience to take on the more academic tasks that bore headbangers to tears. This is a catch all career that can be used for anything from Lawyers to Accountants to Programmers.

Scout: A combination of forward observer and spy. Sneaky and observant.

Slave: Scavengers are lucky they’re not slaves. Slaves are what prisoners of war become if they aren’t important or rich enough to be ransomed and the degrading life of a slave makes scavenging look like a worthy past time. The only way out of slavery is to escape and hope that you can find someone to take you in just to spit in the eye of your master, survive as a scavenger for a time until they can get back into society, or join the Church.

Soldier: These are the regular troops of the Great Houses and Petty Fiefs and Kingdoms

Tek: Only the monks of the Great Church possess the technical skills to repair AdTek, the lost tek of the ancients, although even they are unable to reproduce such technology and their skills are often shrouded in mysticism.

Titan Rider: The nobility of headbanger society, those who own or can operate these massive behemoths are, by definition, more metal than everyone else. The rock stars idolized by a society of rock stars.

Tradesman: This is a catch all category that allows one to take a career in basic trade skills, like leather working (leather being the preferred clothing of the 31st century second only to flame retardant spandex), farming (something so unmetal that its relegated to slaves) or vehicle detailing (which is how vehicles and Titans get their spikes, metal goblin faces and cool paint jobs).

Warlord: These are the rulers of headbanger society, usually by noble bloodline, who command anything from aa small army to a petty kingdom of linked star systems.

Warp Rider: The warp riders are all possessed of a rare psychic gift that allows them to ‘see’ disturbances caused by space-folds which allows them to steer a ship into hyperspace. They also have slight precognitive abilities which allow them to see a small way into the future, allowing them to plot a course over light years of distance. These individuals are usually identified in childhood and given to the Great Church who trains them in the extremely complex skills necessary for interstellar navigation so that they may keep interstellar commerce alive. As their gifts and skills strengthen they may make longer and longer jumps, and the most advanced Warp Riders, given the title of Navigator or Navigatrix, and can make jumps thousands of light years at a time.

Due to the strange time dilation effects of warp-jumping, most Navigators and Navigatrixes are often centuries older than they look and there are still a few that remember the great war…

Up Next: The Books of Rock…

Mini Six Characters: 1977 Lady Detectives

Wherein your humble scribe succumbs to the siren song of Mini Six once again. This time the fabulous Precinct ’77 mini-setting serves as the inspiration.

Laney Salyes brushed an errant strand of her long blonde hair back from her face and sighed slightly as she tried, again, to explain to the victim’s mother that the Department really needed to know if he had been back on the Horse before his unfortunate demise. Ramon Izquierdo had been a successful boxer a long time ago – “The Right Hook of Red Hook” they called him, 17-3-1 – but after throwing a couple of fights near the end of his career his reputation was shot and the only work he could find was as small-time muscle for the DiPioto Family. When Izzy the Hook, as the Family called him, turned up dead from an overdose, but with no track marks visible, Lt. Sayles and her partner had been called in to investigate.

“Mrs. Izquierda, really, we want to find out exactly what happened to your son. And we want to make certain that whoever is responsible faces justice. Now surely you can tell us just a few simple things…”

“No. I no talk to you,” the elderly woman in the doorway said. “Policia always give trouble my Ramon. Siempre preguntas, always pushing him. He was a good boy…”

Lt. Sayles drew a deep breath and prepared to try yet another angle when she heard her partner cough. It was the dry, fake cough that Marina used when she’d had enough of Laney’s good cop routine and was ready to charge in with her own, rougher, approach.

Lt. Torres stepped around her partner and took off her large, mirrored sunglasses, revealing the black eye she was still nursing from her sparring match against Dankowicz. That big dumb ox had caught her off guard with a weak but effective jab. In return, she’d dropped a quick combination that left him seeing stars. There weren’t many men in the Precinct who were still willing to take her on in the ring. She was a natural born boxer, after all; the daughter of Santiago “El Toro” Torres, the only man who had beaten Ramon Izquierdo in an unrigged fight.

“Escúcheme, señora,” Marina began as she launched into a forceful, rapid fire verbal assault in her mother tongue. “Sé que su hijo hizo algunas cosas malas, y yo sabía que tenía un momento difícil de la misma. Pero tienes que decirnos lo que necesita saber o más personas van a morir. Más niños como Ramón.”

As she spoke, tears began to well up in the old woman’s eyes and her chin began to quaver. Yes, Marina though, she’ll be singing in no time. I hate to make her cry, but Laney can smooth that over once we have the information we need.

Lt. Elaine “Laney” Sayles
Might 2D Agility 3D
Wit 2D Charm 4D
Skills: Brawl 3D, Dodge 4D, Drive 4D, Guns 4D, Investigation 3D, Good Cop 5D, BS Detector 5D
Perks: none
Complications: Bad Divorce
Gear: Badge, Handcuffs, Service Revolver (4D)
Static: Dodge 12, Block 9, Parry 6
Body Points: 30
Armor: none

Lt. Marina Torres
Might 1D+2 Agility 3D+2
Wit 3D+1 Charm 2D+1
Skills: Brawl 3D+2, Athletics 4D+2, Investigation 4D+1, Bad Cop 3D+1, Snitches 3D+1
Perks: Ethnic Background (Puerto Rican/speaks Spanish)
Complications: Bad Rep
Gear: Badge, Handcuffs, Service Revolver (4D)
Static: Dodge 11, Block 11, Parry 5
Body Points: 26
Armor: none

Barbarians of Heavy Metal Design Diary 2

Editor’s Note: The content that follows was written by Nathaniel, the author of Barbarians of the Aftermath and the forthcoming Barbarians of Heavy Metal. The original post (and the comments thereupon) can be found here. I’m separating out the design diary portions themselves for easy indexing. -tvp-

PART 2: BOOK BREAKDOWN
The next part of my typical Organizational Phase is to break down the contents of the book into a rough outline, which is listed below along with short descriptions of the contents of each section. The relevant names are in flux and will likely be replaced with something more metal as I go along.

Introduction:: The standard ‘What is this and how do you use it?’ section, including my usual admonitions to treat the rulebook as an inspiration, not a tyrannical overlord.

Setting:Unlike BotA, which was largely a game toolkit that helped you to create your own setting, BoHM has a dedicated setting and that requires some brief description of the universe in which our Heavy Metal Heroes wander. It won’t, however, be the overwhelming descriptive opus one typically finds in this case and only speaks of the universe in the most general terms for two reasons: first, there will be a lot of this information spread about the book in relevant sections (how starflight works will be covered in the Warp Ships chapter, for instance); and secondly, I still want the universe to be flexible enough to mould to the GM’s vision without too much effort.

Heavy Metal Heroes: The character generation chapter, with all new careers like the Titant Rider (mechwarrior), the Roadie (land vehicle and heavy equipment expert), the Groupie (courtesan), the Manager (leader of bands in battle) and the Warp Rider (star pilot). I’m still going through the various careers trying to change the names out for more ‘metal’ names, but that is a work in progress which I will discuss in the next segment.

New Heroic Backgrounds will be covered in the next chapter. I had thought about keeping them in this chapter, but as they are very important to the themes and structure of the BoHM universe, I moved them. You’ll see why in a second.

The Books of Rock: This section will have a very similar feel to the ‘clans’ or ‘classes’ of other games in that it describes the society of the future which is divided up on the basis of the ‘Rocktagon,’ a symbol of the eight divisions of Rock. Each of these divisions has a separate Book of Rock to represent it which details the Patron Saint of that style of music, the type of people that follow it and the behavioral strictures they abide by to be the purest examples of it (which allows them to claim things like ‘I’m more metal than you!’), Heroic Backgrounds based around band positions, rules for using that specific style of music in music duels (Licks, special advantages and disadvantages, etc.) and finally, the Great House that represents the largest kingdom representing that style of music in the universe.

And as if that were not enough, there will be an additional section for the ‘Posers,’ which is the name general society uses for those who play other forms of music (country, hip-hop, classical, etc.) besides Rock. These folks typically live on the fringes of the universe and typically act as mercenaries who are hired to disturb and annoy the enemy. I’m thinking of making a selection of ‘generic’ abilities that you can choose to create custom heroic backgrounds for these folks, but they have a very set series of Flaws that revolve around their difficulty in dealing with Headbanger society.

Rules: How to play the game, of course. Specifically…

The BoX System: The only major complaint that folks had about my previous book is that it required the core rules to use it. Well, as I’ve mentioned before, I was the first to make supplements for the system, and Simon and I agreed that it would be a good structure at the time to allow others to publish for the system while maintaining sales of the main book. Since that time, things have changed, however, so this game will have the complete rules inside! Huzzah!

Now, when I say complete rules, I mean those that fit this universe, so if you want sorcery rules ,you’ll still need the BoL:Legendary Edition still and if you want mutation rules, you’ll want to pick up a copy of BotA. But you will now have another option for a core book along with BoL, Legends of Steel and Dogs of WAR and the setting material is unique enough that it will still be a worthwhile purchase even if you have those other fabulous books.

Firearms: These will be a variation on the Aftermath rules, with Ammo Checks, multiple shots and PEN values. I’m still considering changes to these, however, so opinions are welcome.

The Sound & The Fury: One of the core concepts of the setting is that the introduction of sonic weapons in the distant past gave rise to the headbanger society that exists in the present and many of the rites and societal values are based around ones affinity with them. One of the main uses of these weapons is to ‘duel’ with the safeties off, proving your musical superiority to your opponent as you are killing them with it. These rules allow you to do that in a one on one, band vs band or mass battle situation.

Rides: New vehicle rules for land and air vehicles.

Heavy Metal: Rules for piloting Titans, 60 foot tall anthropomorphic killing machines which represent the best the battlefield has to offer. Including rules for the scarcity of parts and lost technology that makes them so expensive and rare on said battlefield.

Titan units are divided into ‘Bands’ with one Titan representing the ‘lead’ with a general all purpose weapon layout, an ‘axe’ with long ranged weaponry, and the ‘rhythm section’ consisting of a ‘bass’ with close ranged weaponry and a ‘beat’ which has heavy artillery and supporting electronics.

In terms of force representation, think OGRE, where there will typically be on ‘Band’ of Titans per company. I know this is more rare than original Battletech, but the idea is to keep the other elements of the setting interesting and in play, especially massed musical confrontations between infantry. Opinions are welcome on this…

Warp Riders: Rules for starships and interstellar travel base on the concept of warping space. I’ll detail more on this later, but the basic conceit is to have ‘singularity generators’ that link star systems by creating folds between them, allowing ships to slip through the intervening ‘hyperspace’ using the talents of Navigators and Navigatrixes who can see the folds in their minds eye and navigate the hyperspace in between through some strange psychic ability which used to be well understood but is now treated with mysticism.

This allows strategic positioning of systems to be important as linkages are typically line of sight and must travel between unobstructed space (no large masses like planets and suns). So defensible ‘kingdoms’ can be created by blockading the system linkages. These generators are lost tech and are never harmed by anyone for fear of cutting off space travel for good. Some areas, like the Earth, have already been cut off from the rest of the universe after the great wars destroyed all of the linkage points into their systems.

On a side note, I arranged the system of travel like this because I wanted starships to be able to fight freely, unlike the Battletech universe. So piratical raids and so on are an additional option for this universe.

GM Section: All therelevant stuff for a GM to run a campaign will be here, including random generators for NPC forces, Planets, Fiefdoms and Missions.

Also included will be alternate setting ideas, allowing you to add rules from the other BoL products to make an entirely unique version of the universe. Want to have the Sabbathites be actual sorcerors and their enemies the Christian Rockers to have the power of actual Priests? Then use the rules from BoL. Want there to be aliens and mutants in your universe? Use the rulers from BotA. Find out what happened to Earth by using the Setting generator in the same book. All of these and more will be listed as options for the main game.

Up Next: New Careers…

BoL Bestiary: Jaguar (Ocelotl)

Jaguars, called Ocelotl by the natives of Tlactoztlan, are large predatory cats that are nearly as powerful as lions and tigers. Their spotted coats make them difficult to see in their jungle habitat, a trait which plays well to their solitary nature and stalk-and-ambush hunting style. Their powerful jaws allow them to deliver a bite capable of piercing the sturdiest armor or even a human skull. These cats are highly proficient at climbing and are strong swimmers with little to no disinclination towards water. There are rumors of larger & more dangerous Ocelotl living deep within the jungle, though these tales are generally believed to be exaggerations, since anyone who encountered a “giant” jaguar would likely not have survived to report the encounter.

Attributes
Strength 2
Agility 3
Mind 0

Combat Abilities
Attack with Bite +2; d6+2 damage
Attack with 2 claws +2; d6-1 damage each
Attack with all three attacks at +1
Defense: 3
Protection: d2-1 (tough hide)
Lifeblood: 13

Barbarians of Heavy Metal Design Diary 1

Editor’s Note: The content that follows was written by Nathaniel, the author of Barbarians of the Aftermath and the forthcoming Barbarians of Heavy Metal. The original post (and the comments thereupon) can be found here. I’m separating out the design diary portions themselves for easy indexing. -tvp-

PART 1: IMAGERY
This is pretty much the first thing I get straight in my mind when I design a game. In the case of BoHM, there are a number of influences that I plan to mix about to get the right feel for a heavy metal universe with decaying tech and a feudal civilization:

Battletech: The basic idea behind the game is take the original BT game back to what I consider the ‘Good Ol’ Days,’ the dark age of technology before they started messing it up with the Clans, recovered tech, etc.

Dune: The David Lynch version of the movie was terrible for the most part (especially how people ‘thought’ things you could obviously see right in front of your blinkin’ eyes), but the costumes and set design were so friggin’ weird yet strangely compelling that I love the look of the whole thing.

Krull: Nothing says high tech, space-faring feudal society like Krull. In fact, I would say this is the ultimate D&D in space movie.

Heavy Metal – The Movie: I know its just cartoon porn for the most part, but certain parts of it blend music, sci-fi and fantasy so well, that I have not been able to shake the image of this movie out of my head for 30 years. It just smacks of late 70′s early 80′s music and imagery and is, thusly, the main influence for any book that relies on that imagery.

Warp Riders: I love this album as it is everything metal should be and it really speaks to the concept of piratical space raiders, heroic adventurers on mighty quests, and all the other mythical conceits that made the music of my distant youth so memorable. I plan to base some of the background around some of the concepts from this album, including adding a Warp Rider career, using the term Navigatrix for female ship captains and taking warp fold theory as the basis for interstellar travel. If I can get their permission, I might even detail Acheron as a planet.

Brutal Legend: Heavy Metal warriors on mythic quests, driving the Heavy Metal version of tanks and using music to melt the faces off of their enemies. Nuff’ said.

Every Fantasy and Sci-Fi Cover from the Seventies: This is the imagery of my youth. It wasn’t always precise or even technically competent, but the covers of 70′s paperbacks were always able to stir my imagination and transport me to other strange and fascinating places, even if they had nothing to do with the stories in the books themselves. They were always weird and defied the common perception of what space travel or fantasy should look like, the kind of stuff that inspired OD&D not the insipid, overdone half-anime art that dominates the modern market and informs 4E.

Every Album Cover of the Seventies and Early Eighties: Look inside the jacket of Led Zeppelin IV and try not to be transported. Look at the cover of Bat Out of Hell. It is way out of tune with the music, but the imagery tells such a story! And who can think of Iron Maiden without alson thinking of Eddie coming out of a grave or all Cyber-ed up and travelling time? Many of the Rock artists of this period seemed to spend more time and attention on their album covers than their music, but the results were mind blowing in so many cases and well worth the one song you purchased the entire album for.

These are the sights and sounds that will inform BoHM. And C7 and I are currently looking into hiring an artist who can truly realize this sort of imagery all mixed together. My first choice is a fantastic artist whose art fille the early Battletech and Shadowrun books of the eighties: Jeff Laubenstein. Let’s hope we can get him.

Next Up: Book Breakdown…

A Dangerous Foe: Chalchiquahchimal

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

A respected general in the army of King Cuhuitlazcaltiacapan, Chalchiquahchimal serves with pride and honor, bringing great glory to Tlactoztlan. As commander of an elite cadre of Eagle Knights, Chalchiquahchimal drives his men to their limits of endurance, leading by example and fearing no foe. Honored with the Jade Eagle Shield by the King for his efforts against an invading outlander army, Chalchiquahchimal is, outwardly, the model of of a perfect soldier. But looks can be deceiving…

During that great conflict Chalchiquahchimal came into possession of a number of outlander texts, which he deciphered with the help of a prisoner he (mostly) spared from torture. These writings opened the general’s eyes to different visions of the world and through them he came to view the ruling class with disdain. In short order Chalchiquahchimal began to develop a vision for Tlactoztlan wherein the warrior caste, lead by his own hand, would rise up and take control of the country, enforcing order and discipline on the decadent people of the lost valley and, eventually, traveling forth to conquer the outlanders themselves. Though he keeps his contempt in check, Chalchiquahchimal becomes bolder and more open in his attempts to wrestle power from the King with each passing season.

Like all Coztli (the warriors of Tlactoztlan), Chalchiquahchimal wears a headdress comprised of yellow parrot feathers, with his own right-of-passage blood red Quetzalcoatl feather at the center.

Essences
Lifeblood 15
Villain Points 5

Attributes
Strength 3
Agility 2
Mind 1
Appeal 2

Combat
Brawl 2
Melee 3
Ranged 0
Defense 2

Careers
Warrior 3
Soldier 3
Torturer 1
Scholar 1

Boons
Hard-to-Kill
Strength Feat
Keen Eyesight

Flaws
Distrust of Sorcery
Arrogant

Languages
Tlacuatl, Outlander

Equipment
Macuahuitl (obsidian-toothed wooden sword), 1d6+4 (-1 to hit)
Fist, 1d2+3
Ichcahuipilli (quilted cotton armor) & Jade Eagle Shield, d6

Barbarians of Heavy Metal (And Source Material That Drives You Wild)

So in case you haven’t been following along in the comments section of an older post, I thought I’d note that Nathaniel, the author/designer/chief mutant who brought us Barbarians of the Aftermath (from the majesty that is Simon Washbourne’s Barbarians of Lemuria) will soon be working towards bringing us Barbarians of Heavy Metal which looks to draw on a number of sources that really tickle my old school nerd itch.

I’d like to throw the comments to this post open to Nathaniel to let him talk a bit about the inspiration and design process that’s fueling BoHM as well as for anyone else to talk about the bits of source material that just keep gnawing away at their brains until they finally up and do something with ’em. I’ve already mentioned the album Warp Riders by The Sword as one of mine (and since infected Nathaniel with it!). What are some of yours?

Tlactoztlan: Towards A Map

Tlactoztlan Map I love RPG maps as a concept, but I have a tendency to shy away from them for settings I produce. I like the vagueness that comes with the lack of a map. But at the same time, damn if the old “Known World” maps and such just set my mind to racing.

So, with a little help from map tools by the inimitable Dan Proctor and the incomparable harmyn, I decided to knock together this thing over here on the right side of the screen. Yep, it’s an honest-to-goodness attempt to map out Tlactoztlan based on the bits and pieces that have been revealed in the various writeups I’ve done on that setting.

This is probably not final, and it certainly shouldn’t be taken as any kind of canon. Or rather, I utterly and completely reserve the right to blow this up and replace it with something else entirely. Or at least refine it if I ever get on the stick and produce anything for distribution beyond the confines of the blog.

So let me know what you think of what you see. I’m no cartographer and I’m definitely open to suggestion. That said, I’m not overly concerned with realism here. So if you find yourself getting hung up on the intricacies of my terrain placement, please feel free to share. Just don’t get too distraught if I don’t immediately freak out with you 🙂

BoL Character: Huetzin The Hermit

Somewhere in the world lies the lost valley of Tlactoztlan. The strange natives of this hidden place practice human sacrifice, pray to bizarre gods, adorn themselves with brightly-colored feathers, and – it is rumored – live in cities made of gold. Only the bravest and luckiest adventurers find their way to Tlactoztlan!

The ancient seer Huetzin lives in a cave deep within the jungle to the south of Xotepeclan. Here he subtly works to help the nearby villagers overcome the troubles inflicted upon them by both the evil sorcerer Nezatl Xomec and the corrupt priest Tlilpotonqui. Huetzin knows that he lacks the power or influence to take on either of these threats to Tlactoztlan directly and would never engage in such folly. Instead, he does what he can to ease the suffering of the people and to alert those who serve King Cuhuitlazcaltiacapan faithfully to the threats posed by those who seek to harm Tlactoztlan or its people.

Huetzin has forseen a day when an army of ghosts will come to Tlactoztlan and wash away the stains of the old ways with a sea of blood and brushes made of bones. He believes, but cannot see, that a brighter future free of evil lies on the other side of this great change. Huetzin is favorably disposed to most outlanders he encounters and is always watchful for signs that such people might lead the way to change. He is, at the very least, a strong if not active ally against the machinations of those who outlanders are likely to run afoul of when they arrive in Tlactoztlan.

Like all Izatacli (the sorcerers of Tlactoztlan), Huetzin wears a headdress comprised of white parrot feathers, with his own right-of-passage cerulean Quetzalcoatl feather at the center.

Essences
Lifeblood 11
Hero Points 3
Arcane Power 12

Attributes
Strength 1
Agility 1
Mind 2
Appeal 1

Combat
Brawl 1
Melee 1
Ranged 2
Defense 1

Careers
Sorcerer 2
Scolar 1
Hunter 1
Merchant 1

Boons
Magic of the Sorcerer Kings
Jungle Tracker

Flaws
Cravings: Chewed leaves & roots that grant energy and mystical visions
Country Bumpkin

Languages
Tlacuatl, Sorceric, Outlander

Equipment
Jade monkey-headed Knife, d3+1
Atlatl (dart thrower), 1d6-1

Mini Six Characters: Darghast & Molnara

Wherein your humble scribe presents a couple of characters he whipped up in honor of the arrival of his print copy of Mini Six. For the record, it should be noted that I have never played a single D6 game of any vintage by any publisher. I only bought into Mini Six because I was so impressed with the effort the AntiPaladin Games guys put into it and I love nice light systems to tinker with. Oh, and the subtle little Warren Zevon reference in the rulebook makes me happy.

Molnara found Darghast face down in a pool of filthy rainwater in the alley behind the Flagrant Fox. She noted that he was short a couple of teeth when she lifted him up with her giant hands, and as she slung the rogue over her shoulder the stench of Fool’s Own brandy that emanated from his every pore was so thick as to be nearly visible.

“Tsk, tsk, Darg. You really shouldn’t go to this part of town without me, you know,” the warrior gently lectured her friend in her rough & smokey voice.

“Grnshp. ButIwaswinnng. Before. Uuuungh.”

“Sure you were, Darg. And I’m sure you weren’t cheating at all. And that’s certainly not why Krogan and his boys treated you to a visit to the alley,” she continued as she made her way through the midnight streets of the Plum Street district, winding through its less dangerous sections to try to get back to their rooms at the Old Boar’s.

“Fnshwa. NalvinandSandohadmback,” Darghast slurred, stifling a laugh that would only have caused his head to hurt more.

“Nalvin and Sando? You really shouldn’t put your faith in friends like that pair. It doesn’t matter how well connected you think you are, Darg. No one likes a cheater. Not here in Franziltown, anyway.”

“Franziltown! Wemightwnnleavbefore. Sunnnup…”

Molnara stopped dead in her tracks and hauled Darghast’s limp form from her broad back. She held his nearly insensate form directly in front of her face, her eyes narrowed, her jaw set.

“What. Did. You. Do, Darg?”

“Hunsding.”

“What? Hunsding? What does that mean, Darg?”

In later days Molnara would often remind him of what happened next. Of how he had emptied the sad contents of his guts on the ground (and her) and passed out completely just as the three Huntsmen stepped out of the darkness where they had been waiting for the rogue and the warrior, swords glinting in the moonlight. Of how she had single-handedly defeated two of them with her axe and send the third running back to his Guildmaster with one less ear for eavesdropping. And of how she had managed to get them clear of Franziltown before the Guild could properly deal with them. All while Darghast slept like a baby, snoring loudly and occasionally muttering softly to himself.

Darghast
Might 2D+2
Agility 3D+1
Wit 2D+1
Charm 3D+2

Skills: Persuasion 4D+2, Streetwise 4D+2, Sword 3D+2, Pickpocket 4D+1, Dodge 5D+1
Perks: Favors
Gear: Sword (5d+1)
Static: Dodge 16, Block 8, Parry 11
Body Points: 30
Armor: Leather (2) & Shield ( 4)

Molnara
Might 4D
Agility 3D+1
Wit 2D+1
Charm 2D+1

Skills: Brawling 5D, Axe 6D, Dodge 4D+1, Tracking 2D+2, Ride 3d+1, Courage 3d+1
Perks: None
Gear: Axe (7D)
Static: Dodge 10, Block 15, Parry 18
Body Points: 36
Armor: Chainmail (6) & Shield (4)