Alain

Alexander James Taarnfalk's page

250 posts. Alias of Krisam.


About Alexander James Taarnfalk

Crunch:

Alexander James Taarnfalk
male human
hgt: 5’7 wgt: 130 lbs
eyes: grey
hair: blond
age: 22

Languages:
Human, Common, Elven, Dwarven

Attributes:
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6

Derived attributes:
Charisma +2
Pace 6"
Parry 6 (+1 rapier)
Toughness 5 (+1 leather armor)

Skills:
Fighting (Agility) d8 (3 pts)
Knowledge: High society education (Smarts) d8 (2 pts)
Notice (Smarts) d8+2 (2 pts)
Persuasion (Spirit) d6+2 (2 pts)
Shooting (Agility) d8 (3 pts)
Streetwise (Smarts) d4+2 (free at 2nd advancement)
Taunt (Smarts) d8 (3 pts)

Hindrances:
Arrogant (Major)
Quirk: doesn't socialize with the lower class (Minor)
Quirk: fond of fine alcohol, always drinking the finest/rarest to be had (Minor)

Edges:
Alertness
Ambidextrous
Attractive
Hard to kill - house rule bonus

Gear:
Rapier Str+d4 3 150 Parry +1
Caplock Pistol : Range=5/10/20, Damage=2d6+1, $200, Weight=3, 2 Actions to reload
Leather armor +1 15 50 Covers torso, arms, legs
chest full of fine clothes
$144

Fluff:

Alexander James Taarnfalk

Though he has the accent, dress and carriage of a nobleman, Alexander can appear a bit disheveled at times, as he sometimes enjoys his penchant towards fine drink to excess. A thorough snob, his attitude is that the lower classes exist to serve their betters. He is an able swordsman and a decent marksman, facts which serve him well, as his pursuit of the finer things in life includes well-bred ladies of good standing (at least, until they've spent an evening with him). His good looks and habit of winning duels have not, however, kept him in good standing with his parents, whose older children have gone on to become serious, respected lawyers, politicians and the like. Why can't Alexander James be more like them?

In truth, Alexander stands to inherit little but his title thanks to those same older siblings, and has been intent on enjoying life while he still can. However, when he ran afoul of one too many other upstanding families (or rather, their daughters ran afoul of him), and his coffers were finally running dry, his father insisted that he take a long sabbatical somewhere else - along with his beloved sister Elise's son, the odd and troublesome Connor - and let relations mend between his family and the other nobles. This sparked in him the idea of turning his exile into fortune - he would go to the new world and start a plantation using the labor of the natives (surely they could be trained to perform simple tasks?). Dreams of a trade empire danced in his head as he boarded the tramper to Keltica with his young protegé.

Advancements:

Novice:
1st - Strength attribute from d4 to d6
2nd - Alertness Edge + free Skill = Streetwise at d4
3rd - increase Knowledge: high society education and Notice skills from d6 to d8

Tuguls

Crunch:

Tuguls
male alien
hgt: 4'5 wgt: 35 lbs
eyes: black
hair: bluish-gray, with black markings
age: 20

Racial notes:
4 arms
Wall walker

Languages:
Common, Alien, 2 more?

Attributes:
Agility d8
Smarts d6
Spirit d4
Strength d8
Vigor d6

Derived attributes:
Charisma -2
Pace 6"
Parry 6
Toughness 5

Skills:
Fighting (Agility) d8 (3 pts)
Investigation (Smarts) d6 (free 2nd + 3rd advancement)
Knowledge: Advanced tech (Smarts) d6 (2 pts)
Notice (Smarts) d6+2 (2 pts + Alertness)
Piloting (Agility) d6 (1 pt + 3rd advancement)
Repair (Smarts) d6 (2 pts)
Shooting (Agility) d8 (3 pts)
Taunt (Smarts) d6 (2 pts)

Hindrances:
Curious (Major)
Water intolerant (Minor): can't swim

Edges:
Alertness
Ambidextrous
Hard to kill - house rule bonus

Gear:
claws Str+d6
Sonic Pistols x2 : Range=? 2d6 nl

Fluff:

Tuguls

Small and six-limbed, Tuguls' bluish-gray fur with black markings is mostly hidden beneath a prisoner jumpsuit. He moves with sudden speed, and his large ears and the antennae on his head and back are always twitching, picking up the world around him with endless curiosity.

Tuguls was an engineer, but got caught up in a rebellion he wasn't a part of, and sentenced along with all the rebels.

Advancements:

Novice:
1st - Smarts attribute from d4 to d6
2nd - Alertness Edge + free Skill = Investigation at d4
3rd - increase Investigation and Piloting skills from d4 to d6