Category Archives: Homebrew

Mini Six Character: Dirty Dan McCallum

Wherein your humble scribe presents an NPC for a theoretical Mini Six-powered western.

Arguably the nicest bounty hunter on either side of the Mississippi, Daniel McCallum earned his nickname because of his perpetually dust-covered clothes, not because of his demeanor. Dan has more than once let a bounty go free when there’s a good hard-luck story involved. Truth be told, Dan is a might bit gullible and word is starting to get out to that effect. Fortunately, McCallum doesn’t actually need the money he stands to collect from any given bounty – that money he stole from the Union Army payroll back in the Civil War keeps him quite comfortable. Of course, there’s always a chance that someone might put two and two together…

Daniel “Dirty Dan” McCallum
Just about the nicest bounty hunter in the west
Might 2D+2 Agility 3D+2
Wit 2D Charm 3D+2
Skills: Lifting 3D, Brawling 4D, Dodge 4D+1, Riding 4D, Pistols 4D, Lasso 4D, Streetwise 4D, Survival 3D, Tracking 3D, Con 4D, Disguise 4D, Animal Handling 4D, First Aid 2D+1
Perks: Wealthy
Complications: Skeletons In The Closet
Gear: Colt .45 (4D+1), Sawed Off 12-guage (6D), Bowie Knife (3D), Horse
Static: Dodge 13, Block 9, Parry 8
Strength Damage: 2D
Body Points: 32
Armor: Leather Longcoat (3)

BotA Character: Jong-Kyu, The Jade Horseman

Wherein your humble scribe presents an NPC for Narakam, his Barbarians of the Aftermath setting.

Riding south from the shining city of Bu – the last bastion of science and technology in the outer realms – comes Jong-Kyu, the Jade Horseman. A powerful warrior with the heart of a poet and the calculating mind of a scientist, Jong-Kyu seeks to uncover the true, scientific history of Narakam. The Jade Horseman fears no creature of the wastes nor any science or magic possessed by the Varna or the Deva. This bold adventurer’s thirst for knowledge will bring him to the Gates of Wisdom and the Doors of Understanding, and though those temples be guarded by powers unguessed, Jong-Kyu will conquer them or die trying.

Jong-Kyu / Lifeblood 12 / Hero Points 5
Genotype: Pariah (Wastelander Human)
Attributes: Strength 2 Agility 1 Mind 2 Appeal 0
Combat Abilities: Brawl 0 Melee 2 Ranged 1 Defense 1
Careers: Barbarian 1, Beast Rider 1, Scientist 1, Poet 1
Boons: The Strong Survive, Slasher
Flaws: Honorable
Languages: Pariah, Varna
Equipment: Light Pistol (d6), Sword (d6+2), Very Light Armor (d3-1)

BoL Character: Paragon

Wherein your humble scribe presents a Barbarians of Lemuria character he put together based on the theoretical protagonist of the classic pinball games Lost World and Paragon.

Descending from the cave cities of the Golden Cliffs, to challenge the dragons of Pal, comes Paragon! Cursed with a chaotic touch of blood madness by the demon Gorgar after defeating the denizens of the Valley of Demons, Paragon stands out from the rest of humanity due to his powerful bat-like wings.

At the edge of the great waterfall, Paragon saved the life of Princess Balli, rescuing her from the slavering jaws of The Beast. Now, despite the reticence of King Faris, Paragon serves as her personal champion (and consort, oh yeah).

What bold adventures will Paragon face in the future? Will the king tire of his daughter’s infatuation with the untamed barbarian? None can say, except perhaps for the foul Gorgar, who still has plans for the bat-winged warrior…

Paragon / Lifeblood 14 / Hero Points 5
Attributes: Strength 2 Agility 1 Mind 1 Appeal 0
Combat Abilities: Brawl 1 Melee 2 Ranged 0 Defense 1
Careers: Barbarian 2, Tracker 1, Champion 1, Noble 0
Boons: Flight (Bat Wings), Hard to Kill
Flaws: Berserker Rage
Languages: Golclish, Pallian
Equipment: Sword (d6+2), Battle Axe (d6+4), Light armor, d3 (Battle Harness, Helmet)

Mini Six Character: Meudwy Caerwyn

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? 🙂

Meudwy Caerwyn, or Caerwyn the Hermit, makes his home in a cave nearly a day’s walk east of Dinas Tylluan. This strange old man – not unfriendly, just very odd – avoids the company of men whenever possible, preferring instead to spend his days talking with the beasts and birds of the valley. He hunts when necessary, but more often subsists on hearty root vegetables he finds in the nearby forest. Caerwyn loves to tell the story of the time he mistook the fairy ring for regular mushrooms and the bickering that took place amongst the pixies when they found their meeting place had become a delectable stew. The hermit doesn’t quite know how close he came to death that night, which might explain why he sleeps so well at night.

Meudwy Caerwyn
Hermit Mage Dinas Tylluan
Might 2D+1 Agility 3D+1
Wit 4D Charm 1D+1
Skills: Stamina 3D, Bow 3D+2, Dodge 4D+1, Magic 5D, Language: Fey 4D+1, Tracking 4D+1, Hunting 4D+1,
Perks: Sorcerer
Complications: Mad as a hatter
Gear: Bow (2D+2), Knife (2D)
Static: Dodge 13, Block 7, Parry 7
Strength Damage: 1D
Body Points: 32
Armor: Heavy Furs (2)
Spells: Beast Tongue, Heal

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

Crimson Shoals (A BoL/BRP Adventure)

Turning his talented eye from the Lovecraftian to the Howardian, regular Strange Stones reader and accomplished adventure author G-Man give us something new to chew on:

Crimson Shoals (20988 downloads )

Wind-driven rain pounds the dark outcroppings of reef, churning the nearby shoals into froth. Despite the gloom, occasional lightning flashes reveal a small forest of splintered ship’s masts, shattered keels, and barnacle-encrusted hulls. This watery hell is a ship’s graveyard!

Less than a quarter-league’s walk (or swim) looms the silhouette of a massive war-galley. But this is no Argossean or Zingaran vessel: the swept-back stern, low draught, and curving prow mark the craft as Stygian. Why is she beached here, in the Western Ocean, and not cruising the calmer waters of the Styx? Doubtless, the answer lies somewhere below her dark decks…

As with his immensely popular The Unholy Greyl (33431 downloads ) , The Sea Devil's Debutante (28031 downloads ) , and Children Of The Void (23759 downloads ) adventures, Crimson Shoals (20988 downloads ) is written for Barbarians of Lemuria and contains several new monsters, some treasures, and other goodness you just can’t live without.

Unlike his three previous adventures, Crimson Shoals (20988 downloads ) contains stats and writeups for all of the key NPCs and mosters in Basic RolePlaying format as well. How’s that for some fancy?

Great Crom, people! Why are you still reading this drivel I’m writing? Download Crimson Shoals (20988 downloads ) already and get yer Hyborian on!

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 Los Monstruos Neptunicos!

Their faces... they look like lucha masks!Los Monstruos Neptúnicos (the MonsterMen from Neptune) have landed in Mexico City and they will stop at nothing in their conquest of the Earth. These beings are tall (well over 9 feet) and quite strong. They are also clumsy and are terrible dancers, which is a shame. Because what each MonsterMan wants most in life – above conquest, mayhem, and destruction even – is to dance gracefully to the salsa rhythms they pick up from the radio broadcasts from XEPH. Their rampage through the city can only be stopped by brave luchadors and, perhaps, the clever application of some serious ritmo.

Los Monstruos Neptúnicos
Might 4D+1 Agility 1D
Wit 4D Charm 1D
Skills: IceRay Gun 3D, Dodge 2D, Computer 5D, Intimidate 3D
Perks: Rock Hard Skin (doubles Soak)
Complications: none
Gear: Neptunian IceRay Gun (see notes below)
Static: Dodge 6, Block 13, Parry 13, Soak 26 (13 when dancing)

Because of some strange trick of their alien neurophysiology, the MonsterMen from Neptune must dance – often quite badly – when they hear salsa music. If there’s such music playing within earshot, the creatures will not attack and are unable to defend themselves actively. Perhaps even more amazing is that when dancing, these creatures’ normally rock-hard skin becomes supple, reducing their ability to withstand damage.

Neptunian IceRay Gun
These weapons do no damage initially. When they first hit they incase the target in a sheath of ice that has a strength of 3D. Each subsequent round the ice grows in strength as it freezes more water out of the atmosphere. Roll an additional die each round and add it to the total strength of the ice.

A person trapped in the ice is completely immobilized unless he can make a successful Might check against the strength of the ice (this counts as an action for the round in which he attempts to break free). Once the ice reaches a strength greater than the victim could roll on a Might check (not counting the possible exploding of the wild die) begin applying the ice’s strength as damage against the victim’s Soak.