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The Crew of the Skyrunner

Default Stats:
  • Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  • Skills: Athletics d8, Boating d6, Common Knowledge d6, Fighting d4, Notice d6, Persuasion d6, Shooting d6, Stealth d4
  • Pace: 6; Parry: 4; Toughness: 5
  • Edges & Hindrances: —
  • Gear: Knife (Str +d4)
  Four crew members from Hobart's original crew remain (the others were either killed in the battle with the Beholder scout ship, or taken with Hobart as part of his boarding party). These crew members have no recollection of their previous life, and were apparently animals polymorphed into humans by Hobart, for reasons unknown. Hobart told these new humans that he had rescued them from a wizard who had transformed them into animals. Killing this evil mage had broken the spell, allowing them to "regain their rightful forms." When he asked them to join his crew, the former beasts agreed out of gratitude.  
  • Baragor: Until recently, Baragor was not a bore or a boor, but a boar. Now he is a big, imposing man with a massive girth. His hair, short and dark, stands out in rough bristly patches. Sadly, he is as ugly as a . . . well, as a boar. None too bright, Baragor tends to communicate in grunts and snorts. He is temperamental and slow-witted, but quick to anger when he understands an insult, or what he thinks is an insult. In combat, he is a savage warrior, attacking with vicious bloodlust. He has been in charge of maintenance, much to his chagrin. He would rather care for the weapons, but he lacks the intelligence needed for the task.
  • Gulug: Gulug was quite content as a frog. Though Hobart used him as a fake spelljammer, Gulug has not taken well to the skies, and he longs for the day when he can return to the water. A short, heavy man, this squat little fellow is balding, with no facial or body hair and precious little atop his shiny dome. Dressed in a green peasant shirt and breeches, he waddles around barefoot and looks uncomfortable.
  • Skraal: This ex-rat made the mistake of nibbling the wrong pack. But once the initial shock passed, the new human delighted in his enhanced stature. This slight, wiry man is gaunt to the point of sickliness. Two beady eyes peer out from a narrow face adorned with a long, straggly mustache. He wears well-tended clothes of soft leather, with a hardened jerkin for protection. Most of this is obscured by a voluminous cloak of frayed grey-silver silk. Skraal is a sneaky, avaricious, craven scoundrel whose ways have changed little since his transformation. A cunning thief, he desires only to add "sparklies" to his collection. He is not concerned where or how he gets them. He has been quartermaster, charged with looking after ship’s supplies.
  • Ralgir: From the moment this former wolf "awakened," he knew something was horribly wrong. When Hobart asked him to join his crew, his instincts screamed out against it, but he had to know what was happening. Since that time, he has developed a healthy distrust of Hobart and a burning curiosity about his motives. Ralgir is a roughly handsome character with tight-fitting studded leather armor and a shortsword sheathed at his hip. He looks wild-eyed, like someone who has just made it back to town after being lost in the deep forest. He maintains the weapons, including all three ballistae and the weapons of the crew, which he sees to daily. He is becoming quite proficient at cleaning and sharpening and offers to care for the party's weapons during the voyage.

8 Kzinti sailors

Kzinti sailor, brawler and boarder  
  • Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
  • Skills: Athletics d6, Boating d6, Common Knowledge d4, Fighting d8, Intimidation d6, Language (Native) d8, Notice d4, Persuasion d4, Shooting d4, Stealth d6, Taunt d4
  • Pace: 6; Parry: 7; Toughness: 6
  • Hindrances: Curious
  • Edges: Bilge Rat (custom)
  • Armor: Small Shield (+1 Parry)
  • Weapons: Unarmed (Range Melee, Damage Str), Claws (Range Melee, Damage Str+d4), Bite (Range Melee, Damage Str+d4), Knife/Dagger (Range 3/6/12, Damage Str+d4), Short Sword (Range Melee, Damage Str+d6)
Language: Native (native, d8)   Special Abilities
  • Agile: Feline grace gives rakashans a d6 Agility attribute instead of a d4. This increases maximum Agility to d12+1.
  • Bloodthirsty: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes.
  • Racial Enemy: Rakashan society rose at the expense of another. Pick a common race in your setting. Members of each culture subtract 2 from Persuasion when dealing with each other and often attack on sight.
  • Claw/Bite: Rakashan claws mean they never count as an Unarmed Defender (page 108) and cause Str+d4 damage. They add +2 to Athletics rolls when climbing and increase climbing movement to their full Pace. Their bite causes Str+d4 damage and can also be used on a Bound or Entangled foe (see page 98).
  • Low Light Vision: Rakashan eyes amplify light. They ignore penalties for Dim and Dark Illumination.
  • Can't Swim: Rakashans actually can swim, they just shun it and are not particularly good at it. Subtract 2 from Athletics rolls made to swim.

6 Syllix

 
  • Thut
  • Yaxl
  • Qarlot
  • Bhoaja
  • Zitlaz
  • Groxxozi
  Syllix Stats Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8 Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d8, Notice d6, Persuasion d4, Shooting d6, Stealth d6 Pace: 4 (slither 6 Parry: 5; Toughness: 8 (1) Edges: Quick (discard and redraw Action Cards of 5 or lower) Gear: hand drawn crossbow (2d6, AP 2, ROF 1), scimitar (Str+d8).   Chieftain (WC) Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10 Skills: Athletics d8, Common Knowledge d8, Fighting d12, Intimidation d10, Notice d6, Persuasion d6, Shooting d8, Stealth d6 Pace: 4 (slither 6 Parry: 8 (7 with great axe Toughness: 8 (1) Gear: hand drawn crossbow (2d6, AP 2, ROF 1), scimitar (Str+d8). Edges: Quick (discard and redraw Action Cards of 5 or lower), Sweep (Fighting roll at –2 to hit all targets in weapon’s Reach, no more than once per turn.

The motley crew, some of whom were transformed from animals, and have no memory before meeting Captain Hobart.

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