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[HoE] Grundy Templars (minor spoilers for Something about a Sword)
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I was playing a female grundy in our current campaign (I'm Marshalling now, so she's become an NPC), whose most important goal is to become a Templar.
Her "biological father" (that's what he told people he was - who knows, since the books won't tell us how Grundies come about, and I have this ugly suspicion that it'll be "Grundies in breeder tanks" or something), but Mac Gammon, the guy who claimed to be her father, was a templar. He taught her all about honor, and protecting people, and what it means to have to turn your back on a town if it's unworthy, and how to use those two big-ass swords of hers (she's two-fisted).
And she met the party in Boise, where they were assigned by Simon to go along with the party (which includes a Super-Soldier Templar), accompanying her adoptive father, Julius the junker, who just managed to get hisself killed this last session.
Being as how the party tends to do the wrong thing and leave towns undefended, and thus, smoking in their wake. Katie the Grundy has had to (by herself) bury the corpses of nearly every inhabitant of Last Chance, along with her teddy bear, symbolizing the death of her innocence (none of the players figured it out), has seen her guardian Julius killed by a blast from a Technomancer, and has a long row to hoe before she makes it back to Boise.
She has determined that Violence Jack (the posse's Templar) is unworthy of the name, because she knows that HER father wouldn't have left the good people of Trinity Springs & Last Chance to be wiped off the face of the map like that.
She intends to find the spot where she buried her father, and take his tabard and sword back to Simon, and become the squire of a worthy templar in hopes of becoming one herself.
And I have the feeling she's going to find herself raped along the way, because she will trust that Black Hats will keep their word and let her Templar live if she doesn't fight back.
She's attempting to learn more and more, having already learned to read, and after having bumped her Smarts up to 4d6 (in fact, she's already smarter than Violence Jack), and plans to raise her Knowledge, as well.
She knows that she isn't ready yet, and that she's unworthy to serve as a Templar, because there's so much she hasn't learned yet.
I see her as this quiet, lonely young girl (she's only 3 years old) who loves playing with children, is growing up far too fast, and is trying to live up to what her father told her she could be, slowly having her innocence assaulted and burned away so that she ends up honed and ready to be a hero.
And after having read what the listserv said about Grundies not being able to become Templars, I thought to myself (in that cruel way that us writers sometimes do), "At least that will make for a good story, doing all of that work for nothing."
Then I thought, no, she'd just become a Companion, and do the best she could do. No complaints, just regret that she couldn't step out of her father's shadow.
She's one of the most interesting characters I've ever run, and I thought I'd toss her out there for you Marshalls to use if you want to during her period away from the rest of the group, as a squire to a worthy Templar.
But if you do, please tell me how things go, because I'd love to use it as backstory in my campaign.
Oh, and there's a Grundy in our campaign that I inherited from the last Marshall who got a Red Joker when he pulled his cards - Harrowed Trait.
The Marshall gave him Supernatural Knowledge.
This guy is going to be a really scary enemy when they encounter him...
So yes, I'd say that Grundies can become Anti-Templars.
And I imagine that Jo might let Katie become a Templar, too.
Katheryn “Katie” Gammon
Height: 7’ 1”
Weight: 307 lbs.
Sex: Female
Birth Date: June 10th, 2091
Age: 3 years
Nationality: British/Apache Grundy
Home Town: Lost Vegas
Skin: White
Hair: White
Eyes: Pale Grey
Handedness: Ambidextrous
Cognition 4d6
Scrutinize 2d6
Search 2d6
Knowledge 1d4
Area Knowledge: Lost Vegas 2d4
Language: English 2d4
Mien
Overawe 3d8 (+2)
Persuasion 1d8
Tale Tellin’ 1d8
Smarts 4d6
Survival (City) 1d6
Spirit 4d8
Guts 3d8 (+2)
Deftness 1d8
Throwin’ (Unbalanced) 1d8
Nimbleness 2d12+2
Climbin’ 2d12+2
Drivin (Motorcycle) 1d12+2
Dodge 3d12+2
Fightin’ (Brawlin’) 5d12+2
Fightin’ (Swords) 5d12+2
Sneak 3d12+2
Swimmin’ 1d12+2
Strength 3d12+2
Quickness 3d12
Quickdraw Swords 2d12
Vigor 3d12+2
Wind 22
Size 7
Pace 14
Grit 1
Edges
Brawny
Two Fisted
Brave
Rad Tolerance (2)
Steel Will (2)
Nerves O’ Steel
Purty
“The Stare”
Thick Skinned
Hindrances
Veteran O’ The Wasted West (Gremlins)
Grundy
Loyal
Law O’ The West
Curious
Heavy Sleeper
Heroic
Chips
White 3
Red -
Blue -
Legend -
Weapons Defensive Bonus Speed Damage
Fist 5 (Brawlin') 1 3d12+2
Swords (2) 7 (2+ Swords) 1 3d12+2(+2d8)
Gear
Swords (2)
Military Walkie-Talkie
Mess Kit
Toothpaste
Toothbrush
Shoulderpouch
Blanket
Black round-lensed “Lennon-Style” Sunglasses
Black Clothing: Duster
Sleeveless Shirt
Bra
Jeans
Leather Gloves
Doc Marten Boots
Kevlar Bandanna (-4 Soft Armor)
- Rich Crotty
aka
- The Worm Ouroboros