Character du jour
Seven Champions: Dragowarrior
Mar 26th
Born an army brat, George Lytton’s entire life has revolved around the military. He served several terms in the British Army before setting out on his own as a merc. It was on one of his missions guarding archaeologists in Libya that he encountered an ancient draconic beast-god. It lay slumbering waiting for new worshippers but when the dig awoke it the creature attacked. George defeated it, but the creature’s blood and claws left him badly injured. Where the blood coated his body he slowly healed, his flesh replaced with a dragon-like hide. He is now half-man, half-dragongod, a constant reminder that the beast he slew now sleeps within him.
Dirty little secret: What will happen when the dragongod awakes once more?
Notes: Magog + The Dragon. That’s a combination entirely made of win.
Risus:
George Lytton, Dragowarrior
Super tough half dragongod (4), ex-British Army Mercenary (3), Firebreath (3)
Mutants & Masterminds:
George Lytton, Dragowarrior, PL10 150pp
Str 34, Dex 16, Con 34, Int 13, Wis 16, Cha 18
Tough +12, Fort +15, Ref +7, Will +8
Attack +8, Defense +8, Init +3
Bluff +6, Diplomacy +6, Gather Information +6, KS:Tactics +9, Notice +6, Search +5, Sense Motive +5, Stealth +8
Connected (Military), Equipment 1
Heavy SMG (Blast 6, Autofire, 60’ DC21)
Firebreath (Blast 8, Cone 80’, Full Action, Tiring, DC23)
Equipment: Camo clothing, Commlink, Flashlight, Laser Sight, Stun Ammo
Character du Jour: Jeroboam Soames
Mar 17th
“Where is my son?!” the elderly man struck with a force way beyond what seemed possible for such a frail form, and the creature backed from the rune-encrusted blade, its watery eyes revealing a mixture of fear and greed passing across its simple mind.
“I will not ask again. Tell me what your master knows about my son’s whereabouts or I shall end your sorry life this instant.” Jeroboam lifted the blade a touch, holding it steady in his gnarled hands. The sorry halfbreed looked from blade to his aged face, then drooled, “My master heard he was taken to Prague, into the catacombs. You will never find your way through those!”
“I shall see about that, Igor. Now go!”
Jeboroam Soames is a man obsessed. Once he has obsessed with his books and studies as Professor of Antiquities at Oxford, and had scant time for his wife and son. Now he is retired, wife is dead and his son disappeared, feared the kidnap victim of a ritual cult. The police are disinterested in the case (one more college son going gadabout is hardly worth their time) so he has taken it upon himself to do this one thing – find his precious son before it is too late. Packing what research material he needs to follow a cult’s trail and an ancient Sumerian blade, Jeboroam is prepared to trek to the ends of the earth for his son. And perhaps beyond.
Dirty little secret: Jeroboam believes his son is the innocent victim of an occult kidnapping. The possibility that Nathan Soames might actually be willingly mixed up in the forces of darkness and their twisted schemes is unthinkable. Isn’t it?
Notes: When rules systems collide! Here’s Jeroboam stated out for both RISUS and Savage Worlds. I’m starting to develop the habit of including RISUS stats for all my characters; jotting down their character clichés in order of priority is a great way to add character onto a character sheet (Shock! Character Generation that actually generates character!), and opens up a whole new way of playing at the table. More on that, another time.
Jeroboam Soames
Irascible ex-professor of antiquities (4), Cynical occult investigator (3), Aged widower dedicated to finding his son (2), octogenarian ex-fencing champion (1)
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace 6, Parry 5, Tough 5, Cha 0
Fighting d4, Investigation d6, KS:History d8+2, KS:Occult d10+2, Notice d8, Stealth d4
Rich, Scholar, Hard of Hearing (Minor), Vow: Find his Son
Character du Jour: Cudgel the Goblin
Mar 11th
(No, this isn’t an instruction)
Grey Goblins are known for three things: their granite toughness, their isolation, and their utterly ungoblinlike nature. For the one known as Cudgel, only two out of those three are true. Where Grey Goblins are as tough as their stone-coloured flesh suggests, Cudgel is tough. Where they are solid, dependable and honourable, Cudgel is also.
But where most Grey Goblins are content to stay hidden and isolated from the rest of the world, Cudgel want to explore. Unlike the rest of his peers he wanted to know what was beyond the grey stone of his homeland, to visit other races and learn new things. To Cudgel, each day is a fresh gift to be savoured, and every challenge brings it’s own rewards. Perhaps he has some Halfling blood in him (the Halfling pot-roast must have been undercooked) but whatever the reason, Cudgel isn’t like any Goblin you would normally meet on the open road. This one would be smiling, maybe even singing. And he would love to be your friend.
Dirty Little Secret: Nope. None. This is a nice goblin. A really, really nice goblin. Of course, the hard part is getting people to believe it’s true.
Notes: I like my happy little Goblin.
Undead du Jour times Four
Mar 3rd
Here’s the four undead adventurers I’ve generated for our one-shot game, primed and ready to download as 4th level characters. These were generated in Character Builder but use my own custom character sheet layout as the default one sucks worse than a bathtub full of lemons. There’s no character backstory or personality to these guys – that’s down to the players – but I’ve dropped plenty of hooks into the builds for them to play around with. As ever, 4e’s character generation system continues to impress.
If you’ve not seen the Revenant race (it was a D&DI exclusive released in Dragon #376), it is an undead soul returned to a semblance of life at the will of the Raven Queen. While they normally gain fresh bodies (which can look unlike their previous one) and little memory of their past life, for these characters I put them right back into their rotting corpses with memories reasonably intact.
Buildwise Revenants gain +2 Dex & Con, +2 Endurance & Intimidate, Low-light vision and access to their previous race’s Feats, Paragon Paths and Epic Destinies (among other things – I’m not going to give away all of Wizards’ secrets!). It’s a great race for any class, and a terrific choice if your favourite character just bit the dust – simply resurrect him as a Revenant and keep on playing.
There’s a whole host of Revenant-specific Feats which bring them closer to their original race (Dwarf Soul, Human Soul, etc) as well as ones which enhance their undying nature. This makes Being Dead a sliding scale – you can decide through the use of the Feats just how far down the path of undeath you want your character to be. For these characters I wanted them to be freshly dead (so to speak) so mainly chose Feats to bring them closer to their racial archetypes, but with a side-order of deadness.
On to each character in turn. Click the names to download the PDF character sheet.
Kudruk the Revenant Dwarf Fighter
Clad in Reinforced Scale Armour +1 and hefting a Thundering Battleaxe +1, Kudruk is the epitome of the Dwarven Fighter archetype. Were it not for the rotting stump of a missing hand behind his Heavy Shield and the maggots in his beard, you’d hardly notice he wasn’t quite… alive. With the Geography – Mountains background, Dwarven Weapon Training and Defensive Challenge Feats (not to mention his prized Cask of Liquid Gold) this is your typical loyal Mountain Dwarf who is a firm friend both in combat and out. The Death’s Blessing feat means he no longer needs to eat, drink or breath. Death has fully taken this brave, noble dwarf.
Gallowine the Revenant Tiefling Rogue
Gallowine was an acrobatic Tiefling burglar. Now he’s a dead acrobatic Tiefling burglar with a missing lower jawbone. One of my players has been wanting to play a mute character for ages, and this is for him. I’m expecting lost of silly mimery at the table :D
Wielding paired daggers (one of which is a Poisoned Dagger +1) and clad in Bloodcut Leather +1, Gallowine is a dextrous knife-fighter through and through who will cut, slice and poison his way into battle. He’s not stupid though – his Amulet of Health +1 grants Resist 5 Poison in case he cuts himself. Shame that forward thinking didn’t help him dodge the Gnoll’s mace. His attacks are all about getting into position for that all important Sneak Attack. I’d be surprised if he didn’t get Combat Advantage every single round. A mute killer, literally.
When it comes to Feats, Tiefling Soul lets him channel his savage infernal glee to gain a +1 attack and +2 damage on one attack once per encounter. It’s a small bonus, but speaks volumes about this guy’s nature. The Life Thief feat lets him reroll 1s and 2s on Sneak Attack damage against the victim of his Dark Reaping power. Combining Dark Reaping with Sneak Attack is Brutal. Literally.
By my math, Trick Strike + Tiefling Soul + Dark Reaping + Sneak Attack with his Poisoned Dagger will do 3d4+2d6+1d8+10 and potentially leave the poor victim with ongoing Poison 5, Weakened and sliding one square with every additional hit. Ouchy ouchy ouch ouch ouch.
Outside combat, I’m sure he’s quite a nice guy though. Bit quiet.
Calder the Revenant Eladrin Wizard
Calder is a Moon Elf Eladrin Wizard with a close affinity to his patron the Moon. He was born in the Feywyld under a Hunter’s Moon and that has been his symbol ever since. His Staff of Wind +1 (and crutch for his missing (presumed eaten) leg) is topped with a silver full moon, his Shimmering Cloth robe is pale lunar grey and his Ornament of Alertness +1 is a moon adorned with a single eye. How many times can I use the word Moon in a single paragraph?
His spells are centred around thunder and spheres with the occassional direct attack spell (Magic Missile and Acid Arrow – that’s his Hunter’s Moon heritage coming into play) in reserve for when things get tough. I haven’t listed Calder’s Rituals as they’re unneeded for this one-shot game, but I’d expect them to continue the lunar theme.
Feat-wise he has Eladrin Soul and Moon Elf Resilience. Even though he’s dead Calder is a Moon Elf first and foremost. I’m loving how he can spend a Healing Surge when using Fey Step – even the briefest touch of his home plane refreshes him. Again, it’s a minor bonus that brings great role-playing potential. His remaining Feat is Chill of the Grave. This changes the damage type of his Dark Reaping to both cold and necrotic. Doesn’t get more moonlike that that, methinks.
His friends call him Moony. No idea why.
Sir Bors the Revenant Human Paladin of Pelor
C’mon! Undead Paladin! Underneath that Dazzling Plate Armour +1 Sir Bors is a rotting zombie husk with split guts only barely contained by the solid metal. He wields a mighty Vengeful Greatsword +1 which gives him a stonking +2 attack and +1d10 damage against a foe who hits a bloodied ally. Don’t mess with his friends when they’re hurt! Not even the dead ones.
This is one Paladin who focuses more on Strength rather than Charisma. He’s a might-makes-right kinda guy with attacks that are all about doing as much damage as possible before moving onto the next sinner. Why does Pelor still bless his actions and why does his Lay on Hands work on his undead allies? Why is he allowed undead allies at all? Perhaps some unspeakable deal has been struck in the heavens between Pelor and the Raven Queen to permit this and prevent the spread of Yeenoghu’s domain. Or maybe Pelor just hasn’t noticed yet. Who are we to question the ways of the gods anyhow?
Sir Bors is a hereditary noble with ancestral holdings somewhere in the area (don’t you just love Background options?). The Human Soul Feat gives him +1 to Fort, Ref and Will, and Human Perseverance grants +1 to saving throws. For a dead guy, he sure is determined to stay alive. Add in Mighty Challenge and this is one Paladin who plans to be the last dead guy standing in any battle. Apart from the one where he died, of course.
And there you have it. Four very different characters, but all tied with a common theme, and all very D&D. Did I mention that 4e character generation rocks?
Character du Jour: All American Girl
Feb 24th
December 8 1941, and Private Roger Stevens is stationed at Wake Island when he is hit by a bolt of light from the sky and becomes American Hero. He spends the following months helping repel the Japanese invasion fleet time and again, gaining medals and accolades from fellow soldiers and civilians alike, earning a place in their hearts and history books.
That was the public story. In truth Private Roger Stevens died that day, the victim of a crashing spacecraft. In keeping with its race traditions, the alien occupant took on his form and memories to pay for the lifedebt caused by his negligence. To all intents he became Roger Stevens, and the American Hero was a lie.
His secret remained secure until 1992 when, as a founding member of the Revengers, he was called to defend against a possible alien invasion. These were his own people come to search for him, and during the battle the Heirarch decreed his lifedebt paid in full. It reverted him back to his true form, much to the horror of his team-members and (thanks to the wonders of television) the world at large.
American Hero was no more.
As a non-US citizen he was stripped of military rank and honours, and only managed to avoid imprisonment thanks to the efforts of the superhero community. Taking the name USAlien, he cut a darkly brooding figure on the world stage, an outsider not by choice but by prejudice. He felt he had betrayed his friends, allies, the name of Roger Stevens and even his family – albeit with a lie that had over the decades saved the lives of countless thousands of people. Where previously he had fought for Truth and Justice, he now fought a brutal one-man war against injustice and his own inner demons.
When he died it was at the hands of a coalition of drug dealers and hyperjuicers in an unlit warehouse in the worst part of town. His gravestone bore just five words: “Here lies a true man.”
Kara Stevens is the daughter he never knew. She was born on the eve of American Hero’s fateful unmasking, and during the ensuing witch hunt the government granted she and her mother entirely new identities and new lives for their own safety. While USAlien soon found them he chose to stay away, believing this would put them at least risk.
As a part-alien (though she doesn’t know which race), Kara possesses many of the superpowers of her father – great density through molecular control, strength and flight – but in an entirely human form. When her powers began to appear her mother revealed the truth about her father, emphasising the great and noble deeds he carried out as American Hero. When her sophomore class was threatened by a masked gunman, she didn’t hesitate to step forward as his legacy, the All American Girl!
Dirty little secret: Like the grotesque underbelly that consumed her father, All American Girl has a dark side that threatens to take over. Meet Duality. Oh yes.
Notes: Captain America is really Martian Manhunter, and has a kid! I’m loving the legacy angle of All American Girl – it’s full of “sins of the fathers” promise all wrapped up in an identity that is still trying to find her place in the world.
Power-wise, All American Girl is a terrific build. Her powers centre around Density Control; she can become super-tough (able to shrug off a direct missile hit and lift almost 40 tons without breaking sweat), fly (up to 2500mph), turn totally incorporeal or direct her powers outward and control the elemental earth itself – but not all at the same time. She has Impervious Toughness 4 meaning she’s immune to small arms fire even when not using her Density Control (alien kinetic absorbtion skin ftw!). Adaptation 2 is a welcome bonus thanks to her alien heritage – her body will immediately adapt to hostile environments such as poison, underwater or deep space. It’s at a very low level (a mere Rank 2) to reflect her diluted gene-pool.
When it comes to stats she’s well in the human norm – a popular, healthy, graceful teenage girl with little to mark her as different to any other gal around campus. Until she punches someone through several buildings, flies into the air or walks through a wall, that is. She’s something of a talented singer (and a member of a college band), an art major and has all the skills required of college life (Bluff, Sense Motive, KS:Pop Culture and Drive).
Thanks to her slightly alien mindset, she has Second Chance (Mind Control), and her can-do attitude gives her both Beginner’s Luck and Luck 1 feats. After all, the gods smile on those who try.
Kara Stevens AKA All American Girl, PL10 150pp
Str 14/38, Dex 16, Con 18, Int 14, Wis 13, Cha 16
Tough +4i/+10i, Fort +14, Ref +8, Will +10
Attack +6, Defense +10, Init +3
Adaptation 2, Impervious Toughness 2
Density 12 (+24 Str, Weight x25, adds Immovable 4, Protection 6, Super-Strength 4)
- AP: Element Control 16 (Earth)
- AP: Flight 8 (2,500mph)
- AP: Insubstantial 4 (Incorporeal)
Acrobatics +5, Bluff +5, Computers +4, Concentration +6, Drive +4, Investigate +3, KS:Art +8, KS:Pop Culture +4, Notice +5, Perform:Singing +5, Sense Motive +4, Swim +4
Beginner’s Luck, Luck 1, Second Chance 1 (Mind Control)
Drawback: Involuntary Transformation (into Duality, Uncommon, Major)
Fairy du Jour: Riverthorn
Feb 22nd
Riverthorn wasn’t like others of her kind. Where other fairies hid among the tangled roots and brambles of the forest deep, she preferred the open spaces of the fields and hills. Where they danced in the early morning sunlight, she danced ‘neath the glowing moon. Where the rest of the fairies gathered flowers bathed in dew, she counted stars and found names for every one of them. That was to be her downfall.
Her feykin were unconcerned, for precious little does concern these tiny folk. Worry is as alien to their nature as flight is to a dwarf. Only her long-time friend and lover Thistledawn showed any care at all about her actions, she brushed him aside as casually as a speck of dust on a rose petal. He didn’t understand what she saw in the stars, and he would never hear what she heard.
When Riverthorn looked up into the night sky, she saw fairies. Thousands, millions of them glowing and playing and singing to her, begging her to join them in their infinite dance through the cosmos. Each point of light was carried on tiny gossamer wings, and every one whispering to her in the chill moonlit air. They begged her to send them gifts in return for sharing their secrets, and each trade grew larger than the last – a petal, a root, a mouse, a child.
Riverthorn didn’t hesitate.
And that, ultimately, was her true downfall.
Dirty little secret: The stars aren’t fairies. But they are callous, malicious and possess more than enough infinite cold cunning to trick a foolish fairy into doing their bidding. Riverthorn sometimes sees the tentacles writhing at the edge of her dreams, and tries to pass them off as blades of grass blowing silently in the wind of the void. One day, she hopes, the star fairies will let her run through the grass too.
Notes: Enid Blyton meets HP Lovecraft. I think I’m in love.
Riverthorn, Chaotic Evil Female Fairy Star Pact Warlock-3
Str 10, Con 14, Dex 14, Int 13, Wis 11, Cha 18
HP 36, Bloodied 18, Surges 9×8/day, Speed 2 Fly 5
AC 16 (Sylvan Leather +1), Fort 14, Ref 15, Will 17, Init +3
Aerie Twinkle/w, Warlock’s Curse/w, Dire Radiance/w, Eldritch Blast/w , Frigid Darkness/e, Shadow Veil/e, Witchfire/e, Dread Star/d
Athletics +3, Acrobatics +5, Arcana +7, Bluff +10, History +7, Insight +6, Stealth +11
Size:Tiny, Buzzing Flight, Fey Origin, Aerie Weapons, Ritual Caster, Skill Training (Stealth), Prime Shot, Shadow Walk
Bloodcurse Rod +1, Amulet of Mental Resolve +1
Fairy du Jour: Thistledawn
Feb 12th
“Why so sad, little friend,” the dwarven voice boomed, carrying easily over the buzz of the crowded tavern, “you fairies should be all dancin’ and playin’ practical jokes on the rest of us. But not you, never you. Why is that, Thistledawn?”. In reply the tiny fey sighed. These huge lumbering creatures would never understand. He quickly changed the subject. “Never mind that, you oaf. Drink up and tell me about that lost Dwarfholt again. Do you still have the map?”
Thistledawn isn’t like other fairies. Where they wear gaudy colours, he wears grey. Where they hide and avoid the larger folks, Thistledawn steers clear of other fairies and prefers the company of humans and dour dwarves. Where fairies live for the hour, he has plans that may take months or years to come to pass.
No, Thistledawn isn’t like other fairies. For he has lost the one thing that the fey folk hold dear above all else. Love.
Dirty little secret: Once upon a time, Thistledawn was like other fairies. He laughed and danced and joked and wore brightly coloured clothes made from leaves and flower petals. And he loved. He loved the fairy Riverthorn with all his heart, mind and soul. He loved her when she sat under the stars. He loved that she could name every one. He even loved her when she began offering sacrifices to them – burned flower petals at first, then mice and voles. He even loved her when the fairy children started to disappear. When the other fey discovered their bodies and Riverthorn sat among them chanting, something broke inside him. When she was exiled forever from the Fey Realms, he put away his bright clothing and took to the outer world. Shame burned him, and in every fey face he could see her laughing, crazed eyes taunting him. One day, he vowed, he will find her and rip out her eyes so they can never taunt him again.
Notes: Fairies in 4e D&D rock! Finding a good Tiny Fairy race write-up was difficult, and the Aerie (also in Combat Advantage #11) is easily the best out there. As a Tiny race, fairies are just 4″-8″ tall and have to enter their opponent’s square to be able to melee attack. This provokes opportunity attacks meaning only an agile and brave fairy would dare to take the melee route. Thankfully, Thistledawn is both and the combination of Artful Dodger and Defensive Mobility gives him a +5 against opportunity attacks. Fairies can only wield daggers, shortbows, slings and any weapon with the off-hand property (which they have to use two-handed but gain no benefit for doing so). Think of it like this: fairy weapons are sized for them, but thanks to fairy smithing techniques are supernaturally sharp. Dagger stats are used for their one-handed blades, Shortbow for their bows and Slings for their…. slings. Thistledawn prefers to wield a fairy-sized greatsword (which uses Shortsword stats and proficiency) as he flies into battle. Oh yeah!
When it comes to making Sneak Attacks, your typical Fey Rogue is best served by relying on Stealth and their innate ability to turn invisible to gain Combat Advantage. Gaining cover shouldn’t be difficult for someone who is only 6″ tall :D The jury is still out on whether a Tiny creature can Flank. I say yes provided they enter their opponent’s square from the opposite edge to another ally, but that’s entirely a GM call.
Coming up next: Riverthorn, Evil Fairy Star Pact Warlock!
Thistledawn, Male Chaotic Good Faerie Rogue-1
Str 11, Con 13, Dex 18, Int 12, Wis 10, Cha 16
AC 16, Fort 11, Ref 16, Will 13, Init +4
HP 25, Surges 6×7/day
Acrobatics +11, Athletics +5, Bluff +8, Perception +5, Stealth +11, Thievery +9
Languages: Common, Elven. Speed 2, Fly 5
Deft Strike/w, Sly Flourish/w, Faerie Twinkle/w, Dazing Strike/e, Trick Strike/d
Size: Tiny, Buzzing Flight, First Strike, Rogue Weapon Talent, Artful Dodger (+3 AC vs opportunity attacks), Sneak Attack +2d6, Defensive Mobility (+2 AC vs opportunity attacks)
Crossbow, Shortsword (wielded 2-handed), Leather Jerkin, Adventurer’s Kit, Thieves’ tools
Race du Jour: Caitlin
Jan 31st
Legends tell of a long forgotten empire which worshipped the great Cat Goddess Bast. Under her guidance no feline could be harmed in any way, and they roamed free through the winding twisting alleyways of the city.
It so happened that a small family of Halflings lived in the city proper. They were hard-working, honest and canny merchants, and as a result became very wealthy – and unpopular among their peers. Before long a number of them united in their jealousy and fabricated charges of Cat Murder, that most heinous of crimes, against the head of their house, Tobias Caitlin.
Alone in his cell, scared for his life and that of his whole family he prayed to Bast herself, knowing that she would see the untruths of these accusations. He was a good man, as kind to cats as to any creature, and faithfully left a saucer of milk by the door each night as tribute.
The next morning when the jailers came to collect old Tobias from his cell for execution, he had changed. Furry cat-like ears replaced his own, and a long agile tail traced an S in the air. From the other cells the rest of his family were found to share the same Gifts of Bast. All of their accusers had mysteriously died overnight, having choked on hairballs.
The Caitlins were immediately released, their property returned and added to with that of their accusers. No one ever bothered them again.
Caitlins are an offshoot of the Halfling Race that have gained several catlike traits due to their origin. Caitlins and Halflings occasionally intermarry, and the offspring is always a Caitlin. Many share the Halfling’s innate curiousity, though boosted to feline levels. An open window is as inviting as a glass of milk to a Caitlin, and they can be randomly affectionate or uncaring on a whim. Some Caitlins become extremely lazy, particularly if they find a good spot in the sun or a mound of plump cushions. On the other hand, many Caitlins have found a good trade as Assassins – though they do have a bad habit of playing with their targets first.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonus: +2 Acrobatics, +2 Stealth
Halfling Heritage: You can take feats that have halfling as a prerequisite as long as you meet any other requirements
Nimble Reaction: +2 racial bonus at AC against opportinuty attacks
Playful Pounce: You gain Playful Pounce as an encounter power
| Playful Pounce |
| You are a cat. They are mice. You do the math. |
| Immediate reaction, when a bloodied enemy within 5 squares shifts, Weapon |
| The Caitlin shifts to the nearest square adjacent to the enemy and makes a basic attack against it. |
Almost all Caitlin Clerics worship Bast as the goddess of their ancestors. It’s quite likely that Bast has long since forgotten her random act of generosity. Cats are like that.
| Deity | Alignment | Areas of Influence |
| Bast | Unaligned | Cats, laziness and curiosity |
Notes: The world needs more Anthropomorphic Races, don’t you think?1
- Yes, I know this isn’t technically an anthro race, but run with me on this, ok? :D ↩
Character du Jour: Jonah Greyseer
Jan 14th
“Just because you hear voices, don’t make you crazy. That’s what my old ma said to me. ‘Course, back then I knew all the voices I heard. I could hear Old Spikey down the road chastizin’ his mule, clear as if he was in the room right next to me. I knew when my sis was coming home from school, even afore the dogs started barkin’. Some days, I could hear the voices clear across the valley to the next settlement and even then I knew most of them, or got to know ‘em.
Anyhows. Now I’m in the city and I hear so many voices all the time, and I hardly know any of ‘em at all. But the bad ones – the real bad ones – well, I make a point of getting to know them very well. If you catch my drift.
No. Hearing voices don’t make you crazy.
It’s what they say what does that.”
Jonah was born with a gift – or perhaps a curse. He can hear the surface thoughts of everyone over a wide (and steadily growing – currently about 2.5 mile) range, all at the same time. He can focus on a single mind to delve deeper, and at a closer range (1 mile) can even see through a person’s eyes. While he cannot communicate telepathically (it’s one-way only) he has mastered sending a concentrated burst of all those thoughts at a single mind, overloading their brain. It’s a crude yet effective attack at best, but is a sign that he may well develop full telepathy as his abilities improve.
At 6’5″, Jonah is a lanky welt of bone and sinew, possessing a catlike agility that’s heightened by his precognitive talents – he knows where you’re going to be before you even know yourself. Against a living, thinking foe he is almost untouchable, able to move and pre-empt every attack before it even begins. Against robots, the undead or any other non-living thing though, he’s at a disadvantage.
Jonah’s sense of right and wrong comes from his life on the settlement where his Preacher father instilled in him a sense that the Law of Man and the Good Book were inviolate things, and it’s the duty of all godfearin’ men to see that sinners find just punishment. A natural drifter, Jonah has found his way to the city, drawn like a moth to a flame by the sound of all those voices.
They will be his undoing, one day.

Notes: Psionic Cowboy! Mind-reading son of a preacher man! Daredevil meets Jonah Hex! Greyseer is a prime PC for a gritty PL10 street-level game where the stakes are high and the risks are hidden in the shadows of the night.
Dirty little secret: Where do Jonah’s powers come from? Well, you better ask his pa that question. Too bad he died many years ago – though Jonah still hears his thoughts on the wind. And those thoughts, they ain’t good.
Jonah Greyseer, PL 10 150pp
Str 18, Dex 24, Con 18, Int 16, Wis 18, Cha 16
Tough +4, Fort +9, Ref +8/+14, Will +10, Init +7
Attack (Ranged) +4/+10, (Melee) +8/+14, Defense +4/+14Enhanced Trait 43 (Defense +10, Reflex +6, Attack +6, Attack Focus (Melee) 4; Limited: only vs. living)
Super-Senses 2 (Mental Awareness, Danger Sense:Mental)
Super-Strength 2
ESP 4 (Visual Senses, Range 1 mile, Medium:other people’s eyes)
Mind Reading 6 (DC Will 16, Ranged, Area:Burst, Extra:Area 8 (about 2.5 miles))
- AP: Stun 10 (DC Fort 20, 100′, Limited:only vs. living)Acrobatics +15, Climb +8, Computers +5, Concentration +12, Gather Information +7, Investigate +7, Medicine +6, Notice +8, Search +7, Sense Motive +8, Stealth +15
Acrobatic Bluff, Master Plan, Redirect, Teamwork 2Flash Goggles, Motorcycle
Character du Jour: Grubash Moonrunner, Orc Fighter
Jan 8th
“Finally I have you!” The scarred orc warrior held the Paladin effortlessly over the parapet ledge, his platemail’d feet dangling helplessly above the 200′ drop. “You killed my son!” the orc yelled, the pain and grief written deep into his yellow eyes.
“No!” replied the Paladin. With great effort he lifted his arms to his head and removed his covered helm.
“I AM your son!”
They came hard, and fast. The Five From Above, sundwellers who invaded their torchlit home and laid waste to the orc tribe. A full quarter of the warriors were slain with the shaman and clan chief’s bodies left where they fell without rite or ritual. Of Grubash’s only son there was no sign, and he himself was left seriously wounded by the attack. It took many moons for him to recover, and each hour he swore an oath of vengeance for his fallen son.
When he could finally walk without the help of a couple of whelps, Grubash left the clan and the darkness he called home. Armed only with his well-worn axe and what few clues he had gained by forcing the rest of his clan to tell and re-tell the attack, Grubash left all he knew behind. Only one word was on his lips: revenge!
Dirty little secret: Grubash’s son did not fall in the battle but instead saw the attack as his chance to escape the harsh life of the dungeon. He hid and followed the adventurers to the surface where he pledged an oath of service to the Paladin leader of the party. When he was slain in battle, Grubash’s son took up his mantle and armour in his stead and is now a recognised hero in his own name.
Notes: If you’re stuck for a character concept there’s nothing funner than taking a tried-and-tested trope from a different genre and giving it a sharp twist. Try it and see!
Grubash Moonrunner, level 6
Orc, Fighter
Build: Battlerager Fighter
Fighter Talents: Battlerager Vigor
Background: Out for Revenge (+2 to Endurance)FINAL ABILITY SCORES
Str 19, Con 17, Dex 12, Int 11, Wis 13, Cha 10.STARTING ABILITY SCORES
Str 16, Con 14, Dex 12, Int 11, Wis 13, Cha 10.AC: 21 Fort: 20 Reflex: 15 Will: 15
HP: 62 Surges: 12 Surge Value: 15TRAINED SKILLS
Intimidate +8, Athletics +11, Endurance +12UNTRAINED SKILLS
Acrobatics +3, Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +4, Heal +4, History +3, Insight +4, Nature +4, Perception +4, Religion +3, Stealth +3, Streetwise +3, Thievery +3FEATS
Level 1: Victor’s Confidence
Level 2: Deep Gash
Level 4: Mobile Challenge
Level 6: Potent ChallengePOWERS
Fighter at-will 1: Brash Strike
Fighter at-will 1: Crushing Surge
Fighter encounter 1: Bell Ringer
Fighter daily 1: Brute Strike
Fighter utility 2: Boundless Endurance
Fighter encounter 3: Blinding Smash
Fighter daily 5: Brutal Advance
Fighter utility 6: Battle AwarenessITEMS
Flesh Seeker Battleaxe +2, Summoned Chainmail +2, Cape of the Mountebank +1, Adventurer’s Kit










