Coming Soon: Badass Delvers of the Dragon

Lizard-men? :heavy_check_mark:
Dinosaurs? :heavy_check_mark:
Humans? :heavy_check_mark:
Elves? :heavy_check_mark:
Dwarves? :heavy_check_mark:
Moose? :heavy_check_mark:

Bee-men? Bee-men? Bee-men?

##The bee-men, yet again, have been smoked out of the pages of history.

YOU’RE WELCOME FOR POLLINATING YOUR LIFE-SUSTAINING POST-CATACLYSM PLANT-LIFE.

WE WOULD HAVE POLLINATED MORE BUT FUCK YOU.

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Yessssssssssssssssssss!

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Born out of wedlock of a younger daughter from a minor aristocratic elf family following a quietly hushed-up affair with a snakeman acrobat, D’Melzaa was rejected by her family and raised in a workhouse in A’o Tirion, not knowing her true name. There, during a difficult apprenticeship, she learnt the street skills she needed to survive. She has all the patter of a natural-born grifter, is an expert cutpurse and pickpocket, never met a lock she couldn’t pick, and has the fast hands to suggest you should never play Find the Lady against her. For all that, she was never able to quite get ahead, owing to a weakness for fine clothes, cheap gin, and a system she developed for the races that was always almost perfect.

For a while she worked as the Roper to the infamous Hagluin’s Inside Man, running long cons until they reached too far, and marked an ambitious young politician. Hagluin is now enjoying a long and painful spell at the Elf King Vaeril’s pleasure, and D’Melzaa was forced to flee to Ridwhick with barely more than the (still sharp) clothes on her back, and her most treasured possession, her only link to her family - a small automaton she was left with at the poorhouse. It appears to be broken, and as she is no mancer, she is unable to make it work. But maybe someone else can…

1. Charismatic Raider (4) - cutpurse, fingersmith, handy with a stiletto in a tight situation 2. Gift of the gab (4) (if I get that extra point for the 200 character(?) back story, if not, 3?) - disarmingly charming con artist, scoundrel, always sharply dressed 3. Compulsive Gambler (2) - handy with cards, dice 4. (left to @glutnix's discretion)
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SssubTerryNeon:

Augmentation: This fits into the world fine:

Not all mancers are the same: This one did some surgery on SssubTerryNeon with some high tech artefact, and nailed it. The batteries are dead, but that could change by greasing some palms.

For your GM’s Choice: Ex-Mercenary (2), you decide on the details; work it into your character as you see fit.

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D’Melzaa:

GM’s Choice: Armchair General (2)
Maybe tuck your pocket automaton as equipment here…

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Dishonorably discharged from the Kaw City People’s Militia after a misunderstanding involving a cask of medium sherry and the General’s youngest daughter, Grunter spent much of the last decade as a freelance mercenary.

Looking for a new challenge (not to mention a significant pay day), he’s heading underground to kick ass and chew gum. And he’s all out of ass …er gum. Whatever.

Silas “Grunter” McAskill the Human

  1. Unstable Squaddie (4)
    Bowie knife; brass knuckles; crazy eyes

  2. Canine Companion (3)
    Accompanied by a pack of semi-wild dogs (and a strong doggy smell); poop scoop; old tennis ball

  3. Action Archeologist (3)
    Bullwhip; fedora; leather satchel; athletic; no actual knowledge of archaeology

  4. Psychic (2) (from @glutnix)
    Knows when to hold em, knows when to fold em; magic 8-ball; sensitivity to bad vibes

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Silas “Grunter” McAskill:

GM’s Choice: Psychic (2) – play this up any way you want, just remember Clarke’s Third Law. You could be actually psychic, delusionally psychic, or just a fortune teller. Whatever makes you look badass :smile:

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I’m in.

Weekend.

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Lorenzo Romano Amedeo Carlo Avogadro di Quaregna e di Cerreto the Moleman (Avo, for short)

A member of a species long thought to have died out millennia ago, his people merely slipped underground and chose to avoid surface dwellers and their strange conflicts. The Molemen are a very literal people with poor eyesight but very clever engineering, especially concerning tunneling and ground tectonics. Not as much use in most battles given their vision, but in close quarters such as a bar or tunnel fight their skills are unmatched.

Unfortunately, as Avo will be the first to tell you, proper engineering takes time, because what’s more important, getting it done or getting it done right? They are less likely to use their strong forelimbs to dig a tunnel quickly, as many historians have theorized, but instead prefer tools like the laser shovel, fire pickaxe (“Why do you need fire underground?” “Tree roots can suck it.”) and shovel-shovel. Not to mention their laser level, load calculator tables, wooden timber beams, and sliderules, of which they are masters.

Function above form is the molemen thought process and properly engineered function above function above form is the more precise way to describe it. They have avoided other races for generations, and have a deep seated suspicion of dwarves, whose carefully considered sculptural tunnels deemed “astonishing,” “breathtaking,” or “an amazing display of mastery with regard to the beauty of bejeweled caverns” the molemen deem “a scattershot nice try of winding routes by a pack of treasure hunters with no discipline or precision.”

It should be noted that this sort of thing is exactly what they tell their hutchlings when they begin their first tunnels and is considered a form of encouragement. Just not by other races, hence their avoidance of others who tend to take such dismissals of their highest art form as an insult. But they have had very little contact with humans (live ones at least, teen moles have learned mastery of their fire pickaxes in the fields of human-buried wooden boxes). Elves? How often do the fish speak of the birds? Moosemen are presumed incompetent given their antler spans in mole tunnels, and lizards are often avoided given their teeth and cleverness to wend their way into long-abandoned tunnels.

Miser Fixit (4)

  • Iron hammer, rock chisel and a clever eye for figuring our how to hold a tunnel “for a while, at least”

Tinker, Tinker, Tinker, Tinker (3)

  • Idle hands are the Devil’s Things playthings. Why does everyone say that around me?

Was It Two Lefts? (3)

  • If I built it, I won’t get lost. Too bad I didn’t build everyplace we’re going. And if I don’t know the way, my self confidence will let you think I do.

Potion Dealer (Dealer’s Choice) (2)

  • A pouch of ground herbs, saucy sauces, and a few powders for various occasions, first one’s free, man.
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no, just TRaShy.

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@SteampunkBanana Your cliches read more like abilities.

From the Risus PDF:

Clichés are shorthand for a kind of person, implying their skills, background, social role and more. The “character classes” of the oldest RPGs are enduring Clichés: Wizard, Detective, Starpilot, Superspy. You can choose Clichés like those for your character, or devise something more outré, like Ghostly Pirate Cook, Fairy Godmother, Bruce Lee (for a character who does Bruce Lee stuff) or Giant Monster Who Just Wants To Be Loved For His Macrame – anything you can talk your GM into. With a very permissive GM, you could be all these at once.
Each Cliché has a rating in dice (the ordinary six-sided kind). When your character’s prowess as a Wizard, Starpilot or Bruce Lee is challenged, roll dice equal to the rating. Three dice is“professional.” One die is a putz. Six dice is ultimate mastery.

Please rewrite them to be more cliché-like :slight_smile:

GM’s choice: Potion Dealer (2)

Update: Looking good :slight_smile:

Spoken like a true studio executive. :wink:

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(image by Sedeptra)

Hail, Good Souls!

Sir Jeremy Axelrod Pholcain Bentham the Fourth at your service.

Everyone calls me “Bent.”

My grandfather insisted we were once nobility who “traded the stars.” We certainly trade a lot. From my Father to my Aunties to the second cousins once removed, my sprawling family always seeks The Deal - the mutually beneficial exchange.

Our approach: Talk to everyone, Deal with anybody. As Grampa said, “If you wanna get, you gotta get along.” My family knows people who Deal in all sorts of interesting things, places, and services.

Like my supposed aristocratic background, my lineage is murky. I self-identify as Human, but my visage suggests elves in the family tree. My favorite uncle, a moose-looking old bastard called Glumpf, always called my mother “Dwarf Fucker.” Aunt Lizzzz favors the Lizard side of the family. Like I said, we try to get along with anyone who will Deal. One group I hope to befriend are the hallowed, nearly mythical “Bea-Min”. Under-appreciated by many, my family greatly desires to bring one these buzzing beings “into the fold.”

My constant companion is Strix. Please be respectful – those owl talons rip off fingers that attempt undignified pokes. Strix has an uncanny sense that Bad Shit Impends. She also has unusual appetites.

Whether or not we’re an old aristocratic family, we do have a family estate. Ustoret House is the finest Manse in the county. The Precursors had odd ideas about comfortable living spaces, but they left rooms full of Magic

Indeed Uncle Glumpf died in a flash of magic while liberating the Arcane God “Mercury Fulminate” from her tin can confinement. There are many more gods and demons contained in that room. Indeed, that room set me on the path to being a Trading Mancer.

I am but a journeyman Mancer, and a junior one at that. Some Mancers claim that I am not a real Mancer because my Artefact doesn’t require a shrine. That’s fine with me. While they venerate Tesla, I will bow to Nobel and Saint Mendeleev. Even the haughtiest High Mancer may deign to Deal with me, because base potash can be Magic in knowing hands.


Sir Jeremy Axelrod Pholcain Bentham the Fourth, aka "Bent"
Trading Journeyman Mancer — Human (mostly)

(4) Principle Artefact: Surprise Powders. Between the Tinned Gods of Ustoret House, Uncle Glompf’s experiments, and my own work with unusual soils, I have an uncommon ability to make dry powders do interesting things. Often in loud or flashy ways. Sometimes.

(3) The Deal Network. My family network is extensive and far-ranging. No matter where I go, some old family contact might turn up to pitch a Deal.

(2) Portentous Strix. That owl sees more than the rest of us. Her comments are cryptic, cautious, caustic, unkind, and usually unwanted. Ignore her at your peril.

(2) Dealer’s Choice

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I think we’re going to get along very well.

–“Bent”

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I think I may recognize this. It has a familiar smell…

-“Bent”

Mother always said I played well. May I see your hat for a moment? I might be able to tweak that hatband…

“Bent”:

As you too, have written your character with abilities and equipment rather than cliches, let me propose a rejig.

Chemist (mancer) (4)

  • ‘surprise powder’ collection, lab tools, books, etc
    Well-Connected Aristocrat (3)
  • The Deal Network, “family network is extensive and far-ranging. No matter where I go, some old family contact might turn up to pitch a Deal.”
    Bird-of-Prey Keeper (2)
  • Pet owl “Strix” who is ‘portentous’, gloves, owl food.

GM’s Choice: Unemployed Actor (2) – maybe you dabbled when you were young, maybe you once had a part in an ‘off-Broadway’ ‘swede’-ening of some pre-cataclysm fable, like “Thy Second Terminationer”. Ham it up.

(swede: to make a homebrew version of, ala “Be Kind, Rewind” starring Jack Black.)

The more general your cliches, the more improv material you have to draw upon.

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Be my guest, “Bent”. Damned if I can make it work. See what you can do with it.

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I love love love what everyone is doing with the little world I’ve painted!

I’m really scared that I’m coming across as a stickler for ‘the rules’.

Fcuk the rules.

Your characters are awesome! I’m just trying to make it easier for you, and I, to eventually engage with the gameplay part of this endeavour.

Please see the cliches as gameplay hooks that just happen to describe your character – everything you’ll be doing game-mechanically will be springing forth from the cliches. Please do not see them as a restriction over how you choose to roleplay your character out. A compelling roleplay should always trump the gameplay minutae!

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