Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Saturday, September 21, 2013

[Savage Fantasy] Character Sheet

None of us in my play group are particularly happy with the official SWD character sheet, so I decided to make one up myself.  Right now, I only have page one completed; page two is about half done, but I wanted page 1 available for this afternoon's game session.  It's a heavily stylized sheet designed for fantasy games and I tried to keep it as generic as possible.  I left skills blank so I wouldn't need to deal with house ruled skill additions or omissions, and I've taken ammo tracking off the sheet.  The latter was kind of a cool feature when playing Deadlands, but seems wasted for most other games.  The second page will have space for equipment, powers, character notes, and more.
The image is supposed to be a JPG at 8.5"x11" and 300 DPI, but Blogger is reducing the image size.  I'll try fixing it and possibly reposting it over on Google+.  I have a PDF available, but I opted not to post it since the file is 10x the size of the JPG.

Saturday, August 17, 2013

Savage Fantasy Game Pics

Had another session of our Savage Fantasy game this evening.  I think we had a lot of fun, especially since we got to play a few combats with a variety of terrain effects and levels in this session.  Bloated frog-men were setting ambushes and swimming to and from different pools of water, while the heroes themselves were attempting to draw attacks to toward the party's "tank" and looking for high ground and clean lines of fire for ranged attacks. Of course, everything went to hell when the tank decided to leap into the water after a trio of these frog-men, only to find three more waiting for him and ready to pull him into the depths.  

"I'm jumping in!" became the buzz phrase of the night.  

After he nearly drown, the rest of the heroes and he manage to fight off waves of these foul beasts.  The climax was finding the matron of these creatures -- a massively corpulent female laying clutches of eggs -- and their shaman leader -- a heavily scarred male who, alongside his bodyguards, chased back the heroes and nearly killed them.  Fortunately, the PCs rallied and though bloodied and battered won the day.  




Tuesday, May 07, 2013

Savage Fantasy!

After a long break, I am gaming again!  Twice a month or so, a small group of us have gathered to play a Savage Fantasy game.  I'm excited about rolling some dice!  Ok, more seriously, it means I will have something to post again from time to time and I won't have to pine angrily over the other games I hear about that are being played all the time.  Grrrr.  

Because we aren't certain about adding new players or how frequently the game will end up meeting once we start (the plan is twice a month, but who knows!), the choice was for generic fantasy.  Well, as generic as I can run anyway.  In short, the idea is to keep it simple until we know how things are gonna roll in the long term.  Yeah, I'm cool with that.

We are using the Savage Worlds Deluxe rules as a base, with elements from the Fantasy Companion thrown in.  Other fantasy material may be added eventually, though since not everyone has the game books, once again, simplicity was the guideline.  Players opted to start running with Seasoned characters  (20xp) so they could have a little more freedom to build to a more developed concept.  

The first session involved the heroes escaping from bondage while en route to a prison camp and trekking into the swamps so they could pass south into a neighboring kingdom.  They came upon a cluster of old ruins in which a large group of Orcs were camping.  Instead of sneaking past, the heroes created a bit of chaos to split their focus and attention, and used the opportunity engage several of the Orcs on a far side of the camp.  

After taking the time flee as the Orcs regrouped, they emerged from the swamps into clear pastures and vast expanses of farmland.  A short walk later, they encountered farmers tending the fields, who pointed the way to town.  The town's elder was not too keen on hearing news of Orcs a short distance to the north, but after allowing the heroes a brief respite, asked them to retrace their steps in the company of a local woodsman.  It's there we hope to begin our next session. 

The current breakdown of characters is:
  • A heavily armored warrior, more brawn than brains, with a big maul and a tiny vocabulary
  • A shadowy thief skilled at assassinations and remaining generally unseen
  • A psychic warrior monk seeking to find his place in the world
  • A woodsman, scout, and animist nature priest who venerates both the generosity and callousness of nature
I'll have stats posted sometime soon.

Wednesday, December 14, 2011

Firenzo the Fat



[This is a character built for possible inclusion in someone's Maptool based Fantasy game.  Still not knowing what the guidelines are, I went for a novice Wizard  that I thought could be fun to play.  He's more of a summoner type, I'm thinking, with trappings for his spells being summoned beings and forces and energies.  I also wanted a character that, if needed, could throw down in a fight.  Sure, he'd get trounced by a dedicated warrior, but at least Firenzo won't need to cower behind the rest of the party for fear that a stiff breeze might beat the snot out of him.]


Background:

In his youth, Firenzo was a canny but otherwise unremarkable child who lived with his father, a poor bookseller, who managed another man's shoppe. His days were spent reading old books of lore, especially of a magical sort, which piqued his curiousity and engaged his mind's eye with a constant sense of wonder.  When a young man of barely fifteen, his father died, and without any other options, Firenzo became a Belish soldier assigned to work as a city guard in Wroat.  For years he worked diligently keeping the peace and investigating petty crimes.  He enjoyed the routine, the constant training, and the knowledge that he was a representative of his community and sworn to protect its people.  Firenzo found comfort in a belief that despite all the problems in the world, if you acquit yourself well to others, then generally, they do the same to you.  Unfortunately, Firenzo was also quite naive.  


In the course of doing his job, he learned the hard way that the world is often a very harsh and unforgiving place.  Being an honest guard lead him to be given less and less desirable posts that were more demanding on his time.  Though in his heart, Firenzo still believed that honorable accord was of highest virtue, he grew ever more aware that his beliefs were hindering him socially and professionally.  When off duty, he turned to food and drink instead of training, enjoying his meals to such excess that his once fit and muscular form became softer, flabby, and weak from inactivity.  Firenzo grew more and more disconnected from his own life as he realized he needed to make a change.  


Suprising everyone who thought he would be just another dull, go-nowhere city guard, he resigned from his post and hired himself out as a bodyguard for a small group of travelers en route from Wroat to Sharn.  The tragedy that followed also marked perhaps the greatest turning point of his life.  Just three days into the journey, the travelers were ambushed.  Raiders descended upon the group, even as two among them turned against their fellows.  The battle was furious, and when all was done, nearly twenty men and elves lay dead.  The two betrayers themselves had fallen, leaving only a shaken Firenzo and an injured old mage to be taken captive by a handful of remaining attackers and held for ransom for nearly a year. 


The Mage was bound tightly to keep him from working his magics and escaping, and Firenzo, while chained, had his hands free in order to help tend to the Mage.  The old Wizard, Arqueviss Quibb by name, was a long time teacher of young spellcasters, and he saw, albeit faintly, that same spark of the gift within Firenzo as among his former students.  Though Firenzo himself was in his early 30s and far from being a young man himself, he was clever enough, disciplined, and willing to work hard.  That spark grew to a flame, and after many long months of secret training when their captors were sleeping or occupied, they seized their moment.  As Firenzo made ready the way for their escape, he did not realize that Arqueviss never intended for the both of them to leave.  The old Mage was dying and wanted one last taste of revenge before his own spark flickered and faded.


Once Firenzo neutralized the first of the guards and started heading from the camp, the old Mage ensorcelled him and compelled him to flee, to run as far as he could until he collapsed.  It was then that Arqueviss Quibb rained hell upon his captors, unleashing a torrent of raw eldritch force that consumed himself and nearly the whole of the raiders camp.  Firenzo was free, and the old man had sacrificed himself to make certain of that fact. It was then that he vowed that never again would he live in bondage nor would he allow others to be forced to do the same.  


In time he made his way to Sharn, alone.  He practices the lessons taught him by Arqueviss every day and takes odd jobs to best continue his studies.  Though he is not a formally trained wizard, he has more than once proved that learning gained from practice and practical demands can be just as effective.  With no family and few friends, Firenzo the Fat spends his free time writing in his journals (e.g. Spellbooks) and finding cheap venues serving plentiful food and drink.  



Firenzo the Fat
Novice Human Male

AG d6, SM d8, SP d6, ST d6, VI d6

Charisma +0
Pace 5"+1d4"
Parry 6
Toughness 6

Hindrances:
Obese (m), Vow (m; to never again be held in bondage to anyone), Code of Honor (M)

Edges:
Arcane Background: Magic (Bolt, Entangle, Summon Ally), Power Points

Skills:
Fighting d6, Investigation d4, KS: Arcana d8, Notice d8, Spellcasting d10, Stealth d4

Gear:
Heavy Robes/Hides (Armor +1)
Spear (ST+d6; +1 Parry; +1 Reach)
Spell Notes and Journal

Magic:
15 Power Points
Spellcasting d10
Bolt, Entangle, Summon Ally

Saturday, December 03, 2011

10,000 Page Views and a One-Sheet Adventure

Well, Abunchofsavages has passed ten thousand page views!  Who would have thought THAT would happen?

To celebrate, I decided to post a Fantasy One-Sheet Adventure for roughly Seasoned Rank characters.  It's a short tale set in a normally peaceful region who's townfolk have become worried about Ratlings (aka Rat Men) recently spotted in some old ruins. You see, the ruins are set in the hills overlooking a path commonly taken by locals as a shortcut between the region's biggest town and several riverside farming communities.  The characters are tasked with making certain the Ratlings leave...

Download:  Hunters of Heron's Vale Pass


[Spolier Alert]
The Ratlings have set into the ruins because they open up into a series of tunnels in which Rockgrubs may be found.  To the Ratlings, the Rockgrubs are delicious and mildly intoxicating, and this is just one large hunting party sent forth to collect as many grubs as possible.
  
Unfortunately, even if the Ratlings are driven off or convinced to leave, they will probably come back next year.  It seems that Rockgrubs are just too damned good!  This means that it may fall to the PCs to make a choice about how far they are willing to go to help out the townsfolk, because it is within their power to destroy the source of the Rockgrubs entirely.  And having no grubs means having no more Ratlings.
[End Spoiler Alert]

Tuesday, November 29, 2011

New Edges (Fantasy)


I came up with a handful of new edges the other day, and these are the ones that best fit into a Fantasy style game.

Master Bowman
Requirements: Veteran, Smarts d6+, Shooting d10+, Notice d6+
By paying attention to prevailing winds, relative positioning between himself and his targets, and having a solid understanding of his weapon itself, a Master Bowman may increase the base range of his bow by +1/3rd when using it.

Warrior Monk
Requirements: Seasoned, Martial Artist, Spirit d8+, Fighting d8+
A warrior monk's extensive training has lead to his ability to land more focused attacks, resist minor aches and pains, and to natually roll with incoming attacks.  The Warrior Monk gains AP1 on all of his Hand to Hand and Melee Attacks.  Additionally, the character has +1 Armor versus Melee, Hand to Hand, and Thrown attacks, but not attacks from other Ranged sources.

Arrowcutter
Requirements: Seasoned, Agility d8+, Notice d6+, Fighting d8+
If a hero is aware of the incoming attack, then his opponent must use the hero's Parry value (modified by Range) instead of a flat target number to hit him with missile weapon attacks.  In campaigns with firearms, this edge may apply against them as well (with the GM's permission, of course), but only if the character spends a benny to use this Edge for the duration of the encounter.

Tuesday, August 31, 2010

Er'Nakz the Round

I built this bad boy a while back when I wrote a Fantasy adventure one-shot. I wanted an intelligent goblin warlord whose downfall had come as the result of appetites (for money and food) over a long period of time. Certainly, he's likely to be killed by player characters, but only because his own shortcomings have allowed events to transpire as they have. He's a figure who managed to unify a great many goblin tribes under his own banner in his youth, and keep them together as he aged. Only due to his own eccentricities has his band of goblins become exposed enough to be in danger from the "civilized" world.

Er'Nakz the Round (WC), Goblin Warlord
Gender: Male
Race: Goblin
Rank: NPC

Attributes:
Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10

Derived Characteristics:
Pace: 5+1d4"
Charisma: 0
Parry: 8 (Base 7, Buckler [+1])
Toughness: 9 (Base 7, Goblin [-1], Obese [+1], Chain Armor [+2])

Skills:
Climbing d6, Fighting d10, Intimidate d6, Language: Common Human Tongue d4, Notice d6, Shooting d6, Stealth d8, Survival d6, Taunt d6, Throwing d8

Edges:
Combat Reflexes, Nerves of Steel, Frenzy, Followers (x3), Command

Hindrances:
Obese (m), Greedy (m), Vengeful (M)

Gear:

  • Chain Armor w/ Helmet (2 Armor)
  • Buckler (+1 Parry)
  • Enchanted Falcata (longsword) +1 (+1 Hit, 2d8+1 Damage)
  • 3 Javelins (2d6 Damage)

Friday, August 27, 2010

Leslie, Naughty Necromancer







Ok, so I built this character a while back just for fun. Oddly enough, she's a playable Novice character... Or at least she would be in a more light hearted game. You know, I think I was reading some of Terry Pratchett's Discworld series at the time, too. Yeah, probably not the best idea when making a character, though it could have been worse if I'd been re-reading Aspirin's MythAdventures.






Leslie, Naughty Necromancer [WC]
Race: Human
Gender: Female
Experience: Quite [Novice, 0XP]

Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d8

Characteristics:
Charisma +2
Pace 6+1d6"
Parry 5
Toughness 7(1)

Edges:
Arcane Background (Magic [Necromancy]), Attractive

Hindrances:
Quirk (Really bad taste in who she dates; m)
Stubborn (m)
Vengeful (M)

Powers (Necromancy, 15 PP):

  • Netherbolt (Bolt; Its like a punch to your Nether-Regions)
  • Now This Can Feel Really Good... Or Really Bad (Boost/Lower Trait; Don't you want to play?)
  • Psychobitch of the Damned (Fear; Just a fine line past Naughty...)

Skills:
Fighting (Groin Shot) d6, Knowledge (Arcane) d6, Knowledge (Undead) d6, Notice d8, Spellcasting d8, Taunt d8

Gear:

  • Necrocorset (Armor +1; Supportive yet Evil)
  • Naughty Costumes (Schoolgirl, Nurse, Dominatrix)
  • Pointy Leather Boots (Str+1d4, Only when Kicking)
  • Ritual Gear

Tuesday, December 25, 2007

Hutchins the Archer

Hutchins had a childhood dream. He wanted to be a Hero.

Unfortunately, as Hutchins learned quickly enough, Heroes get hurt. They get cut. They bleed. They die. And as quickly as he'd begun training with a blade, he gave it up. No Sir, the Heroes life was not the right choice after all. Better to stand far... FAR... away from a fight and launch an arrow or three. If the fighting gets too close, well, thats what running away is for. Indeed, Hutchins found himself to be proficient at both shooting AND fleeing. Coupled with a nose for scenting out danger, Hutchins was far from heroic material. Hutchins is a natural born coward.

Now, please don't think that makes Hutchins a bad person. He's affable enough and his cowardice doesn't usually affect others too badly. See, Hutchins is a man with ideas. Thats right, ideas. He figures he can still manage to find a Hero's payoff without all the Hero's risk. Its just a matter of finding the angle, right? And the key to that angle seems to be hiding among more sturdy folk, letting the folk who want to fight – who get off on fighting – do what they do best. See, no problems there. Hutchins will just hang back, take a shot when the opportunity presents itself, and let the cash roll in. If things get hairy, well, he'll do what he does best and run his buns off.

Hutchins is an Archer for hire, and tends to take jobs where there are lots of wide open spaces. No dungeon delving for Hutchins, no Sir. Keep to the wide open spaces, thats his motto. More space to shoot. More space to run away. Space is good. Goooooood.


Hutchins the Archer (WC)

Race: Human
Gender: Male
Rank: Novice

Attributes
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills
Climbing d6, Fighting d4, Healing d6, Notice d6, Shooting d8, Stealth d8, Streetwise d6

Derived Stats
Pace: 8+1d10
Charisma: 0
Parry: 4
Toughness: 5

Edges
Danger Sense, Fleet Footed

Hindrances
Greedy (m), Phobia – Enclosed Spaces (m), Yellow (M)

Gear
Bow (Damage 2d6; 12/24/48; RoF 1), Short Sword (STR+1d6), Quiver with 20 Arrows, 15 Coins

Monday, December 24, 2007

Galloran

Born the only son of village schoolteachers, Galloran was raised with a love of learning. Always bookish and kind of pudgy, he none the less showed a willingness to engage in hard work and daily chores. When the gift of magic manifested, Galloran's parents were ecstatic... until the reality of their situation set in. Too poor to get the boy formal training, they managed to acquire what books and information they could. Through second hand grimoires and the odd lesson gleaned from passers by, Galloran was largely self taught. He furthered his study by traveling where he could, using the resources of other libraries to answer question after question. Even as a young man, Galloran retained his short stature and quickly learned to defend himself against all but the most skilled of bullies. He toughened up immensely, and learned not to be pressured by others who would sway him.

But Galloran developed a bit of a chip on his shoulder. He saw plainly those other magic wielders born to privilege enough to afford more formal training. He noted how much easier their studies became within the constraints of a structured environment. Galloran seethed at their coddled lifestyle and little social cliques.

Perhaps it was just a bad day (though in truth part of Galloran wanted it to happen) when a cluster of these young wizards pushed past him arrogantly. Galloran demanded an apology, but recieved a snide, mocking comment instead. Galloran demanded a wizard's duel. Once the laughter subsided from his peers, the other wizard agreed haughtily.

He simply could have walked away, any offense subsiding in short time. Instead, Galloran forcibly escalated the matter. The dual was fought, and in truth both casters were fairly evenly matched in magical abilities. But Galloran had one advantage -- some measure of experience growing up in the real world. As flurries of eldritch energies were launched and deflected until both caster panted near exhaustion, Galloran did the unexpected. After deflecting a final bolt from his opponent, Galloran closed the distance and struck him hard across the head with walking stick. The young wizard dropped to the ground, unconscious and twitching, even as Galloran laughed and walked away. Magic doesn't solve everything.

In the weeks that have followed since defeating a schooled wizard, Galloran's ego has grown, and so has his own estimation of his abilities. Now Galloran is poised to travel to a new locale, one in which a powerful Magus once had a library of over a hundred volumes. But the journey will be long, and who knows what he will find along the way.

Galloran (WC)

Race: Human
Gender: Male
Rank: Novice

Attributes
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d8

Skills
Fighting d6, Intimidate d4, Investigate d6, Knowledge(Magic) d8, Notice d6, Persuasion d6, Spellcasting d8

Derived Stats
Pace: 6+1d6
Charisma: 0
Parry: 5
Toughness: 6 (Base 6, Small -1, Armor +1)

Edges
Arcane Background (Magic), Wizard

Powers
Bolt, Deflection, Obscure

Hindrances
Small (M), Quirk - Needlessly attempts to prove his superiority over formally educated wizards (m), Enemy - Rival Wizard that Galloran defeated in a duel (m)

Gear
Leather Armor (Armor +1), Club (Brass Topped Walking Stick; STR+d4), Magical Supplies, Fine Clothing, 240 Coins

Notes
Galloran is a fairly direct wizard build with no real surprises. He's just a basic example of a usable wizard who is capable of surviving from Novice rank, despite his Small hindrance.

Wednesday, December 19, 2007

Gardiff the Lost

Gardiff always was a little dim – the last to understand the moral of a story, the last to learn to tie his shoes. He couldn't fix a cart or plow. He never did learn his letters or how to write his own name. But what Gardiff did learn, he learned well. A strong sense of right and wrong, for example, always has colored Gardiff’s perception of the world. A good thing, too, since even as Gardiff’s mind lagged behind his fellows, his body grew to dwarf theirs. Standing a hair under seven feet tall and well over 300 lbs, Gardiff is a physical monster among men.

Think what you wish of young Gardiff, he was not so stupid he couldn’t recognize what few talents and advantages he held. Easily enough he could have bullied the people around him. Instead, his strong moral compass led him in the other direction. Gardiff became a protector, helping those persons weaker than he against those would prey upon them. In a way, he forged a symbiotic relationship with his peers; where he kept them from harm, they looked out for him when faced with persons who would dupe or manipulate him.

Gardiff and his friends grew to adulthood, in time joining their home town militia. Trained to fight with blade and fist, it appeared that Gardiff had found his place in the world. He threw himself into his studies with impassioned fervor, diligently absorbing each lesson his swordmasters presented. But near the end of his training, Gardiff’s world collapsed. Alongside his friends, Gardiff had been camped in the hills just outside of town. They never saw their attackers as arrows tore through the thin tent-cloth and sank deeply into unsuspecting flesh. Gardiff awoke two days later in cabin of the town’s healer, his wounds bound in thin gauze. He was the sole survivor.

Gardiff lost his place in the world, namely a place alongside his friends. Now, Gardiff has found no other choice but to leave his homeland and all of its tumultuous memories. He is disheartened, a little broken inside, but he knows he must find a new way in the world.

Gardiff the Lost (WC)

Race: Human
Gender: Male
Rank: Novice

Attributes
Agility d6 Smarts d4 Spirit d4 Strength d10 Vigor d10

Skills
Fighting d8, Intimidate d6, Notice d4, Persuasion d4, Riding d6, Swimming d6, Throwing d6

Derived Stats
Pace 6+1d6
Charisma 0
Parry 5 (Base 6, Great Sword -1)
Toughness 9 (Base 7, Toughness 1, Armor 1)

Edges
Brawny

Hindrances
All-Thumbs(m), Illiterate(m), Heroic (M)

Gear
Two Handed Sword (STR+1d10, Parry -1, 2H), Leather Armor (Armor+1), Backpack

Notes
A picture is forthcoming.

Sunday, December 16, 2007

Arlin Greyrunes

For as long as he can remember, Arlin has been marked by two, gray runes on his inner forearms. His parents, when they were alive, told him only that the runes appeared there one day when he was barely a toddler. Arlin suspected they were hiding something from him, and from time to time would inquire anew. But the answer was always the same.

He and his parents, fur trappers both, moved around a lot, never living in a large community and never remaining for more than a year or two. As Arlin's thirteenth birthday approached, he noticed his mother's increasing nervousness. She would break down in tears when she suspected Arlin did not notice her watching him.

They had been living on the shores of a large, forested lake for just about a year. When the stranger came, Arlin was down by the lakeside gathering fresh water as he did many mornings. A full head taller than Arlin's father, yet seeming impossibly slight, the man was swathed in a heavy gray cloak. Menace rolled off the strange figure as he pushed open the front door and stepped inside.

First came the choked scream of Arlin's mother – a shrill cry that stopped too abruptly. Next was the heavy crash of Arlin's father smashing backward through the door and landing sprawled upon the ground. The Stranger strode through the splintered doorway, knelt down over Arlin's father, and plunged his finger tips into the man's eyes.

The Stranger followed Arlin through the forest for over an hour. Arlin hid as best he could, but the Stranger seemed somehow to know all the boy's secret hideaways; it was like he knew what Arlin's own father had known. When the chase came to an end, the Stranger found him hidden in the high branches of a tree. Arms of liquid darkness stretched up and encircled him, dragged him down from his vantage, and held him at eye level with the gray cloaked figure. He had no face, just a black gauze mask wrapped loosely around his head.

Arlin remembers very little of what happened next, the frenetic blur of action as he struggled fruitlessly to fight the slayer of his parents. Most of it was lost to the pain as his forearms burned as though seared by acid. The Stranger recoiled even as tendrils of darkness lashed out from beneath his cloak and wrapped around Arlin's neck. Dragged down to the lake, Arlin was held beneath the chill waters until oblivion swallowed him whole.

He awoke on the far lake shore, wet and battered, but alive. In the ten years since, Arlin has taken the name Grayrunes, though he keeps the runes themselves covered up. No longer a helpless little boy, he's learned how to handle himself in a fight. He's picked up a little bit here and there about who the Stranger was, but has found precious little about the Grey Runes or why he is still even alive.


Arlin Grayrunes (WC)

Race: Human
Gender: Male
Rank: Novice (5 XP)

Attributes
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8

Skills
Climbing d6, Fighting d8, Investigation d4, Knowledge (Dark Cults) d4, Notice d6, Stealth d6, Survival d6, Tracking d6

Derived Stats
Pace: 6+1d6
Parry: 6
Charisma: 0
Toughness: 7 (Base 6, Armor 1)

Edges
Two Fisted, Nerves of Steel

Hindrances
Enemy – Those who are hunting the Gray Runes (m), Vengeful (m), Vow – Uncover the Secret of the Gray Runes he bears (M)

Gear
Axe (STR+d6), Swort Sword (STR+d6), Dagger (STR+d4), Leather Armor (Armor +1), 25 Coins

Notes
Character has 5 XP to represent some of the time spent in training

Paradys Rathburn

Acerbic and possessed of a mouth even fouler than her temper, Paradys Rathburn is a young investigator for hire. Her natural curiosity made this an obvious career path, though she retains few repeat clients. If not for her poor social skills and predisposition to seeing the law as flexible, even malleable, she might have made an excellent constable. Instead, she walks a fine line between citizen and criminal, with neither side being particularly quick to claim her as their own.

Of average appearance and build, she blends well into the city crowds. She dresses plainly, for function over style, and does little to draw undue attention to herself. However, when backed into a corner, Paradys Rathburn has demonstrated time and again that she is a competent combatant with both her rapier and her tongue.

Paradys Rathburn (WC)

Race: Human
Gender: Female
Rank: Novice

Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6

Skills:
Fighting d6, Investigation d8, Knowledge (Law) d4, Lockpicking d6, Notice d8, Stealth d6, Streetwise d6, Taunt d6

Derived Stats:
Pace: 6+1d6
Parry: 5 (6 w/ Rapier)
Charisma: -2
Toughness: 6 (Base 5; Armor 1)

Edges:
Alertness

Hindrances:
Mean (m), Quirk – Foul Mouthed (m), Curious (M)

Gear:
Leather Coat (Armor +1), Rapier (STR+1d4; +1 Parry), Lockpicks, 100 Coins

Notes:
Paradys Rathburn is a both an attempt to build a hard boiled detective at the start of her career, and an attempt to do so for a fantasy setting. Relatively inexperienced, she is clever and canny, holding the promise of greater things to come. At this stage, she is her own worst enemy, quick to offend and even quicker to place herself in situations way over her head.

She is a character well suited for an urban setting, probably a port city. Her foul mouth and mean spirit could mean she grew up as a wharf rat – one of the many poor youth that clamor among the docks, forming gangs or shipping to sea at too early an age. Her parents likely were sailors, gone for long periods of time which left young Paradys an orphan of circumstance if not by fact. The only thing her parents ever gave her was her colorful vocabulary and the harsh lesson that she can only rely on herself in this world. As Paradys became a young woman, she grew callous and disconnected from others, the differences from her peers growing more and more pronounced. And yet, she watched them, studied them, and learned their patterns, habits, where they go, and how to hurt them.

Of course, this is all speculation. Paradys Rathburn certainly is not telling anyone what really happened.