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: 6; Parry: 8; 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: 6; 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



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