Category Archives: NPCs

BoL Characters: Dusz & Giszeah

Wherein your humble scribe presents Barbarians of Lemuria stats for Dusz and Giszeah, of the Demons of Adad Untash fame. Why? Because it was something to do to kill some time on a lazy Saturday morning, that’s why!

Dusz

Essences
Lifeblood 12
Hero Points 6

Attributes
Strength 2
Agility 2 (1)
Mind 0
Appeal 0

Combat
Brawl 0
Melee 2
Ranged 0
Defense 2

Careers
Warrior 2
Soldier 1
Farmer 1
Rogue 0

Boons
Marked by the Gods, Quick Recovery

Flaws
Country Bumpkin

Languages
Umaabi

Equipment
Alchemical Great Axe 1d6+4 (Uncommon, Boon to hit)
Heavy Armor (mail shirt) d6

*********

Giszeah

Essences
Lifeblood 11
Arcane Power 15
Hero Points 5

Attributes
Strength -1
Agility 1
Mind 3
Appeal 1

Combat
Brawl -1
Melee 1
Ranged 1
Defense 3

Careers
Sorceress 3
Scholar 1
Healer 0
Rogue 0

Boons
Power of the Void, Hard to Kill

Flaws
Taciturn

Languages
Umaabi, Sorceric

Equipment
Alchemical Dagger 1d3-1 (Rare, Boon to hit, unbreakable, ignores armor)

Adad Untash Dramatis Personae: Giszeah

Wherein your humble scribe presents a multi-level writeup of the main heroine of the Demons of Adad Untash, the enchantress known as Giszeah.

Reared by her father, the mage Eduruuk Kamaab, Giszeah herself became a practitioner of the arcane arts at and early age. Orphaned by the treachery of her father’s star pupil, Shaalath Akis, Giszeah was left to continue her education on her own. Leaving the sad comfort of her childhood home, Giszeah became entwined with the hero called Dusz. Together they have crossed the land of Umaab, battling the rampaging Demons of Adad Untash, and working to avenge her father where possible. Now, after having rescued her beloved Dusz from the inter-dimensional prison where her nemesis Shaalath Akis had held him captive, Giszeah prepares to take the fight for Umaab directly to the demons who seek to destroy her home.

Giszeah / Human / Female / Magic-User / Chaotic Good

Level: 1 / 5 / 8
Hit Points: 3 / 17 / 23
Armor Class: 7 / 4 /2

Strength: 9
Intelligence: 18
Wisdom: 13
Dexterity: 16
Constitution: 10
Charisma: 14

Magic-User Spells at 1st Level (3/0/0)
1st Level: Burning Hands, Light, Magic Missile, Read Languages, Read Magic, Sleep

Magic-User Spells at 5th Level (4/4/2)
1st Level: Burning Hands, Charm Person, Detect Magic, Light, Magic Missile, Read Languages, Read Magic, Scribe, Sleep, Ventriloquism
2nd Level: Continual Light, ESP, Invisibility, Lock, Mirror Image, Phantasmal Force, Shatter, Web
3rd Level: Fire Ball, Fly, Hold Person, Summon Monster I

Magic-User Spells at 8th Level (5/4/3/2)
1st Level: Burning Hands, Charm Person, Detect Magic, Light, Magic Missile, Read Languages, Read Magic, Scribe, Sleep, Ventriloquism
2nd Level: Continual Light, ESP, Invisibility, Lock, Mirror Image, Phantasmal Force, Shatter, Web
3rd Level: Dispel Magic, Fire Ball, Fly, Hold Person, Lightning Bolt, Summon Monster I
4th Level: Charm Monster, Fire Shield, Polymorph Self, Wall of Fire

Key Equipment (1st Level)
Dagger
3 vials of Holy Water

Key Equipment (5th Level)
+2 Dagger, 1d4 (+2/+2)
3 vials of Holy Water
Bracers of Armor (AC 6)

Key Equipment (8th Level)
+2 Dagger, 1d4 (+2/+2)
3 vials of Holy Water
Bracers of Armor (AC 6)
Ring of Protection +2

Notes

  • The spells listed in italics are the ones Giszeah typically has memorized, while those not in italics are the spells inscribed in her spell tablets.
  • The dagger listed for Gizseah is the same dagger throughout; it grows more magical the longer she wields it.
  • It’s arguable that Giszeah’s alignment has changed over time, from perhaps as wild as Chaotic Neutral at 1st level through Chaotic Good by 5th level or so and possibly on to Neutral Good at 8th level. But for simplicity’s sake, I’ve split the difference and gone for Chaotic Good overall.

Adad Untash Dramatis Personae: Dusz

Wherein your humble scribe presents a multi-level writeup of the main hero of the Demons of Adad Untash, the warrior known as Dusz.

Raised on his father’s farm nestled against the banks of the River Zal, Dusz changed his life forever the day he took his grandfather’s axe from its place above the mantle and went to defend the family’s fields against an onslaught of rat-demons. Adventuring across Umaab with his beloved, the enchantress Giszeah, at this side, Dusz has fought bravely against the countless hordes of demons that terrorize his homeland. After a brief period spent imprisoned by the power of the evil sorceress Shaalath Akis, Dusz now serves as the the Champion of Dnaniri. In this new role, Dusz will soon move to challenge the Demon Lords who serve the dark god Nergal.

Dusz / Human / Male / Fighter / Neutral Good

Level: 1 / 5 / 7
Hit Points: 11 / 57 / 71
Armor Class: 7 / 3 / 1

Strength: 17
Intelligence: 12
Wisdom: 9
Dexterity: 14
Constitution: 16
Charisma: 12

Special Abilities
Weapon Specialization (Battle Axe): +1 to hit, +1 damage

Key Equipment (1st Level)
Battle Axe, 1d8 (+3/+3)
Leather Armor

Key Equipment (5th Level)
+1 Battle Axe, 1d8 (+4/+4)
+1 Chain Mail

Key Equipment (7th Level)
+2 Battle Axe, 1d8 (+5/+5)
+2 Chain Mail
Amulet of Protection +1 (Symbol of the Champion of Dnaniri)

Notes
The battle axe that Dusz uses is the same weapon from level to level, it is just becoming more magical the more he wields it.

BoL Character: Irina Chernekovna Gorbenko

Wherein your humble scribe presents another Barbarians of Lemuria system character inspired by the “rebirth” of Mythic Russia. Uh-oh. This is getting serious…

From the frozen wastes north of Novgorod comes Irina Chernekovna Gorbenko, a pagan midwife dedicated to Mat-Syra-Zemlya. Though she can be quite expressive in the company of children and new mothers, Irina is typically quite stoic when men are present, and her hard gaze makes them ill at ease.

Irina possesses a unique gift for being able to tell when she is being lied to, and this, coupled with her chosen profession, has made her something of a legend when it comes to resolving disputes regarding paternity throughout the territories of Lord Novgorod.

Irina is passionate about knowledge and seeks to learn all she can about both the Mortal and Ideal worlds. This drive has served her well, providing her with a rudimentary understanding of magic, which she uses to defend herself and those with whom she has formed a bond.

Essences
Lifeblood 10
Arcane Power 10
Hero Points 5

Attributes
Strength 0
Agility 1
Mind 2
Appeal 1

Combat
Brawl 0
Melee 1
Ranged 1
Defense 2

Careers
Priestess 1
Healer 2
Sorceress 0
Scholar 1

Boons
Detect Deception
Learned: Flora & Fauna

Flaws
Taciturn

Languages
Russian

Equipment
Staff 1d6-1
Dagger 1d3
Sling 1d6-2
Very Light Armor (furs, leather) d3-1

WNMHGB Character: Ensign Max Cevallos

Wherein your humble scribe knocks out a lifepath generator produced character for the Trek-themed, Microlite20-powered, Where No Man Has Gone Before. Because he wanted to, that’s why.

Born aboard the USS Hura, en route to Bregus V, Maximilian Cevallos y Ruiz was raised on that frontier world by his parents, the famous infectious disease researchers Martin Cevallos and Beatriz Ruiz. His parents’ work occupied much of their time, leaving Max to wander and explore.

Despite their encouragement to pursue his own interests, Max felt compelled to try to live up to his parent’s legacy and endeavored to focus on the biosciences in school. Unfortunately, as his parents had already surmised, Max simply wasn’t of a scientific bent.

Several years of frustration later, Max opted to join Starfleet to try to find where his talents truly lay. While at Starfleet Academy Max’s innate skills at oratory began to show, and he quickly rose to prominence as a masterful debater.

After graduating near the top of his class, Max was assigned to the USS Constellation, and on his first tour of duty the ship and its crew were party to the discovery of Wengstromm’s Anomaly. Max showed great creativity and inventiveness in his approach to his post as junior navigator aboard the Constellation.

Remaining aboard the Constellation for his second tour of duty, Max continued to prove himself a capable navigator as well as a keen judge of character. While on a mission to Saraya II, Max played a key role in uncovering a plot being hatched by the Constellation‘s Chief Security Officer, Commander Sarah Jane Coleman, to use a weapon of mass destruction against that planet in an effort to touch off hostilities between the Federation and the nearby Gorn Empire. Through Max’s efforts, the lives of countless civilians were spared.

Ensign Cevallos now finds himself assigned to the USS Daedalus, under the command of Captain Hal MacMillan. Despite his relative youth, Max is expected to serve as senior navigator aboard this Miranda class cruiser as it patrols the area the Romulan Neutral Zone.

Looking back on his life as he begins this new chapter, Max still feels regret that he failed in his efforts to be a doctor like his parents. He does hold a certain sense of pride in having saved the vast majority of an entire planet’s population, though – a feat which his father and mother frequently bring up as an example of their son’s unique place in the universe.

Name: Maximilian “Max” Cevallos y Ruiz
Species: Human

Class: Yellow Shirt
Ship Position: Navigation
Rank: Ensign

Level: 4
XP: 0
HP: 31
AC: 13

Action Points: 3

Str: 13 (+1)
Dex: 12 (+1)
Int: 13 (+1)
Cha: 14 (+2)

Skills:
Communication +7 (Trained)
Engineering +3
Knowledge +7 (Trained)
Medicine +3
Physical +3
Subterfuge +3

Talents:
Measure of a Man
Inspirational Speech
Life of Riley
Trained Skill (Knowledge)

Melee Attack Bonus: +5
Ranged Attack Bonus: +5

BoL Character: Andrei Ivanovich Denisov

Wherein your humble scribe presents a Barbarians of Lemuria system character inspired by the “rebirth” of Mythic Russia. Perhaps we should call this hybrid Bogatyrs of Russia? 🙂

When he had passed his 16th year, Andrei Ivanovich Denisov left his family’s home in the Podol quarter of Kiev for the melodies of the wider world. Though his father was a good man, and successful in his own right, Andrei was simply not prepared to carry on in the family business, selling implements and equipment to the farmers of the region.

After passing three years as a mercenary in the service of a Muscovite prince, Andrei has finally arrived in Novgorod, where he seeks to find his fortune as a performer or, failing that, as a sea captain.

Though Andrei is not a true practitioner of dvoeverie, he calls on the wisdom of Perun the Prince and Veles the Merchant almost as often as he does that of St. Alexander Nevsky and St. Nicholas the Wet.

Essences
Lifeblood 12
Hero Points 6

Attributes
Strength 2
Agility 1 (0)
Mind 0
Appeal 1

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Merchant 1
Soldier 1
Minstrel 2
Sailor 0

Boons
Attractive
Marked By The Gods

Flaws
Greed

Languages
Russian

Equipment
Saber 1d6 (+2)
Dagger 1d3 (+2)
Medium armor (mail shirt) & Shield, 1d6

It’s My (S&W WhiteBox) Party

Wherein your humble scribe presents a by-the-book adventuring party for Swords & Wizardry (WhiteBox). Pretty much just for the hell of it.

Sister Magda / Cleric 2 / Lawful
STR 8 INT 11 WIS 15 DEX 12 CON 6 CHR 9
HP 7 AC 4 [15] Save 13
Spells: Cure Light Wounds
Items: 7 gp, Morning Star (1d6), Sling (1d6), Pouch w/ 20 stones, Holy Symbol (Silver), Chain Mail, Shield

Reldon Mald / Fighter 2 / Neutral
STR 16 INT 10 WIS 9 DEX 11 CON 13 CHR 6
HP 9 AC 6 [13] Save 14
Items: 19 gp, Spear (1d6), Hand Axe (1d6), Short Bow (1d6-1), Quiver w/ 20 arrows, Leather, Shield

Ardiel Ghostmoon / Elf (Variant) 2 / Neutral
STR 14 INT 16 WIS 7 DEX 13 CON 11 CHR 16
HP 7 AC 4 [15] Save 13
Spells: Sleep
Items: 11 gp, Long Sword (1d6), Dagger (1d6-1), Long Bow (1d6), Quiver w/ 20 arrows, Chain Mail, Shield

Jaeg Lurnal / Magic-User 2 / Chaotic
STR 8 INT 15 WIS 9 DEX 14 CON 12 CHR 10
HP 4 AC 9 [10] Save 13
Spells: Light, Read Magic
Items: 39 gp, Staff (1d6), 3 Daggers (1d6-1)

This, my friends, was difficult for me. Rolling up a straight, by-the-book, Swords & Wizardry (WhiteBox) party when you come from a heavily AD&D background is hard on the brain. The power level is so, so low. I can understand why some folks prefer this, but as much as I love my WhiteBox box (and my OCE box before it) I don’t think I could actually play this way. I’ve just got too much of the supplements (and later versions of the rules) in my blood.

Still, it was edifying and under the right circumstances I’d happily give this kind of game a try as a player. I’d try it as a GM, too, but I’d never in a million years get my normal player group to go along with it. They’re too enamored of the power levels associated with later iterations of old school play.

For the record, what I think I miss the most is the broader range of attribute modifiers. And the beauty of S&W is that I could easily add those in if I wanted to. Still, if I’m going to do that, and then start adding in spells (hey there, Magic MIssile) and other things that I’m also missing I’m reaching a point where I might as well be playing a different game. One that has what I’m looking for already in it (LL/AEC comes to mind).

In any case, though it may not be what I’m likely to play, I’m damn glad S&W exists. So please don’t take my personal observations as anything negative about the game itself. I’m just realizing how it relates to what I’m looking for.

And, of course, I do like designing for S&W (Core more than WB, though) – in no small part because it is so very small and free in scope.

Traveller: The Crew Of The Free Trader Peak Eight

Wherein your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book from Book 1: Characters and Combat.

Struggling to make ends meet in the heartless Claybourne Subsector, the crew of the Free Trader Peak Eight, finds they are in need of a Steward for their operation. The pay is good, and everything seems on the up-and-up. Yet for some reason they don’t seem to be keen on discussing what happened to the last person who held that position…

Theodore “Cap” Oyola
AB9644 Age 38 5 Terms (Service: Merchants, Final Rank: Captain)
SMG-1, AutoPistol-1, Electronics-1, Streetwise-1, Navigation-2, Pilot-1, Medical-1, Jack of All Trades-1, Bribery-1, Steward-1
Free Trader (10 years owned/paid), Auto Pistol
Cr35,000

Jude “Doc” Hartjen
787AC3 Age 34 4 Terms (Service: Merchants, Final Rank: 1st officer)
Dagger-1, Medical-3, Navigation-2, Auto Pistol-2, Bribery-1, Pilot-1
Auto Pistol
Cr60,000

Samantha “Sparks” Mihalik
47A982 Age 34 4 Terms (Service: Merchants, Final Rank: 2nd officer)
Electronics-1, SMG-2, Mechanical-1, AutoPistol-1, Engineering-2
SMG
Cr30,000

A Dangerous Foe: The Red Marquis

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.

Arnaut Xavier is a minor noble from the region surrounding Liria. In his daily life he is an unassuming, if devilishly handsome, dilettante. Behind the scenes, though, in his guise as The Red Marquis, he is the power behind one of the most prominent thieves guilds in all of Kaalmuria. A criminal mastermind, an a daring rogue in his own right, The Red Marquis commands a large range of henchmen and a number of loyal lieutenants.

Though he is a ruthless opponent who is not above certain dubious strategies, The Red Marquis adheres to a complicated code of honor that, if deciphered, could be used to manipulate him into helping, rather than opposing, a band of heroes.

Essences
Lifeblood 11
Villain Points 5

Attributes
Strength 1
Agility 2
Mind 2
Appeal 1

Combat
Brawl 0
Melee 3
Ranged 0
Defense 3

Careers
Noble 2
Assassin 1
Rogue 2
Alchemist 1

Boons
Escape Artist
Poison Immunity

Flaws
City Dweller

Languages
Lirian
Gutterspeak

Equipment
Rapier, d6
Dagger (Lirian Kris), d6-2
Very light armor, d3-1

BoL Character: Captain Jibril ibn Sharad

Wherein your humble scribe presents a Barbarians of Lemuria system-powered character built for use in an Arabian Nights style game. The alert among you will remember that I’m actually running an Arabian Nights game using BRP (not BoL). No worries, though. Even though my players want the relative extra crunch of BRP, I’m still thinking in BoL terms where I can.

Jibril, son of Sharad, was born at sea, and that is where he has made his home ever since. Jibril is currently the captain of the Whispering Wind, a fast merchant vessel that plies the seas of El-Aqarat serving whoever is willing to provide enough dinars. Though he has none of his own, Jibril has a soft spot for children and will often go out of his way to spoil the wharf rats in port cities, treating them to a bag of dates or apricots.

Essences
Lifeblood 12
Hero Points 5

Attributes
Strength 2
Agility 1
Mind 1
Appeal 0

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Mariner 2
Merchant 1
Pirate 0
Rogue 1

Boons
Born Sailor
Carouser

Flaws
Arrogant

Languages
Common

Equipment
Scimitar, d6
Dagger, d3
Very light armor, d3-1