Category Archives: NPCs

Mini Six Character: Eldryn of Kent

Wherein your humble scribe presents an NPC for Anglia – the 100 Years War/Dark Fairy Tale England setting he busted out on the unsuspecting Mini Six players a few weeks back. Will anything further come of it? Who the hell knows? 🙂

A hardened veteran of many campaigns against the French, Eldryn of Kent settled down upon reaching his 46th year and now serves as a the captain of the guard for the inland trade center of Creighton. The sandy-haired, grey-eyed Eldryn possesses a few scars, but his handsome features remain mostly as they appeared when he was a younger man. Though unmarried, he enjoys the attentions of many of Creighton’s wealthier merchant’s daughters. An accomplished soldier and leader of men, it is generally assumed that Eldryn will eventually be named mayor of the town. Even those who should by all rights despise the man find that they are instead completely taken with him. How it is he came to know so much of the language of the fairies of the wood is a story even the gregarious captain himself never seems to get around to sharing.

Eldryn of Kent
Captain of the Guard in Creighton, Anglia
Might 2D+2 Agility 2D+2
Wit 2D+2 Charm 3D
Skills: Lifting 3D, Dodge 3D, Brawling 3D, Sword 3D+2, Longbow 3D+2, Riding 3D, Military Scholar 3D+2, Healing 3D, Language: Fey 3D, Command 4D
Perks: None
Complications: None
Gear: Longsword (4D+2), Longbow (4D+2)
Static: Dodge 9 (10), Block 8 (9), Parry 11 (12)
Strength Damage: 2D
Body Points: 30
Armor: Chainmail (+6) , Shield (+1 to static defenses)

Mini Six: Mini Bushi(D6)o

This is a quick tweaking of Mini Six to emulate the old Fantasy Games Unlimited RPG, Bushido. If you’re not familiar with Bushido, click that link in the previous sentence and grab a copy of the PDF. You’ll find it worth having if you want to do any “fantasy Japan” roleplaying.

Like many an old-school RPG, Bushido is class-based, and to a certain extend I’ve tried to preserve those distinctions a bit by way of Perks & Complications. But the strength of Mini Six (and other non-class-based games, old and new) is that it doesn’t pigeonhole you. So if you want to play a courtly Samurai who doesn’t fight well, or a Yakuza who dabbles in magic, or any other “non-standard” character type, go for it.

And now, without further ado, here’s the game info for Mini Bushi(D6)o.

Attributes

Mini Bushi(D6)o uses the standard four attributes found in Mini Six: Might, Agility, Wit, and Charm.

Skills

Mini Bushi(D6)o relies mostly on the skills presented in Mini Six, though quite a few have been shuffled around under the “parent” attributes and a few new ones have been added. For more info on those added skills (if you need such a thing) you would do well to grab a copy of the freely-available D6 Fantasy.

Might
Climbing, Lifting, Running, Stamina, Swimming, Toughness

Agility
Acrobatics, Axe, Bow, Club, Dodge, Lockpicking, Nunchaku, Pole Weapon, Riding, Sai, Sleight of Hand, Stealth, Sword/Knife, Throwing, Unarmed Combat

Wit
Artist, Calligraphy, Cultural Scholar, Gambling, Healing, Magic, Military Scholar, Navigation, Reading/Writing, Search, Survival, Tracking, Traps

Charm
Animal Handling, Bluff, Command, Disguise, Etiquette, Intimidation, Persuasion, Streetwise, Tea Ceremony, Trading

Perks & Complications

Perks
Any of the non-racial & non-esoteric Perks in Mini Six should be fine in Mini Bushi(D6)o. The Sorcerer Perk is available, see the Magic section below for more information on taking this Perk.

A few additional perks designed for the genre are outlined below.

Daisho (2) – You have mastered the art of wielding the katana & the wakizashi simultaneously. Though you still suffer a multiple action penalty when making more than one attack in a round, you receive +2 to each attack so long as you attack at least once with your katana and once with your wakizashi. You receive no bonus when attacking with only one weapon, or when making multiple attacks with a single weapon.

I Am Ninja! (2) – You receive +1 to all stealth, climbing, and traps rolls.

Nunchaku-te (2) – You have mastered the art of wielding two nunchaku simultaneously. Though you still suffer a multiple action penalty when making more than one attack in a round, you receive +2 to each attack so long as you are armed with two nunchaku. You receive no bonus when attacking with only one weapon, or when making multiple attacks with a single weapon.

I Am Yakuza! (2) – You receive +1 to all gambling, intimidation, and streetwise rolls.

Complications
Many of the Complications found in Mini Six will work just fine for Mini Bushi(D6)o characters, though it’s up to the GM to approve any selected Complications. Below are a few more to choose from that are specific to Mini Bushi(D6)o.

Note that outside of the Shugenja & Gakusho Codes, none of these are required for any function or ability. Though a Samurai or Ninja who fails to observe even the most basic tenets of his or her “class” will surely find him- or herself in deep trouble.

Samurai Code – Death before dishonor or defeat. Serve your Daimyo loyally and well. Take no unfair advantage.

Yakuza Code – Help yourself, but also help the people of the land. Your tattoos are a badge of honor. Accept no insult lightly.

Ninja Code – Silence, discretion, honor, loyalty. All must be adhered to. Reveal no secrets of the Ninja, no matter the personal cost.

Gakusho Code – You are bound to increase your own spiritual enlightenment and tend to the salvation and protection of your fellow men. Behave accordingly.

Budoka Code – Perfection in body, mind, and spirit are achieved through hard work and constant training. Follow the teachings of Buddha and defend the oppressed.

Shugenja Code – Study and knowledge are the most important thing. Earthly possessions are a drain upon your powers, shun them except where necessary.

Equipment

Weapons

Swords & Knives
Katana +2D+2 or +3D (1-handed or 2-handed)
Wakizashi +1D+2
No-dachi 3D+2
Ninja-to +2D+1
Tanto +1D

Pole Arms
Naginata +3D
Yari +2D

Axes
Kama +1D+2
Masakari +2D+1
Ono +3D+1

Bows & Thrown Weapons
Dai-kyu +2D+2 (10/100/250)
Han-kyu +1D+2 (10/100/250)
Shuriken +1D (5/10/15)

Club-like Weapons
Bo Stick +1D+1
Jo Staff +1D+2
Kiseru +1D+1
Tessen +1D+1 (+2 bonus to parry attempts)
Tetsubo +4D (-5 penalty to hit if used by someone with Might less than 4)
Tonfa +1D+1 (may use “Block” defense with no danger of being damaged)

Unusual Weapons
Nunchaku +1D+2
Sai +1D+1 (+5 bonus to disarm attempts)

Armor

Most folks in Mini Bushi(D6)o do not wear armor. And warrior types typically only wear it when directly headed into battle. Armor types found throughout Nippon include:

Quilted/Heavy Silks (+2)
Samurai Court Attire (+3)
Light Ashigaru Armor (+4)
Light Samurai Armor (+5)
Heavy Ashigaru Armor (+7)
Heavy Samurai Armor (+9)

Shields

Shields are not commonly used in Nippon. When they are, they increase the user’s static defense scores by +1 or +2, depending upon their size.

Magic

Mini Bushi(D6)o uses the Simple Magic System from Mini Six with the following notes:

  • In addition to taking the Sorcerer advantage, either the Shugenja Code or Gakusho Code complication must be taken.
  • Shugenja may only cast these spells: Animal Growth, Animate Dead, Beast Tongue, Charm, Clairvoyance, Conjure Elemental, Dark Vision, Death Spell, Dispel Magic, ESP, Fly, Growth, Hasten, Illusions, Invisibility, Lightning Bolt, Petrify, Shape Change, Slumber, Telekinesis, Teleport
  • Gakusho may only cast these spells: Bless, Control Weather, Curse, Dispel Magic, Divination, Earthquake, Heal, Light, Paralysis, Possession, Resist Elements, Resurrection, See Magic Aura, Still Mind

Special/Optional Rules

  • Body Points instead of Wound Levels
  • Traditional Open D6 Might Damage (i.e., 1/2 Might or Lifting, round up)
  • Attributes may be purchased up to 5D, but all pips/dice over 4 cost double
  • High rolls increase damage: For every full 3 points an attack roll succeeds by, add 1 to the damage of the attack.

Adventure Seeds

  • Azu-Mamaro, the Bakemono-kunshu ruler of a small kingdom in the rugged mountains to the north, seeks honorable humans to deliver his tribute to the Emperor. Other Bakemono-kunshu are dubious of Azu-Mamaro’s attempts to curry favor with the human ruler and are likely to send their own forces to interfere.
  • War is coming to Okibu Province! The forces of the Nakayama Clan are gathering near the borders and Daimyo Nakayama Yosuke has his eyes on the throne of Watanabe Castle. Lady Watanabe Euiko has requested that you take the daisho of retired samurai Murakami Shoichi, once the master strategist of Lord Watanabe’s army, to his hermitage deep within the high forest and convince him to return and lead the Watanabe forces as they seek to defend their Daimyo’s lands against the depredations of the Nakayama barbarians.
  • A group of unsavory bandits – led by a fearless ronin called Red Stone of the East – has been disrupting vital trade between Nagato Province and the rest of the island. The local Yakuza are have requested your help in handling this menace. For the benefit of the people, of course.

Example Characters

Here are a handful of common “heroic level” NPCs. Trimming some Attribute Dice or Skill Dice from these would yield more common opponents.

A Serious Samurai
Might 4D Agility 3D+1 Wit 2D+2 Charm 2D
Skills: Lifting 5D, Dodge 4D, Military Scholar 3D, Sword 4D+1, Kyu 4D, Tea Ceremony 2D+1 (6)
Perks: Daisho
Complications: Samurai Code
Strength Damage: 3D
Static: Dodge 12, Block 12, Parry 13
Body Points: 36
Equipment: Katana (+2D+2/+3D), Wakizashi (+1D+2), Light Samurai Armor (5)

A Drunken Ronin
Might 4D Agility 3D+1 Wit 2D+1 Charm 2D+1
Skills: Lifting 5D, Toughness 5D, Dodge 4D+1, Sword 5D, Gambling 3D, Survival 3D, Streetwise 2D+2, Intimidation 2D+2
Perks: Favors
Complications: Unlucky In Money
Strength Damage: 3D
Static: Dodge 13, Block 12, Parry 15
Body Points: 40
Equipment: No-Dachi (+3D+2), Heavy Silks (2)

A Cowardly Ashigaru
Might 3D Agility 3D+2 Wit 2D+2 Charm 2D+2
Skills: Lifting 4D, Dodge 5D+2, Pole Arms 5D, Military Scholar 3D, Gambling 3D, Healing 3D, Survival 3D+1, Tracking 3D, Trading 3D, Charm 3D
Perks: None
Complications: Cowardly
Strength Damage: 3D
Static: Dodge 17, Block 9, Parry 15
Body Points: 32
Equipment: Yari (+2D), Light Ashigaru Armor (4)

A Noble Budoka
Might 3D Agility 4D Wit 2D+2 Charm 2D+1
Skills: Toughness 3D+1, Unarmed Combat 5D+2, Nunchaku 5D, Dodge 5D, Cultural Scholar 3D, Healing 3D, Command 2D+2
Perks: Nunchaku-te
Complications: Budoka Code
Strength Damage: 2D
Static: Dodge 15, Block 17, Parry 15
Body Points: 33
Equipment: Nunchaku X2 (+1D+2)

A Mysterious Shugenja
Might 2D Agility 3D+1 Wit 4D Charm 2D+2
Skills: Magic 6D, Cultural Scholar 4D+1, Read/Write 4D+1, Dodge 3D+2
Perks: Sorcerer, Recall
Complications: Shugenja Code
Strength Damage: 1D
Static: Dodge 11, Block 6, Parry 6
Body Points: 28
Equipment: Jo Staff (+1D+2)
Spells: Animate Dead, Conjure Elemental, Illusions, Telekinesis

A Benevolent Gakusho
Might 2D+2 Agility 2D+1 Wit 3D+2 Charm 3D+1
Skills: Club 4D+1, Magic 4D+2, Cultural Scholar 4D+2, Healing 4D+2, Charm 3D+2, Etiquette 3D+2, Persuasion 3D+2
Perks: Sorcerer
Complications: Gakusho Code
Strength Damage: 2D
Static: Dodge 7, Block 8, Parry 13 (15 w/ Tessen)
Body Points 30
Equipment: Tessen (+1D+1), Heavy Silks (2)
Spells: Bless, Dispel Magic

An Honest Yakuza
Might 2D+1 Agility 2D+2 Wit 3D+1 Charm 3D+2
Skills: Club 3D+2, Gambling 4D+1, Streetwise 4D+2, Dodge3D, Lockpicking 3D, Bluff 4D+1, Persuade 4D+1
Perks: I Am Yakuza!
Complications: Yakuza Code
Strength Damage: 1D
Static: Dodge 9, Block 7, Parry 11
Body: Points 29
Equipment: Kiseru (+1D+1)

A Nearly Invisible Ninja
Might 2D+2 Agility 4D Wit 2D+2 Charm 2D+2
Skills: Climbing 3D, Acrobatics 4D+1, Stealth 5D+2, Sword 4D+2, Throwing 4D+1, Dodge 5D, Traps 3D, Disguise 3D
Perks: I Am Ninja!
Complications: Nina Code
Strength Damage: 1D
Static: Dodge 15, Block 8, Parry 14
Body Points: 30
Equipment: Ninja-to (+2D+1), 6 Shuriken (+1D)

Bestiary

Here are write-ups for a few classic supernatural foes from Japanese legend. Consult Bushido for more examples. Or check out the video game Okami for some very interesting enemy ideas.

Kappa (Scale 0)
Cucumber-loving & malicious!
Might 4D Agility 1D+1 (4D in water) Wit 2D Charm 1D+1
Skills: Unarmed Combat 5D+1, Swimming 7D, Toughness 5D, Traps 2D+1
Perks: Shell Armor (6)
Static: Dodge 4(12), Block 16, Parry 12
Body Points 40, Armor 6

Bakemono-sho (Scale 0)
Goblin Ashugaru
Might 2D+2 Agility 2D+1 Wit 1D+2 Charm 1D+1
Skills: Sword 3D, Dodge 3D, Bow 2D+2, Stealth 3D
Perks: None
Static: Dodge 9, Block 6, Parry 9
Equipment: Wakizashi (+1D+2), Han-kyu (+1D+2)
Body Points 30, Armor 4

Dai-bakemono (Scale 0D)
Goblin Samurai
Might 4D Agility 2D+2 Wit 2D+2 Charm 2D+1
Skills: Sword 3D+2, Cultural Scholar 3D+2, Dodge 3D+2, Military Scholar 3D+2
Perks: None
Static: Dodge 11, Block 11, Parry 11
Equipment: No-dachi (+3D+2) or Tetsubo (+4D)
Body Points 36, Armor 5

Bakemono-kunshu (Scale 0D)
Goblin Daimyo
Might 4D+1 Agility 3D Wit 3D+1 Charm 3D
Skills: Sword 5D, Cultural Scholar 4D+1, Military Scholar 4D+1, Magic 4D+1
Perks: Sorcerer, Daisho
Static: Dodge 9, Block 13, Parry 15
Equipment: Katana (+2D+2/+3D), Wakizashi +1D+2
Body Points 37, Armor 9
Spells: Fly, Illusions

O-Bakemono (Scale +2D)
Big dumb ogres
Might 6D Agility 2D Wit 1D Charm 1D
Skills: Toughness 8D, Club 3D, Survival 1D+2, Tracking 1D+1, Animal Handling 1D+2, Intimidation 3D
Perks: None
Static: Dodge 6, Block 18, Parry 9
Equipment: Really Big Club (+4D)
Body Points 52, Armor 2

Tengu (Scale 0D)
Crow Spirits
Might 4D+1 Agility 4D+2 Wit 4D+2 Charm 4D+1
Skills: Sword 5D+1, Dodge 5D+2, Magic 6D+2
Perks: Sorcerer, Flying
Static: Dodge 17, Block 13, Parry 16
Equipment: Fine Katana (+3D)
Body Points 37, Armor 4
Spells: Charm, Control Weather, Illusion, Invisibility, Shape Change, Teleport

Dungeon Crawl Classics: The First Character Funnel

Here are four quick characters I rolled up using the Beta rules for Dungeon Crawl Classics. It seems likely that not a one of these would actually make it out of their first dungeon alive, but hey, that’s supposed to be part of the fun this game, right?

I think my only initial complaint with the random 0-level character generation is that the poor trapper gets stuck with a sling and only one damned stone to hurl. Everyone else has weapons that they can use more than one time, while Linara is even less useful than a 1st level magic-user with a dagger, some darts, and a Light spell. Worse, with the paltry, paltry starting funds these mooks get, there’s no way she can hope to afford more (or even a dagger as a supplemental weapon) at this stage. That seems just a bit too harsh for an enjoyable game. Otherwise, though, it seems like solid enough random, low-level character generation.

Actually, I’ve got a bit of a gripe with the Luck attribute and how it is applied to rolls for good or ill. The idea – and I hate to keep using the trapper as the example, but it’s the most illustrative – that Linara “survived famine” but is now hit with a negative to fortitude rolls messes with my head a bit. I mean, I can wrap my head around it if the phrase were changed to “Endured famine.” But “Survived famine” carries a different connotation for me. Of course, I’m also really just being nitpicky here. But still. Nits. They itch.

Anyway, here’s the quartet of scrubs for your amusement:

Ghelb / Level 0 Human / Neutral
Occupation Caravan Guard
Str 11 Agi 9 Sta 13 Per 12 Int 10 Luk 11
HP 5 AC 10
XP -100
Saves +0
Money 37 cp
Items Shortsword (1d6), 1 yd linen
Notes Survived a spider bite (Luck bonus to poison saves)

Dirak’aan / Level 0 Elf / Neutral
Occupation Elven Artisan
Str 8 Agi 14 Sta 18 Per 14 Int 12 Luk 10
HP 5 AC 11
XP -100
Saves +0
Money 38 cp
Items Staff (1d4), 1 lb. clay
Notes Pack hunter (Luck bonus to 0-level trained weapon attack & damage)

Forbush / Level 0 Human / Lawful
Occupation Locksmith
Str 12 Agi 4 Sta 12 Per 8 Int 10 Luk 11
HP 3 AC 8
XP -100
Saves +0
Money 32 cp
Items Dagger (1d4), Fine tools
Notes Resisted temptation (Luck bonus to Willpower saves)

Linara / Level 0 Human / Chaotic
Occupation Trapper
Str 11 Agi 10 Sta 8 Per 6 Int 9 Luk 8
HP 3 AC 10
XP -100
Saves +0
Money 33 cp
Items Sling & 1 stone (1d4), Badger pelt
Notes Lived through famine (Luck bonus to Fortitude saves)

I reckon when they make it to first level they’ll earn the right to wear a funny hat.

BoL Character: Captain Axl Gunnarson

Wherein your humble scribe presents a Barbarians of Lemuria system character he put together as a test of the system for use in that highly-amorphous psychedelic scifi setting that still won’t gel in his head. Barbarians of the Aftermath informs this concept as well, as will be obvious in short order.

Axl Gunnarson, captain of the Hazj-class merchant vessel Alfadis, was truly born to the life of a spacer. His mother, Teja Khadim Gunnarson, was pregnant with Axl when she entered the stasis chamber aboard the colony ship that would take her and her husband Ivar to their new home on Djaribhk IV. The journey lasted some 12 years, and during that time something unusual occurred with the development of the child within her womb. Somehow, against all known medical wisdom, the child’s consciousness continued to develop even as its body remained frozen in time. Now, as an old man of the spacelanes, Axl is one of the few documented psychics within the Galanas Federation. Axl is not fond of his unique abilities and seldom uses them, leaving him more of a raw talent than a honed instrument. He prefers to make his way between the systems and starports, buying and selling goods when he can and ferrying passengers when he must.

Captain Axl Gunnarson / Lifeblood 12 / Hero Points 5 / Psychic Power 10
Attributes: Strength 2, Agility 0, Mind 1, Appeal 1
Combat Abilities: Brawl 1, Melee 0, Ranged 2, Defense 1
Careers: Spacer 2, Merchant 1, Scholar 1, Psychic 0
Boons: Born To The Stars (bonus die on piloting, etc.)
Flaws: None
Languages: Galanash, TradeSpeak, Draybledhi, Vaarntic
Equipment: Laser Pistol (d6), Personal Shield (d6-2)

Mini Six: Contra El Zombi Atómico!

El Zombi Atomico

El Zombi Atómico, the scourge of Veracruz, is at it again. Now – with his Zombi Queen by his side and his Zombi henchmen dutifully following his every order – he holds the city in his cold, dead hands. The call goes out all across all of Mexico for brave luchadors to send Eza (he hates it when people call him that) and his gang back to hell and save Verecruz from a fate worse than death!

El Zombi Atómico
Might 4D+2 Agility 2D+2
Wit 3D Charm 3D+2
Skills: Brawling 5D+2, Athletics 3D+2, Toughness 5D+2, Dodge 3D+2, Diplomacy 4D, Persuasion 4D, Leadership 4D, Streetwise 4D+2
Perks: Signature Move: Zombi SLAM! (once per combat may double the result of one Brawling roll)
Complications: Not really alive… or is he?
Gear: none of significance
Static: Dodge 11, Block 17, Parry 14, Soak 17
Armor: none

La Reina De Los Zombis
Might 2D+1 Agility 3D+2
Wit 3D Charm 4D
Skills: Dodge 4D+2, Magic 4D, Seduction 6D
Perks: Sorcerer
Spells: Paralysis, Slumber
Complications: Not really alive… or is she?
Gear: none of significance
Static: Dodge 15, Block 9, Parry 6, Soak 7
Armor: none

Zombi Henchmen
Might 3D+1 Agility 2D+2
Wit 1D+1 Charm 1D+2
Skills: Brawl 4D+1, Melee 4D+1, Muscle 4D+1, Stamina 4D+1, Throw 3D+2, Intimidation 3D+2
Perks: none
Complications: none
Gear: Pistol (4D), Clubs/Chains/Etc. (4D+2)
Static: Dodge 8, Block 13, Parry 13, Soak 10
Armor: none

New Perk: Signature Move
What’s a luchador without his (or her) signature move? Nothing! That’s what. This perk, which costs two skill dice, gives your character the ability to declare that he is performing his signature move once per combat encounter. When doing so you get to double your Brawling roll for that particular attack roll. You must, of course, name your signature move and declare it with the appropriate lucha spirit when you decide to perform it in combat.

Dogs Of W*A*R: November Company Grunts

So here I am using Dogs Of W*A*R (the modern action relative of Barbarians Of Lemuria) to knock out a few grunts for that theoretical November Company thing I mention occasionally. I’m not actually anywhere near doing anything on that front, but I’m trying to rekindle the RPG fire by poking at something I find interesting. So, without further ado, here are some low ranking GIs who have found themselves assigned to November Company.

Sgt. Danny Womack

Daniel Womack hails from Santa Rosa, California. The son of a policeman and a seamstress, the 24 year old Womack had himself entered the force before enlisting in the army after Pearl Harbor. He has taken to the service and is respected by his superiors. He is a very serious man who almost seems to lack a sense of humor entirely.

Sgt. Danny Womack / Lifeblood 11 / Exploit Points 5
Attributes: Strength 1 Agility 1 Mind 0 Appeal 2
Combat Abilities: Brawl 1 Melee 0 Ranged 2 Defense 1
Background: Law Enforcement
Specializations: Sleuth 1 Soldier 2 Sneak 2 Snoop 1
Boons: Alert, Gun Specialist
Flaws: Anger Issues
Languages: English, German, French
Equipment: Heavy Pistol (d6+1), Light Machine Gun (2d6* +1)

Pvt. Dominic Di Martino

Nineteen year old Dominic Di Martino is as Brooklyn as it gets. Before entering the army he was well on his way to establishing himself as a petty criminal of some note. The army has set him straight and it’s unlikely that he’ll return to that lifestyle if he makes it home. Dom is garrulous and something of a practical joker. And his knowledge of baseball is unrivaled in all of November Company.

Cpl. Dominic Di Martino / Lifeblood 12 / Exploit Points 3
Attributes: Strength 2 Agility 0 Mind 1 Appeal 1
Combat Abilities: Brawl 2 Melee 0 Ranged 2 Defense 0
Background: Criminal
Specializations: Faceman 1 Soldier 2 Fixer 1 Tech 2
Boons: Stylish, Fast Talker, Grease Monkey
Flaws: Greed
Languages: English, Italian, German, French, Yidish
Equipment: Heavy Pistol (d6+1), Rifle (d6)

Pvt. John O’Shea

Boston-born John O’Shea is no soldier – at least not by the standards of most of November Company’s fighting men. But what O’Shea lacks in army training he makes up for with a broad range of knowledge and languages. Whether you need to get patched up or take out a bridge, O’Shea’s your man in just about any theater. Now if only he could keep from losing his glasses in a firefight.

Pvt. John O’Shea / Lifeblood 10 / Exploit Points 5
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Brawl 0 Melee 0 Ranged 3 Defense 1
Background: Other
Specializations: Academic 2 Soldier 1 Medic 2 Sapper 1
Boons: Mimic, Deadly Fists, Born Behind The Wheel
Flaws: Poor Eyesight, Clumsy
Languages: English, German, Burmese, Japanese, Chinese, Russian, Finnish
Equipment: Heavy Pistol (d6+1), Rifle (d6)

Sidekick, Rival, Or Nemesis?

Hey, it’s that rascally Kor Danys. What’s his relationship with Nyr’n Pharr? No matter what, he’s definitely a better shot with that plasma pistol.

Kor Danys
Little Man With The Gun In His Hand
Might 2D+2 Agility 3D+2
Wit 3D+1 Charm 2D+1
Skills: Knife 4D, Dodge 5D, Streetwise 3D+1, Plasma Pistol 5D, Pick Pockets 4D+1, Pick Locks 3D+2, Brawling 3D, Stamina 3D+1
Perks: None
Complications: None
Gear: Dagger (5D), Plasma Pistol (5D)
Static: Dodge 15, Block 9, Parry 12
Body Points: 28
Armor: Leather (+2)

Update: Just Not Feelin’ It

Well, hell. I’m sorry folks, but what with this new job (at a startup, which means much madness) and all, I’m just not quite feeling the geek blogging spark. The past few nights I’ve sat down at the ol’ writing machine and just kind of started off into space, unable to put any of my thoughts into coherent action. And that’s frustrating. And then that frustration feeds on itself. I’m sure y’all know the feeling.

So what’s a poor pao to do? I figure I’ll just keep on staring at the page until the words come, but in the meantime I thought I should at least say something so y’all don’t think I’ve up and died or somethin’.

My copy of the Mercenaries, Spies & Private Eyes “bonus pack” arrived over the weekend, and a very quick flip through the main rules confirms my suspicion that it’s probably exactly what I need to supplement my desire to run a psychedelic Science Fiction setting using Tunnels & Trolls – so much so that I might not need T&T at all. So if I can ever get the swirling ideas around that concept to solidify, I’m pretty sure what I’ll be using.

I also finally knuckled under and bought the PDF of BASH Ultimate Edition, the better to scratch my creeping Superhero gaming itch. It’s an interesting game that I think is quite capable of handling a nice & diverse batch of power levels. It seems like a worthy successor to the late & lamented Silver Age Sentinels in the “It’s like Champions, but lighter” category. I think this may prove to be the game system that unlocks the crazy dimension- and world-hopping 60s/70s Marvel-esque superhero/fantasy game that’s also bouncing around in my head.

That’s about all I can actually wring out of my sad little brain at this point, I’m afraid. But the fact that there ideas struggling to be born has to count for something, right? 🙂

Oh, and just so there’s something actually useful in this post, here’s a quick Mini Six character. Why? Because Mini Six is nice and easy to create characters for, don’tchaknow?

Nyr’n Pharr
Science Fantasy Hero Extraordinaire
Might 4D Agility 2D+2
Wit 2D+1 Charm 3D
Skills: Axe/Mace 5D, Dodge 4D, Stealth 3D, Pick Locks 3D, Persuasion 3D+2, Riding 4D, Seduce 4D, Streetwise 4D
Perks: None
Complications: None
Gear: Axe (7D), Dagger (5D), Plasma Pistol (5D)
Static: Dodge 12, Block 12, Parry 15
Body Points: 32
Armor: Chainmail (+6)

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.