Wednesday, January 17, 2024

Character Challenge 16 of 31: OSE Dungeon Duck

Well, yes, I have this character race from Gateway To Adventures, the Dungeon Duck:

Amongst all of the beast folk that exist in this world, perhaps the strangest and most misunderstood are the ducks. The ducks have long been maligned by humans, demi-humans and human-oids, due to the fact that most fnd them to be ridiculous creatures. The ducks themselves do not understand the cause of this ridicule, nor do the most learned of sages. Regardless, this strange stereotype prevails. For this reason, ducks tend to hold long lasting grudges, but likewise are loyal to a fault to those who treat them with respect.

Barrum Middleton is a young Duck from the Great Marsh of Jellipous. Not satisfied with living with his 9 brothers and sisters, nor being an acolyte of the Church of the Dead, he left the nest to explore the world. His family gifted him with his leather armor, the flock his sword and dagger. The cleric of  the McGruffin Clan gifted him a scroll of protection from the undead, as well as a single vial of holy water. Barrum, once an acolyte of the Church of the Dead, wanted to do more than pray about killing the undead: he wanted to fight them, to bring them to their natural and eternal death, And so off he went, waddling into the wide world beyond the great Marsh to kill the undead. A Duck on a Mission.

As a Duck, he gains several skills:

  • Know Direction: Ducks have an intuit sense of direction. At 1st level, a duck has a 1 in 6 chance of successfully determining cardinal directions.
  • Natural Swimmer: Ducks are natural swimmers that may swim and dive with no issue unless they are heavily armored.
  • Resist Charm: Ducks are resistant to charm spells and gain a +4 bonus when saving against them.
  • Taboo: Ducks will not travel in the company of or allow the use of necromantic magic.
  • Turn Undead: Ducks can invoke the power of the Holy Death to repel undead monsters encountered.
  • Undead Slayer: Ducks are innately adept at fighting the undead. When in combat with the undead, ducks gain +4 to hit, damage and armor class against all undead foes.

First 2 Levels to Turn Undead


https://piruett.se/2009/09/17/johan-egerkrans-anka-och-andra-fjaderfan/

Random Stuff

Not sure I'll actually use a Duck in a game of mine, but who knows...
Also, Microsoft Paint actually removed the background from the image so that when I added it to the PDF, the background would show through. Between that and now having layers, Paint can do some pretty nice things.

Tuesday, January 16, 2024

Character Challenge 15 of 31- OSE Kobold Drigmaad Stonegrip and Game Recap

Yes, I missed a day. I'll catch up on the weekend. Monday's are pretty busy and even though I even had 2 (now 1 as I publish this one!) spares almost ready to go.

Having misread a few things, I found I needed a gnoll rather than a kobold for my game! So, I worked on this kobold before re-reading the story to make sure I had things right, then saw it was gnolls. All good - there are bound to be kobold packs around my world as well. 

 And in reading through the Revenge Of The Horde, I've decided that that Blightseer (and this was Yeenog, the gnoll god and is now a dragon god for these kobold) is actually a lightning dragon, and these are dragon kobolds:

Dragon kobolds are a mixture of self-important, sycophantic and power hungry. They will fawn over the powerful while trampling over the weak.

Obviously I need this leader who will be leading the attack. There are various classes within the dragon kobold group, and I am going with the Dragon King Prophet class. While the book does give the stats, I am going to go ahead roll them, though I may need some minor adjustments to fit the role. And the Horde book is written for 5e, so while the lore is fine, some of the abilities and things not so much for OSE. And in looking over my OSE bibliography, I do not have any kobold rules. Reading that D&D does a -2 to strength and a +2 to dexterity somewhere (I read so much that (a) I can never even remember what I read or (b) where I read it!). 

Rolling the dice we get the following. Which is close to the stats in the book (given in () in case you are curious):

Durva Blighthand 5th Level Kobold Dragon Prophet (Magic User)

STR 13 - 2 = 11 (10)

INT 15 (16)

WIS 12 (18)

DEX 10 + 2 = 12 (13)

CON 12 (10)

CHA 10 (10)

AC15 (magic robes) HP 18 Att 1 x weapon: staff 1d4-1 (magic) MV 60 (20)  SV D13  W14 P13 B16 S15

Magic Attacks (2 level 1, 2 level 2, 1 level 3). These are the spells he will use in combat

Level 3:     Lightning Bolt

Level 2:     Phantasmal Force - will show a blue dragon

                  Web

Level 1:    Magic Missile (x2)

Durva will be accompanied by 1d6 bodyguards (min 2), each having:

AC12 (Leather) HP 6 Att 1 x weapon (short bow 1d6-1 or short sword 1d6-1) MV 60 (20)  SV D14 W15 P16 B17 S18

He is also in the middle of the kobold horde of at least 40 kobolds.

Drigmaad Stonegrip was one of the few kobolds of the desert clan Threslkrii that managed to return with a dragon egg. As he tended the egg slowly grew, Drigmaad become more and more attached to the baby dragon inside. When the dragon Blightseer hatched, it took a bite of Durva's left hand. Durva took the name Stonegrip as a stone was permanently lashed to the stump (1d4 + 1 damage). The stump of his left hand is a reminder that dragons can be cruel masters. Years later, the dragon fills his cave, and the kobolds have made many trips to Brightmoor and other surrounding towns and villages to create his treasure horde. A dragon's avarice knows no bounds, and the clan has been bolder in recent years. Sending out disguised kobolds they have infiltrated many of the border towns, and have even encountered Durva Blighthand's gnolls. A few of the kobolds have been scouting for Durva on the outskirts of Windemere Crossing in exchange for gems for Blightseer's hoard.

The kobolds are three weeks journey from Windemere Crossing to the west, their labyrinthian caverns deep in the mountain's bowels. In fact, near the ore and gem veins that King Axechest is coveting.

https://www.deviantart.com/bryansyme/art/Kobold-Wizard-626638453

Mass Combat

I even have a vague working idea for mass combat against Windemere Crossing. Reading from the AbsoluteTableTop - Battlemaster. A short PDF I picked up years ago in one of those world-building bundles. Finally decided to read it...

I am going to try its three-phase system, and attempt to give both the broad battle and also focus in on the characters. We'll find out how successful that is or not next Monday!

Game Recap

We really did not accomplish much this session: I had too much other stuff going on and we also had not been together as a group, so we talked a lot.

However, the group, now including Kragh the half-Orc and Sharm the full Orc, made it to Bellatrix's farm after a large funeral pyre of the gnolls, kobold and our luckless would-be thieves Wayne and Earl. She offered up goat stew, of which Kragh ate 4 helpings. The magic mushroom Quinby managed to snag from the fairy circle got them 3 healing potions. Quinby, trying to make up for stealing the cream from the brownies before, put down his prized bronze bowl and placed a silver piece in it.

When asked, he told the witch how the blue people, the bluecaps from the cave, wanted silver. She laughed and told them the only reason the bluecaps lust after silver is that they can detect all other precious metals and gems but for whatever reason, silver illudes them. "But," she said, "we'll see if they like silver along with their cream tonight."
Seeing as they were in a witch's hut, they decided to divest themselves of some of the massive amounts of gold they managed to pick up over the last few days. And if only it were that easy to make money!

Rolling on the potion table, they got 6 potions:
  • 2x potion of gaseous form for 1000 GP each
  • potion of invulnerability for 400 GP
  • potion of control animal for 200 GP
  • potion of invisibility for 650 GP
  • potion of levitation for 750 GP
I vaguely based the costs from the Fantasy Trip costs. No idea how reasonable they are but as I've mentioned before, I have a hard time costing things in games! Realizing the Sharn was a potion maker, they found that she made love philters, minor healing potions for things like dry skin and minor infections. Quinby bought out her stock of 4 love potions, though she will have to go to the hut she has on the farm and retrieve then, and will meet the group in Windemere Crossing in 2 days. 

Bellatrix rolled not one but 2 natural 20s for her knowledge of things (yes, in hindsight it should have been below her INT so a nat 1 would have been perfect. I sometimes get confused with roll under vs roll above. anyway...she just knew what the group showed her).

The two knives are blood sacrifice knives, used by an ancient cult. Not much left but an old temple a week or so away in the mountains (direction vague!). The potion they found is a speed potion, and the Elf ledger is the daily journal for the Presneios lime royalty of a minor Elf kingdom. I'll come up with the details this weekend as well. 

And they went to sleep in the barn with the remaining goats. 

I figure probably 2 or 3 more sessions. It depends on how things play out, but I've been running the game for a few months now and the GM fatigue is setting in. Plus I may be starting a Fantasy Trip game for both groups: Saturday we set up characters and had a small start to a session with our bi-weekly face to face group. We'll see if this continues or not in our next get together which is at the other house. Meaning I need to be able to box up what I need to run the game, so I need to prepare ahead of time physically as well as mentally!

 

Sunday, January 14, 2024

Character Challenge 14 of 31: OSE Fighter Grace Carver

I question some of my character challenges: are these characters I could use as a player character or NPC? While Brulk was used in the Fantasy Trip game a bit, I am not sure I hung enough character to actually play him other than as the GM's voice in the party. As I was following an existing adventure and of course, they leave the main path almost immediately. And I'm reading So You Want to be a Game Master, I've read the XDM book, and I backed yet another GM book. the Secret Art of Game Mastering, that will show up in a few months. I am not entirely sure they are really helping me. And no, not having seen Critical Roll or any online games, pretty sure I am not experiencing the Mercer Effect. Though I think part of yesterday's disappointment to me is running a published adventure. Normally I do more of a sandbox thing with some vague goals or set pieces and the players drive where we are going for the most part. For instance, the OSE game underway has a big thing coming up in 2 days game time (which I really still need to plan the details) and that will drive what happens next. Assuming they survive that is!

Anyway, as I do need to do a bit more planning, I may as well bring into focus another NPC that the players will probably encounter again. They have already met Grace Carver, whose songs about her legendary feats are growing out of hand. Though I never really did a character generation for her for stats. So here we go with just who is Grace Carver. 

And I like these dice for OSE as I keep rolling high. Which is ironic as the dice are from a Fantasy Trip Kickstarter, and for the Fantasy Trip you want to low roll, at least for combat attacks! 

Rolling up the stats

ST 12    INT: 14    WIS: 11    DEX: 16    CON: 14    CHA: 10

She has a 2 in 6 chance of kicking down stuck doors, which would be handy for a town guard! Pretty smart, she is both literate and speaks both the trade tongue (common) and Elf (rolled against the 10 races). No bonuses for her wisdom, but with a DEX of 16 she has a +2 to her AC, +1 on initiative, and +2 on missile weapons. Her 14 CON gives her a +1 on hit points, so she is a tough cookie!

Background

Now, just as in Traveller, what can we read into these stats and talents? She comes from the wooded mountains far to the East, her parents guards themselves. The kingdom bordered the Elven woods, where the near mythical Silvermoon Kingdom was located. While trade was minimal between the human and elven kingdoms, there was some. Grace's parents saved an Elf trader. Feeling indebted, he taught Grace and her 2 brothers the Elven language. While Grace was an apt student, her brothers barely learned the basics of the elegant language. The trader decided to travel along the Ocean Trade Route, and Grace, having learned combat from her parents, went along as a guard in the caravan. Weeks later, she realized that the caravan life was not for her, and she stayed at the trade town on the edge of the Kalor Desert, Windermere Crossing. She was hired as one of the 2 new town guards along with Ana Van Rynevel. 

From my Guide to Windemere Crossing:

Grace Carver, new guard hired by Ira Sprigbasher. Young and eager for her job, she and the other new guard, Anja Van Ryneveld, usually have the night shift. She carries a pole arm as well as a long sword and is adept at both. She laughs a lot, especially after the Ballad of Grace Carver keeps getting embellished by each new bard singing it.

This was written before I had her stats, so she is also a great archer and trains with the archer squad when she can. However, doing night duty and traipsing around town a sword is a better choice than a bow. Looking at the image, looks like she wears not quite plate armor, but something like a light plate armor, Which is not really in the book. Going to go with chain armor as it is between leather and plate. Which does affect her movement (I think I am finally getting some of that movement rules in my head!), slowing her down just a bit. 



Random

And painting a bit. Almost happy with these harpies and 3 headed dog. Now to actually use them maybe! Just a bit more work for all of them but coming along. Figured I needed to use those new brushes I bought! 



2024 Challenge


 

Saturday, January 13, 2024

Character Challege 13 of 31: Planet Mercenary Legal Counsel

While still needing to come up with a company name, I'll work through the other main character types they need. Wanting to get the legal counsel so the to-be-named company can get some good deals for mercenary missions. 

Step 1: Pick Command Package

Legal counsel. Bonus skills: +2 Deceive. +2 Negotiate, +2 Dodge, +1 Combat. 

Step 2: Background Package

Street Criminal. He earned his legal degree in prison! +2 Deceive (+4 total). +2 Dodge (+4 total), +2 Explosives (well, there was a reason he was in prison!)

Step 3: Sophont

Rolling again, where 1-5 is common, 6 is uncommon & reroll. 6 - uncommon sophont. There are 9 so 1..9 random generator gives us 8 for a Tausennigan Ob'enn. Which are basically congenitally xenophobic koala bears. Gets +1 to any 4 skills, but -1 penalty for dealing with anyone other than other ob'enn.

Step 4: Pick Skills and Specialties

Starting with the +5 dodge ranks, this little legal ob'enn has a pretty good +9 dodge. Which is the max allowed for starting characters. As he is going to be the legal counsel, I want to make sure he is really good for that mostly. But he will still need be able to shoot as sometimes bargaining ends up with drawn weapons. At least in this game world.

Having 44 points to spread around, Maximmilion Dependence On Nothing seems to specialize in black market negotiations, but also has good contract skills. Giving him the max of 9 in explosives and negotiations and the 7 in contract. Not a great fighter but he can pilot air vehicles. I also gave him thrown weapons because, well, boomerangs. And also they are short so probably do not want to get too close to opponents. A few other odds and ends to hopefully make him a bit useful to the company. 

Step 5: Derived Statistics

Defense is 5 + dodge, so 14. Health is endurance + 6 or 8 for the ob'enn.

Step 6: Finishing touches

We already named him, but let's delve a bit into his background a bit. While most Tausennigan Ob'enn are far too xenophobic to serve in mixed forces, an AI, Petey, has been rehabilitating to "cure" them of this pathological issue.  Maximmilion Dependence On Nothing is a case in point: though he did steal the aircraft after expertly destroying the experimental aircraft hangar and only the hangar, a few years in prison with Petey helping him, Max earned his lawyer license and mostly gets along with other sophonts. His has 5 earrings in each ear and quickly picks up the location of the local black market. As a result, he has gotten some questionable deals on equipment for the company. Not that Captain Blitterhorn actually cares about: it is the end result that matters. 

And it is really hard to find a SF koala so AI to the rescue. 


Random Stuff

Brulk the barbarian from day 12 is an illegal build - that toughness needs a ST of 12. So, the character has my 1st choice, the missile weapon skill so he can shoot arrows a lot better. We actually played a bit, but it took longer to create the characters than I expected. While I did have 2 books, getting their characters with way they wanted to do them was more complicated. Part of that is that two of the players are relatively new to RPGs, and TFT is a point buy system that has a lot of permutations. But in the end, we did manage to play at least for a bit before the day was done. 

Anyway, I may just leave him as-is on the blog.

I will have to read the rules on the company side of things. Not sure if that would count as a character though in a way it is. In a way if you squint sideways at least.

Friday, January 12, 2024

Character Challenge 12 of 31: The Fantasy Trip Barbarian

As I will be running a short session tomorrow, possibly one of the Fantasy Trip Adventures, I needed to go through making a character again as the group I don't think has ever played TFT.  And there are only 3 players and I need a 4th character. Who will probably end up the red shirt of the game.

(Mostly) Random Character Generation The Fantasy Trip

Deciding to go completely random where I can, I start on page 14 for quick character generation. A 6 is a hero, not a wizard. The hero type is a fighter, a barbarian. Using the optional table, this barbarian will know at least one non-combat spell. An 11 on the races is human, with a major desire for learning and a secondary desire for wealth. Oddly the personality rolls are 2d6, where 12 is generally great and 2 not so much. A 6 on appearance is not a great looking guy but if you squint, not that bad. An 8 is a bit braver than most but not foolishly so. An 11 and our barbarian is a paragon of honesty. Mostly. Smack average with a 7 for mood, so not too loud, not too quiet, but just enough to at least carry on a regular conversation. There are 17x3 other traits, and not being able to discern an easy dice roll, using a random number generator our so-so brave barbarian is also very determined. 

Humans start with 8 in each of the stats. Being a barbarian fighter who knows at least 1 non-combat spell. As there is at least 1 IQ 8 spell that is non-combat, we'll focus on his fighting skills. Though that 3 points for the spell will limit his combat ability, so maybe a bit of a boost in IQ!

ST: 11    DX: 12    IQ: 9

The Light spell takes 3 points of his 9 IQ. Barbarians are going to need a sword (2) which gives him the knife skill. Also, the bow (2) for hunting in those barbaric lands. Adding in missile (1) gives him a +1 DX to hit, but then I remembered toughness that acts like a free armor. Hmm, think we will take toughness: growing up with a rough tribe taught him how to roll with the punches. And from a random barbarian name generator, we have Brulk the Barbarian. 

Brulk The Barbarian

From the deep southern plains, Brulk has left his tribe seeking to bring back treasures and gifts to help his family and tribe. His determination is matched only by his naivety: brought up to be truthful as the rest of his tribe, Brulk is ill-prepared for the societies outside his own. His mother was the shaman, and managed to teach him the light spell when he was a child. Carrying a pair of elk-horn handled daggers, his short sword, trusty long bow and 20 turkey feathered fletched arrows, he has left the confines of known lands and is trekking across the world. His clothing is thick, comfortable and well worn. A single obsidian amulet hangs from a leather thong around his neck, a parting gift from his mother. He will often cast the spell on that before night to have a ready light should he need it.



ArtStation - Barbarian





Thursday, January 11, 2024

Character Challenge 11 of 31: Brass Rings - Gouda Parsnip

Gouda Parsnip is Brie Parmesian's fiancé. See the Brass Rings game here for who Brie is. A striking female mouse with immaculate black fur and immaculate whiskers, Gouda is from the Parsnip family. This rich, aristocratic family owns the largest cheese factory in the Rings. She has been brought up to be quite the lady, yet her parents have also taught her to be self-sufficient. She is the company troubleshooter: with her Chapeau of Obfuscation and other tools, she has caught cheese thieves, found spies from the Feta Cheese Farms (their chief competition in Cheeser's Outpost) and watches over the factory with a keen eye.

She and Bucky met at a fondue party held at the Swiss Cheese Paradox. Known for its peculiar architecture (the building is full of holes yet is structurally sound), she watched the young Brie measuring one of the holes. With the Beetle, she heard him murmuring that the more holes, the less building there should be, Amused, she approached him and they hit it off quite well. 

She was concerned when he had disappeared, and urged Dr. Crackers to find his nephew. He hired Bucky Bridgewater and Miss Fay Meadowheart. These two adventurers found and returned her Brie. Upon hearing of his adventures, Gouda is thinking perhaps a trip to Endkeep Station is in order. There could be business opportunities out there for a new Parsnip Cheese Factory in that little town on the edge of the Ring.

Brass Rings is a fun little RPG that we used as a filler game for a session or two. I would not mind running it again.



Random Stuff

I've been reading a few of the other blogs linked up and there are a lot of fun characters. It is great to see how other people do characters, and the amount of imagination people have.

I've also been going through to see what my followers are following and there are some great blogs out there! I just never have enough time to read all of them (though I did respond on one 1 found even though the actual post I commented on was 5+ years old - I imagine they will be surprised if they see that!)

I've also removed a couple of the blogs linked here - they were either no longer active or found or had gone sideways from what they were originally posting. I need to go through that again at some point. But if you want your blog linked, let me know - I'll happily add it. Even though this blog started as a Traveller blog, it has morphed quite a bit over the years (first post: October 2006 so almost 18 years! Wowsers!). I still try and post more Traveller than anything else, but I like most games and did noit think I really needed to have multiple blogs. 

2024 Challenge



Wednesday, January 10, 2024

Character Challenge 10 of 31: OSE Merchant Usman

Deciding that Nasliope needed a caravan master for the caravan she comes to Windermere Crossing in, I decided to roll up a merchant character. And there are 10 character races listed in the players guide, so rolling a 6 there is this half-elf merchant. Which combined means that the minimum intelligence is 12, wisdom 13, constitution 9 and charisma 14. Which means it took a few rolls RAW to get those minimum statistics, even with my allowance of 1 extra roll to use wherever. 4 sets of characteristics later (which was not as bad as I would have thought, but these dice from one of the Fantasy Trip KS seem to roll pretty good for me for this; horrible for TFT as that is a roll-under mechanism!)

STR 8 -1 melee, 1 in 6 to open doors

INT 12 literate

DEX 11

WIS 15 +1 magic saves

CON 10

CHA 17 +1 NPC reactions, +10% XP

This caravan trip was Usman's first solo trip. Working under the auspices of the Bitter Ocean Trade Guild. Based on the coast, the Bitter Ocean Trade Guild works mostly the eastern part of the continent. The Ocean Trade Route is its sole reach to more western lands. Usman looks younger than he is, part of his half-elf heritage. His slightly pointed ears are usually covered by his turban, something he picked up in his desert travels. Somewhat brash, he speaks colloquially in 3 languages: Common, Lower Elven and Svirfneblin's deep gnome language. Usually pretty buoyant and outgoing, Usman does suffer from self-doubt at times. He feels he is not living up to his father's expectations. His father is a sea Elf who commands a small fleet of trading vessels. His mother died when Usman was only 10, and his father seemed quite unwilling to raise this half-human whelp. Usman is always trying to live up to his father's expectations but feels he often fails to meet that high bar.

A tall man with brown hair and a thin beard, he wears leathers when on the caravan but dresses in silks when in town. He will often buy the house a round and listens more than he talks to find the next deal. He is always looking for the next big thing and has been known to take a side adventure from various stops as he is also an inveterate treasure hunter. He carries a small chest with his treasures, though when it fills up, he will sort through them and sell one to have space for his latest find. If searching through the chest, consider a type I treasure.

As a member of the Bitter Ocean Trade Guild, 5% of what he makes goes back to the guild's coffers. 

Skills

Being on the road as much as he has, he has a 3 in 6 chance of knowing the cardinal directions. It is also how he has picked up the deep gnomes' language: one of his normal stops is in the Cradicus Mountains, where the Svirfneblin have set up a small trade outpost for their mechanical creations. 

Usman can read non-magical text in any language with an 80% probability. 

In addition, he currently has:
Appraisal (AP) can accurately determine the market value of an object. 40%
Bargaining (BR) can bargain for up to 13% off the cost of things, and for selling things. 35%
Equivocate (EQ) very good at ambiguous language. 25%
Lie Detection (LD) merchants are keen judges of character. 25 + 5 (WIS bonus) 30%
Open Locks (OL) requires thieves' tools. 35%
Find or Remove Traps (TR) roll is required to find, and another to disarm. Once per trap. 30%



Game Notes

I've got in my head what happens soon in the OSE game, so I've been focusing on adding some of the supporting cast here. I've not written anything down in the blog as my players sometimes do read this, but these characters are mostly public knowledge, and for the background bits that are not, fortunately our group is good about keeping player knowledge out of character knowledge!


Tuesday, January 09, 2024

Character Challenge 9 of 31: Amazon Guard Nasliope

The Burgermeister of Windemere Crossing, Paoaytie Hatheo, is an aristocrat Amazon. On the tail end of a 100 year journey across the world, she is needed back in Elencia as the gods seem to be gearing up for a war. Athena wants all her children back safe. Amazon guards have scattered across the world to track her down and bring her home to help command the armies.

Nasliope is the guard who has heard of the giant woman ruling Windemere Crossing, and following that rumor is on the most recent caravan to that trade town. Along the way, the caravan was attacked by a patrol of gnolls, and would have been lost if not for this mighty warrior's actions and the swings of her doonga or double-edged axe. A tall woman, she wears leaf armor and gauntlets, sandels, and a bronze circlet. Her accent is exotic even to the varied people in the caravan, and she has the odd turn of phrase. She mostly ignores males and helps with the caravan chores. The riding beasts all seem to like her, and she spends more time with the animals than the people. While not shy, she prefers solitude. She eats her meals alone, and practices daily after the caravan has found a place to stay.

OSE Fighter is pretty close. The Amazons get some special bonuses, and as she is a level 5 guard that specializes in axe combat, she has a +4 to hit and damage with that axe. She has a +3 on all other attacks, both ranged and melee. She also carries a bow (1d6 +1), a staff, a shield, and a tanga or sword.

At 6 and a half feet tall, she is taller than most. Radiantly beautiful, she is oblivious to those who stare. She does not tolerate any advances from males. Which those who tried in her travels have found out the hard way, waking up with only a concussion if they were lucky. She seems somewhat tired on this trip with the caravan, and only starts to perk up when battling the gnolls. 



I could not find the book on Drivethru RPG or Eric Bloat's site. Here is the Kickstarter link at least!

Monday, January 08, 2024

Character Challenge 8 of 31 : Traveller Pirate Tobius Vanleare

As I know I've mentioned way too many times before, one of the many reasons I love Traveller is that the character generation is a game that can be played solo. My subsector Naval chief master petty officer was a "lets push the risk factor up" character, so he ended up with a lot of decorations. And did not die in chargen.

He came from an image, and I worked backwards. This time I'll do my "let's roll the stats and see what that looks like" approach. Our raw stats are:

669AA4 So, below average strength and dexterity, pretty smart and well educated, but from the not-so-great side of startown. And poor side of town - perhaps (rolls odd) he took to an early life of crime, and had to run a lot, which explains the higher endurance. These stats give him a pretty good chance at getting in and surviving as a pirate. So off to the pirate life we go!

As soon as Tobius Vanleare could, he joined a crew of ill-repute on the Queen of Bellaphrone. This Scarab-class cargo vessel has had some major updates to the maneuver drives and weaponry. The rough and tumble crew were in need of a smart and educated person to help lure their victims in, and with his young voice, Tobius did well. 

Term 1

At 18, Tobius boards the ship. While he would have preferred a real college degree, he had to settle for public and remote education. But he soaked that knowledge up. He easily got on-board as a working passenger crew, fulfilling the nominal steward's position for the few "passengers" the Queen picked up. Promoted to Henchman, Tobius picks up gambling skills from the crew, and learns to man the turrets, gaining the gunnery skill. And as the crew is rough and tough, he also has the brawling skill from his fights in the hold.

Term 2

Staying aboard the Queen, Tobius is promoted to corporal and picks up tactics and pilot. The pirate life agrees with Tobius: the pilot has taken a shine to the young man, and assisted in getting his official, or at least best forged, pilot accreditation that money could find. And while piloting, he improved the success ratio for the pirate crew, his education and intelligence improving upon his native tactical ability.

Unfortunately, the pirate captain, seeing what could become a rival, decided that Tobius had his last trip on the Queen of Bellaphrone. While the rest of the crew did enjoy his company and his innate skills, Captain Ma Ai did not. 

With Cr60,000 in his pocket, along with a low berth ticket, the now ex-pirate is ready for a new job, perhaps even a legitimate one!

Corporal Pirate Tobius Vanleare 669AA4 age 26

Pilot-1, Gunnery-1, Tactics-1, Brawling-1, Gambling-1

A bright and self-educated man, Tobius talks about his career aboard the Queen but tends to omit the pirate activity. Eager, and willing to help out, he does not trust people of power, or from what he calls the upper crust. Born in the lower-class ghetto of a startown, he left as soon as he could. Picking up some basic starship skills, he is looking for his next opportunity. He has enough credits to last a while, so he can afford to be a little picky. If all else, he'll use his low passage ticket to try his luck on the next planet.
from Artstation

from 0-Hr

Sunday, January 07, 2024

Character Challenge 7 of 31: Corsairs Captain Erika "Fierce" Kelly

The world of Corsairs is an interesting place: a role-playing game of sky ships and floating islands. Basically pirates with flying ships and lands floating above a burning ocean. We played a while ago, and we left the group with their own ship and open skies ahead. Not sure if we'll ever get back to that or a new game, but since then there have been a few updates. And so we'll generate a character with the updates from Speed, Strength, And Wits. And I just found that if I print it as a booklet it actually printed the PDF correctly, so I just have to fold the pages! Now if I just had one of those long staplers, and if I had printed the 1s page on cardstock - insta-zine. Something to remember.

Captain Erika "Fierce" Kelly from a nice random pirate name generator. A Corsair has 3 stats, and each stat you choose the level from Low to High (or 2 to 4d6). Then you assign skills within each stat. 

  • Finesse - for things that require dexterity, speed or nimbleness
  • Might - for things that require strength and power
  • Wits - for things that require knowledge, brains, and wisdom
I may have noted that before, but these are basically the same stats (ST, DX, IQ) from the Fantasy Trip. Which makes sense to me: seems this is really the bare minimum breakdown you can have if your game needs stats for characters. 

Our captain is smart and has high wits and can use 4 dice for those rolls, has a medium finesse for 2d6, and finally, she is pretty small so not much in the way of might. She lives by her brains, not her brawn!
from Artstation


Coming from a long line of Alderil Empire Naval officers, Erika's father was killed before she was 3 by the Corsairs fighting the Alderil Empire. She joined the Alderil Naval Academy at a young age and graduated third in her class. During her first excursion, the AENS Bloodwyre was boarded by pirates, and she was taken hostage. While at first she was terrified, she eventually discovered that these Corsairs were fighting for theior homeland's life: the Alderil Empire's greed for the repellium that allows their ships to fly above the Molten Sea is also what keeps these islands floating. While Erika knew tis in theory, the reality of seeing an island, once home to hundreds of families, sink into the Molten Sea caused her to rethink plan of vengeance. 

While she is still after the specific corsairs that killed her father, she has also turned against the Alderil Empire, at least as far as anyone knows. She takes a fierce joy when attacking the Empire's ships and now commands her own, the feared Redstrike. Yet she rarely kills the enemy: she maroons them on a floating island. Unknown to her crew, she will often leave a message with the survivors. No one knows what games she is playing at.

Erical gets her moniker the "Fierce" from her cutting tongue. More than one battle has been swayed by this petite woman screaming curses at their foes with startling accuracy as to their personal habits. 

And finally, I will have to have her complete crew, ship and possibly refuge completed. Just as with the Planet Mercenary characters, I am now going with my sub-challenge being creating an entire crew for various games to act as my NPC antagonistic groups, assuming we do play these other games.

What Speed, Strength and Wits adds

There are some new optional rules, such as splitting your attack. If you have 5D to attack, you can actually split that into a 3D and a 2D attack. Attacks succeed when the enemy does not make their opposed roll. Though I really need to re-read that whole section for combat it we get back itno this game!

The fame mechanism has been added, which can be both a help and a hindrance. And like other fame mechanics, it may be relative to where you are at. 

Conditions have been expanded from charmed (advantage) and cursed (disadvantage) to include determined, inspired, knackered (aka exhausted), malady, scuppered, three sheets to the wind (drunk). 

Abilities have been added, and I used one for our small captain even though it is a mechanism to use in stead of improving a skill level. Abilities have a cost though: 1 luck the 1st time, then you become knackered. So use beyond once or twice a session is frowned on basically. 

Relationships are changed to have a larger sliding scale. The relationship mechanism is similar to loyalty and all that from other games. Something I always have a hard time with for some reason,

Virtues are added, and are sort of similar to the Fate game, at least the way we'v ebeen playing. Should you do something that triggers a virtue (as determined by the player or GM) the character will become determined or inspired. At a cost of 1 Luck as well. If the player is acting contrary to their virtue, another Luck and they are knackered. Seems like an interesting mechanism to try to align player behavior with their character's stated self-image. Though I've been really lucky and the groups I am in are usually really good about playing their characters well. 

There are rules for a refuge, the player's hideout. Sort of like levelling up in old school games and you start your own fortress/monastery/stronghold/whatever.

Finally, some trading rules. They expand out the basic loot and all that to make things a bit more nuanced. I think - I only briefly read over those rules. Until we get a game to run that is probably al that will happen. Sadly I only have so much time!

And finally - I should have done a Star Trek Borg character for 7 of 31. A pretty big collective group!

Saturday, January 06, 2024

Character Challenge 6 of 31: Planet Mercenary

I backed this RPG on Kickstarter way, way back and have yet to actually even read much of the book. I've read off and on over the years the Sgt. Schlock web comic and generally enjoyed it. When they decided to create an RPG on the comic, I felt it could be a lot of fun and it looked to have some interesting mechanics. However, those mechanics and having a funny RPG also made it a more daunting game. As I am never intentionally funny. If I try it always comes out wrong. I blame my foot-in-mouth disease. 

Regardless, I really should at least try & go through the character generation and perhaps become inspired to try & run a game. After all, I do have the deck of mayhem cards that could help it to be funny in a non-funny game master's game!

What is different is that your character is actually in charge of grunts: you have a squad of ablative meat shields. Which you may use as that, but if they survive, they get stronger and when your character dies, you can now use one of your now upgraded grunts. Almost like DCC in some ways I suppose, admitting that I've never played DCC or gone through a funnel. But I do read a lot...It is also a much more group oriented experience. You are all part of a mercenary unit at the beginning, in charge and running it, not as the ablative meat shields grunts.

The other big difference is also similar to later editions of Traveller: it needs to be a team effort as there are several primary roles that need to be taken and there should only be one of each. The players are creating a mercenary company. Which also bypasses the meeting in a tavern session 0 issue.

  • Captain: "If you play as the Captain, then your in-game job is to make command decisions and issue orders to the other officers. You’re a little like the Adjutant to the GC, and in that role, you rely on people skills to keep the game moving. "
  • Chaplain. "The Chaplain provides both moral support and a moral compass. Morale and morality! Sometimes it falls to the Chaplain to point out what horrible people the other officers could become if they follow a given path. Other times the Chaplain must bring his carbine to his shoulder and clear a path with righteous indignation!"
  • Doctor, "The tools of 31st-century medicine are extremely powerful, but the single most useful surgical instrument is always information — specifically, information about which bits are supposed to be reconnected to which other bits, and whether a particular organ would be missed, since there’s rarely time to grow a new one."
  • Engineer, "An Engineer is like a walking toolbox of two-twists-and-hit-it-with-a-hammer solutions to problems the company may encounter. (If the Engineer is a machine-intelligence with the right attachments, then remove the word “like” from the previous sentence.) Typically, the Engineer is tasked with fixing (or building!) things in the “materiel” category, though they may also be adept at hacking the various non-sentient “thinking” machines commonly called “computers."
  • Ops Commander. "When the client looks to your officer corps, their eyes fall on the Captain. They may not even notice the Ops Commander, who has already identified the exits, possible entry points for attackers, and half a dozen ways to kill everyone in the room — all without attracting any attention."
  • Legal Counsel. "Sometimes it’s best for everyone to holster their weapons while the company’s Legal Counsel steps in to negotiate. This noble war barrister operates as more than just a lawyer. They are the fastest talker in a word-fight, the craftiest contractor ever to get paid twice for the same job, and the only one who can tie the hands of an entire government with little known precedent and a single well-timed signature. Lacking the right signatures, the Legal Counsel may be required to unholster and go hot, serving up bullets instead of subpoenas. Either way, the job gets done and the contract gets honored."
  • Quartermaster: "Properly selected weapons and other materiel can turn a lone soldier into a perambulatory dispensary of enemy dismay. It’s the Quartermaster’s job to keep the “properly” there with the “maintained,” and to perform repairs on gear that’s been dragged into one too many ambushes."

Step 1: Pick a command package

We'll start with a captain, as if I do decide to run a game, we will probably need a rival mercenary group. So yes - I will, over this challenge, attempt to create a complete mercenary group.

As captain, Sidwell Blitterhorn gets +2 Economics, +2 Contracts, History (Military), +2 to any 1 combat skill. And - he is in charge! 

Step 2: Pick a background package

There are 10 background packages, so rolling a d10 his background is pilot: he speaks starship. This gives +2 Influence, +2 Space Vehicles (could have been air vehicles), and +2 stationed weapons. 

Step 3: Pick a sophont

There are 5 common sophont types so we'll make that completely random as well. Though I'll roll a d6, and 6 = one of the uncommon types. Rolling a 4 Captain Blitterhron is a Rilla, a Gorilla sapiens. An uplifted great ape. This gives +1 Athletics, +1 Endurance, +1 Perception and I gain the Perception (Smell) at no cost. And I like to be naked as clothes make me itch. I also suffer a -2 penalty with negotiate skill checks after all other modifiers. And I have bite attack. Should we get into hand-to-mouth combat I suppose. 

Step 4: Select Skills and Specialties

All new characters start with 5 Dodge ranks. But after that, you spend skill points to pick the skills you want. Note that no character may start with more than 9 ranks in any skill. As a new character, I have 40 points to spend. Ranks cost 1, and specialties cost 2 skill points. I can only buy a specialty for a skill I already have a rank in. Interestingly, levelling up specialties cost 3 skill points. 

"Skills are the engine of the Planet Mercenary RPG". I do see a lot of parallels with Traveller here. But hey, I am admittedly biased as Traveller is my favorite game! One note is that we need to make sure at least one character has a good ranking in contracts, as that is what drives the game as each job starts with a contract.

We'll start with some social skills: as captain, he needs to be in charge. Ans a Rilla, thinking Intimidate is a natural, so we'll take that at Rank 4, with a specialty of Coercion (6 points). We'll let our future lawyer specialize in negotiating. 

Moving to physical skills, we'll put 6 points into Endurance (12 points), then we'll buff up Captain Blitterhorn to have rank 4 in space vehicles, with a specialty in both evasive action and stunts (20 points). And add in Athletics Rank 2 with a specialty in climbing and strength (28 points). For mental skills, we'll give him a rank 2 in insight (30 points). 

And finally, we have 10 points to spread out in combat skills. Being a big, uplifted Rilla, going to put 6 of those into heavy weapons, with a specialty in projectile, and the last 2 skill points into melee. 

And I have no idea if that is a good mix or not. Unless we actually play, I've no idea how those mechanics actually play out. 

Step 5: Derived statistics

Our health starts out as 8 + Endurance. Huh - did we ever roll base stats? Rechecking the check list, and no, we have not done that. And it says now we get to roll dice. But fails to mention what kind and how many. Or do we - it looks like we actually use skill points based on the character generation example. I've updated my steps above to increase the captain's endurance. He did have contracts, but we'll let the future lawyer handle that. Still not sure why they say we are rolling dice when as far as I can tell, we are not.

And voila, a character sheet filled out. Maybe even correctly. One of these days, if we play, I'll see how badly I filled this out. And now to do some research to see if this game is played a lot or not. While I think with the correct game master, aka Game Chief, it would play well I hope. And after re-reading before publishing, several adjustments were made. Now to see what a scattergun even is...



Eventually I'll have the entire mercenary group, including their ship. Future postings for Planet Mercenary should be shorter as I don't have to include a lot of the basic info I added at the top of this post.
I went to Pinterest looking for uplifted gorilla images, and oddly I am pretty sure a lot of them were AI generated. So I decided to generate my own. The one above seems to work for me, but I am including the set below that was initially generated.

Finally, just who is Sidwell Blitterhorn? As an uplifted gorilla, a Rilla, he is a 160 kg (353 pound) 1.8 m (5.9') individual. He spent years as a pilot in another mercenary group, the Hell's Bells, before getting enough credits to start his own group. Which is yet to be named. Capitalizing on his size and intimidating demeanor, while Sidwell often loses his temper (and has broken far too many pieces of furniture as a result), he has managed to get a small contract or two on his own. While he would rather be flying than just about anything, he also wants to be his own boss. And being in charge of a mercenary group was his ticket for that.

Planet Mercenary Character Generation

Perhaps it is because this this the 1st time I've tried to generate a character for this game, but it seemed more complicated in some ways. It is a point-based system, with the specialties so no dice rolling. Which for a lot of people is a good thing, but I do like semi-random character generation. I am hoping it gets simpler with the next character I create, which will be the legal counsel so we have someone with good contract skills. Sidwell, when things don't go his way, tends to throw the luggage briefcases around! American Tourist commercial