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[DL] Old Man Withers
O.K., people, I finished him! Here he is, for your posse-tormenting
enjoyment: Old Man Withers! I've just pasted from the .TXT file I saved
from the DLCG and added notes and a description.
Name: Old Man Withers
Sex: Male
Age: 61
Handedness: Right
Wind: 12
Pace: 4
Size: 6
Cognition: 2d8 Deftness: 1d8
Knowledge: 4d10 Nimbleness: 4d6
Mien: 3d12 Quickness: 2d6
Smarts: 3d10 Strength: 2d6
Spirit: 3d8 Vigor: 3d4
Edges and Hindrances:
Arcane Bkgd: Mad Science (3)
Gift of Gab (1)
Level-Headed (5)
The Stare (1)
The Voice: Threatening (1)
Geezer (-5)
Greedy (-2)
High-Falutin (-2)
Skills, Hexes, Miracles, and Favors:
Area Knowledge: Home County (2)
Climbing (1)
Dinero (2)
Disguise (6)
Driving: Autogyro (2)
Driving: Maze Runner (2)
Driving: Steam Wagon (2)
Fighting: Brawling (1)
Language: Native Tongue (2)
Overawe (2)
Performing: Acting (5)
Persuasion (2)
Science: Biology (1)
Science: Chemistry (2)
Science: Engineering (2)
Science: General (2)
Science: Physics (1)
Search (1)
Sleight of Hand (2)
Sneak (1)
Streetwise (1)
Tale Telling (1)
Teamster (2)
Tinkering (3)
Description: Old Man Withers (give him whatever first name suits the
situation) first appears to be just another old guy in whatever community
your posse happens to be in. Invariably, there's always some weird
goings-on in the town, and everyone's convinced it's something supernatural,
probably including your posse. However, this wily Mad Scientist is the true
cause of the mischief befalling the unlucky town the heroes have wandered
into. He uses his knowledge of Chemistry to manufacture fake skin for the
masks he uses, as well as his knowledge of theater to put himself over as
whatever he's trying to impersonate (Of course, none of this is to say that
whatever he's impersonating can't show up personally and eat him!). If the
town has a theater company, make him active in it!
Old Man Withers also has enough Drivin' concentrations to be able to operate
some sort of contraption relevant to the area you use him in- Maze Runners
for the Maze, Steam Wagons for flat areas (especially those with Rattlers),
and Autogyros for general purpose mayhem, pretty much for when either
wouldn't fit or perhaps to make his getaway.
He's got Tale Tellin' and Persuasion to try to make the posse go off on some
wild goose chase that will hopefully either distract them or lead them into
trouble, perhaps with his Generic Henchmen (tm). Sometimes, though, if the
operation is simple enough, he may not need the Henchmen. He's also got the
Sciences to help him devise traps and chemical substances like smoke bombs
and the like.
No,w don't go giving Old Man Withers black magic or ntythign- he's supposed
to just be a normal guy for when the posse always suspsects weirdness.
So, everyone, whaddaya think?
Nick "transcending the sublime" Zachariasen
President
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