You are on page 1of 7

Alexander "Lex" McWhorty SKILLS/PERKS/TALENTS

Analyze: Technology 13-


Breakfall 11-


Mechanics 13-
Navigation (Air) 13-
CHARACTERISTICS VALUE ROLL NOTES Bureaucratics 12- PS: Balloonist 13-
Strength 10 11- Lift 100 kg Climbing 11- Riding 11-
Dexterity 12 11- Combat Piloting 11- Science: Aeronautics 13-
Constitution 10 11- Contortionist 11- Science: Meteorology 13-
Intelligence 20 13- Perception: 13- High Society 12- Science: Savant 13-
Ego 15 12- Inventor 13- Teamwork 11-
Presence 13 12- PRE Attack: 2½d6 WF: Rifles
Good At A Great Many Things: +2 Overall Skill Level
COMPLICATIONS Surprisingly Lucky: Luck 2d6
Physical Complication: Poor Constitution; Gets Winded Easily
Psychological Complication: Obsessed with Ballooning Languages
Psychological Complication: Shy and A Bit Socially Unsure French, German, Latin
Psychological Complication: Apprehensive Around Things He Doesn’t Understand
Rivalry: Other Balloonists; Seek to Outdo Rivals
Quirks: Looks Up To His Uncle; Only Feels Alive While Flying;
Wants To Be A Great Adventurer

ATTACK SKILL DEFENSE DAMAGE NOTES Physical Defense (PD): 5 + 3 (Luck) = 8 Total
ATTACKS ROLL BONUS (DCV) Energy Defense (ED): 4 + 3 (Luck) = 7 Total
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Punch 15- 0 5 2d6


Rifle 15- 0 5 2d6+1k STUN = 20 BODY = 10
(Stunned = 10) (Recovery = 4)

Background: Young Lex grew up hearing stories of his adventurous uncle, and vowed from a very young age to be just like him when he became a man. However, a sickly
constitution prevented him from traveling the world like his dear Uncle Nigel. But he decided that if he could not visit the exotic places the world has to offer, he would at least look
at the world from a different angle than most people. He became a Balloonist, an expert at piloting lighter-than-air ships. Recently, his uncle asked him to join him in his latest
adventure – a trip to the moon! Despite his doubts, Lex jumped at the opportunity to join Sir Nigel on his greatest adventure yet!
Appearance: Lex is a tall but lanky young man in his mid-twenties, with red hair and green eyes. He is good looking, but lacks the confidence to present himself very well. He
dresses as a man of his station, but when he is in his balloon he throws off his waistcoat, dons a pair of black leather gloves, and affixes his Balloonist goggles firmly to his face.
Personality: Lex was raised in a sheltered environment, and tends to be a bit apprehensive around things he doesn’t understand. Still, he greatly admires his uncle’s enormous
personality, and wishes he could be a bit more like Sir Nigel. Despite his timidity, Lex is extremely comfortable with all aspects of Ballooning, and has no fear whatsoever of
heights.
Brandon Williamson SKILLS/PERKS/TALENTS
Breakfall 11-
Climbing 11-


Science Skill: Botany 13-
Science Skill: Chemistry 13-
CHARACTERISTICS VALUE ROLL NOTES
Strength 10 11- Lift 100 kg Concealment 13- Science Skill: Zoology 13-
Dexterity 12 11- Conversation 12- Stealth 11-
Constitution 14 12- Cramming Survival 13-
Intelligence 20 13- Perception: 13- Cryptography 13- Teamwork 11-
Ego 15 12- High Society 12- AK: Africa 13-
Presence 15 12- PRE Attack: 3d6 Navigation 13- AK: Europe 13-
PS: Cartographer 13- AK: India 13-
COMPLICATIONS WF: Handguns, Rifles AK: The British Isles 13-
Psychological Complication: Intense Curiosity; Loves Discovering New Places, Good At A Great Many Things: +1 Overall Skill Level
People, and Things Never Lost: Bump of Direction
Psychological Complication: Overconfident; Tends to Leap Without Looking
Psychological Complication: Absent Minded Languages
Negative Reputation: Always Needs Bailing Out of Trouble Arabic, French, German, Greek, Hindustani, Latin, Mandarin, Russian, Swahili
Quirks: Loves Africa, Always Forgets His Hat

ATTACK SKILL DEFENSE DAMAGE NOTES Physical Defense (PD): 5 + 3 (Luck) = 8 Total
ATTACKS ROLL BONUS (DCV) Energy Defense (ED): 4 + 3 (Luck) = 7 Total
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Punch 16- 0 5 2d6


Rifle 16- 0 5 2d6+1k STUN = 25 BODY = 10
Handgun 16- 0 5 1½d6
(Stunned = 14) (Recovery = 6)

Background: Brandon, it seems, was born wanting to go to Africa. He spent his childhood studying every travel account and journal he could get his hands on. He learned the
languages, studied the maps, and when he was ready, he chartered an expedition and began to live his dream. Unfortunately, the real Africa was nothing like the books, and within
a month he was lost, destitute, and facing down an angry tribe of hostile natives. Luckily, that’s when Sir Nigel showed up, rescuing him from what might have been a very difficult
situation. Since that time, he’s traveled alongside Sir Nigel as a valued comrade, acting as the group’s resident scientist and translator.
Personality: Though he tries to plan ahead for every contingency, Brandon has one fatal flaw – his intense curiosity sometimes overwhelms his common sense. He is a brilliant
scientist and linguist, but lacks the natural caution that would assure him a long life. He and Sir Nigel get along quite well, since the two of them share a love for discovering new
people, places, and things.
Description: 35 years old, Brandon is the youngest of Sir Nigel’s companions. He is good looking, of average height, and thin, with dark hair and intelligent blue eyes. He dresses
fashionably, but often forgets to put on some important part of his wardrobe (frequently his hat, sometimes something even more important — like his jacket!).
dr. Peter Wing-Pei
CHARACTERISTICS VALUE ROLL NOTES SKILLS/PERKS/TALENTS
Strength 10 11- Lift 100 kg Breakfall 12- PS: Doctor 13-
Dexterity 15 12- Climbing 12- PS: Traditional Chinese Healer 13-
Constitution 13 12- Concealment 13- Science Skill: Medicine 13-
Intelligence 18 13- Perception: 13- Conversation 12- Science Skill: Chemistry 13-
Ego 15 12- Forensic Medicine 13- Science Skill: Biology 13-
Presence 15 12- PRE Attack: 3d6 High Society 12- Stealth 12-
Paramedics 13- Teamwork 12-
COMPLICATIONS WF: Blades, Handguns, Rifles
Distinctive Features: Chinaman
Psychological Complication: Hippocratic Oath Good At A Great Many Things: +1 Overall Skill Level
Psychological Complication: Strong Sense of Curiousity and Adventure
Social Complication: Foreigner Languages
Quirks: Always Serene; Secretly Ashamed of His Adventurous Greek, Latin, Mandarin
Life; Fascinated With the Arts of Healing

ATTACK SKILL DEFENSE DAMAGE NOTES


ATTACKS ROLL BONUS (DCV)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Physical Defense (PD): 5 + 3 (Luck) = 8 Total
Rifle 16- 0 5 2d6+1k Energy Defense (ED): 4 + 3 (Luck) = 7 Total
Punch 16- +1 7 4d6
Kick 14- +1 6 6d6
STUN = 30 BODY = 10
Disarming Throw 16- +1 5 3d6 to takeaway Target Falls
Dodge -- +1 10 0 Dodge, Abort (Stunned = 13)
(Recovery = 5)

Background: Son of the famous Chinese doctor Shang-Pei, Wing-Pei grew up surrounded by the ancient traditions and sciences of his exotic land. His father always assumed
young Wing would follow in his footsteps, but Wing-Pei always had his eye on the furthest horizon. He wanted to experience more than his father’s humble traditions could offer, so
Wing decided to enroll in a western-style University. His father not hide his disappointment, but despite this disapproval, Wing-Pei went on to graduate at the top of his class. One
of his first patients was a boisterous Scotsman called Sir Nigel, who had been injured in an altercation with some angry gangsters. Enamored by Sir Nigel’s stories of high adven-
ture, Wing-Pei asked to join him. They have been fast friends and constant companions ever since that day.
Personality: Wing-Pei (who goes by “Peter” when he is in western company) is calm, competent, and rational at all times. He serves as Sir Nigel’s moral center, advising caution
when Sir Nigel’s natural recklessness might otherwise lead them to disaster. Sir Nigel has learned to trust his enigmatic doctor’s wisdom. Wing-Pei hates to see others suffer, but
realizes that this is a dangerous world and sometimes the greater good requires sacrifice.
Description: Wing-Pei is a small man, olive-skinned and dark-eyed. This marks him as a foreigner wherever he travels through Europe and the Americas. His face is usually se-
rene and calm, except when he is frustrated at one of Sir Nigel’s many harebrained schemes. He dresses in simple dark clothing and wears a pair of wire-rimmed glasses to help
correct his fading eyesight. He always carries his black doctor’s bag with him, wherever he goes.
George Smith
CHARACTERISTICS VALUE ROLL NOTES SKILLS/PERKS/TALENTS
Strength 15 12- Lift 200 kg Analyze: Machines 13- Mechanics 14-
Dexterity 12 11- Breakfall 11- PS: Engineer 13-
Constitution 18 13- Climbing 11- Riding 11-
Intelligence 13 12- Perception: 12- Combat Driving 11- Science Skill: Metallurgy 12-
Ego 10 11- Concealment 12- Sleight Of Hand 11-
Presence 15 12- PRE Attack: 3d6 Contortionist 11- Stealth 11-
Demolitions 14- Survival 12-
COMPLICATIONS Inventor 12- Teamwork 11-
Distinctive Features: Large, Walrus-Like Englishman
Lockpicking 11- Weaponsmith (Firearms, HTH) 12-
Enraged: When His Friends are Injured
WF: Hammers, Handguns, Rifles, Shotguns
Psychological Complication: Best Friends with Sir Nigel; Would Follow Him Anywhere
Psychological Complication: Gets Along Better With Machines Than People Good At A Great Many Things: +2 Overall Skill Levels
Negative Reputation: Hot-Tempered and Argumentative
Social Complication: Common Folk

ATTACK SKILL DEFENSE DAMAGE NOTES


ATTACKS ROLL BONUS (DCV) Physical Defense (PD): 7 + 3 (Luck) = 10 Total
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Energy Defense (ED): 5 + 3 (Luck) = 8 Total
Punch 17- 0 4 3d6
Shotgun 17- 0 4 2½d6k 1 hex AoE, limited
range STUN = 35 BODY = 12
Handgun 16- 0 5 1½d6 (Stunned = 18) (Recovery = 8)

Background: George is Sir Nigel’s oldest friend and traveling companion; they’ve been friends since they were boys. George was the son of a working-class man, and felt ill at
ease among the gentry at school – but when he met Nigel, the two of them hit it off immediately. They shared a wide-eyed wonder at the world, and when they graduated they
set out to explore its every corner. Despite their different backgrounds and personalities, through thick and thin they’ve stood together. They’ve hunted big game in Africa, fought
unruly natives in India, and seen virtually every wonder the world has to offer. Now Nigel has set his sights on the final frontier, and despite his misgivings, George will be there
right beside him.
Appearance: George, like his best friend Sir Nigel, is a big man, with thick arms and solid workman’s hands. Despite Nigel’s objections, he dresses in simple clothing like a man
befitting his background – a cotton shirt, dark trousers (to hide the oil stains), suspenders, and a simple cap to cover his balding head. He has a thick moustache, which makes
him look like a big gruff walrus.
Personality: George studied engineering at school, and knows everything there is to know about machines. If it has moving parts, George can fix it. If he has the right tools,
George can build it. In fact, George gets along better with machines than with people; he tends to be suspicious and pessimistic about anyone who he doesn’t know well. Though
George shares Nigel’s love of adventure, his garrulous nature requires him to play the part of the loyal opposition, arguing against whatever mad scheme Nigel has cooked up this
time. George hardly ever wins these arguments
Lady december davies SKILLS/PERKS/TALENTS
Breakfall 12- Persuasion 13-
CHARACTERISTICS VALUE ROLL NOTES Charm 13- Riding 12-
Strength 10 11- Lift 100 kg
Climbing 12- Security Systems 12-
Dexterity 14 12-
Concealment 12- Shadowing 12-
Constitution 13 12-
Conversation 13- Sleight Of Hand 12-
Intelligence 13 12- Perception: 12-
Cryptography 12- Stealth 12-
Ego 14 12-
Gambling 12- Survival 12-
Presence 20 13- PRE Attack: 4d6
High Society 13- Teamwork 12-
Lockpicking 12- Tracking 12-
COMPLICATIONS Paramedics 12-
Distinctive Features: Beautiful, Flamboyant Woman
WF: Blades, Handguns, Rifles
Psychological Complication: Overconfident; Is Always Certain of Her Success
Psychological Complication: Grows Bored and Restless When Not Adventuring Good At A Great Many Things: +2 Overall Skill Levels
Rivalry: Professional and Romantic (Sir Nigel) Very Beautiful: +2/2d6 Striking Appearance
Social Complication: Woman
Quirks: Flirtatious; Loves Discovering New Things Languages
Arabic, French, Hindustani, Latin, Swahili

ATTACK SKILL DEFENSE DAMAGE NOTES Physical Defense (PD): 5 + 3 (Luck) = 8 Total
ATTACKS ROLL BONUS (DCV) Energy Defense (ED): 3 + 3 (Luck) = 6 Total
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Punch 16- 0 5 2d6


Handgun 16- 0 5 1½d6 STUN = 25 BODY = 10
(Stunned = 13)
(Recovery = 5)

Background: Lady December is an oddity in Victorian culture – a free-spirited, wealthy, witty, adventurous, and bold woman. She has been widowed twice; she married her first
husband for love, her second for money, and despite many offers is hesitant of marrying a third time. She and her husband(s) went on many grand adventures together – riding
across the Russian steppes, big game hunting in Africa, exploring ancient ruined temples in the Americas – and she finds the prospect of adventure and travel to be the epitome of
a life worth living. She has been an ally, occasional romantic partner, and sometimes rival of Sir Nigel for many years.
Personality: Lady December is filled with an unbounded joy for life. She is willing to do just about anything, consider any new idea, explore any new place. Though she doesn’t
seek out danger, she doesn’t shrink from it either. She and her last husband were great friends of Sir Nigel, and after Jonathan’s untimely death she considered Nigel’s offer of
marriage, but eventually decided against it for reasons of her own.
Description: A radiantly beautiful woman in her mid-thirties, Lady December is the height of fashion at all times, whether charming an Eastern European nobleman at a fancy
party or exploring a trap-filled ancient ruin. She has long auburn hair, sparkling blue eyes, a charming smile, a mesmerizing voice, and a contagious laugh.
Miss Ginny Bell SKILLS/PERKS/TALENTS
Acting 12-
Breakfall 12-


Mimicry 13-
Oratory 12-
CHARACTERISTICS VALUE ROLL NOTES
Strength 10 11- Lift 100 kg Charm 12- Persuasion 12-
Dexterity 13 12- Climbing 12- PS: Writer 13-
Constitution 12 11- Concealment 13- PS: Photographer 13-
Intelligence 18 13- Perception: 13- Conversation 12- Riding 12-
Ego 15 12- Criminology 13- Shadowing 13-
Presence 15 12- PRE Attack: 3d6 Deduction 13- Sleight Of Hand 12-
Forgery 13- Stealth 12-
COMPLICATIONS Interrogation 12- Streetwise 12-
Physical Complication: Poor Vision; Must Wear Glasses KS: Great Writers 13- Teamwork 12-
Psychological Complication: Intensely Curious WF: Handguns
Psychological Complication: Driven to Make A Name For Herself Good At A Great Many Things: +2 Overall Skill Levels
Social Complication: Woman Attractive: +1/1d6 Striking Appearance
Quirks: Never Goes Anywhere Without Her Pen and Paper;
Dresses Modestly; Not Shy Languages
French, Greek, Latin, Russian

ATTACK SKILL DEFENSE DAMAGE NOTES Physical Defense (PD): 5 + 3 (Luck) = 8 Total
ATTACKS ROLL BONUS (DCV) Energy Defense (ED): 4 + 3 (Luck) = 7 Total
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Punch 15- 0 4 2d6


Handgun 15- 0 4 1½d6 STUN = 24 BODY = 10
(Stunned = 13) (Recovery = 5)

Background: Ginny Bell is an aspiring journalist from America. She’s had a few articles published (under a male pen name, unfortunately), but now she wants to make a name for
herself! Unfortunately, it’s hard for a woman (even a woman of Ginny’s considerable talents) to break into this business… so she needed an edge. After reading so many stories
about the explorations of Sir Nigel and his band of stalwart companions, she decided to seek him out and write a story of her own. That would be just the break she was looking
for. And what luck! He is about to set out on his greatest adventure yet – to be the first man to set food on the Moon!
Personality: Ginny is both very curious and very driven to make a name for herself. She is not particularly adventurous, but she has come to understand that the best way to
fame is to discover a new land or find a new kind of animal, and the only way to do that is to set out on the road to adventure. She is determined to write the greatest story of the
century and to have her books be read for years!
Description: Ginny is a twenty two year old woman (practically an old maid!) with brown hair (tied up in a bun), glasses, and a Midwesterner’s sense of fashion – gingham dress-
es and sensible shoes. She always has a pen and paper handy, and carries a daguerreotype camera and a new-fangled, portable typewriter in a leather case when she travels.
Sir Nigel McWhorty SKILLS/PERKS/TALENTS
Breakfall 11- Paramedics 11-
CHARACTERISTICS VALUE ROLL NOTES Charm 13- Riding 11-
Strength 13 12- Lift 100 kg Climbing 11- Shadowing 11-
Dexterity 12 11- Concealment 11- Sleight Of Hand 11-
Constitution 16 12- Conversation 13- Stealth 11-
Intelligence 10 11- Perception: 11- Demolitions 11- Survival 11-
Ego 12 11- Gambling 11- Tactics 11-
Presence 20 13- PRE Attack: 4d6 High Society 13- Teamwork 11-
COMPLICATIONS Navigation 11- Tracking 11-
Distinctive Features: Large, Boisterous Scotsman Oratory 13- Trading 13-
Hunted: Too Many Enemies To Count WF: Blades, Handguns, Rifles, Shotguns
Physical Complication: Old Scars Hurt In Bad Weather Good At A Great Many Things: +2 Overall Skill Levels
Psychological Complication: Intensely Curious; Always Wants To See What’s Money: Wealthy
Beyond the Horizon Positive Reputation: Great Explorer and Adventurer +1/+1d6
Rivalry: Professional and Romantic (Lady December)
Quirks: Always Wears His Clan’s Tartan; Speaks In A Loud, Languages
Gruff Voice; Collects Souvenirs of the Places He’s Been; Hindustani, Mandarin, Swahili
Boasts That He’s Seen Every Continent
Physical Defense (PD): 5 + 3 (Luck) = 8 Total
ATTACK SKILL DEFENSE DAMAGE NOTES Energy Defense (ED): 4 + 3 (Luck) = 7 Total
ATTACKS ROLL BONUS (DCV)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Punch 17- 0 5 3½d6 STUN = 30 BODY = 10


Rifle 17- 0 5 2dk+1k
Handgun 17- 0 5 1½d6 (Stunned = 16) (Recovery = 5)

Background: Adventurer, Explorer, and Peer, Sir Nigel and his loyal companions have traveled around the world, seeing sights that most men would never even dream of. Africa,
India, China, he has been everywhere and done everything. He recently returned to his home country to prepare for his greatest adventure – to be the first man to set foot on the
moon!
Personality: Sir Nigel is larger than life in everything he does. He has an enormous appetite – not just for food, but also for excitement. He has been many things in his lifetime –
a hunter, a soldier, an explorer, but above all, he is a lover of life. He grows bored when cooped up at home, so he is always setting his sights for the next horizon. His adventures
have made him quite wealthy and quite popular – several writers and journalists have penned stories about his unlikely exploits. His greatest fear is to die in bed.
Description: Sir Nigel is a big man – six feet tall, with a chest like a barrel. His once red hair has turned snowy white, and though he is not as young as he used to be, he still has
the vigor of a man half his age. He carries several scars from his dangerous lifestyle. Sir Nigel prefers to dress in the traditional garb of his Highlands ancestors – he proudly wears
the family tartan.

You might also like