Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

Monday 11 March 2024

Jessie's Prints - Episode 38 - Warduke

This week, I are mostly been printing... Warduke

Back to regular scale printing this week with a character from the early days of D&D and a firm favourite with all the fantasy damsels.

Warduke - Cults 3D

Warduke is an iconic fighter and in this printable version we have him as seen across three stages of his metamorphosis from journeyman fighter to outright blasphemous bad guy.  This totally reminds me of the Ral Partha 3 Level character minis for AD&D from back in the day.  Last time I painted up a set of these it was the Illusionist and I think they came out really cool.

Warduke - 3 Stages of character development

The Origins of Warduke

According to Dux Bellorum the first appearance of Warduke was on the cover of Dragon Magazine #17 (1978) before becoming the main protagonist in the LJN D&D action figure toy line. He is fully fleshed out in the XL-1 Quest for the Heartstone adventure module for Dungeons & Dragons BECMI.

Growing up in the UK in the 80s we never really had the LJN toys and I only occasionally managed to snag a copy of dungeon magazine as "official D&D" source material was fairly thin on the ground.  

We had White Dwarf instead, which back when the hobby was in its infancy and Games Workshop sold other games, they would support those games with scenarios and new monsters.  They did this for all the games they sold including Runequest, Call of Cthulhu, Paranoia, Car Wars to name just a few.  

They didn't stop this practice until September 1987 (WD Issue 93) when they printed the last AD&D Scenario "Getting Away With Most of It"  by James Wallis.  This issue was the one where they previewed the classic art from the Rogue Trader cover and explained what Warhammer 40K was. 

Painting Warduke

The coolest part of Warduke is of course his metallic blue armour and winged helmet.  This is an undeniable throwback to his 70s disco roots.  Back in the day, anything remotely sci-fi got painted in Humbrol (222) Moonlight Blue metallic paint.  In fact everything in the 70s was a coloured metallic.  The first car I ever owned, a 1975 4-door Mk2 Escort, came in a fantastic shade called Purple Velvet Metallic. 

Recreating that shade was easy with a silver base and a coat of Army Painter's appropriately named Highlord Blue Speed Paint.  His armour is deceptively weird being a mix of chain over bare skin and what look like an animal fur or leather loin cloth.

Warduke - 3 Character Levels

 

Equally bizarre are his boots, with one boot cuff in silver for some unknown reason and the other all black with two big silver studs.  You cannot deny he has a pretty awesome skull shield which just gets the dry brush treatment along with his trusty and utilitarian sword.  

A golden codpiece / underpants combo in the shape of some monstrous demonic visage and two red gems finish him off. 

Wednesday 21 February 2024

Jessie's Prints - Episode 35 - 3 Goblins in a Trenchcoat

This week, I are mostly been printing... 3 Goblins in a Trenchcoat!!

3 Goblins in a Trenchcoat - MZ2450 Patreon 

Our Friday game at Dragons Keep Roleplay Club has seen us sucked through a portal onto one of the levels of hell called Las Infernalis.  Basically this is Disneyland for Demons and I'm sure is going to full of weird and deadly rides, games and equally weird characters.  

Having recently joined the MZ2450 Patreon, imagine my surprise when I stumbled on a recent post containing an STL for this guy!!

3 Goblins in a Trenchcoat

This is exactly the sort of mini that floats my boat and so I quickly printed and painted him and sent a photo off to Alex the DM.  He's a very amenable sort of chap and we share a love of weird cinema.  His reaction was classic and I expect to bump into this trio of ne'rdowells in the very near future.
 
Miguel also does a version with 5 Wyrmlings in a Trenchcoat which is totally not Tiamat!

Three Halflings in a Trencoat (D&D 5e)

A very creative Reddit user put up a statblock for the 3 Halflings in a Trenchcoat for D&D 5e games.  It would be a very challenging encounter and seems rather overpowered to me.  It is written more as monster statblock and perhaps something that occurs as a consequence of donning a cursed magical trenchcoat which must be filled with 3 of something... Mwahahaha  

Origins of the Totem Pole Trenchcoat Trope

This is one of those prints that irrespective of age we all seem to instinctively have a memory of it from our childhood.  According to TV Tropes this is known as the Totem Pole Trenchcoat but there is no reference to a historical origin.  I seem to remember an episode of Wacky Races or The Perils of Penelope Pitstop where the Ant Hill Mob used this technique.  
 
Fun Fact, the names of the members of the Ant Hill Mob are different in each show.  In Wacky Races they are: Clyde, Ring-a-Ding, Mac, Danny, Rug-Rug-Benny, Willy and Kirby.  Their car is number 7 The Bulletproof Bomb.
  
The Ant Hill Mob

 Whereas in The Perils of Penelope Pitstop they are called, Clyde, Dum-Dum, Softy, Yak-Yak, Snoozy, Zippy and Pockets.  Their car, Chug-a-Boom, is much more of a character in its own right in some episodes of this series,  It gets the classic headlight eyes and is voiced by the late great Mel Blanc  

Ant Hill Mob - Perils of Penelope Pitstop

If you know of any earlier uses of this trope, please feel free to comment in the box below.

Monday 12 February 2024

Jessie's Prints - Episode 34 - Teenage Mutant Sorceror Tortle

This week, I are mostly been printing... A Tortle!!

Epics N Stuff Tortle Sorceror - MyMiniFactory - 109539  

This week saw us return to The Rivenlands D&D Campaign at Dragons Keep Roleplay Club.  My clubmate and fellow founder Paul needed a mini to represent his Tortle Sorceror so he commissioned me to print and paint a supplied STL. 

Tortle Sorceror

He's a chunky boy and basically pyramidal in shape.  The mini came both pre-supported and unsupported, as is common these days.  However, he also came as a pair of pre-hollowed out variants for those wishing to not waste resin or just wanting a slightly lighter mini.  

This is the first time I've seen this done on a 35mm single piece character mini, so I printed a hollow one for shits and giggles.  The only issue I had is that the wall thickness just wasn't thick enough to prevent the odd hole appearing when I removed the supports. 

Painting

The customary zenithal priming was done and mounted to my base of choice (a two pence piece).  I said he was chunky and barely any base was visible under his girthy feet.

Paul supplied me with a photo of a make by Empire of Minis so I didn't even have to make any colour choice decisions. 

Base colours were a mix of Vallejo Acrylics, with midtones dry brushed on before picking out the highlights.

Tortle Sorceror

Serious Skin Problems

I really struggled with the skin on this model, in fact it was practically the last thing that got painted.  The sculpt had no texture and yet he is supposed to be a tortoise like humanoid.  Last time I looked they had pretty scaly lizard like skin and his was as smooth as a baby's bottom.  I have a small collection of greens and they were covering really horribly over the zenithal, particularly where areas of shadow were converned.

Tortle Sorceror

 

I persevered though and resorted to mixing in a bit of some Crafter's Choice acrylic that I found in a Wallington "Arkwrights" shop.  

Arkwrights Store - Open All Hours
G.. G.. G.. Granville! Fetch me that tube of G... G.. G... Green Paint!

This stuff is so random it doesn't even have a paint name, just a number (PNTA-134) but it's made by Royal & Langnickel and it did the job where my specialist miniature paints could not.  
 
This just goes to show that when you are painting don't just dismiss your art materials because they aren't Vallejo or Games Workshop.  Try out lots of different paints and you just might hit on some secret sauce.

Sunday 7 June 2020

Amoebaman - A Plantman PC idea for your RPGs

I came up with a silly idea and had to post it otherwise I would forget I'd had it.  Clearly too much cheese was consumed that day.

Ameoeboids

These complex vegetable organisms are humanoid in shape and come in a variety of heights and classes.  they have all the same stats as humans.  Their one distinguishing feature is that they reproduce asexually.

Yes every time they level up they immediately split into two distinct life forms with the same stats, skills and memories.

Go forth my Son (or daughter)

Of course whilst it sounds like a fun idea, it presents a problem for the party if they keep on their new recruit.  If this lappens every level by 4th level (assuming that they all survive) their will be 8 versions of it and the party will keep growing exponentially.  The player will have to decide which to put to the sword and which of his children to cast out into the cold unforgiving wilderness.  Tough love indeed.

In hindsight perhaps to prevent this getting out of hand reproduction should be capped at twice per lifetime.

Not at all Thought Through

I cannot be held responsible for my creation if you should choose to use it in your game.  It could be an interesting Invasion of the Body Snatchers style plot hook though if you use it as a benevolent monster NPC type which can also assume the visage of an unwilling party member.

Amoeba Man - Wonder Woman #125 - Battle Prize
DC came up with the Amoeba Man idea first - dangitt!




Wednesday 15 February 2017

Where have all the Cat People Gone?

The new group of characters going through the mill that is my campaign world The Lands of Dual contain two female Phylus, aka "Nyx and Styx the chicks from Xix."

I would love to find some miniatures to help the other players to visualise this loveable pair of rogues  but it seems like cat people are out of vogue.

Inspirational Images


Wilykit & Wilykat
from Thundercats
AniPuma and UniPuma
from Dominion Tank Police
All Purpose Cultural
Cat Girl Nuku Nuku
Aisha ClanClan the Ctarl-Ctarl
 from Outlaw-Star


The Miniature Possibilities

D&D/Pathfinder Minis


Dungeons & Dragons Miniature:
Archfiends 11-60 Catfolk

Darksword Miniatures Critter Kingdoms

More anthropomorpic than I would prefer and better suited to a game like Mouseguard.
Ella Cat Rogue Black Cat Avenging Thief

Reaper Miniatures

Cheetah Girl Cleo, Weretigress
Kyoko Silvers Cat Girl Tawny Firehair, Cat Girl

Alkemy (Alchemist) Miniatures

Beautiful sculpts and purrfect for the Al-Quadim inspired setting of Sankahar in my campaign world The Lands of Dual.

Dahlia ibn Malikh Iëcha bint Sorhna

Crocodile Games - War Gods of Aegyptus (Basti)


I have to mention the Crocodile Games Basti miniatures, unfortunately the vast majority of the femle characters are a bit too NSFW for my tastes, but this pair of Basti skirmishers would work... just

Basti Skirmisher WGE-013d Basti Skirmisher WGE-013e

Eureka Miniatures - Update

Thanks to reader Andrew who discovered these anatomically correct six breasted Bastet Cat Women Warriors from Eureka Miniatures Chaos Egyptian Range.  Eureka are based in far flung Australia but fortunately these can also be ordered from Fighting15s in the UK.


Call to Action

If anyone out there knows of any fantasy catgirl miniature makers please leave details in the comments below.  I don't want to have to unleash Edna, the Crazy Cat Lady on my players!!

Sunday 29 July 2012

My Fighting Monks are Benders... discuss

In my experience, when a party is being assembled, the fighting monk is always the guy that gets picked last (even after the gnome).  

An Earth style mage using
Earth Fist Technique
Although monks are competent fighters and have a few neat abilities at higher levels, they always lose out in favour of a cleric because of their lack of magic.  This is a bit of a contradiction when considering that in most wuxia movies monks are kick ass characters full of mystical know-how.  In the Avatar anime franchise specifically, they are are masters of the four great elemental forces of air fire wind and water. 

In my recent Castle and Crusades campaign, when one of my players (a self confessed street fighter fanboy) decided he wanted to play something different,  I thought it would be nice to apply this Avatar concept on a new character class.  Luckily for me, I made a concious choice in the design stages of The Lands of Dual to create all of the landmasses first and then allocate cultural memes to each of them.  This enabled me to apply any of the associated mythologies and styles as I saw fit whilst simultaneously restricting any game destabilising effects to just one locale (in case they got out of hand).

One of these memes was that of the Feudal China seen in hundreds of Wuxia movies like Crouching Tiger, Hidden Dragon or House of Flying Daggers.  The island of Huang-Zua is my attempt to combine all of my favourite wuxia memes in one place and so it has become the home to the mystical Martial Mage's who use their mastery of fighting techniques to shape elemental forces to their will. 

The Martial Mage

Prime Attributes: Intelligence & Strength
Race: Human only (Huang-Zua)
Starting Gold: 30-120gp
Hit Die: d12
Alignment: Neutral Good or Neutral Evil
Weapons: None
Armour: None
Abilities: Unarmed Attack (as monk), Elemental spell-like abilities (as below)

The Four Elements, Styles and Schools of Martial Mages

Every Martial-Mage adopts a fighting style related to one of the four elements (Earth, Air, Fire or Water) and is taught how to use that styles techniques in one of four fighting schools.  Only that school can teach the secrets of their fighting style and their is fierce rivalry between all four schools.  It is forbidden to practise more than one school of fighting at a time although each fighting school's archive contains accounts of one or more styles being practised simultaneously by their ancient masters.

The Techniques

In the Avatar series, all the manifestations of this elemental power are triggered by a series of fighting moves and in RPG terms a conventional ranged touch attack is required in almost every instance.  This retricts the spell casting abilities of the Martial Mage character to use in solely in combat, but also distinguishes it as a class from other spell casters.

Avatar Fan-art by DeviantART user slifertheskydragon


Likewise, in order to perform any of the techniques a martial-mage must have access to a source of elemental material matching their fighting style.  For example, a water style martial-mage must have access to a suitable volume of water.  This makes some fighting styles difficult or even impossible to use in certain environments, for example a water style mage would find it extremely hard to use their techniques in a desert, and fire and air style mages would both find using their techniques almost impossible whilst submerged.

ELEMENTAL FIST (Level 1)
Duration: InstantSAVE: NO
Description and Damage
When using this attack the casters hands are enveloped by elemental material. A successful melee attack inflicts 1d6 +1 per level of damage to the target.

ELEMENTAL STRIKE (Level 2)
Duration: InstantSAVE: NO
Description and Damage
When using this attack the caster shapes a ball of elemental material into a 1ft diameter ball. Upon a successful ranged touch attack, they can fire this ball upto 100ft at a single target inflicting 1d6 +1 per level of damage.

ELEMENTAL SHIELD (Level 3)
Duration: 1 Turn / levelSAVE: NO
Description and Damage
This technique allows the caster to form a ball of elemental material into a free floating disc approximately 6ft in diameter which they can move around their body at will like a shield. This affords them a +3 AC bonus against all attacks directed at them during melee and missile combat. This also affects spells which require a successful touch attack, those that automatically hit are unnafected.

ELEMENTAL SHARDS (Level 4)
Duration: InstantSAVE: NO
Description and Damage
When using this attack the Martial Mage collects and shapes an amount of elemental material into a 1ft diameter ball. Upon a successful ranged touch attack, they can fire a barrage of shards in a 20ft wide, 100ft long cone inflicting 1d6 +1 per level of damage to anyone caught in the cone.

ELEMENTAL STEED (Level 5)
Duration: 1 Hour / levelSAVE: N/A
Description and Damage
This technique allows the caster to create a spinning ball of elemental material which can be ridden much like a horse or other beast of burden. The ball can move in any direction at a speed of 5mph / level of caster. Any change in direction or speed requires a DEX save to avoid falling off.

ELEMENTAL BLAST (Level 6)
Duration: InstantSAVE: DEX
Description and Damage
By using the stomp technique a Martial Mage emits a shockwave of his chosen element material in a 50ft radius sphere around him. This shockwave does no damage but all targets within the blast radius (including those flying) must make a DEX (with a +1 difficulty modifier per level of caster) save or be immediately knocked to the ground.. Alternatively a mage can direct the stomp technique at a single target up to 100ft away.

ELEMENTAL CAGE (Level 7)
Duration: InstantSAVE: DEX
Description and Damage
After making a successful ranged touch attack, this technique allows the caster to surround the target with a mass of elemental material unless they make a DEX save (with a +1 difficulty modifier per level of caster). Targets who are successfully captured can also break free on a successful STR save (with a +1 difficulty modifier per level of caster)

ELEMENTAL WALL (Level 8)
Duration: 1 Hour / levelSAVE: DEX
Description and Damage
When using this technique a Martial Mage shapes a wall of his chosen elements material into a 50ft high, 10ft thick wall upto 100ft in length directly in front of him. Any targets caught in the path of the wall who fail a DEX (with a +1 difficulty modifier per level of caster) save will be hit by the wall (causing 1d6+1 per level damage) and be pushed out of the way in the direction that the wall is growing. In the case of Air and Water Style, the wall can be as transparent as the mage wishes, however in the case of the Earth and Fire the wall can only ever be opaque. The wall is impervious to all attacks other than those which take the form of the same element which do half damage.

ELEMENTAL SPHERE (Level 9)
Duration: 1 Round / LevelSAVE: N/A
Description and Damage
The caster surrounds himself with a 10 ft diameter sphere of elemental material which is impervious to all attacks other than those which take the form of the same element which do half damage. Whilst maintaining the sphere the caster cannot attack or perform any other action.

ELEMENTAL FLIGHT (Level 10)
Duration: 1 Hour / levelSAVE: N/A
Description and Damage
Using this technique the Martial Mage can achieve flight. For Earth and Water styles this is achieved by creating a disc of material underneath the caster which is then levitated vertically and horizontally in the air. In the case of Fire and Air styles, jets of material are emitted from the casters hands and or feet which propel the user vertically or horizontally. The caster can accelerate or decelerate at upto 10 Mph per level and achieve a maximum height of 1,000ft per level.

Saturday 19 November 2011

I'm a Chaotic Neutral Human Wizard

Been a while since I've done one of these cosmo style tests but everyone seems to be giving this a go, so...

I Am A: Chaotic Neutral Human Wizard (4th Level)

Ability Scores:

Strength: 9

Dexterity: 11

Constitution: 11

Intelligence: 14

Wisdom: 12

Charisma: 12

Alignment: Chaotic Neutral


A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.

Race: Human

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class: Wizard

Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

Which makes me the Ninth Doctor


I found this Dr Who alignment chart... oooh I'm the Ninth Doctor, Chris Eccleston


Thursday 27 October 2011

A to Z of UK RPG in the 80s - E is for Elric of Melnibone


E is for Elric of Melniboné (it's mel-nib-o-nay not mel-ni-bone)

Stormbringer RPG on eBay
Michael Moorcock was de rigeur reading amongst my fellow roleplayers and the Elric Saga particularly so.  Elric was for most readers the first true anti-hero and introduced the concept of exploiting flawed and troubled character possibilities in roleplay.

The Novels

My fondest memories were of my school mates and I swapping the London Panther editions in the playground like kids do today with XBox games. 
  • Elric of Melniboné (1972) - Where Elric, the 428th Sorceror Emperor of Melniboné and he discovers the runeblade "Stormbringer" from which he derives power and vitality.

  • The Sailor on the Seas of Fate (1976) - Forced to flee Melniboné, Elric journeys across the sea and learns his fate, to become the Eternal Champion.

  • The Weird of the White Wolf (1977) - Where Elric returns to Melniboné with his companion Moonglum and confronts the usurper Yrkoon.

  • The Vanishing Tower (1977) - Where Elric turns mercenary sorceror

  • The Bane of the Black Sword (1977) - Introduces the love of Elric's life Zarozinia and sets up the events of Stormbringer

  • Stormbringer (1965) - Elric must confront the Sorceror King of Pan Tang, Jagren Lern, who has allied himself with the Lords of Chaos in an epic final battle.
Michael Moorcock Elric Novels

Elric is one of the many incarnations of The Eternal Champion, a hero who exists in all times, universes and dimensions who is charged by Fate to defend the cosmic balance between the gods of Law and Chaos.  Other incarnations being Doriam Hawkmoon, Corum Jhaelen Irsei, Oswald Bastable and of course Jerry Cornelius. 

The RPG

With all this rich source material and an established fan base it was an obvious move to publish an RPG based on the books, which Chaosium promptly did in 1981 with the release of Stormbringer.  This then led to a small (in relative terms) collection of sourcebooks, modules and expansions.

Chaosium Stormbringer RPG

The Miniatures


When Games Workshop began distributing Stormbringer for Chaosium one of the first things they did was to make a set of miniatures.  The Eternal Champion range was quite extensive and, beyond the boxed set of hero characters,  featured Melnibonéan infantry and cavalry and Pan Tangian infantry, and tiger handlers.
Citadel Eternal Champions Range
(Top: L to R: Corum Jhaelen Irsei, Elric Kinslayer, Elric of Menibone, Erekose)
(Bottom: L to R: Jerry Cornelius, Moonglum, Count Ulrik Skarsol, Duke Dorian Hawkmoon)

The Music

Chronicles of the Black Sword
Buy it from eBay
Michael Moorcock was heavily involved in the London psychedelic scene in the 1960s and he has explored many musical projects and  has colaborated with several bands including Blue Oyster Cult and most notably space rockers Hawkwind.

This lead to the album "Chronicles of the Black Sword" based largely on the Elric Saga, the notable exception being the track "Needle Gun" which is based on Jerry Cornelius another work by Moorcock and another incarnation of The Eternal Champion.

Tracklisting
  1. "Song of the Swords" (Dave Brock)
  2. "Shade Gate" (Harvey Bainbridge)
  3. "The Sea King" (Huw Lloyd-Langton)
  4. "The Pulsing Cavern" (Bainbridge, Alan Davey)
  5. "Elric the Enchanter" (Davey)
  6. "Needle Gun" (Brock)
  7. "Zarozinia" (Brock, Kris Tait)
  8. "The Demise" (Bainbridge, Brock)
  9. "Sleep of a Thousand Tears" (Brock, Michael Moorcock)
  10. "Chaos Army" (Bainbridge, Brock)
  11. "Horn of Destiny" (Brock)
NEXT: F is for... Fighting Fantasy

Wednesday 3 August 2011

Animals in RPGs

The Tower of the Archmage is hosting this month's RPG Blog Carnival which poses the question "What roles have animals played in your games?".  Here are some of the ways I've used animals over the years.

Familiar - One of the things most Sorceror's do fairly early on in their career is to augment their character with a familiar.  As well as providing important skill boosts for the traditionally weak low level sorceror, they can be quite useful plot devices for DMs as well.  In my last campaign one of the PCs had a cat which had an annoying habit of wandering off and discovering things I wanted the PCs to uncover.  Non-magical classes can get into on the action 

Animal Companion NPC - Non-magical characters can get in on the supplemental skill action with an animal NPC.  Barbarians with tame bears and wolves are not unheard of, Rangers with birds of prey, Elves with dragons etc.  They are a common feature in literature, from Samwise Gamgee and his pony "Bill" in The Lord of The Rings to Fitz's bonded wolf "Nighteyes" in Robin Hobb's Farseer Trilogy.

Pets - These animals tend to be more of a quirk than anything truly useful, but can be good plot devices for DM's.  One of my current campaign PCs rescued a terrapin from the a streetvendor who was barbecueing them as tasty treats.  All credit to him as a player he had us in stitches when in the middle of a rather intense discussion over a round of drinks in a tavern, he reached across the game table to retrieve his imaginary terrapin as it tried to escape.

Producers - All animal companions have the potential for use as a melee weapon, but there are some animals which can have uses beyond the mundane biting and clawing aspects of combat.  How about animals such as the humble goose whose feathers make quills or arrow fletchings, the bear that you must kill in the Northern Wastes in order to make a coat to survive a snow storm.  In my current campaign there's an Assassin who keeps a tree frog which produces the poison he dips his darts in.   

Transport - If you've not run a game where your PCs have bought a lame, stubborn or unrideable horse, or in my case a psychotic spitting camel, then you should even if just for comedic value.  Retrieving a loose horse or fending off a bunch of rustlers are also fun sidetreks to relieve the boredom on a journey.  I've even created my own Animal Item Cards and Paper Minis to help my players to visualise and manage them.

Animal Hybrid PCs - One of my favourite RPGs is Justifiers which has the "Beta-Humanoid" animal hybrid concept at it's heart.  These corporate owned constructs are bred for their congenital abilities which make them extremely useful for exploring new planets for natural resources which their corporate masters hope to exploit.  I also used the animal hybrid as a concept for Lizardmen in my campaign, complete with a racial schism which over the centuries as meant that a common ancestor evolved into two distinct species Red Salamankari and Green Salamankari but who share many physical and social similarities including a bloodthirsty animosity towards each other.



Thanks of course go to Of Dice and Dragons for continuing to promote the RPG Blog Carnival.  This is my 1st entry and you can read the rest by clicking the RPG Blog Carnival tag below. 

Tuesday 29 March 2011

Monday Motivations #12

Been hectic at work the last couple of weeks so this is a little late: 

Article #12 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

ASSASSIN

5. Family Business - Your childhood was a strange one, you were home schooled by both your parents in subjects as diverse as languages, preparation and application of poisons, mathematics, esoteric missile weapons.  You never questioned why you were being taught these skills.  On your 16th Birthday your father told you to go into town and deliver a letter to the baker insisting that you wore your best leather gloves.  Only moments after the baker read the letter his face turned purple and he keeled over stone dead.  You gingerly picked up the letter and to your amazement the postscript was written to you in your father's hand it read. "Happy Birthday Son, congratulations on completing your first job and welcome to the family business.  Now clean up any evidence that you poisoned the baker and come home..."



PALADIN

3. A Father's Secret - You were never close to your father and always saw him as an old an frail man, his body wracked by illness, old age and the rigours of farming life.  When he died during one particularly harsh winter you buried him as custom demands.  Being some twenty years old yourself and with no desire to continue trying to scratch a living from the soil you decided to sell the farm and move to the nearby town.  When you were sorting out the valuables from amongst his possessions you found a book, scrawled within it's pages in his familiar hand were journal entries describing the most fantastic adventures and acts of heroism you could imagine.  Was this really your father whose exploits you were reading about?  The final page was addressed to you and told you where to look for the sword and armour that your father had hidden and that his dying wish was that even though he had not schooled you in the ways of war, that you would take up the sword and shield and fight for truth, justice and honour...

MONK

4. True Wisdom from Experience - It is written in the teachings of one of the most venerable ancestors of your temple that one cannot be taught wisdom from a book and that the truly wise must learn from experience.  This tennet has been handed down to each and every monk of your order since and has formed one of the most important lessons that a novice must undertake... The life outside.  Stripped of the comforts of a daily routine and the wise words of his teachers a novice must journey outside the temple for a period of not less than 1 year and return to the temple to be tested by the abbot himself.  Some novices return and fail the test, fewer rise to join the ranks of the teachers, most are never seen or heard from again...


5. The Watchers - It is said that History is written by the victor.  This is untrue, History is written by you and your fellow monks of the order of the all seeing eye.  Once you have completed your training you are despatched to all the corners of the known world to record the passing of events.  Whenever a battle is fought you account for the losses from each side and the amount of land given or taken, you and your brothers have witnessed momentous cosmic events, the birth of kings, the death of dynasties and the rise and fall of nations all with an impartial impassive eye...

DRUID

5. Side Effects - After that nasty business with the mayor's wife's skin turning purple there was little call for your remedies in your home town.  You decided that there was more money to be made on the open road, so you sold what little possessions you had to buy a small covered wagon and set yourself up as a doktor of physick selling your own remedies for common ailments as you pass through the towns and villages on your way to who knows where...


 

Tuesday 22 March 2011

No Monday Motivations this week

Sorry folks, but there's no new Monday Motivations this week as, in the words of the Fast Show's Jesse "I are mostly been having... a campaign arc breakthrough".  Once it's safe to spill the beans I will let the idea loose on this blog.

Thursday 17 March 2011

Character Accents: Rastamouse "'im proper tuff"

UK readers will no doubt be aware of the mild furore that Rastamouse has been causing since he debuted on the BBC childrens channel CBeebies.  For those not acquainted, Rastamouse is a rastafarian mouse detective who along with his band "Da Easy Crew" solves minor crimes in mouseland.  The issue causing all this consternation  is should a public broadcaster (the BBC) be teaching impressionable under-fives Jamaican Patois.

I'm not going to concern myself with the wailings of the Daily Mail readership but draw your attention to this excellent resource which will help you to learn how to speak patois for those essential Jamaican character accents.

Monday 14 March 2011

Monday Motivations #11

Article #11 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

WIZARD


5. Star Child - You do not remember much about your early childhood other than that your foster parents found you in a shallow ditch blasted in a corn field.  As you grew older and your powers manifested themselves they warned you to learn to hide that you were different lest others find out and turn against you.  When in your teens they succumbed to the ravages of old age there was nothing to stop you forging out into a new and strange world in search of answers...

ILLUSIONIST

3.  The Great Thespian - Your early years were an idyl spent playing with your brothers and sisters in the caravans of your parents travelling theatre.  Your schooling consisted of mimicking your favourite characters from the tragedies and comedies you saw your parents play night after night as you travelled from town to town.  As a teen you learned all the theatrical arts from actor to stage hand and honed your skills at night in supporting roles. 

Your parents recognized that somehow your performances, even in the smallest of parts would often bewitch and delight the audience, but they could never understand where this talent came from.  Until after a successful night playing in a sleepy village in the middle of nowhere a wizened old man asked to see your parents after the performance.  He said that your skill was the work of magic and as an illusionist of the first rank he could not allow your parents to waste your talent on the stage and proposed that he make you his apprentice. 

When several weeks later you had journeyed a thousand leagues from your homeland the illusionist disposed of his cunningly crafted disguise and revealed his true identity, he was infact the great thespian himself. You stood awestruck at the deception he had perpetrated on you and your parents and only narrowly avoided being skewered by his sword.  As he lunged and you parried, he explained how he could not allow a talent like yours to overshadow his own and had decided to ensure that you would never upstage him.  Sadly his talents did not extend to swordplay and his orations were cut short as you jabbed your rapier through his heart...
 
PALADIN

2. Dishonourable Conduct - Although you were happy being just a regular soldier in the Kings army, you never enjoyed the rough housing or esprit de corps as the officers called it.  Sometimes you thought your comrades were as bad as the enemy you were sent to into battle to kill.  All this changed for you when after a particularly bloodthirsty engagement you had to defend a young village girl from being sullied by one of your own sergeants.  You stood trial by courts martial for acts of insubordination, and were it not for the pleadings of the chaplain your neck would have long since been stretched by the hangman's noose.  Your punishment was commuted to life servitude in the order of paladins, a band of desperate men who, forced to give up their fate to the mercy of God, were despatched to the farthest reaches of the kingdom to despatch the Kings enemies no matter how suicidal the mission or overwhelming the odds.

DRUID

4. A Man in a Woman's World - You didn't realise it at the time, but all through your childhood your grandmother taught you the ways of the spirit world.  How to bend nature to do your bidding and when to bend to nature's will.  The skills and knowledge which have been passed down from mother to daughter since time began are not normally taught to boys but your grandmother insisted that as your parents only child you were to be taught these lessons lest the old ways be lost to future generations.  When the time came for her to pass into the spirit realm, the druids from the other nearby villages assembled to appoint her successor.  Their shock as you were presented to them was palpable, and even though you demonstrated your extensive knowledge of the rites and incantations your grandmother had so patiently taught you they would not accept you as one of their equals and cast you out as an abomination...

MONK

3.  Collectors of Truth - The training was arduous and the mortality rate high, but only the most proficient students of your order are selected to become collectors.  Their mission, to be despatched to the four corners of the world to accumulate knowledge in all it's forms and to return it to the monastery for recording and analysis by the multitude of scribes.  To survive the dangers of the outside world a collector must be wise beyond his years in order to identify Truth from Untruth, have the mental capacity to store the knowledge and possess the self preservation skills necessary to protect it on it's often perilous journey home...

Monday 7 March 2011

Monday Motivations #10

Article #10 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

BARBARIAN


5.  Left Behind - Last year your tribe set out on a raiding voyage and all was right with the world.  You pillaged a handful of villages along the coast, and then took the river inland like you had done many times.  However, when you rounded the bend near a particularly fertile spot of the countryside, to your horror the townsfolk were lining the banks of the river.  They'd never done this before, usually they were compliant and played by the rules, you raided their villages for crops, livestock and the odd wife and afterwards they went about whatever it was that they had to do to make ready for your visit next year.  When they started firing wave after wave if flaming arrows at the boat, the chief had had enough and ordered you to turn the boat around.  The oarsmen stroked the water with a new sense of urgency but it was not enough to put you out of range of the villagers bows.  When an arrow stuck you in the back you staggered to the side of the boat, slipped on the blood of your childhood friend Boggart and tumbled overboard, banging your head on the side of the boat.  You came too some minutes later as you drifted downstream, luckily you hadn't drowned, but there was no sign of the boat and you were a long way from home in a strange land full of people who wanted to kill you... 

CLERIC

5.  Roll the bones - your god demands blood sacrifice every solstice to give thanks for the bounteous crop which will sustain it through the winter.  This year however when you performed the choosing ritual and cast the bones to select a goat to sacrifice you were horrified.  Instead of pointing to one of the assembled animals it indicated that this years sacrifice would be human and would be the chieftains daughter.  You hastily performed the ritual three more times and each time the bones indicated that the god wanted the chieftains daughter in payment for his favours...

MONK

2.  World Harmony - Your order shoulders the heavy burden of  maintaining a ritual without which the world would eventually stop.   Your brothers chant perpetually all day every day, this constant background tone vibrates through everything on the planet and keeps the world in a constant state of movement.  People of a good nature will vibrate in harmony those of an evil disposition will vibrate dissonantly.  Your job is to journey out into the unknown and detect these dissonants and either train them to resonate harmoniously or to despatch them...


ILLUSIONIST


1.  Inquisitor
- The king and his descendants have used your kind for hundreds of years to keep the kingdom free of dissent.  Your job is to travel from town to village to sniff out signs of rebellion using your powers of persuasion and mind reading.  "What happens after you write your report is not your concern" were the words of your old teacher, but you know that the people you report on are never seen or heard from again.  When you returned home some months ago, your father's mind was full of rebellious thoughts about the kingdom, you planted a masking which might last a year, but if another inquisitor were to read his mind he'd be able to tell that it was your spell...

2. The Puppeteer
- You can't remember when your powers awoke, you've always been able to suggest things to people and they've done what you asked.  As you got older the tasks you asked people to perform for you were a means to enrich yourself and ultimately brought you to the attentions of the local sheriff and his mind was not as easy to control as the others especially when he had his mage with him.  You read the guards intentions from some distance away, the night they came to arrest you and you've been on the run ever since...

Monday 28 February 2011

Monday Motivations #9

Article #9 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

KNIGHT

Paladin by Katie De Sousa
3.  Lost Crusader - You were born into a noble family trained from birth to be a knight and to fight alongside other noble sons as a knight in the kings army.  The tales of honour, glory and valour which were taught to yiu as a child did not prepare you for the grim reality of war when as a young noble you were sent to fight in a foreign land on a holy crusade.  Your training didn't contain lessons on how to kill women and children, or how to burn down whole towns and villages as the army roamed agross the land like some savage beast.  Eventually the tides of war turned on the kings army, in one ferocious battle the defenders had the upper hand and the army was routed, you were lost far from home in a foreign land surrounded by a people that only days before you were trying to slaughter...

4.  A Squire's Chance - You'd followed your knight across hill and dale, tundra and desert, forest and ocean since father entrusted you into his care.  The days are long and the work never ending with never a thank you nor a coin to spend of your own.  When you woke one morning to find him slumped over the table after a night's gambling and drinking in the local tavern you cursed that you would soon suffer one of his beatings if you had not completed your chores.  By noon he still had not stirred, so you went to check on him, he was still slumped over the table.  Gingerly you prodded him with your wooden practice sword and his lifeless body rolled off the bench and onto the floor.  His face was purple and his eyes had rolled up into his skull, there was no doubt about it he was dead.  Your years of hoping for a chance like this had finally paid off, and you swung your plan that you had rehearsed so many times into action.  You swapped your clothes with him, packed the armour and weapons and loaded the horses.  By nightfall you were 20 leagues away from your past and well on the road to fame and fortune as a true knight...

5. Country Justice -  The Prelate of your monastery bestowed the honour of Marschall upon you three summers ago.  Since then you have roamed the five counties tracking down bandits and thieves, defending villages from ravenous beasts which raid their homes for food and rooting out the odd band of goblins or tribe of kobolds who seem intent on setting up home in your peaceful homeland.  The lifestyle suits you, and you've never been happier than when you're riding out into the wilderness to pursue some vagabond or villain intent on meting out justice from the saddle at swordpoint...


PALADIN

1.  An Old Code - You were just a regular soldier in a regular army sent by your lord to burn the library of some town you can't even remember the name of.  The only difference between you and the rest of your company was that you could read.  You knew that setting fire to the library was a bad thing and that the gods would likely punish you for doing so, so you grabbed the first book you came across and stuffed it inside your breastplate.  Back at the barracks that night you opened up the book to read what you had saved from the flames.  It was the life account of a holy warrior who fought evil and injustice wherever he found it.  He was noble in thought, deed and word because he lived by a holy code.  The code which you committed to memory and which you have vowed you will live by from now on...

BARBARIAN

4.  Slave Child - You were not born into a barbarian tribe, you were enslaved into one.  You were born in a land far away, when your parents were killed in one of the tribe's pillaging raids, you were taken back to their land across the sea with the other loot.  You were given to one of the barren wives cast off by the chieftain to raise as her own and look after her in her old age.  Your new mother was outwardly grateful for the kindness shown to her by the chieftain, but as you found out later, secretly harboured revenge against her husband and his new wife.  As you grew up in your new home you were schooled alongside the other children by the best teachers the tribe had to offer in how to fight, track, hunt, fish, sail and survive in the barabarian way and by night your surrogate mother taught you about the world, where you came from and  that you had been sent to her by the gods as a weapon to strike down the Chieftain.  At age 15 you took the rite of passage to manhood and became a fully fledged member of the tribe and at age 17 you took part in your first raid during which you used the confusion of battle to your advantage, slew the chieftain and faked your own death in a burning house.  You have since put many leagues and years between you and your barabrian upbringing and embarked on a new quest to find your true family and true heritage...

Monday 21 February 2011

Monday Motivations #8

Article #8 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

BARD

4.  The Collector's Curse - As a child, whenever you went missing you were always found in the inn at the feet of whoever was telling tales of Legend, Lore, Myth and Mystery.  And so it went on until the boy became a man.  Until on stormy winter's night a strange, sick old man came in from the rain and took up the place at the hearth.  He coughed and spluttered his way through many tales and even when most of the villagers had long since left for their beds you begged another.  The old man began to tell his own tale, when on a night much like this one a wizard cursed him to roam the lands gathering up tales for all to hear, and with one last wracking cough the old man died passing his curse onto you...

5.  The Greatest Song - As a child you heard many wandering minstrel's pass through the village but none were as strange as one particular elf who passed through.  He captivated everyone that day and a lot of coin was thrown into his hat.  Of all the songs you heard before and since non were as sweet and enchanting as the one he played that day.  As a budding amateur player you decided that you would hone your skills and track the elf down and get him to teach you the greatest song in the world...

BARBARIAN

Dwarven Barbarian by Gold-Seven
2. Dreamquest - The Gods visited you in your dreams last night and led you on a journey to find a desolate volcanic island.  As you followed through many different lands you faced many challenges, some tests of strength, some tests of endurance and some tests of the heart, you gathered around you seven heroes each with a special talent destined to help you in your final challenge.  After many years of travelling you search for the Isle was over and you confronted the great beast who spoke your name and challenged you to mortal combat.  The battle was fierce and long and one by one your comrades fell to the beast, your bravery undiminished you finally spotted a weakness in the beast's defences and struck. It was at this moment that you awoke, sweating.  After several nights of dreaming the same dream and waking at the same crucial moment you consulted the village wise woman who told you that the dream was a sign from the gods that you would not have peace until you could slay the beast and fulfill your destiny...

DRUID

3.  New Official Religion - You take little notice of the political affairs of man, the rolling plains of your homeland bear the scars of countless Kings buried under their soil mounds and yet the forests encroach inexorably over them.  However, this new King has brought a religion with him from across the seas, he has proclaimed it to be the official religion and will not tolerate the old ways.  There's no alternative for you but to move on to a new home where you are free to dance naked in moonlight and talk to whatever animals you like be they chickens or men...

CLERIC

Field Marschall Kruger
4. Holy Child - Although your memory of the event is hazy, your parents began treating you differently when you healed your brother's broken arm when you accidentally pushed him out of a tree.  You said you were sorry and that you didn't mean it and like magic your brother's arm was mended.  Word got out that you had this gift and suddenly people you didn't know started turning up at the family farm wanting you to make them better.  Blind people, those with deformed limbs, even the occasional leper and they often gave your parents food or sometimes money.  You didn't mind helping, you would probably have done it anyway, but your parents made sure that any chores you might have had to do were done by your brothers and sisters.  Of course this didn't go down well with your brothers and sisters who hated you for being special and teased you mercilessly, but you never wished ill of them and always included them in your prayers each and every night.  A few years later a priest visited the farm and he had a retinue of soldiers with him.  You were examined by the priest and he watched as your father slashed his own wrist and you healed it closed.  They talked in private for what seemed like hours and when they emerged your parents fighting back tears told you that you had to go with this priest and he would take care of you...

KNIGHT

1. Penniless Prince - Being a Knight isn't cheap these days, there's the cost of feeding your horse and serf, armour repaired and polished, weapons sharpened, the list goes on.  When the Prince asked you and your fellow Knights to bear with him during his latest cashflow crisis you made cut-backs and economies out of loyalty but after 3 months without pay you'd had enough and you paid off your serf and headed out on the road to find a new employer who would understand that your honourable profession requires respect of the silver and gold variety...

BONUS BACKGROUNDS


Because I screwed up in Article #4 and both duplicated a background and only posted 4 instead of the usual 5, here are 2 extra ones to make up:

KNIGHT

2.  Tourney Pro - You abhor the idea of charging into a battle in your shiny armour to get it all scratched up not to mention the fact that you might die.  Which is why you've spent the last few years travelling from one tournament to another to earn a living.  You love the roar of the crowds the smell of the armour polish, the favours of a comely barons daughter or a serving wench when you're down on your luck.  When times are tough you might even partake in a spot of goblin hunting, but never when the odds are against you...

MONK

1.  National Service - Where you come from it is law that every first-born son enters the monastery and learns the fighting techniques that have been perfected by the countless generations that have gone before.  The Empire needs people to defend it's borders from marauders and people to ensure that the public remain compliant and law abiding.  Some do not survive the training to reach maturity, others do not master their chosen style, but you, and a handful of your class, have achieved mastery and will fulfill your destiny as servants of the empire wherever that may take you...