Category Archives: NPCs

BoL Character: Yayauhqui

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 charming, though somewhat anxious, young priest of Tlaloc, the rain god of the Tlactozotl, Yayauhqui travels between villages and cities in Tlactoztlan, bringing news and, if Tlaloc is pleased, rain. Yayauhqui is an accomplished agrarian and an amateur alchemist who believes that mixing the two disciplines will allow him to better understand the world around him.

Grounded as he is in the physical world and the plight of his people, he often finds himself at odds with his superiors in the great temples of Xotepeclan and Tecali. Additionally, unlike many within the priesthood Yayauhqui is not immediately suspicious of the handful of outsiders who have found their way into the lost valley. In fact, he may well be sympathetic to their plight.

Like all Texotli (the priests of Tlactoztlan), Yayauhqui wears a headdress comprised of blue parrot feathers, with his own right-of-passage green Quetzalcoatl feather at the center.

Essences
Lifeblood 13
Hero Points 5

Attributes
Strength 1
Agility 0
Mind 1
Appeal 2

Combat
Brawl 0
Melee 1
Ranged 1
Defense 2

Careers
Priest 2
Farmer 2
Laborer 0
Alchemist 0

Boons
Sling Fighter
Hard-To-Kill

Flaws
Insubordinate (roll an extra die when dealing with “superiors”)

Languages
Tlacuatl, Outlander

Equipment
Jade parrot mace, d6+1
Sling, d6-2
Very light armor (feathered cloak) & shield (chimalli), d3

A Mutant Future Party

A group of adventuerersWherein your humble scribe, inspired by the picture to the right (from the venerable and legendary Metamorphosis Alpha) presents an Adventuring Party for Mutant Future. These characters are all 1st level and have a bare minimum of equipment. They were all created by the book (i.e., 4d6 drop the lowest). I almost did these up in Barbarians of the Aftermath, but I decided to stick a little closer to the source material.

“The Council of Wimson be damned”, thought Nyles Venck as he and his odd companions crossed the Atin Line. “They tell me not to venture into the ruins, but the answers to our peoples’ troubles can be found within that fabled pink dome. And I will not sit by as more children die from this damnable plague.”

Venck’s reverie was broken as the robot, WRD3N, came to an abrupt halt, its weapons loading with an audible click. His mutant companions fidgeted nervously, knowing that the robot’s sensors had detected some source of danger that remained unseen from the asphalt road they traveled.

“What do you sense, metal man?” asked the giant in his rumbling voice as his grip instinctively tightened on his trusted shotgun – so much smaller in his hands than it would be in those of a normal sized being.

“Nine lifeforms approaching from the south… bzzzz… west…” the machine responded mechanically.

Noknok, the little trickster, drew an arrow from his quiver and cocked his head to listen, his mutant ears able to pick up sounds that escaped the other flesh-and-blood members of his group.

“Me hear… thump-thump?” he announced quizzically.

Lysna, her tiny wings beating lightly, closed her eyes and began to draw up her mental strength, to better deal with whatever it was that sought their attention.

“I do not want this… encounter… to turn violent if it can be avoided,” Venck said as he placed his hand on WRD3N’s shoulder, as if to dissuade the machine from following its core programming. “We have important things to find in the ruins of the city and there is no telling what troubles we will face there. Noknok, can you use your power to keep us protected while we negotiate?”

“Me will,” the strange looking little man replied as the air about his body began to shimmer faintly…

Nyles Venck / Human 1 Lawful
STR 14 INT 15 WIS 14 DEX 12 CON 18 CHR 19
HP 82 AC 5 Gold 17
Long Sword, Breastplate, Gauss Machine Pistol (Battery has 9 shots left)

Lysna / Mutant Human 1 Neutral
STR 8 INT 15 WIS 12 DEX 17 CON 15 CHR 17
HP 55 AC 4 Gold 97
Mutations: Complete Wing Development, Dwarfism (1 ft. Tall), Energy Retaining Cell Structure, Increased Physical Attribute (Dexterity), Know Direction, Mind Thrust
Leather Armor

Noknok / Mutant Human 1 Chaotic
STR 15 INT 8 WIS 10 DEX 15 CON 14 CHR 12
HP 57 AC 5 Gold 110
Mutations: Bizarre Appearance, Dwarfism (4 ft. Tall), Increased Sense (Hearing), Body Adjustment, Greater Force Screen
Short Bow & 20 Arrows, Shortsword, Studded Leather Armor

Pragnus / Mutant Human 1 Lawful
STR 17 INT 11 WIS 13 DEX 11 CON 14 CHR 9
HP 7 AC 6 Gold 21
Mutations: Bizarre Appearance, Gigantism (9 ft. Tall), Natural Armor, Combat Empathy, Phobia (Snakes)
Shotgun (7 shells), Mace

WRD3N / Robot
Hit Dice: 20
Frame: Armature
Locomotion: Casters
Manipulators: Advanced Hands
Armor: Duralloy (AC 3)
Sensors: Class IV
Mental Programming: Artificial Intelligence
Accessories: Internal Storage Unit, Loading Mechanisms, Vocalizer, Weapon Mounts, Self-Repair Unit
Weaponry: Flame Thrower, Automatic Rifle, Smoke Grenades

LL/AEC Rogues Gallery: The Purple Herbalists

Wherein your humble scribe presents another entry in an irregular series of Adventuring Parties for Labyrinth Lord/Advanced Edition Companion. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order.

For reasons they appear to be unwilling to share, each member of this group of multifaceted magicians (and their one-dimensional bodyguard) always wears at least one article of clothing that has been dyed a deep purple. They are traveling in search of various rare herbs to use either as components for their spells or, perhaps, to sell to other, less adventurous wizards. Snickeringly referred to as The Purple Herbalists by several rival adventuring parties, this group does not seek fame for their exploits, so they have not bothered to name themselves anything else. If their choices in attire and bizarre mannerisms make them inscrutable to barman, inn keeper and highwayman alike, so much the better. They, too, possess some snappy headgear.

Loran Muir / Half-Elf Magic-User/Thief 1/1 N
Head Gear: A deep purple fez with a single tassel and a crescent moon embroidered in silver thread
STR 10 INT 14 WIS 10 DEX 16 CON 10 CHR 14
HP 5 AC 6 Gold 37
Long Sword, Silver Dagger, 3 Daggers,12 Darts, Leather Armor, Thieves’ Tools, Spell Book, 2 oz. Wolfsbane, 1 oz. Belladonna
Magic-User Spells: Magic Missile, Shocking Grasp, Unseen Servant

Zaarn / Half-Elf Fighter/Magic-User 1/1 NE
Head Gear: A conical brass helm with a deep purple plume
STR 14 INT 15 WIS 12 DEX 9 CON 10 CHR 7
HP 7 AC 7 Gold 54
Quarterstaff, Dagger, Studded Leather, Spell Book, 5 oz. Spiderwort, 4 oz. Feverfew
Magic-User Spells: Charm Person, Jump, Magic Missile

Oola Hadrin / Half-Elf Cleric/Magic-User 1/1 NG
Head Gear: A deep purple turban & a white ceramic mask that covers half her face
STR 10 INT 15 WIS 15 DEX 8 CON 14 CHR 10
HP 7 AC 5 Gold 25
Mace, Chain Mail, Sling & 10 Bullets, Shield, Silver Holy Symbol, Spell Book, 5 buds of garlic, 5 oz. Hollyhock
Cleric Spells: Create Water, Purify Food & Drink, Resist Cold
Magic-User Spells: Detect Magic, Floating Disc, Magic Missile

Grek Parr / Half-Orc Fighter 1 N
Head Gear: An open-faced helmet with a deep purple brush top
STR 16 INT 5 WIS 11 DEX 6 CON 13 CHR 8
HP 11 AC 4 Gold 18
Scimitar, Hand Axe, Banded Mail, Shield, 5 oz. Sage

BoL Character: Tyrnon Vran

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

As moody as his misty homeland of Kel, Tyrnon Vran stalks Kaalmuria with his one true companion – his trusted bow – close at hand. He sleeps with one eye open, for he has been exiled and his enemies are everywhere. Despite this particular misfortune, the Kellic gods still smile upon the archer, helping his arrows fly straight and true when most needed.

Essences
Lifeblood 12
Hero Points 6

Attributes
Strength 2
Agility 2
Mind 0
Appeal 0

Combat
Brawl 0
Melee 0
Ranged 3
Defense 1

Careers
Mercenary 1
Blacksmith 1
Hunter 1
Vagabond 1

Boons
Longbow Master
Marked By The Gods

Flaws
Feels The Heat

Languages
Kellic

Equipment
Kellic Long Bow, d6+3
Kellic Broadsword, d6+2

BoL Character: Astrid Hriedall

I grew up playing Metagaming’s The Fantasy Trip far, far more than I played just about any other RPG (yes, even more than D&D). I’ve always thought that this is part of what lead to me being the particular flavor of freak that I am. I blame it on the spirit of Cidri, the default setting for TFT that warped me into my current shape. Rather than try to explain that, I’ll just quote from In The Labyrinth, the “player’s handbook” for TFT (which is also the source of the illustration):

IN THE LABYRINTH, and most of the FANTASY TRIP material to follow, will be set in Cidri. This enormous polyglot world was chosen as a background for two very good and totally opposite reasons. The first is variety. Cidri is big enough to hold thousands of Earths; it has room for the world of every Game Master who’ll ever put pencil to hex-paper. There’s room here for every sort of fantasy adventure to co- exist — in a logical manner. And it provides a workable rationale for the weird melange of legend, historical fact, pre- history, science fiction, and sheer wild imagination that characterizes the work of the best fantasy gamers.

The second reason is the opposite one… consistency. THE FANTASY TRIP is an attempt to set up a rule system that is complete without being overwhelmingly technical — so the gamers can spend their time playing, rather than re-writing the rules. Hopefully, this will mean that everyone who plays this game can consider themselves part of the same gigantic cam- paign, playing out the destinies of a whole world. Whatever strange lands you map, there’s room for them in Cidri, just across that pirate-infested sea or trackless desert. No matter
how powerful the dictator’s legions may be on one continent, or how mad and mighty the sorceror-kings may be on another, there’s always room for peaceful lands or beast-haunted forests — somewhere. And, if you like, it can all happen at once.

Not that other worlds aren’t possible. The FANTASY TRIP system will work for historical adventures on Earth itself, or for excursions into the past or future of your favorite author. But parts of all these are to be found on Cidri as well — that was why it was created. Enjoy.

A Lovely Sorceress

Sorceress, from TFT's In The Labyrinth

I took that passage very deeply to heart. And because of it, I’ve never felt the need to adhere to any official setting. And other than the fact that my worlds (and those of my friends) might have been part of Cidri (they probably weren’t, though) and the incredibly loose (or perhaps non-existent) links that some of the subsectors I wandered through in Classic Traveller might have had to the Third Imperium, I never really spent much time in an official setting.

Anyway, that’s neither here nor there. What matters is that I take the inspiration where I find it and throw back some nice new RPG content your way. So looking at the lovely Swords & Sorcery enchantress to the right – straight from In The Labyrinth – I present to you a new Barbarians of Lemuria character…

Astrid Hriedall

Once the slave and consort of The Wolfmage, Astrid Hriedall took every opportunity to learn the magical arts from the canny old wizard, and eventually she won her freedom by besting her master in a game of chess. Now she travels Kaalmuria seeking out sources of arcane wisdom wherever they can be found.

Essences
Lifeblood 8
Arcane Power 13
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 1
Ranged 0
Defense 3

Careers
Barbarian 1
Sorcerer 3
Hunter 0
Slave 0

Boons
Magic of the Sorcerer Kings

Flaws
Arrogant
Unsettling
Delicate

Languages
Geiric, Sorceric, Lirian

Equipment
Dagger, d3

BotA Character: Vandraj Takesh

Wherein your humble scribe presents a Barbarians of the Aftermath character he put together as an NPC for use in his own Narakam setting. More will follow at highly irregular intervals.

Vandraj Takesh is a young Varna noble who makes his home in the city of Bai. Like his father before him, Vandraj serves as a physician to the wealthiest families in the city, but this is only a means to an end. Vandraj seeks to understand as much as he can about the world outside of the safety of civilization – both about the people who live in the Wilds as well as about the history of the time before.

Young, brave, and foolhardy, Vandraj has ventured into the Wilds on more than one occasion in an effort to find material to study. On one of these trips he glimpsed the beautiful Pariah warrior Na’ilah Baras as she single-handedly fought off more than a dozen Varna soldiers sent by his uncle, Karjesh Jit, to bring back subjects for vivisection. Ever since that day – when no one noticed the stray light pistol shot that felled the soldier who almost got his net about the savage woman – Vandraj has been scheming on how to make the untamed and enthralling creature his own.

Genotype
Varna (Standard Human)

Essences
Lifeblood 10
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 3
Appeal 0

Combat
Brawl -1
Melee 0
Ranged 2
Defense 3

Careers
Noble 1
Medic 1
Scholar 2
Chemist 0

Boons
Determined
Passionate (about Na’ilah Baras)

Flaws
Debilitation: Arrogant

Languages
Varna, Deva, Buddha, Hanumani, Pariah, Naga

Equipment
Light Pistol, d6
Very Light Armor, d3-1

BotA Character: Na’ilah Baras

Wherein your humble scribe presents a Barbarians of the Aftermath character he put together as an NPC for use in his own Narakam setting. More will follow at highly irregular intervals.

Born in the Wilds of Narakam, Na’ilah Baras is a pure-blooded barbarian badass who would just as happily slit your throat as seduce you, depending upon her mood and needs at the time you happened across her. She is as untamed as the wind and woe be unto the man or mutant who tries to claim her as his or its own.

To the people of her village, though, Na’ilah is nothing less than a savior. Single-handedly, or leading the few brave enough to join her, she has defended her people from numerous attacks by other tribes of pariah as well as raids by unscrupulous Varna scientists searching for research subjects.

One particular Varna, the young noble Vandraj Takesh, has developed a particular interest in Na’ilah and is willing to pay handsomely for her capture. The trouble is, no one foolish enough to undertake the endeavor is still alive…

Barbarian Woman

Consider this friendly lady from p. 52 of the BotA rulebook a good representation of Na'ilah.

Genotype
Pariah (Wastelander Human)

Essences
Lifeblood 14
Hero Points 5

Attributes
Strength 2
Agility 2
Mind 0
Appeal 1

Combat
Brawl 0
Melee 2
Ranged 1
Defense 1

Careers
Barbarian 2
Assassin 1
Courtesan 1
Beast Master 0

Boons
The Strong Survive
Hard-To-Kill

Flaws
Savage

Languages
Pariah

Equipment
Sword, d6+2
Dagger, d3+2
Bow, d6+1
Very Light Armor (Chainmail Bikini), d3-1

BRP Bestiary: Tsu’ojian Pterodactyl

These giant predators are powerful fliers, and are often far more intelligent than expected. They terrorize the lands surrounding the lava fields of Tsu’oj. Only the Sky Knights of Roheisia are able to keep these beasts at bay.

Tsu’ojian Pterodactyls attack with their powerful jaws and, less frequently, by raking with their claws as they swoop down upon their prey.

Giant Pterodactyl, Primitive Predator

STR 4d6+12 (26)
CON 4d6+6 (20)
SIZ 6d6+12 (33)
INT 1d6+3 (6-7)
POW 2d6 (7)
DEX 3d6+3 (13-14)
MOV run-2, fly-12

Average HP: 27
Average Damage Bonus: +3d6

Armor: 1d8, Leathery Hide

Attacks: Bite 60%, damage 2d6 +db
Claws 30%, 1d8 + db

Skills: Dodge 65% (in air), 20% (on ground), Fly 100%, Grapple 50%, Listen 55%, Sense 45%, Spot 70%, Track 40%

BRP Character: Python Dyel, Sky Knight

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Python Dyel is a Sky Knight in service to King Foucaut of Roheisia. On the back of his faithful airstrich Leuruna he patrols the skies over the kingdom, defending the crown’s possessions against the buzzaird-riding Shadow Lords and the giant pterodactyls that raid from their aeries in the floating islands above the lava fields of Tsu’oj.

Dyel is known among the Sky Knights as a loyal companion with a dry sense of humor and an almost telepathic link with his airstrich. Though most of his order find him a bit aloof, they all know they can count on him when trouble strikes in the deadly skies.

STR 17 CON 14 SIZ 16 INT 11 POW 10 DEX 13 APP 11
Hit Points 15 Major Wound 8 Power Points 10

Damage Bonus: +1d6
Weapons: Lance 75%, 1d8+1 +1d6
Long Sword 55%, damage 1d8 +1d6
Light Crossbow 50%, damage 1d6+2
Armor: Half Plate & Heavy Helmet, 1d8+2
Skills: Brawl 45%, Climb 55%, Command 25%, Dodge 45%, First Aid 25%, Navigate 35%, Ride: Airstrich 75%

A Dangerous Foe: The Wolfmage

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

Modolfr Hrossbjorn, now called The Wolfmage, stands alone amongst his people, as one of the very few Geirbjornhalers to excel at the arcane arts. He lives alone in an abandoned mountain hall, where he communes with the dark forces that give him his power. But it was not always thus…

A lifetime ago Hrossbjorn was a simple barbarian from the north who went to the civilized lands to make his fortune. Along the way he and his companions fell afoul of an amoral necromancer whose name is lost to time, though not to the Wolfmage’s memory. As a slave to this wizard, Hrossbjorn watched as his companions died one by one, only to have their bodies and souls violated by the dark arts practiced by the sorcerer.

One day Hrossbjorn decided he could not stand this fate any further and rose up against the necromancer. Strangely, the spells flung at Hrossbjorn failed to affect him, and his mighty thews quickly dispatched the old wizard. And though his animal wildness won, Hrossbjorn was never able to forget the power displayed by the magician. Ever after Modolfr Hrossbjorn sought as much magical power as he could find, and soon became known as The Wolfmage.

Essences
Lifeblood 13
Arcane Power 14
Villain Points 3

Attributes
Strength 3
Agility 2
Mind 4
Appeal -1

Combat
Brawl 1
Melee 3
Ranged 1
Defense 3

Careers
Sorcerer 4
Barbarian 2
Slave 0
Scholar 2

Boons
Fearsome Looks
Keen Scent
Magic Resistence

Flaws
Missing Eye (Right)
Drunkard
Feels the Cold
Unsettling

Languages
Geiric, Lirian, Thaxian, Sorceric

Equipment
Axe, d6+3
Very Light Armor (Furs) d3-1