Translate

Tuesday, August 19, 2014

Fafhrd & the Gray Mouser (Legendary Rank)


Fafhrd and the Gray Mouser (The Circle Curse and The Jewels in the Forest)

Fafhrd and the Gray Mouser leave Lankhmar at the beginning of the vignette The Circle Curse, returning three years later after a series of adventures that take them practically from one end of the world called Nehwon to the other (and then back again).  By the time we meet them again at the beginning of The Jewels in the Forest (originally published as Two Sought Adventure as well as being the first published Fafhrd and the Gray Mouser story and the beginning of their adventures proper), they have become living legends.  As Leiber wrote:

“The names of the Gray Mouser and the Northerner Fafhrd were not unknown in the lands around Lankhmar – and in proud Lankhmar, too.  Their taste for strange adventure, their mysterious comings and goings, and their odd sense of humor were matters that puzzled almost all men alike.” (Leiber, The Jewels in the Forest; emphasis mine).

In other words, in the space of a vignette that equates to a James Bond film’s pre-credits scene or a martial arts movie’s training montage, they have risen from Seasoned to Legendary (and 20 XP beyond)…


Fafhrd (The Jewels in the Forest)

Legendary Wild Card (100 Experience Points)

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

Skills: Boating d6, Climbing d6, Fighting d12, Notice d6, Persuasion d6, Riding d6, Stealth d8, Streetwise d6, Survival d6, Shooting d6, Throwing d4, Tracking d6

Charisma: +0 Pace: Parry: Toughness: 9(1)

Hindrances: Heroic [Major], Loyal [Minor], Vengeful [Minor].

Edges: Ambidextrous, Brawny, Common Bond, Trademark Weapon [Graywand], Trademark Weapon [Heartseeker], Two-Fisted

Gear: bedroll ($25), bow and 20 arrows ($250 + $10 + $25 quiver; 2d6, Range 12/24/48, RoF 1), clothes ($20), dagger (“Heartseeker;” $25; Str+d4, Range 3/6/12, RoF 1), flint and steel ($5), grappling hook and 100’ rope ($100 + $100), horse and saddle ($300 + $10), knapsack ($50), leather armor ($50; Armor +1), long sword (“Graywand;” $300; Str+d4, +1 Parry), throwing axe ($75; Str+1d6, Range 3/6/12, RoF 1), whetstone ($5).


The Gray Mouser (The Jewels in the Forest)

Legendary Wild Card (100 Experience)

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

Skills: Climbing d6, Fighting d12, Lockpicking d6, Notice d6, Persuasion d6, Riding d6, Spellcasting d4, Stealth d8, Streetwise d6, Taunt d6, Throwing d6

Charisma: +0 Pace: Parry: 10 Toughness: 6(1)

Hindrances: Small [Major], Loyal [Minor], Vengeful [Minor].

Edges: Acrobat, Ambidextrous, Common Bond, Thief, Trademark Weapon [Cat’s Claw], Trademark Weapon [Scalpel], Two-Fisted

Gear: bedroll ($25), clothes ($20), dagger (“Cat’s Claw;” $25; Str+d4, Range 3/6/12, RoF 1), flint and steel ($5), grappling hook and 100’ rope ($100 + $100), horse and saddle ($300 + $10), knapsack ($50), leather armor ($50; Armor +1), lockpicks ($200), rapier (“Scalpel;” $150; Str+d4, +1 Parry), sling and 20 stones ($10 + $1; Str+d4, Range 4/8/16, RoF 1), whetstone ($5).



AND THEN THEY FOUGHT WONDER WOMAN


Fafhrd & the Gray Mouser (Seasoned Rank)


Fafhrd and the Gray Mouser (Ill Met in Lankhmar)

By the time Fafhrd and the Gray Mouser (no longer Mouse) finally meet on the smoky streets of Lankhmar, they have both made names for themselves as independent thieves of guile and skill.  When the Thieves’ Guild hunts down the Twain for daring to rob the robbers, it is Fafhrd's and the Gray Mouser’s lovers who pay the price.  Chastened by this tragedy, the two leave Lankhmar, vowing to never return…


Fafhrd

Seasoned Wild Card (20 Experience)

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

Skills: Boating d6, Climbing d6, Fighting d8, Notice d4, Persuasion d4, Stealth d8, Streetwise d4, Survival d6, Shooting d6, Throwing d4, Tracking d6

Charisma: +0 Pace: 6 Parry: 6 Toughness: 8(1)

Hindrances: Heroic [Major], Loyal [Minor], Vengeful [Minor].

Edges: Ambidextrous, Brawny, Two-Fisted

Gear: clothes ($20), dagger (“Heartseeker;” $25; Str+d4, Range 3/6/12, RoF 1), knapsack ($50), leather armor ($50; Armor +1), long sword (“Graywand;” $300; Str+d4, +1 Parry), throwing axe ($75; Str+1d6, Range 3/6/12, RoF 1).


The Gray Mouser (Ill Met in Lankhmar)

Novice Wild Card (20 Experience)

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

Skills: Climbing d6, Fighting d8, Lockpicking d6, Notice d6, Persuasion d4, Spellcasting d4, Stealth d8, Streetwise d4, Taunt d4, Throwing d4

Charisma: +0 Pace: 6 Parry: 8 Toughness: 5(1)

Hindrances: Small [Major], Loyal [Minor], Vengeful [Minor].

Edges: Acrobat, Ambidextrous, Thief, Two-Fisted

Gear: clothes ($20), dagger (“Cat’s Claw;” $25; Str+d4, Range 3/6/12, RoF 1), knapsack ($50), leather armor ($50; Armor +1), rapier (“Scalpel;” $150; Str+d4, +1 Parry), sling ($10; Str+d4, Range 4/8/16, RoF 1).

 

Monday, August 18, 2014

Fafhrd & the Gray Mouser (Novice Rank)

As has been revealed at Bleeding Cool and on Google+, Pinnacle Entertainment now hols the license to Fritz Leiber's seminal Fafhrd and the Gray Mouser stories and will be releasing The Savage World of Lankhmar in the near future.  I have mixed feelings about this -- can it capture the weird, dreamlike feel of the stories? will Pinnacle's self-imposed PG-13 approach unsex my beloved Nehwon? -- but mainly I'm mad I never got around to posting my conversions of the Twain before this.  I've wanted to write about them since the beginning of the blog!  Oh well, better late than never...
 


Fafhrd (The Snow Women)

Novice Wild Card (No Experience)

A young skald who yearns for a life of adventure and freedom, Fafhrd nearly misses his chance to leave behind the Cold Wastes for the city... 

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

Skills: Boating d4, Climbing d6, Fighting d6, Notice d4, Persuasion d4, Shooting d4, Stealth d6, Streetwise d4, Survival d6, Throwing d4, Tracking d4

Charisma: +0 Pace: 6 Parry: 5 Toughness: 7(1)

Hindrances: Heroic [Major], Loyal [Minor], Vengeful [Minor].

Edges: Ambidextrous, Brawny

Gear: clothes ($20), dagger (“Heartseeker;” $25; Str+d4, Range 3/6/12, RoF 1), knapsack ($50), leather armor ($50; Armor +1), long sword (“Graywand;” $300; Str+d4, +1 Parry), $60 in coin and gear.

 

Mouse (The Unholy Grail)

Novice Wild Card (No Experience)
 
The Gray Mouser first appears as "Mouse," a street urchin turned apprentice wizard.  A tragic interruprtion in his studies means he will never progress far as a mage, but it does send him wending toward Lankhmar...

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

Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d4, Persuasion d4, Spellcasting d4, Stealth d8, Streetwise d4, Taunt d4, Throwing d4

Charisma: +0 Pace: 6 Parry: 6 Toughness: 5(1)

Hindrances: Small [Major], Loyal [Minor], Vengeful [Minor].

Edges: Ambidextrous, Thief

Gear: clothes ($20), dagger (“Cat’s Claw;” $25; Str+d4, Range 3/6/12, RoF 1), knapsack ($50), leather armor ($50; Armor +1), rapier (“Scalpel;” $150; Str+d4, +1 Parry), $205 in coin and gear.
 
http://blog.gallegosart.com/2010/11/gray-mouser.html
 

 

Friday, August 15, 2014

Shaolin Monk (Savage Worlds Martial Artists Aren't All the Same)



Shaolin Monk

Seasoned Wild Card

Striving to perfect body and soul, the Shaolin Monk is a student of martial arts style that inspired all imitations.

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

Skills: Faith d8, Fighting d10, Knowledge (Martial Arts Philosophy) d6, Notice d6, Persuasion d6

Charisma: +0 Pace: 6 Parry: 7 Toughness: 5

Hindrances: Pacifist [Major], Poverty [Minor], Vow [Minor; uphold the principles of the Shaolin Temple].

Edges: AB: Miracles, Adept, Martial Artist, Power Points, New Power.

Gear: formal robes ($200), staff ($10; Str+d4, Parry +1, Reach 1, 2 hands); $40 in alms.

Special Abilities
  • Power Points: 15
  • Powers: damage field (holy aura), environmental protection (superhuman endurance), stun (concussive punch)

Underworld Gambler (Savage Worlds Martial Artists Aren't All the Same)


Underworld Gambler

Seasoned Wild Card

Connected and respected, the Underworld Gambler is the most dangerous person in a city full of criminals.

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

Skills: Gambling d6, Fighting d10, Notice d4, Persuasion d6, Stealth d6, Streetwise d6, Throwing d4

Charisma: +2 Pace: 6 Parry: 7 Toughness: 5

Hindrances: Wanted or Blind [Major], Greedy [Minor], Loyal [Minor].

Edges: Charismatic, Connections (tong/triad/yakuza), Martial Artist, Luck/Great Luck.

Gear: formal robes ($200), dao/kodachi ($200; as Short Sword; Str+d6), umbrella ($5), $45 in coin and IOUs.

Thursday, August 14, 2014

Masked Vigilante (Savage Worlds Martial Artists Aren't All the Same)



Masked Vigilante

Seasoned Wild Card

A fearsome shadow in the night, the Masked Vigilante hunts evildoers the law dares not investigate.

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

Skills: Climbing d6, Fear d6, Fighting d10, Notice d4, Stealth d8, Streetwise d4, Throwing d4

Charisma: +2  Pace: Parry: Toughness: 7(2)

Hindrances: Heroic [Major], Enemy [Minor; weird foes target the do-gooder], Wanted [Minor; pursued for evading arrest].

Edges: AB: Super Powers, Assassin, Martial Artist, Noble.

Gear: bandolier ($25; as Quiver), formal robes ($200), grappling hook ($100) and 50’ of rope ($50), katana ($1000; Str+d6+2, AP 2), 2 kunai ($25 each; as Dagger; Str+d4, Range 3/6/12, RoF 1), leather armor ($50; +1 Armor), $25 in coin.

Special Abilities:

  • Power Points: 20
  • Powers: fear (“I am the night!”)

White-Haired Sorceress (Savage Worlds Martial Artists Aren't All the Same)


White-Haired Sorceress

Seasoned Wild Card

A strange and haunting agent of evil or a supernatural avenger, the White-haired Sorceress strikes fear in the hearts of those she meets.

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

Skills: Fighting d8, Intimidation d6, Knowledge (Occultism) d4, Notice d4, Shooting d6, Spellcasting d6, Stealth d6, Taunt d6

Charisma: -8 Pace: 6 Parry: 6 Toughness: 6

Hindrances: Bloodthirsty [Major], Mean [Minor], Ugly [Minor; frightening white hair].

Edges: AB: Black Magic (Magic), Extraction, Martial Artist, Quick Draw, Strong Willed.

Gear: formal robes ($200), bow ($250; 2d6, Range 12/24/48, RoF 1, 2 hands) and 20 arrows ($20); quiver ($25), $5 in coin.

Special Abilities:
  • Power Points: 10
  • Powers: bolt (dark chi; necromantic “Shards” trapping, +1 damage to unarmored foes, -1 to armored), entangle (tendrils of hair), summon ally (demonic servitors)