Category Archives: Homebrew

Supers! RED – Randomly Generated Superheroes

Wherein your humble scribe presents a fantastical quartet of randomly generated superheroes for the recently released Supers! Revised Edition. This nifty evolution of Simon Washbourne’s Supers! includes a random generator in its Appendix 3, so that’s what I used. Minor editing of the characters after generation occurred, but when I say minor I mean minor. These four are pretty much exactly as I rolled them.

And there came a day unlike any other. A random day. And on that day four mighty heroes joined forces to defend the world from those who would prey upon it. Quickstudy, whose powers were unlocked by a mystical tome she discovered while researching her graduate thesis. Sunburst, a beautiful mutant as radiant as the sun. El Oso, a man cursed to live life as a bear, who serves good in the hope of having this curse lifted one day. And The Weatherman, whose amazing scientific gadgets allow him complete control over the atmosphere.

Beware, evildoers. You face… The Four!

Quickstudy

Real Name: Cynthia Bradley
Origin: Artifact

Resistances
Composure 3 Fortitude 2 Reaction 4 Will 2

Advantages
Is that your best shot?

Disadvantages
Dependent (Husband)

Aptitudes
Academia 2,Slight of Hand 2

Powers
Mimic Aptitude 3, Mimic Power 3, Super Speed 2

Competency Pool 3D

Sunburst

Real Name: Michelle Washington
Origin: Mutant

Resistances
Composure 3 Fortitude 3 Reaction 3 Will 2

Advantages
Celebrity (1D), Charismatic (1D)

Disadvantages
Social Hindrance (Disreputable/1D/Minor)

Aptitudes
Aircraft 2, Streetwise 2

Powers
Damage Aura 2 (Light, Only in Energy Form), Energy Control (Light) 4, Energy Form (Light) 3, Flight 2 (Only in Energy Form), Life Support 1 (Only in Energy Form)

Competency Pool 1D

El Oso

Real Name: Roberto Salvador
Origin: Magical

Resistances
Composure 3 Fortitude 4 Reaction 1 Will 2

Advantages
Size (Big/1D/Grizzly-Sized)

Disadvantages
Addiction (Tobacco)

Aptitudes
Arts & Crafts 3 (Pottery 4), Awareness 2, Shooting 2

Powers
Armor 3, Imbue 1, Super Strength 4

Competency Pool 1D

The Weatherman

Real Name: James Frost
Origin: High Tech

Resistances
Composure 3 Fortitude 2 Reaction 3 Will 3

Advantages
Wealthy (Well Off/1D)

Disadvantages
Secret (Secret ID)

Aptitudes
Academia 2, Technology 3

Powers
Ensnare 2, Flight 3, Weather Control 4 (Boost: Area Effect)

Competency Pool 1D

Mini Six: Stone Age Predators & Prey (Part 1)

Wherein your humble scribe presents a few beasties for stone age characters to hunt. Or be hunted by. Perhaps there will be more later.

Woolly Mammoth (Scale: +2D)
Big and hairy!
Might 6D Agility 1D+1 Wit 0D Charm 1D
Brawling 6D (Slam 3D, Trample 4D)
Dodge 4
Body Points: 38 Armor: 6

Woolly Rhinoceros (Scale: +2D)
Mean and hairy!
Might 5D Agility 1D+2 Wit 0D Charm 1D
Brawling 5D (Horn w/ Charge 3D, Trample 4D)
Dodge 5
Body Points: 35 Armor: 9

Sabertooth Tiger (Scale: 0D)
Long in the tooth
Might 4D Agility 4D+2 Wit 0D Charm 1D
Brawling 6D (Claws 2D, Bite 3D), Stealth 5D+2
Dodge 14, Block 18
Body Points: 32 Armor: 2

Giant Eagle (Scale: 0D)
Screeching death from above
Might 1D+2 Agility 3D+1 Wit 1D Charm 1D
Dodge 4D+1, Brawling 3D (Talons 2D+2, Bite 2D)
Dodge 13
Body Points:28 Armor: 0

Mini Six: More Stone Age Characters

Wherein your humble scribe presents a couple of additional Mini Six/Open D6 characters for the Stone Age setting he just posted stuff for recently. It’s not really a setting, to be honest. It’s just a theme.

Orgrahm The Flame Caller / BP 30 / Dodge 9 Block 10 Parry 9
A grizzled old shaman with power over flame.
Might 3D+1 Agility 2D+1 Wit 4D Charm 2D+1
Skills: Magic 2D, Spear 3D, Dodge 3D, History 4D+1, Diplomacy 2D+2
Perks: Sorcerer
Complications: Age
Gear & Armor: Spear (+2D), Hide Armor (2)
Strength Damage: 2D
Spells: Resist Fire, Conjure Fire Elemental, Heal, Bless

Laesha The Witch / BP 26 / Dodge 9 Block 6 Parry 9
A witch who might not always have the tribe’s best interests at heart.
Might 2D Agility 2D+2 Wit 4D Charm 3D+1
Skills: Magic 2D, Knife 3D, Dodge 3D, Stealth 3D, Seduction 3D+2, Persuasion 4D
Perks: Sorcerer
Complications: Demonic Pact
Gear & Armor: Knife (+1D)
Strength Damage: 1D
Spells: Shape Change, Curse, Divination, Illusion

Mini Six: Stone Age Heroes

Wherein your humble scribe presents a trio of Mini Six/Open D6 characters who would be right at home in a game of Sticks & Stones.

Grau The Tiger
He killed a tiger. Single-handedly. Bare-handedly.
Might 3D Agility 3D Wit 3D Charm 3D
Skills: Axe 4D, Dodge 4D, Stealth 4D, Throwing 3D+1, Tracking 3D+1, Brawling 4D+1, Courage 5D
Gear: Axe (+3D), Hatchet (+1D+1), Hide Armor (2)
Static: Dodge 12, Block 13, Parry 12
Strength Damage: 2D
Body Points: 29

Kree The Hawk
She shot a hawk out of the air with her bow. Blindfolded. At night.
Might 2D Agility 4D Wit 3D+2 Charm 2D+1
Skills: Spear 4D, Bow 5D, Dodge 5D, Survival 4D+2, Search 4D+2, Stealth 5D, Throwing 5D, Animal Training 4D+2
Gear: Spear (+2D), Bow (+2D+2), Hide Armor (2)
Static: Dodge 15, Block 6, Parry 15
Strength Damage: 1D
Body Points: 26

Boum The Mastodon
He’s big. And slow. And slooooow.
Might 6D Agility 1D+2 Wit 1D Charm 1D+1
Skills: Club 4D+1, Dodge 3D, Brawling 6D, Survival 3D, Tracking 2D
Gear: Big Club (+3D), Hide Armor (2)
Static: Dodge 9, Block 18, Parry 13
Strength Damage: 3D
Body Points: 38

BotA, Etc. – Gladiators of Zhaartahl IV

Wherein your humble scribe presents a couple of characters and a terrible beast in Barbarians of the Aftermath/Barbarians of Lemuria/Etc. format. Because he wanted to, that’s why.

The Shade Ale was flowing freely in the gladiator’s quarters. The men drank toasts and oaths and dirty jokes, all in honor of the undefeated duo from the west.

“If we defeat the Lord Mayor’s prized Boorm Cat, we will be made free men!” Adran bellowed, laughing as the cobalt blue fluid sloshed over the rim of his mug. The others roared and pounded their tables in boisterous excitement. All except the small pale man at the giant’s side.

“If we slay the Lord Mayor’s prized Boorm Cat,” the little man whispered, “he’ll have us killed immediately. He thinks of that damned thing as his own flesh and blood.”

“Come now, Hanlan,” Adran answered quietly. “Did not the arena master himself tell us this welcome news?”

“He lied, Adran. I could read his… face,” the wiry Baltierran’s voice trailed off, well aware that other ears were likely to overhear their conversation. “We can’t fight tomorrow. We have to escape. Tonight.”

“Flee? From the greatest challenge a man could hope to face? Where else are we to fight a Boorm Cat? There are no more in the wilds. The damnable Vanth have seen to that.”

“That may be true. But it also may not. The Vanth aren’t generally known for their truthfulness. And wouldn’t it be better to live long enough to find out?”

“I suppose. I suppose,” responded the Kortman. “So what is the escape plan this time?”

“Just follow my lead, Adran. Unlike last time…”

In the far distance the bells of the grand clock tower tolled nine times, indicating that the city’s gates were closing. And signaling the time for the lights to be extinguished in the gladiators’ quarters. The Lord Mayor was especially insistent that the people’s entertainers be well rested before their turns in the arena.

Adran / Lifeblood 15 / Hero Points 5
Attributes: Strength 3 Agility 2 Mind 0 Appeal -1
Combat Abilities: Brawl 1 Melee 2 Ranged 0 Defense 1
Careers: Gladiator 2 Barbarian 1 Thief 1 Miner 0
Boons: Determined, Steely Gaze, Hard-To-Kill
Flaws: Savage, Honorable
Languages: Kortmanish
Equipment: Sword (d6+2), Very Light Armor (d3-1), Shield (1)

Hanlan / Lifeblood 10 / Hero Points 5 /
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Brawl 0 Melee 1 Ranged 1 Defense 2
Careers: Thief 2 Scholar 1 Psychic 1 Gladiator 0
Boons: Carouser, Man About Town, Natural Thief
Flaws: Compulsive Gambler, Unlucky
Languages: Baltierreien, Kortmanish, Thoog, Vanth
Equipment: Sword (d6), PsiDagger (d3), Very Light Armor (d3-1)

Boorm Cat / Lifeblood 30
Attributes: Strength 3 Agility 2 Mind 1
Combat Abilities: Defense 3 Protection d6
Attack with bite +5; 2d6 damage
Attack with 2 claws +3 per attack; d6+3 damage each
Attack with all 3 attacks at +1 each

Once the dominant predator of Zhaartahl IV, Boorm Cats have been hunted to near extinction by the alien PsiLords of Vanth. A few of these terrifying creatures likely remain in the wilds, but none have been seen in more than a decade. A handful of specimens remain in captivity, where they are often well-cared for and highly prized.

Boorm Cats stand 8′ tall at the shoulder and are generally 10′ to 15′ in length. They are covered with a thick coat of azure and ochre striped fur and have piercing blue eyes. Though their size, strength and speed make them deadly, it is their keen intellect that makes them truly dangerous. They are cunning hunters and exceptionally clever combatants. Worse still, Boorm Cats are known to possess a number of psychic powers, including the ability to cause a single target not to be able to perceive them.

Personalities of the Winter Marches I

Wherein your humble scribe presents a handful of NPCs of assorted levels for OD&D (&c.). These folks might eventually appear in a sandbox hexcrawl thang he might or might not undertake in the near or distant future. Maybe. They were all created with 3d6 for stats, more often than not in order. Oh, and with some help from the d30 Sandbox Companion, which is pretty neat.

Beguiling Inarr

Beguiling Inarr is an incredibly charming young man who resides in the village of Mirington-upon-Wyestoke. He’s so charming that even most of the people whom he’s been stealing from for the majority of his 17 years are willing to put up with him. He’s indolent and a wastrel, but clever and handsome. And he’s just sickly enough that pity takes over when his charm runs out. He stole his Elven Boots off of an adventurer who passed through town last season and is careful not to be seen with them if at all possible, since the town united in his defense against the former owner of the footwear, running her company out of town on a rail when they tried to hold Inarr responsible.

Beguiling Inarr / Human Thief 2 C
STR 10 INT 13 WIS 12 DEX 14 CON 6 CHR 17
HP 6 AC 7 Gold 100
Short Sword, 3 Darts, Leather Armor, Thieves’ Tools, Elven Boots

Father Oldahl of Hohn

Oldahl Braeskin spent three years serving as a footman in the Pale Heir’s Glorious Army of Northern Reclamation before joining the Order of St. Basil. During his final campaign he watched helplessly while most of his regiment was slaughtered by the ghouls of the Kraen Moors, himself a victim of the foul creatures’ paralyzing touch. A passing cleric chanced upon the battle and channeled the Saints’ divine light to destroy the fell undead things, saving Oldahl and a scant handful of other soldiers. In the confusion and desolation that followed the battle, Oldahl deserted the army and sought out the Parast Monastery, where he dedicated his life to the service of St. Basil and his followers. Father Oldahl now stands as both mayor and vicar of the town of Hohn, not far from the very moors where his own religious conversion occurred. Clad in mail blessed by the High Priest himself, Father Oldahl stands ready to protect his flock from any foul things that might creep in from the darkness.

Father Oldahl of Hohn / Human Cleric 4 L
STR 13 INT 10 WIS 15 DEX 9 CON 13 CHR 12
HP 15 AC 4 Gold 80
Mace, Chain Mail +1, Shield, Holy Symbol
Cleric Spells: (1) Cure Light Wounds, Protection from Evil; (2) Bless

Kaelor Ves

The Thaumaturgist known as Kaelor Ves is, as are most wizards, quite secretive about his background. The scholars at the Great University note that the only significant mention of Kaelor Ves is found in the Tomes of Binding in the year 641, when he was noted to have been a member of the Company of the Iron Shadow, a band of adventurers famous for having defeated the white wyrm that had terrorized the areas east of Halcaen Drast. The empire’s expansion was facilitated by the destruction of the dragon, and Kaelor Ves was invited to dine with the First Minister to discuss the possibility of serving as a member of the Emperor’s personal Council Arcane. The dinner never occurred, though, due to the assassination of Emperor Hadrin VI by General Tsoras in the spring of 642 and the subsequent disbanding of the Council.

Kaelor Ves / Human Magic-User 5 C
STR 9 INT 14 WIS 13 DEX 16 CON 11 CHR 14
HP 8 AC 9 Gold 130
Dagger, Darts, Spell Book, Ring of Feather Fall, Wand of Magic Missiles
Magic-User Spells: (1) Detect Magic, Protection from Evil, Light, Charm Person; (2) Invisibility, Locate Object; (3) Wizard Eye

Angskelda Longtooth

Known to have served alongside General Tsoras in their youth, the warrior Angskelda Longtooth is reputed to have broken ties with the Steel Emperor sometime before the coup that installed him in the Lion Throne. She has been known to wander the Winter Marches in the company of various unsavory characters who are considered a threat to the stability of the Empire. Unlike those assorted individuals, she does not carry a death mark upon her head. Indeed, it is common knowledge that the Steel Emperor wishes her to be captured alive if she is to be captured at all. The latest rumors regarding Angskelda Longtooth suggest that she is now in possession of one of the five fire blades.

Angskelda Longtooth / Human Fighter 6 L
STR 15 INT 8 WIS 12 DEX 10 CON 7 CHR 10
HP 40 AC 6 Gold 100
Sword +2 (Flaming), Long Bow, Leather Armor, Shield, Potion of Invisibility

Hroth Rhoenthaal

Hailing from neighboring Akania, the name Hroth Rhoenthaal is well-known to the people of the Empire. His deeds are the stuff of legend, and many are the bards who sing epic stories of his exploits in service of Emperors old and new. In each tale, the hearty warrior declines whatever great reward might be due him in favor of returning to the battle, war, or wilds, whichever is most appropriate to the tale at hand. Those who have fought alongside the famous hero note that his lustrous black beard now shows streaks of grey, but his handling of the Axe and Shield of Daelmath remains undiminished by time. While those who have fought against him tell no tales at all.

Hroth Rhoenthaal / Human Fighter 7 N
STR 16 INT 12 WIS 5 DEX 12 CON 15 CHR 7
HP 47 AC 4 Gold 100
Battle Axe +1, Crossbow, Chain Mail, Shield +1, Ring of Fire Resistance

Veysa Orn, The Weeping Queen

Believed to be the only survivor of the Steel Emperor’s purge of the Council Arcane, Veysa Orn has not been seen in nearly 10 years. Little is known of her life since the purge, but those who have seen her say that she wears the signet ring of Emperor Hadrin VI, whose consort she was before his assassination.

Veysa Orn, The Weeping Queen / Human Magic-User 8 N
STR 12 INT 17 WIS 8 DEX 15 CON 10 CHR 15
HP 18 AC 9 Gold 80
Staff +1, Dagger, Spellbook, Ring of Protection +1, Ring of Telekinesis, Potion of Control Person
Magic-User Spells: (1) Shield, Magic Missile, Sleep, Read Magic; (2) Detect Evil, Continual Light, Mirror Image; (3) Dispel Magic, Explosive Runes, Rope Trick; (4) Monster Summoning II, Wall of Ice

Vintage Magic World: Vorskel Lusk’s Big Problem

Vintage Magic World

Wherein your humble scribe presents an adventuring party for the original Magic World (from the Worlds of Wonder boxed set). As I’ve said before, this is BRP at its most basic, stripped down (well, pre-built up, really) and ready to rock.

My name is Vorskel Lusk, and I have a problem. It seems someone has stolen my master’s grimoires and Etzylix Murrsh is in no condition to go after the thieves himself. So it’s up to me to recover the spellbooks before the Arcane Fever that has gripped Etzylix progresses to the point where I have to find an entirely new master to continue my studies. My girlfriend Asha Kal is always game for an adventure, but I’m afraid we’re going to need a little more help to take on the Necromancer Syndicate. Maybe that big guy who works down at the quarry is available? Etzylix owes him some money, I think. And maybe that fast-talking merchant over in the Bazaar could lend a hand? Etzylix was always a good customer of his. Now I just have figure out how to untie these ropes and get out of this mausoleum before that Wraith Bomb goes off…

Vorskel Lusk (Sorcerer) 16 Crowns
STR 12 CON 16 SIZ 11 INT 12 POW 14 DEX 8 APP 10 HP 16 DB none
Weapons: Sword 36% (1d8+1), Staff 36% (1d8), Dagger 36% (1d4+1)
Armor: Leather (2)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 5%, First Aid 45%, Hide 55%, Jump 45%, Linguist 00%, Listen 45%, Literacy 50%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 25%, Philosophy 00%, Ride 25%, Spot Hidden 25%, Swim 40%, Throw 45%, Invisibility 40%, Illusion 45%, Light/Dark 40%, Blast 40%

Asha Kal (Rogue) 155 Crowns
STR 8 CON 9 SIZ 9 INT 13 POW 9 DEX 18 APP 11 HP 9 DB none
Weapons: Shortsword 65% (1d6+1), 3 Daggers 60% (1d4+1)
Armor: Cuirboilli (3)
Skills: Climb 60%, Cut Purse 90%, Fine Manipulation 90%, First Aid 45%, Hide 60%, Jump 60%, Linguist 00%, Listen 60%, Literacy 00%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 60%, Philosophy 00%, Ride 25%, Spot Hidden 60%, Swim 90%, Throw 50%

Hradken the Quarryman (Warrior) 68 Crowns
STR 13 CON 12 SIZ 18 INT 13 POW 8 DEX 14 APP 8 HP 12 DB +1d6
Weapons: Hammer 65% (1d8+2), Bow 70% (1d6+1), Shield 65%
Armor: Ring Mail (4), Shield (12)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 5%, First Aid 45%, Hide 55%, Jump 65%, Linguist 00%, Listen 45%, Literacy 00%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 25%, Philosophy 00%, Ride 70%, Spot Hidden 25%, Swim 70%, Throw 45%

Ayer Deloe (Sage) 262 Crowns
STR 9 CON 12 SIZ 15 INT 17 POW 9 DEX 11 APP 12 HP 12 DB +1d6
Weapons: Mace 30% (1d6+2), Dagger 25% (1d4+1), Shield 30%
Armor: Leather (2), Shield (12)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 5%, First Aid 51%, Hide 55%, Jump 45%, Linguist (Barghrun, Kallestine, Ryellic) 51%, Listen 45%, Literacy 85%, Lore 51%, Mechanical Arts 51%, Mercantile Arts 85%, Move Quietly 25%, Philosophy 51%, Ride 25%, Spot Hidden 25%, Swim 55%, Throw 45%

TFT: New Heroes

Wherein your humble scribe presents a group of brand new, 32 point characters for The Fantasy Trip. These cats have been done up straight, by-the-book, without the corruption of countless years’ worth of house rules and such that my old gang used to use. It just seemed like the way to go today.

Setting out from the city of Teszport on the western shores of Aeol, this mixed band of heroes & wizards are just beginning their careers. Someday, perhaps, they’ll be movers and shakers, the subjects of epic poems like the ones Cyr Ryn recites about the Revenant, the One-Armed Priest, the Red Lady, and his personal favorite, the Great Bard of Nash. Or maybe they’ll all be dead before they even make it to the Labyrinth of Stejak. That’s the beauty of the fantastic trip that is the life of an adventurer: you never know what’s coming next.

Cyr Ryn / Human / Hero
ST 13 DX 10 (8) IQ 9 MA 10
Talents: Sword, Shield, Thrown Weapons, Horsemanship, Sex Appeal, Bard
Equipment: Bastard Sword (2+1/3-2), 2 Daggers (1-1), Cloth Armor (1), Large Shield (2), Labyrinth Kit

Liera Mor / Human / Hero
ST 11 DX 11 (10) IQ 10 MA 10
Talents: Sword, Shield, Climbing, Physicker, Alertness, Thief
Equipment: Shortsword (2-1), Dagger (1-1), Cloth Armor (1), Small Shield (1), Physicker’s Chest, Labyrinth Kit, Lantern

Iäis Per / Human / Wizard
ST 9 DX 11 (10) IQ 12 MA 10
Talents: Literacy
Spells: Staff, Drop Weapon, Summon Wolf, Fire, Trip, Far Vision, Rope, Trailtwister, Staff to Snake, Fireball, 3-Hex Fire
Equipment: Staff (1), Cloth Armor (1), Labyrinth Kit

Malorian of Karkal/ Elf / Hero
ST 9 DX 11 (10) IQ 12 MA 12
Talents: Sword, Bow, Literacy, Human Speak
Spells: Invisibility, Sleep
Equipment: Rapier (1), Dagger (1-1), Small Bow (1-1), Cloth Armor (1), Labyrinth Kit

Issrilskel the Luxomancer/ Dwarf / Wizard
ST 11 DX 10 (9) IQ 11 MA 10
Talents: Literacy, Human Speak
Spells: Staff, Blur, Light, Darkness, Dark Vision, Dazzle, Shadow, Reveal/Conceal, Illusion
Equipment: Staff (1), Cloth Armor (1), Labyrinth Kit

Chill/Cryptworld: L’Marais

Wherein, in honor of the upcoming release of Cryptworld, your humble narrator presents a trio of unlikely heroes (or likely victims) and the Thing that they will face. These gaming constructs were built using an old copy of Chill (and Chill Things) I happened to have handy, but they should work just fine with Cryptworld when the wolfsbane blooms and the autumn moon is bright…

The wind was howling on the bayou, and the window panes of Armand’s little shack rattled like dice in a cup. The lights flickered occasionally, and the foetor of the marsh hung just about the edges of the place.

“You know, dey say it nights like dis L’Marais come looking for blood…” Emil said after exhaling a long plume of smoke from his fancy little cigarette. “He come up out de swamp an’ rip a man limb from limb. Then he make they arm ‘n leg do the rest ah him dirty work for a year an’ a day.”

“Shut up, Emil. You’re just trying to spook my brother. And drop the lame-o coonass accent, too. It’s insulting,” replied Edie, fiddling with her new camera.

“Woman, do’n talk at your mari like that…”

“Seriously, Emil. Drop the accent.”

“Ok, ok. I’m just trying to have a little fun. There’s nothing to do out here!”

“We’re only here ’cause you went and killed that pawnbroker. We have to lay low, remember?”

“Yeah, yeah. He was reaching for his gun, so I had to shoot him, ok? And this bayou is the perfect place to dump a body.”

Armand shifted slightly in his armchair. He wished his sister had never married the little man. She used to be prettier, he thought. Before LaCroix had gotten his filthy hands on her.

“It’s ok, ma soeur, I had a dream last night…”

“Can it, Armand,” Emil hissed. “If I can’t tell my spook stories, then you don’t get to go on and on about your goddamned dreams. Yeah, yeah, I know you dreamt we’d win State back in high school, but that doesn’t mean you can see the future. Did you ever dream you’d get kicked out of the army? Did you ever dream you’d wind up living in a goddamned shack in the bayou? Did you ever dream…”

Armand stood up quickly at the sound of a heavy, thudding knock on the door. He knew what was on the other side. It was just like he dreamt it. And that meant the little man wouldn’t trouble his sister anymore.

“Who the hell can that be at this time of night?” Emil hissed. “If you called the cops on me, Armand, I swear to God…”

“It’s not the cops, Emil. Armand wouldn’t sell us out like that, would you, mon frère?”

“Of course not, ma soeur,” Armand answered as he walked towards the door. “But I do think it’s for you, Emil.”

The Characters

Emil LaCroix / 34 / 5′ 5″ 150 lbs
STR 56 DEX 58 AGL 48 WPR 50 PER 38 PCN 58 LUCK 54 STA 60 Unskilled Melee 52%
Lockpicking (S) 73%, Gambling (S) 71%, Filching (S) 73%
Art: Sense Unknown 11%

Edie LaCroix / 27 / 5′ 4″ 120 lbs
STR 52 DEX 58 AGL 54 WPR 50 PER 56 PCN 50 LUCK 62 STA 64 Unskilled Melee 55%
Modeling (S) 71%, Photography (S) 76%
Art: Sense Unknown 11%

Armand St. Cyr / 33 / 6′ 4″ 220 lbs
STR 66 DEX 60 AGL 58 WPR 64 PER 46 PCN 62 LUCK 32 STA 52 Unskilled Melee 63%
Boxing (S) 78%, Mechanics (M) 91%, Rifle/Shotgun (S) 75%
Art: Clairvoyant/Prescient Dream 54%, Sense Unknown 12%

The Thing

L’Marais
STR 75 DEX 50 AGL 50 WPR 60 PER 35 PCN 70 STA 100 EWS 120 FEAR 6 ATT 2 (3)/62%
Movement: L 180′ A N/A W 90′
Disciplines: Breath of Pestilence, Change Weather, Darken, Deadly Remains, Ghostly Lights, Swarm, Wave of Fog
IPs: 840

L’Marais (more properly, L’Homme des Marais, The Swamp Man) is a foul thing indeed. It resides in the bayous and swamps of rural Louisiana, where it waits to feed on the blood and bone of its victims. L’Marais is composed of both plant matter and human body parts – the remains of murder victims dumped in the swamp. It normally has two unarmed attacks in a round (grab & crush limbs) but if it succeeds with both against one target it gets an extra armed attack – its dreaded rend.

Though L’Marais is unquestionably evil and will gleefully pursue any human being, it is not without a sense of honor. It always strikes out against criminals and murderers first. Some say that a killer who speaks of L’Marais on the night of the new moon will draw its ire all too quickly.

BoL: Mission to Enceladus

It’s time for another imaginary movie with Barbarians of Lemuria (etc.) stats for the major players. This time, let’s check out a completely fictional East German science fiction “classic.”

In 1974, after the success of Stanley Kubrick’s film of Arthur C. Clarke’s 2001: A Space Odyssey and Andrei Tarkovsky’s version of Stanislaw Lem’s Solaris, the East Germans decided to get in on the deeply philosophical (and sometimes psychedelic) science fiction film action. Thus was born Einsatz zu Enceladus (Mission to Enceladus), which tells the story of a group of international explorers traveling to (oddly enough) Enceladus, one of the moons of Saturn. This being East Germany in the thick of the Cold War, the film is replete with Communist/Socialist propaganda despite its initial conceits of an East-West partnership in exploring space.

Under the auspices of the IWP (Internationale Weltraumforschung Partnerschaft, or international space exploration partnership), a crew comprised of an American soldier, a British scientist, a Russian cosmonaut, and an East German engineer set out in a Soviet spacecraft for Enceladus after a number of radio transmissions – in ancient Greek! – are received from that icy moon. The first half of the film or so consists of slow, largely silent shots of the crew performing their assorted duties and looking at very nice computer readouts, rather like the filmmakers were aping 2001 very closely and carefully.

The propaganda starts to creep in about the time the crew passes Mars (the Red Planet, get it?). At this point the swaggering, cartoonish American soldier, Colonel Rick Carson, begins hitting on the taciturn yet beautiful (and intelligent!) Soviet pilot, Commander Valentina Yegorova. Carson tries to buy her affections with stories of American excess. He breaks into a musical number (yes, it’s wildly out of place) in the style of Elvis movies. And ultimately he tries to force himself on her, only to be stopped with a strong punch to his glass (lantern) jaw by the ugly yet honest and upstanding (and intelligent!) East German engineer, Lieutenant Knut Volkmann. Being a creature of much bluster and little-to-no substance, Carson backs down immediately.

Throughout all of this the British scientist, Professor Alec Baxter-Pearl, is shown to be a weak-willed (and incompetent!) lackey of the domineering American.

Once the ship reaches Saturn the movie turns back towards the somber. For what feels like a very long time, we are treated to some slightly less stunning visuals and more of the slow, quiet shots. Eventually, an outpost is sighted on the surface of Enceladus – an outpost that looks for all the world like the Parthenon perched high atop an outcropping of rock rising from the icy seas that cover the moon.

The ship’s landing module, piloted by Yegorova, descends to the surface, with all four crew members aboard. Once on Enceladus, Carson, Volkmann, and Baxter-Pearl set out to explore the “ruins” and perhaps make contact with whoever lives there. Yegrova stays behind to helm the landing module in case of any trouble.

The three explorers discover a set of long stairs cut into the rock and ascend to the summit. They poke about the marble structures and are eventually greeted by a sole white-furred, yeti-like being wearing Greek-style clothing. The creature converses with Baxter-Pearl, revealing himself to be Hephaestus, the blacksmith of the gods. When he is told that the Olympian gods are no longer found on Earth, he flies into a rage and vows to destroy the planet for its insolence. Or something like that.

Baxter-Pearl tries to calm Hephaestus, spouting off incessantly about all of the Greek ideals that live on in the world (Democracy comes up more than once), but the “god” is having none of it (“Democracy is for fools!” he shouts back in response). Carson, back in stereotype mode, tries to fight Hephaestus, is beaten, and begs for mercy, offering to sell out the entire planet so that he may live on in service to the god. He is slain for his troubles, and Baxter-Pearl is destroyed as well (on principle, one presumes).

Volkmann escapes and returns to the landing module, where he manages to stammer out a brief explanation of what has transpired. Alarms then go off, indicating the launch of a missile from the west (which just happens to be painted red, white, and blue). Volkmann and Yegorova spring into action, launching from the moon intent on intercepting the projectile – even if it means their own doom. Instead of dying, however, the crafty engineer devises a way to “fire” the landing module at the missile and deflect it back to the surface where it might just destroy Hephaestus.

The plan works. The East German and the Russian embrace. (A) god is destroyed. The world is saved by Marxist-Leninist ideology. And the credits roll over brass-heavy closing music.

Notes

  • Astronaut/Cosmonaut as a career is meant to cover all of the things that go with being an astronaut, like vacc suit operation, piloting, operating communications arrays, etc.
  • Scientist as a career represents an overall science background, while specific careers like Archaeologist or Physicist represent the more specific fields of study identified by their names.
  • Spacesuits are rated Light, Medium, and Heavy. Light suits provide little defense and are not rated for extravehicular or direct contact with hostile atmospheres/environments for more than 1 hour. Medium and Heavy suits provide more protection at a cost to mobility and are capable of 2 and 4 hours EVA/hostile environment activity.
  • Laser Weapons are incredibly accurate and grant a +1 to Ranged COmbat Ability.

Characters

Professor Alec Baxter-Pearl / Lifeblood 9 / Hero Points 5
Attributes: Strength -1 Agility 0 (-1) Mind 3 Appeal 2
Combat Abilities: Brawl 0 Melee 2 Ranged 1 Defense 1
Careers: Archaeologist 2 Poet 1 Scientist 1 Astronaut 0
Boons:
Flaws:
Languages: English, Russian, German, Greek
Equipment: Medium Spacesuit (d6-1), Archaeological Tools, Hand Computer

Colonel Rick Carson / Lifeblood 12 / Hero Points 5
Attributes: Strength 2 Agility 1 (0) Mind 0 Appeal 1
Combat Abilities: Brawl 1 Melee 0 Ranged 2 Defense 1
Careers: Soldier 2 Astronaut 1 Musician 1 Politician 0
Boons:
Flaws:
Languages: English
Equipment: Laser Pistol (d6), Medium Spacesuit (d6-1)

Commander Valentina Yegorova / Lifeblood 10 / Hero Points 5
Attributes: Strength 0 Agility 2 Mind 1 Appeal 1
Combat Abilities: Brawl 2 Melee 0 Ranged 1 Defense 1
Careers: Cosmonaut 3 Physician 1 Scientist 0 Farmer 0
Boons:
Flaws:
Languages: Russian, English
Equipment: Laser Pistol (d6), Light Spacesuit (d6-2)

Lieutenant Knut Volkmann / Lifeblood 12 / Hero Points 5
Attributes: Strength 2 Agility 1 (0) Mind 2 Appeal -1
Combat Abilities: Brawl 2 Melee 0 Ranged 2 Defense 0
Careers: Engineer 2 Astronaut 2 Soldier 0 Bureaucrat 0
Boons:
Flaws:
Languages: German, Russian, English
Equipment: Laser Rifle (d6+2), Heavy Spacesuit (d6)

Space Yeti Hephaestus / Lifeblood 20
Attributes: Strength 4 Agility 1 Mind 2
Combat Abilities: Defense 1 Protection d6-2
Attack with Fist +2; 2d6