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Advanced Options (Official)

1. Hooks and Tales


+1 Creation Die (or 6 Build Points) for a Hook (a character flaw), +1 Creation Die (or 6 Build Points) for a
Tale (character origin and backstory) for a total of 2 bonus Creation Dice (12 Build Points) if both are
taken.

2. Pumping Cliches
The character may "pump" a cliche by adding bonus dice. This lasts for one combat round or one
significant roll. Once this is resolved, the character takes the bonus dice amont in damage, plus any damage
from the encounter. Pumped cliches are legal in any situation except single-action conflicts.

3. Double-Pumps
The character must be created with double-pumped cliches. These cliches, when pumped, give you TWO
dice in the pumped roll for every die you lose at the end of it. This is appropriate for supernatural cliches,
such as wizards, telepaths and human torch style superheroes. Double-pumped cliches cost twice as many
Creation Dice (or Build Points) to buy. Hard [square brackets] indicate double-pumped cliches.

4. Funky Dice
In this option, players are given points to create characters with, and each die costs points: d6 - 6 points, d8
- 8 points, d10 - 10 points, d12 - 12 points, d20 - 20 points. Normal characters have 60 points to spend.
Superheroes and godlings have 200+. Double-pumped dice cost double, and 4d is still the limit for starting
characters. Points not spent are lost. Tales and hooks increase Build Points by 10% (or 6 points each for a
60 point character). In team combat, Swordsman (4) still "outranks" Swordsman (3d10).

Even More Advance Options (From Risus Companion)


1. Sidekicks & Shieldmates
Essentially, this rule allows players to trade one or more dice (or Funky Dice points) during character
generation for three times as many dice (or points) to be used on NPC allies. These allies can be regular
individuals or they can be something more unusual like a piece of magical equipment, a really good horse,
or a grunt-squad of loyal followers. Sidekicks are limited to a maximum of four dice in any single cliché
and they should not have any clichés that are better than the player character's best cliché.

Sidekicks & Shieldmates are usually under the player character's control, though the GM is free to use them
as required. They do not advance like player characters and will only gain cliché dice in special
circumstances.

2. Lucky Shots & Questing Dice


Another rule from The Risus Companion that we will be using is "Lucky Shots & Questing Dice". During
character generation, players may sacrifice one or more dice (or multiples of 6 Funky Dice points) for three
Lucky Shots or five Questing Dice. A Lucky Shot can be used to increase a character's cliché by one for a
single roll provided the player explains how luck will benefit the character. Additionally, characters can
spend two Lucky Shots to completely recover all the dice in a single cliché during combat (effectively a
second wind or heroic surge). Lucky Shots are recovered at the end of the session and they do not carry
over if unused.

Questing Dice work just like Lucky Shots except that they must have a narrative or thematic limitation that
restricts their use to certain situations (such as when a character is pursuing a specific goal). Questing Dice
must be narrowly focused and approved by the GM in advance.
3. Eye of the Tiger
This rule allows characters to spend two Lucky Shots (or Questing Dice) to summon a montage sequence in
response to a recent setback, provided the GM agrees that it makes sense in the context of the story.
Briefly, the types of montage sequences available are as follows:

• Healing: Completely heals a wounded, embarrassed, discouraged, or otherwise weakened character.


• Repairs: Completely repairs or restores something that isn't a character, such as a vehicle, dwelling, or
piece of equipment.
• Training: Prepares a character or group of characters for a specific big scene. During that scene a group
of characters will gain a +1 die bonus to every roll, or a single character can gain a +2 die bonus
instead.
• Recruiting: Allows the characters to recruit a Grunt Squad (5) for use through at least one big scene.
• Shopping: Allows the characters to purchase, steal, make, or scrounge equipment so that they are
considered fully equipped for the task at hand. This montage sequence cannot be used to acquire bonus
gear

4. Boxcars and Breakthroughs


If the character rolls "boxcars" (all 6's) on his cliche roll, me may roll the dice again, adding the second roll
to the first. If he rolls boxcars again, he continues as above.

Optional Rules I Found On The Net That Struck My Fancy


Character Advancement (Tim Ballew)
The standard Risus rules for character advancement will not be used. Instead, characters will be awarded a
certain number of experience points per session. These experience points can be used to purchase any of
the following character improvements:

Raising a Cliché: Provided the improvement is justified, the character may purchase the next level of one of
their clichés. The cost in experience points is equal to the number of dice of the new level multiplied by 6.
Thus, to raise a cliché from (3) to (4) would cost 24 points. Raising a cliché from (1d8) to (2d8) would cost
12 points. Raising a cliché from [4] to [5] would cost 30 points.

Getting Funkier: If Funky Dice are appropriate for a given cliché then a character may upgrade the die-type
for that cliché by one step, assuming there is an in-game explanation for the increase in power. The cost of
this is equal to the level of the cliché multiplied by the number of sides of the new die-type.

Gaining a New Cliché: If a character has developed in ways that are not reflected in their existing clichés
then the first die of a new cliché may be purchased. The cost of this cliché is equal to the size of the die
(usually 6), multiplied by 2 if the cliché is Double-Pumped.

Gaining or Improving Lucky Shots & Questing Dice: Use the rules for raising or gaining clichés, with
every 3 Lucky Shots (or 5 Questing Dice) being equal to one regular die cliché. Thus, buying the
character's first 3 Lucky Shots costs 6 points. Gaining the character's second 5 Questing Dice costs 12
points.

Sidekicks & Shieldmates: Assuming it makes sense in the context of the game, points may be spent to
advance Sidekicks or Shieldmates as if they were regular characters. New Sidekicks or Shieldmates may be
acquired as well. Note that Sidekicks and Shieldmates do not get the 1:3 discount that they receive during
character creation.

Motivation (Phillip Foster)


If the Hooks and Tales option is being used, the Tales option can include a Motivation.

A Motivation is basically a few words on what makes the character tick, why he acts the way he does and
what drives him, his personal beliefs. Whenever a character attempts an action in the game that is directly
related to his Motivation, he gets a +1 to his Cliché roll (just +1 to the total, not an extra die). Once per
game, the GM CAN allow +1 die if he wishes.

The downside of a Motivation is that, if the GM feels that the character is taking an action that is
AGAINST his Motivation, he may penalize the character by -1 die or more for doing so.

The GM has final approval on Motivations, and should not allow players to abuse them (such as a character
taking a Motivation of 'Beat everybody up' so he can get a +1 every time he gets in a fight). The character's
Motivation should tie into his Hooks (very Freudian, no?).

Vehicular Combat (Hank Harwell)


The mechaning for this uses the Teaming Up rules from page 3 of the standard ruleset with the following
variations: PC's and their vehicles are considered a "Team". The Vehicle is the Team Leader and the PC
will add his "sixes" to dice rolls where appropriate. In a combat, only the vehicle takes "damage," i.e.,
loses dice upon losing a combat round. There is no "noble sacrifice and vegeance" rule in effect. When the
vehicle is reduced to zero, the team is Disbanded, and the PC takes the one-die loss to his driving (or
autoduelling) cliché.

Where more than one vehicle wants to form a team, then standard Teaming Up rules apply; only the
vehicles form teams (not vehicles plus their drivers), and when the team loses a combat round, the "noble
sacrifice and vengeance" rules apply. When the Lead Vehicle is
reduced to zero, then the team disbands and all remaining vehicles lose one die of "damage."

I'm using this one in my starship combat rules. Basically, the pilot "teams up" with the ship's control rating,
while the gunners team up with the vehicle's weapons rating. More on this later...

Advanced Combat (Lars Erik Larsen)


This is another way to fight out main combat scenes where you want more detail in the combat than you get
using the faster normal combat resolution. You should stick to normal resolution in non important fights to
keep the plot moving along and save this for the "important" fights.

This method uses initiative and permits the combatant with the initiative to get his attacks in first and be
able to react to the enemys actions.

Phases of Advanced Combat


Initiative
Combat Rounds:
Declaration
Action

Phase 1: Initiative
Initiative is determined by rolling against an appropriate cliché. Highest roller has the initiative. Reroll for
ties. In order to keep things simple initiative is only determined once in a combat. Larger battles may be
broken down into smaller combats to keep things dynamic.

If there are more than 2 combatants initiative goes from highest to lowest roll. For some combats like
ambushes initiative is predetermined as belonging to the attacking side but individual initiave order on each
team still need to be determined.
Phase 2.1: Declaration
In reverse initiative order (lowest to highest) players state their action for the next 5-10 secs. Moving,
firing, throwing, disarming, giving medical assistance or any other action or part of an action that can be
carried out in that time frame is allowed.

Players with higher initiative will know what the slower combatants are up to and can plan their own action
with this knowledge.

Phase 2.2: Action


In initiative order (highest to lowest) the players now try to carry out their declared action. The results are
found. The damage taken. If the combat is not over a new combat round starts with a new declaration round
(phase 2.1).

Cliché Sunts (Vincent Diakuw)


For each Cliché create a special stunt related specifically to that Cliché. Whenever you do this stunt you
may reroll any dice that come up '1'.

I've changed this option from how it was written: Cliche stunts in my campaign cost a flat 3 points.

Encumbrance (Vincent Diakuw)


Keeping track of the weight of objects, from coins to cadavers, is tedious and frustrating. On the other
hand, having to drop something valuable to make space for something potentially vital, only to have it
turn out to be worthless, is hilarious.

Therefore you can only carry ten things. Each thing you carry beyond ten is worth a die of
encumbrance. If the objects are unusually large or awkward use Funky Dice (Risus p.6) of
encumbrance. Any time you need to do something requiring ease and grace (like avoid falling into a
pit, or earn a few extra coins pole-dancing), you must defeat your encumbrance. Also, you must defeat
the encumbrance in a CONFLICT THAT ISN'T COMBAT (Risus p.4) in order to add another item.

Some types of items collectively count as 1 item: coins, potions and ammunition consume only 1 slot
each.

Random Treasure (Vincent Diakuw)


Naturally the GM will place treasure wherever she feels it is appropriate. Treasure is also found based
on location Clichés - Overflowing with Treasure [5] - and is assigned randomly when a dead monster
is searched.

Searchin' a Body: Roll 3 dice for the treasure. Use Funky Dice (Risus p. 6) where d4 means the
creatures should have lots of treasure, through to d20, meaning they should seldom have any. Consult
the table below. This roll is the Target Number (TN) for a CONFLICT THAT ISN'T COMBAT (Risus
p.4).

Dungeonaut Roll is... Treasure value is...


< half TN rags and trinkets

<= TN TN coins

> TN TN x 10 coins

> 2x TN TN x 100 coins


My Optional Rules
Note: I run a strictly point-based game, so unless you're using "Funky Dice", some of these rules probably
won't make much sense.

Know Your Funky Dice


I've played with the Funky Dice option a bit here.... Now it defines minimum/maximum die size according
to, well, physical prowess of the being in question:

d4 Average Joe / Tiny Critter


d6 Average Hero / Small Critter
d8 Abnormally Large Hero / One-Shot Major Villain / Average Critter
d10 Campaign Villain / Large Critter (Humanoid Max)
d12 Huge Critter
d20 Gargantuan Critter
d100 Not Generally Used... It won't be pretty!

Tiny Critters
Woodsprite (1d4)
Huge Centipede (1d4)
Vicious Sumatran Rat (2d4)

Small Critter
Nocked Ear Goblin (1d6)
Rabid Dog (2d6)
Red Dragon Hatchling (4d6)

Average Critter
Gouged Eye Orc (1d8)
3rd Legion Hobgoblin (2d8)
Sub Adult Red Dragon (4d8)

Large Critter
Ogre (1d10)
Troll (2d10)
Adult Red Dragon (4d10)

Huge Critter
Hill Giant (1d12)
Ancient Red Dragon (4d12)

Gargantuan Critter
Red Dragon Great Wyrm (4d20)!!!

Beyond
Titan (1d100)
Lesser Avatar (3d100)
etc....

Hit and Stun Points


That's right, I said it. I for one happen to like the concept of hit points... and who's writing this thing
anyway? To generate initial hit points, simply roll the number of dice in the character's highest cliche pool
and add the results together. For example, a "Greasy Bum (2d4)" would roll 2d4 and add the results. A
"Strung-Out Netrunner (4d6)" would roll 4d6 and do the same. Easy, no?

Initial stun points are simply initial hit points/2.

What you roll is what you're stuck with. Forever. UNLESS you want to buy another d6 to add to your total.
This costs 5 build (or experience) points for an extra d6 stun, and 10 points for an extra d6 hit points.

How Do They Work?: Well I'm glad you asked. If you're getting beat-down with bare fists (or a blaster set
to stun, a blackjack, what have you), you're losing Stun Points. Anything else that causes lasting physical
damage (teeth n claws, a knife in the ribs, whatever), you're losing Hit Points.

Damage Rollover: If your character loses all of his Stun Points, he's unconcious. BUT if he is still taking
stun-based damage (excluding some possible sources, such as the afore-mentioned blaster set to stun), he
begins to lose Hit Points. It's actually possible for your character to be beat to death in this manner.

Pumps and Double Pumps: In the event of a pump or double pump, the character loses Stun Points (he is,
after all, over-taxing himself) equal to the dice invested, as per basic Risus rules.

Trauma Rules
At 75% of max HP, character is "Winded" (-1 cliche rolls)
At 50% of max HP, character is "Wounded" (-2 cliche rolls)
At 25% of max HP, charcter is "Maimed" (-3 cliche rolls)

At 0 hp, the charcter may still function if he has any Stun Points remaining, but all cliche rolls are at -6. In
addition, the character will continue to bleed out at a rate of -1 HP/round, unless he withdraws from combat
for medical treatment. At 0 Stun Points, the character is unconcious (and continues to bleed out, unless he
receives medical treatment). At -10 hp, the character is dead.

Recovering Lost Damage Points


Lost Stun Points return at a rate of 1/minute if the character is resting, and 1/hour if he's doing anything
stenuous. Lost Hit Points return at a rate of 2/day with bedrest, or 1/day if the character is still active. Some
wounds gained from Critical Hits may require actual hospitalization and care, the GM's call.

Taking Multiple Actions


A character may split his cliche dice to take multiple actions in a single turn. For example, a character with
the cliche "Martial Artist (4d6)" may split his die pool as: "Karate chop thug #1, 2d6", "Roundhouse kick
thug #2, 1d6" and "Monkey stomp Thug #3, 1d6". This is, of course, only possible for cliches higher than 1
die. Lucky and Quest Dice may be spent as normal for each additional action, but only one action per round
may be Pumped or Double Pumped. Boxcars and Breakthroughs applies as normal, for each additional
action.

Critical Successes and Botches


If your character rolls boxcars twice in a row, he's just made a Critical Success. In a non-combat situation,
he's done the best anyone COULD do; in combat he'd get to roll on the "Critical Hit Table" (more on that
later).

On the other hand, if your character rolls snake eyes (all ones) at any time, he's just botched his roll. In a
non-combat situation, he's just flubbed up very badly (accidently set himself on fire with the lantern, etc.);
in combat, he gets to roll on the "Critical Miss Table."
Critical Hit Table
01-80 The hit is not critical
81-90 Good hit: 1½ times damage
91-95 Severe hit: 2 times damage
96-00 Critical Hit: 2 times damage and check charts below for location and effects

Location
01-02 Foot
03-07 Shin
08-10 Knee
11-20 Thigh
21-22 Groin (a)
23-33 Gut (b)
34-40 Hip
41-50 Shoulder
51-70 Chest (c)
71-73 Hand
74-78 Lower Arm
79-81 Elbow
82-91 Upper Arm
92-93 Neck (d)
94-96 Face (e)
97-00 Head (f)

Severity Special Notes


a b c d e f
1-3 Broken - will heal in d4+2 weeks S B P D I U
4-5 Maimed - can only be completely I O L X D D
healed magically
6 Severed - immediate loss of 10% I D D X X X
of original hit points

Special notes:
S - Stunned
I - Incapacitated, effectively unconscious
U - Unconscious
P - Pain from broken ribs, -2 to hit
L - Punctured Lung, severe pain, -8 to hit, exteme difficulty breathing
B - Massive Bleeding, Death in d6 turns without immediate aid
O - Ruptured Organs, internal bleeding, Death in d3 turns
D - Death in d6 rounds
X - Instant Death

Critical Miss Table

Roll Critical
1 Lose your grip on your weapon. It flies 2d10 feet in a random direction.
2 Hit yourself, half damage.
3 Hit yourself, full damage.
4 Minor disfigurement (chipped tooth, loose a finger, etc)
5 Roll a critical hit on yourself.
6 Strike a target other than the one you intended
7 Roll against TN 5 or fall.
8 You break your weapon
9 Knock yourself out cold
10 Lose you next action.
Armor Class
The way I'm handling this is to asign each armor a negative number that acts as a penalty to the opponent's
"to hit" roll. For example, heavy clothing will net you a -1, leather armor would be -3, chainmail -5, and
platemail -8. Moderately heavy armors (chainmail for example) will also get you a -1 penalty to all cliche
rolls that require a high degree of dexterity (such as jumping a pit, or combat for that matter), while heavy
armor (such as platemail) will get you a -2 penalty.

A note on firearms: Most guns will blow right through primitive armor. So vs. firearms, armor only
protects half as well (cut the penalty in half, rounded down). Chainmail for example would be -5 (-2 vs.
firearms). The same holds true for modern armors vs. energy weapons.

Mini-Cliches
OK, this one REALLY isn't going to appeal to a lot of you out there. I basically used these in my Fading
Suns conversion to differentiate between the various archetype cliches. Anywho, a mini-cliche is just a one
word phrase that gives either a minor bonus or penalty. For example:

Ascorbite

Blessings: Adaptable (Immune to any toxin or disease he personally survives), Hard-Shelled (-4 natural
armor, may not wear any further armor), Double-Jointed (+2 to escape tight places), Jumper (Can jump 5
feet vertically, or 12 feet straight up), Muscular (+2 damage with melee weapons), Obstinate (+2 to all
checks to avoid divulging secrets, even under torture), Use d6 for initial Cliches.

Curses: Bloodsucker (May only gain sustenance from sucking blood!), Fixed Development (costs double
experience to improve ANYTHING), Weird (-2 modifier in social situations), Mundane (May not have Psi
or Theurgy. Ever.), Ostracized (As a race, they have very few liberties).

Starships
Ships are purchased using the Sidekicks and Shieldmates rule, on a 1:3 basis. All ships have four stats (and
it IS possible to have a zero in a given stat, just not recommended): Control (used for tricky dogfighting
manuevers, dodging missles, landing in rough weather), Weapons (used for targetting enemy ships and
blowing them to smithereens), Sensors (used for detecting things at a distance), and Engines (used for
outrunning enemy craft).

Hull and stun points are figured in exactly the same way as for PCs. Hull points are the equivelant of Hit
Points, while Stun Points are for things like EMP attacks.

Armor Class: All ships have an AC, based on hull materials and if they're armored or not.

Hooks: A player may design a hook into his ship to lower cost. They come in Minor (Inefficiant engines,
twice the fuel) for -6 points, Moderate (Cranky sheilds, work only half the time) -12 points, or Extreme!
(Life support cuts out when the weapons are fired) for -18 points. This hook may be bought off later with
cash or XPs, at the GM's discretion.

Damage Scaling: All ships have a SIZE rating (1=fighter, 2=small transport or scout, 3=frigate or small
freighter, 4=destroyer or large freighter, 5=bulk hauler or ship-of-the-line). If an enemy ship is two or more
sizes bigger than yours, he takes half damage from your weapons. On the other hand, he's -3 to hit YOU.

System Damage: Whenever a ship drops a damage category (from normal to winded, winded to wounded,
etc), roll on the following tables:
WINDED DAMAGE TABLE (Roll 3d6)
3 – 5 No additional effects
6 – 7 Ship / craft shaken. –1 to all piloting and gunnery rolls for 1d6 rounds.
8 – 9 Sensors damaged. Lose 1d from the Sensors rating.
10 – 14 Random weapon damaged. Will only fire on a roll on a 4+ on a D6.
15 – 17 Drive engine damaged. Lose 1d from the Engines rating.
18 Roll on the next damage table.

WOUNDED DAMAGE TABLE (Roll 3d6)


3 – 4 No additional effects.
5 – 6 Ship / craft shaken. –3 to all pilot and gunnery rolls for 1d6 rounds.
7 – 8 Fuel Leak. One fuel cell wasted. Lose 10% of remaining fuel mass (if fuel is present).
9 – 10 Random weapon damaged. Will only fire on a roll of 5+ on a D6.
11 – 14 Internal Shrapnel. Every crewmember has 30% chance of dodging a 2d6 hit.
15 – 17 Drive engine damaged. Lose 2d from the Engines rating.
18 Roll on the next damage table.

MAIMED DAMAGE TABLE (Roll 3d6)


3 No additional effects.
4 – 5 Locked systems. Craft / Vehicle can do nothing for 1d6 rounds. Aircraft should pray.
6 – 7 Major fuel leak. Several fuel cells wasted. Loses 50% of remaining fuel mass (if present).
8 – 9 Random weapon destroyed.
10 – 12 Communications Cut. Cliche roll required to restore.
13 – 15 Hull Breach! 1 room decompresses. Crewmembers have 50% chance of dodging a 5d6 hit.
16 Drive engine Destroyed. Eject!! Reconstruction or replacement required.
17 Random cargo bay (if present) gutted and destroyed.
18 OH NO! Critical Damage. Roll on the table below…

CRITICAL DAMAGE TABLE (Roll 3d6)


3 – 4 Random weapon vaporized.
5 – 6 Artificial Gravity Systems Destroyed. All crewmembers are in free fall.
7 – 9 Life Support Systems destroyed. Temperature will drop 5 degrees every hour. Air supply will run
out in 1d6 hours.
10 – 13 Major Hull Breach. 1d6 rooms decompress. Crewmembers have 60% chance of dodging a 6d6
hit.
14 – 15 Specific Damage. Tail / turret blown off, 1 Drop / Craft slot gutted, or 1d6 Cargo slots gutted.
16 – 17 Drive engine or FTL vaporized. Eject!!
18 Craft / Vehicle breaks in two. Crewmembers have 75% chance of dodging an 8d6 hit. 1d6 Cargo bays
gutted. All engines and weapons destroyed. Atmospheric craft crumble. Spacecraft will disintegrate in 1d6
minutes.

I'm concidering a mechanic for point based ship construction (for that ship-board swimming pool you've
always wanted), but haven't come up with a satisfactory ruleset yet. Any ideas?

So In Conclusion...
Here's some sample characters to wet your whistle for my upcoming Fading Suns conversion:

Augustus McRay of House Hawkwood

Marquis of House Hawkwood: [3d6]; Questing Knight: (2d6); Warrior-Poet: (1d6); Troubador: (1d6). HP:
10; Stun: 5. Blessings: Insprirational, Questing Knight; Curses: Proud, Blood Enemy (Mantis Knights),
Code of Honor; Hook: In Debt (Your fief is in financial ruin, you're in debt to the Reeves up to your
eyeballs).
Gear: Unpowered Ceramsteel Platemail (-10/-5), .32 Autofeed Pistol (d6), Large Crested Sheild (-1/0),
Antique Broadsword (d6).

Tale: A distaff cousin to the main Hawkwood line, Augustus was born on a backwater fief in the wilds of
the Hawkwood world of Leminkainen. His father was a warrior of near legendary reputation, who served
his kinsman Lexius in the Emperor Wars and later as a Questing Knight. His father died recently, leaving
his son his title, ancestral armor and weapons, and a mountain of debt. So young Augustus is off to make
his fortune...

Appearance: A handsome young man in his early 20's, he wears his wavy brown hair in a very short
(almost a roman-style) cut. He also sports a small goatee.

Ignatius Trusnikron

Baronet of House Trusnikron: (1d6); Grizzled Veteran of the Emperor Wars: (3d6); Retired Captain of
Horse: (4d6), Katzgrief Duelist: (2d6). HP: 18; Stun: 13. Blessings: Xeno Equestrian; Curses: Uncouth;
Hook: Bastard (Receives no benefit from having a noble title).

Dueling Manuevers: Parry, Slash.

Gear: .32 Autofeed Pistol (d6), Broadsword (d6), Buckler (-1/0), Quilted Leather Jerkin (-2/-1),
Hawkwood Cavalry Officer's Uniform, Stained Campaign Cloak.

Tale: Born a child of violence after Vuldrok of the Wolf Clan raided his grandfather's fief. He was never
fully accepted by his family, and bears a powerful hatred for Vuldrok in general. Has sworn an Oath of
Fealty to House Hawkwood, and has spent his entire adult life in their service. Served with distinction in
the Emperor Wars under Augustine's father Octavius, now he serves as the young man's bodyguard.

Appearance: A large imposing man in his mid-50's, only now has grey begun to appear in his long ash-
blonde hair and beard (which he wears in elaborate plaits, held in place by bits of silver wire). His body
bears many scars, the most obvious being the one that runs down the left side of his face, blinding his left
eye and pulling his mouth up into an eternal sneer...

Father Beauregard Hamblin

Urth Orthodox Priest: [4d6], Chronicler of Lost Times and Teller of Lost Tales: (2d6). HP: 18, Stun: 9.
Blessings: Pious, Curses: Self-Righteous. Hook: Moment of Awe (You saw a vision of the Prophet when
you were young, will stop at nothing to be worthy of it again (self-mortification, hair-shirts, whatever)).

General Rites: The Prophet's Blessing, The Devotional Liturgy, The Laying on of Hands. Urth Orthodox
Rites: Consecration, Light I, Armor of the Pancreator. Hubris: 0. Wyrd: 9

Gear: Vestments (Cap and Mitre, Ceremonial Robes).

Tale: Father Beauregard was born in a small farming hamlet on the Li-Halan world of Icon to poor peasant
dirt farmers. The defining moment of his life came when he was 12... He'd wandered off with some other
boys to play in the woods and became lost. After a 4 day sojourn alone in the forest, he had a vision of the
Prophet... and was found soon after. From this day forward, he decided to dedicate his life to the church.
With this thought in mind, he signed on with a Charioteer freighter and worked for his passage to Holy
Terra. Now in his mid forties, he serves as confessor to a young Hawkwood noble named Augustus
McRay.

Appearance: Tall (well over six feet), skinny and slightly stooped. His hair is prematurely grey.
Enjoy! Nathan Robertson (tectuctitlay@yahoo.com)

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