The King is Dead

Sunday, May 27, 2012

Regency/Gothic Bestiary 2: Regency Gentlemen


First, an introduction from Beau Brummel:




I forgot I'd put together the beginnings of a Regency bestiary a year ago when we first began (and then abandoned) this project.  The Regency gentlemen that follow are in a slightly different format than the Regency ladies; each "basic" archetype is then followed by an "advanced" version better suited to be an NPC romantic interest or rival.  They've also got gear, which I kind of forgot to do for the ladies.  (Again, work in progress.)  I have updated the Hindrances and Edges for Savage Worlds Deluxe.

A note on Guts: since the Regency/Gothic setting is a horror setting (to some extent), it makes sense to add Guts to the Skill list.  Guts can also be used to determine whether someone has the courage to defy social censure and act in some socially unacceptable way -- like declaring your love for someone in a crowded room instead of watching them walk away from you.

A note on Garments and Accessories: a common accessory for these archetypes is the quizzing glass -- a small magnifying lens on an elegant handle.  As recounted at Historical Hussies, these were used help deliver subtle put-downs.  I think this makes more sense as a bonus to Intimidation than Taunt.

Corinthian

A fashionable gentleman adept at sports, a Corinthian (so named for the supposedly elegant yet debauched lifestyle of the ancient Greek city-state Corinth) is also apt to be something of a rake.  A Corinthian will belong to one or more sporting clubs (boxing, carriage-driving, or fencing) and is eager to accept sporting challenges.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8.
Skills: Driving d8, Fighting d8, Gambling d6, Guts d4, Intimidation d6, Persuasion d4, Riding d6, Shooting d8, Streetwise d4, Survival d4.
Charisma: 0  Pace: 6  Parry: 6  Toughness:7

Hindrances: Loyal, Vow (minor; to his sporting club)
Edges: Brawny + one of the following: Beast Bond (carriage-driving), Brawler (boxing), or Counterattack (fencing).

Garments and Accessories: Beaver hat, neckcloth, coat of superfine cloth, breeches, top-boots, quizzing glass (+1 Intimidation), watch and fob, cane (1d4 + Strength), racing curricle and matched pair of horses.  If encountered at a fencing salon, he will have access to a rapier (1d4 + Strength, +1 Parry).  If encountered in the countryside he will either be fox hunting on horseback or shooting game.

Buck

A “buck of the first head” is a Corinthian who excels his compatriots in accomplishments and decadence. 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8.
Skills: Driving d10, Fighting d10, Gambling d6, Guts d6, Intimidation d8, Persuasion d6, Riding d6, Shooting d8, Streetwise d6, Survival d4.
Charisma: +2  Pace: 6  Parry: 7  Toughness: 7
Hindrances: Arrogant, Loyal, Vow (minor; to his sporting club)
Edges: Attractive, Brawny, and one of the following packages: Ace and Beast Bond (carriage-driving), Brawler & Bruiser (boxing), or Block & Counterattack (fencing).

Garments and Accessories: Beaver hat, cunningly-tied neckcloth, well-cut coat of superfine cloth, buckskin breeches, top-boots, quizzing glass (+1 Intimidation), watch and fob, cane (1d4 + Strength), racing curricle and team of four high-spirited horses.  If encountered at a fencing salon, he will have access to a rapier (1d4 + Strength, +1 Parry).  If encountered in the countryside he will either be fox hunting on horseback or shooting game.

Dandy

A gentleman of elegance and wit, a Regency dandy is not a risible spectacle of frippery and pretension (that would be a fop) but instead an admired arbiter of fashion.   Dandies follow Beau Brummel’s lead by dressing in exquisitely-cut yet understated clothes and cultivating a reserved manner.  They disdain athletic accomplishment and embrace art and learning instead.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6.
Skills: Driving d4, Fighting d4, Gambling d8, Guts d4, Intimidation d8, Notice d6, Persuasion d6, Riding d4, Shooting d4, Streetwise d6, Taunt d8.
Charisma: +1  Pace: 6  Parry: 4  Toughness: 5
Hindrances: Quirk (over-attentive to his clothes)
Edges: Attractive, Strong Willed

Garments and Accessories: Beaver hat, cunningly-tied neckcloth, exquisitely-cut dark coat of superfine cloth, pale-colored pantaloons, gleaming Hessian boots, quizzing glass (+1 Intimidation), watch with fob and seal, cane (1d4 + Strength), snuffbox.

Nonpareil

A nonpareil is a dandy of the first rank – a trendsetter of prodigious accomplishment.

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8.
Skills: Driving d6, Fighting d6, Gambling d10, Guts d6, Intimidation d10, Notice d6, Persuasion d8, Riding d6, Shooting d6, Streetwise d8, Taunt d10.
Charisma: +3  Pace: 6  Parry: 5  Toughness: 6
Hindrances: Arrogant, Quirk (over-attentive to his clothes).
Edges: Attractive, Level Headed, Strong-Willed, Very Attractive.

Garments and Accessories: Beaver hat, brilliantly-knotted neckcloth, exquisitely-cut dark coat of superfine cloth, skintight pale-colored pantaloons, gleaming Hessian boots with gold tassels, quizzing glass (+1 Intimidation), watch with gold fob and seal, cane (1d4 + Strength), gold snuffbox

Fop

The fop dresses in garish, outlandish clothes to draw attention to himself.  While doubtlessly well-meaning, his aim to become a trendsetter is undone by his absurdity.  Nevertheless, many fops find favor with impressionable young women.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6.
Skills: Driving d4, Fighting d4, Gambling d6, Guts d6, Intimidation d6, Notice d6, Persuasion d6, Riding d4, Shooting d4, Streetwise d4, Taunt d6.
Charisma: +1  Pace: 6  Parry: 4  Toughness: 5
Hindrances: Delusional (minor; foppishness is still in fashion), Quirk (affected speech and manners). 
Edges: Attractive, Quick.

Garments and Accessories: Beaver hat, extravagant neckcloth with decorative stickpin, exotic waistcoat, high-collared shirt, coat with overlong tails, pantaloons, half-boots, quizzing glass (+1 Intimidation), watch with multiple fobs and seals, cane (1d4 + Strength), decorative snuffbox.

Coxcomb

A particularly foolish and conceited fop has earned the named “coxcomb” from the hats medieval jesters wore that were shaped like a rooster’s crest.  They are an embarrassment to Society but lack the self-awareness to see it.   

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6.
Skills: Driving d4, Fighting d4, Gambling d8, Guts d8, Intimidation d6, Notice d6, Persuasion d8, Riding d4, Shooting d4, Streetwise d6, Taunt d8.
Charisma: +3  Pace: 6  Parry: 4  Toughness: 5
Hindrances: Clueless, Delusional (minor; foppishness is still in fashion), Quirk (affected speech and manners). 
Edges: Attractive, Charismatic, Quick, Strong Willed.

Garments and Accessories: Beaver hat, extravagant neckcloth with bejeweled stickpin, exotic waistcoat, shirt with collars so high he can’t turn his head, coat with overlong tails, pantaloons, half-boots, quizzing glass (+1 Intimidation), watch with multiple gold fobs and seals, cane (1d4 + Strength), decorative gold snuffbox.

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