Tag Archives: toon tuesday

Toon Tuesday: Rodo the Small, a Badger-Pookah Warrior (Wayfarer: TBW)

Since I recently posted a review for Wayfarer: Things Beyond Wonder, and because I needed a break from my string of Rifts characters, I figured I should test out the character creation process! What better excuse than Toon Tuesday?

I found the process itself to be pretty streamlined; it took me 40 minutes (not counting breaks between my toddler’s naps) and everything was fairly easy to find in the book – though I had read the text beforehand. I did not use completely random generation (as is an optional feature during creation), since I started with a vague idea that just took on a life of its own as I continued. The Tricks (kind of like Feats) are an especially interesting part of this character, as his size factored heavily into my selections. This was very entertaining and easy to write up, I’ll have to start my own campaign for it soon to test the game play.

I had to take some artistic liberties in back story, family trees, and other personal areas, because while the book gives an idea about the Fairy Courts and its people, it is a vague one (specifically designed to be open to interpretation, I’m sure.)

Game: Wayfarer by Ill Gotten Games.
Books Needed: Wayfarer: Things Beyond Wonder.
Recommended Setting: Recommended to any average adventuring group who needs a brawler/melee combat specialist. Though he would be better suited to a fantasy campaign or a Tech Level of 5 or less, he could still function in a higher level/sci-fi environment, he’d just be a bit out of his depth. He would be unsuited allied with evil-doers.

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'Take it from me, it's the small ones you need ta watch out fer! 'Ve taken down great bullies bigger 'n you before!' - Rodo the Small

Name: Rodo the Small
Race: Pookah (Badger Sub-Species)
Occupation: Warrior
Magic Pool: 15
EXP: 0

Attributes
Strength (STR): 5
Dexterity (DEX): 4
Bulk (BUL): 2
Agility (AGI): 4
Endurance (END): 6
Reason (REA): 2
Perception (PER): 4
Willpower (WIL): 4
Creativity (CRE): 3
Charisma (CHA): 5

Functional Attributes
Power (POW): 3
Fortitude (FOR): 2
Coordination (CRD): 4
Action (ACT): 4
Speed (SPD): 7
Mass (MAS): 5
Aptitude (APT): 3
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Toon Tuesday: Jadesky the Human, Earth/Air Elemental Fusionist (Rifts)

I’ve played an Earth/Air Elemental Fusionist in the past, and she quickly became one of my favorite characters. It was easy to pour my own personality onto the page, and the combination of opposite elements and their powers have truly made it one of my favorite caster O.C.C.s in all of Rifts. Fusionists do not begin play with a salary or much in the way of credits, but given her occupation, I figured a small working wage was applicable. Given the nature of her job (mining, excavations, and underground rescue) and her power class, it’s a relatively easy and quick way to make some extra cash, plus she often gets to keep any gemstones she uncovers. She also begins play with two insanities, one to start with and the other a result of childhood trauma (detailed in her backstory.)

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts Book of Magic.
Recommended Setting: Any starting level adventuring group, though it is not recommended she be played in a group/campaign which takes place in or frequents cities, or one which is pro-CS.

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'It's like none of you have ever worked a mine before; it's all about support! Without supporting the structure, you run out of breathable air, and then I have to come in here and dig your sorry asses out!' - Jadesky

General Information
Nickname: Jadesky
Exp. Level: One
Experience Table: Elemental Fusionist
R.C.C.: Human
O.C.C.: Elemental Fusionist
Alignment: Unprincipled
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: 30%
Health Points: 19 (+1D6/lvl)
S.D.C.: 46 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 119 (+1D4+4/lvl)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: Not applicable.

Stats
IQ: 13
ME: 18
MA: 13
PS: 21 (Lift/Carry: 840/420 lbs.)
PP: 15
PE: 19
PB: 16
SPD: 16 (Run: 10 mph.)
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Toon Tuesday: Banjo the Kwarla Demon Hunter (Rifts)

Happy Veterans Day to any of our dice rolling veterans that may be reading this!

I really like the Kwarla; not because the basic R.C.C. is relatively easy to write up, but because the whole “gruff, wandering demon slayer” vibe just grabbed a hold of me, and I really like his signature weapon. Fun fact: “Banjo” is considered a traditional Australian name after the bush poet/journalist Andrew “Banjo” Patterson.

Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book19: Australia.
Recommended Setting: Best suited to Australia, though they could have traveled to other continents somehow (but would prove difficult to understand as they only speak Aboriginal and Australian English, which is heavy with slang and accent). Kwarla are a moderately primitive race (they know of technology, but don’t understand its use and most find it to be too removed from nature to bother with), and are noted as possibly difficult to play; they should be approved by the DM to be utilized as a PC. They also make good NPCs as guides, or as surprising allies when fighting a supernatural creature or demon in the Outback. Can be played in any good aligned group, though the primitive nature of the race makes technology and interaction in cities uncomfortable for role playing. Good for any skilled role player who wants a challenge.

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‘I’ve wand’d far from m’ tribe ‘nd homeland – killed many demons, broken bloody evildoers with m’ claws – ‘nd you an’na call me “cute and fluffy”?’ – Banjo

'I've wand'd far from m' tribe 'nd homeland - killed many demons, broken bloody evildoers with m' claws - 'nd you an'na call me

General Information
Nickname: Banjo
Exp. Level: One
Experience Table: Kwarla Demon Hunter
R.C.C.: Kwarla Demon Hunter
O.C.C.: Not applicable.
Alignment: Principled
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 21 (+1D6/lvl)
S.D.C.: Not applicable.
M.D.C.: 27 (+1D6/lvl)
P.P.E.: 44 (+1D6/lvl)
I.S.P.: 20 (+1D6/lvl)
Chi: Not applicable.
Horror Factor: 8 alone, 11 if 3 or more Kwarla are present (only applicable to evil sorcerers/supernatural beings.)

Stats
IQ: 10
ME: 20
MA: 12
PS: 29 (Supernatural, Lift/Carry: 2900/1450 lbs.)
PP: 19
PE: 21 (Supernatural)
PB: 14
SPD: 19 (Run: 14 mph.)

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