Post by doc on Apr 28, 2009 16:07:51 GMT -6
Having arrived at the whole Carcosa party relatively late in the game (I'd just gotten my copy two weeks ago), I am only now starting to put together a small campaign.
Here are a few "named" NPCs that I've come up with for my game:
VAL DUNCAN
Fighting Man-7, Lawful alignment
ST: 17, IN: 11, WS: 9, DX: 13, CN: 16, CH: 13
Valmont “Val” Duncan is a British soldier from the First World War, supplanted to Carcosa through sorceries unknown. Despite his foppish name, Val is a large (6’2”, 225 lbs.), brutal looking man with a powerful build and an oft-broken nose. He is not given to complex strategies or intrigues, believing that a strong fist can solve nearly any problem.
Val wants to get back to his own time period, but is in no great hurry. He has found that he enjoys the barbaric and dangerous world of Carcosa where social niceties and protocol are far less important than the ability to survive. Until he can find a way to return to 1914 he intends to outfight, outdrink, outsleeper, and outlast any opponent foolish enough to stand against him.
THE HUNTER
Fighting Man-4, Lawful Alignment
ST: 14, IN: 11, WS: 13, DX: 16, CN: 14, CH: 10
The Hunter is a loner who stalks the wastelands between civilized communities, hunting down and exterminating any of the Spawn of Shub-Niggurath that he comes across. His actions have made him welcome wherever he travels, and he rarely needs to pay for a bed for the night or a flagon of ale.
The Hunter is a short Brown Man, perhaps five feet tall, with a shaven head and compact build. He carries a myriad of weapons and his clothing is often made up of the skins of the creatures that he slays. He speaks little, but is watchful and observant even when relaxed. His is naturally suspicious of the good intentions of others, a trait that has saved his life many times.
ORM
Fighting Man-5, Neutral Alignment
ST: 11, IN: 13, WS: 14, DX: 14, CN: 10, CH: 7
Orm is a tomb robber and plunderer who is wanted for unspeakable crimes across the map. He knows the wastelands well and often hires himself out as a guide or tracker (providing that they do not know of him by reputation). He has no morals or scruples, and will harm or kill anybody if it suits his need. He cares not at all for the sanctity of death, robbing the crypts of saints and sinners with equal gusto. He has vast experience in slithering through ancient deathtraps unharmed.
Orm wears brown leather robes and thick wrappings that conceal his features and arms. Beneath his robes, he is a Bone Man with elaborate and ghastly tattoos played out across his translucent flesh as if they were etched in midair.
THE MAGNIFICENT DEMISE
Fighting Man-9, Chaotic Alignment
ST: 15, IN: 13, WS: 12, DX: 15, CN: 15, CH: 14
The Magnificent Demise is a much-feared swordsman and adventurer. A sadistic anarchist who has made it his life’s purpose to shed the blood of great heroes upon his blade, he can be encountered anywhere from the urbane and decadent cities of Kruune to the unforgiving Plain of Oblivion, acting as an assassin at the behest of great sorcerers and cults of the Great Old Ones.
The Magnificent Demise is a tall Black Man, his skin like polished ebony and his body perfectly proportioned. He dressed in elegant armor and wields Pale Moon, a sword carved whole from the gleaming white bone of some eldritch beast, honed beyond razor sharpness. The sword whispers to him at night, encouraging his bloodlust and murderous fantasies.
Doc
Here are a few "named" NPCs that I've come up with for my game:
VAL DUNCAN
Fighting Man-7, Lawful alignment
ST: 17, IN: 11, WS: 9, DX: 13, CN: 16, CH: 13
Valmont “Val” Duncan is a British soldier from the First World War, supplanted to Carcosa through sorceries unknown. Despite his foppish name, Val is a large (6’2”, 225 lbs.), brutal looking man with a powerful build and an oft-broken nose. He is not given to complex strategies or intrigues, believing that a strong fist can solve nearly any problem.
Val wants to get back to his own time period, but is in no great hurry. He has found that he enjoys the barbaric and dangerous world of Carcosa where social niceties and protocol are far less important than the ability to survive. Until he can find a way to return to 1914 he intends to outfight, outdrink, outsleeper, and outlast any opponent foolish enough to stand against him.
THE HUNTER
Fighting Man-4, Lawful Alignment
ST: 14, IN: 11, WS: 13, DX: 16, CN: 14, CH: 10
The Hunter is a loner who stalks the wastelands between civilized communities, hunting down and exterminating any of the Spawn of Shub-Niggurath that he comes across. His actions have made him welcome wherever he travels, and he rarely needs to pay for a bed for the night or a flagon of ale.
The Hunter is a short Brown Man, perhaps five feet tall, with a shaven head and compact build. He carries a myriad of weapons and his clothing is often made up of the skins of the creatures that he slays. He speaks little, but is watchful and observant even when relaxed. His is naturally suspicious of the good intentions of others, a trait that has saved his life many times.
ORM
Fighting Man-5, Neutral Alignment
ST: 11, IN: 13, WS: 14, DX: 14, CN: 10, CH: 7
Orm is a tomb robber and plunderer who is wanted for unspeakable crimes across the map. He knows the wastelands well and often hires himself out as a guide or tracker (providing that they do not know of him by reputation). He has no morals or scruples, and will harm or kill anybody if it suits his need. He cares not at all for the sanctity of death, robbing the crypts of saints and sinners with equal gusto. He has vast experience in slithering through ancient deathtraps unharmed.
Orm wears brown leather robes and thick wrappings that conceal his features and arms. Beneath his robes, he is a Bone Man with elaborate and ghastly tattoos played out across his translucent flesh as if they were etched in midair.
THE MAGNIFICENT DEMISE
Fighting Man-9, Chaotic Alignment
ST: 15, IN: 13, WS: 12, DX: 15, CN: 15, CH: 14
The Magnificent Demise is a much-feared swordsman and adventurer. A sadistic anarchist who has made it his life’s purpose to shed the blood of great heroes upon his blade, he can be encountered anywhere from the urbane and decadent cities of Kruune to the unforgiving Plain of Oblivion, acting as an assassin at the behest of great sorcerers and cults of the Great Old Ones.
The Magnificent Demise is a tall Black Man, his skin like polished ebony and his body perfectly proportioned. He dressed in elegant armor and wields Pale Moon, a sword carved whole from the gleaming white bone of some eldritch beast, honed beyond razor sharpness. The sword whispers to him at night, encouraging his bloodlust and murderous fantasies.
Doc