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Wed, Mar. 27th, 2019, 04:46 pm
Dungeon Fantasy: Merry Andy the 86th, dungeon juggalo (starting carnie PC)

There are some who say that the carnie template (Pyramid 114) exists for reasons other than to make a dungeon-crawling juggalo. Those people are wrong.

Meet "Merry Andy the 86th," an axe-wielding, madness-inducing thug who would wear clown-style war paint to a ballroom dance (if anyone was crazy enough to invite him). It's crucial to note that he is not based on the "clown" suggestions for the carnie, doesn't have garishly bright armor, or anything like that. He doesn't perform for the world, he holds it hostage.

(Obviously, I used my standard house rule for separating IQ and Will. If you don't use that, raise his Per to 14.)

His pretty PDF character sheet is here...

https://1drv.ms/b/s!AvT-KVJtCzMmgfgLaqaB0mt8ESxp7w

...or the text version follows.




Name: Merry Andy the 86th
Race: Human
Attributes [220]
ST 11 [10]
DX 14 [80]
IQ 14 [80]
HT 12 [20]
HP 11
Will 14 [20]
Per 12 [10]
FP 12

Basic Lift 24
Damage 1d-1/1d+1
Basic Speed 6.5
Basic Move 6
Ground Move 6
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities:
Languages: Common (Native) [0].

Advantages [81]
Cotton Stomach [1]
Damage Resistance (2) (Tough Skin) [6]
Luck [15]
Mad: Terrifying Gaze [27]
Mad: Visions of Madness [26]
Madness Talent (1) [5]
Penetrating Voice (The Laugh) [1]

Disadvantages [-50]
Callous [-5]
Code of Honor (Pirate's) [-5]
Compulsive Carousing (12 or less) [-5]
Impulsiveness (15 or less) [-5]
Odious Personal Habit (Actively terrifies those he can, creeps out those he cannot) (-3) [-15]
Trickster (12 or less) [-15]

Quirks [-5]
Believes nobles, rich merchants, etc., are inherently bad people [-1]
Broad-Minded (treats all races equally, even monsters) [-1]
Loves the ladies, has absolutely zero standards [-1]
Makes up theology for the Dark Carnival "religion" [-1]
Wears clown makeup almost all the time [-1]
(Quirks added Shadowing, +1 Axe/Mace, +1 Stealth)
Skills [34]
Acrobatics DX/H - DX-1 13 [2]
Axe/Mace DX/A - DX+1 15 [4] (Parry: 10)
Forced Entry DX/E - DX+1 15 [2]
Intimidation Will/A - Will+0 14 [2]
- Conditional: +1 from 'Callous' when you use threats or torture, +1 from 'Madness Talent' when using Terrifying Gaze, +1 from 'Penetrating Voice (The Laugh)' when surprising with a shout, +1 from 'War Paint' when applied to the face
Mental Strength Will/E - Will+1 15 [2]
Mind Block Will/A - Will+0 14 [2]
Observation Per/A - Per-1 11 [1]
Panhandling IQ/E - IQ+1 15 [2]
Performance IQ/A - IQ+0 14 [2]
Psychology (-) IQ/H - IQ-1 13 [2]
- Conditional: -3 from 'Callous' when attempting to help people
Shadowing IQ/A - IQ-1 13 [1]
Stealth DX/A - DX+1 15 [4]
- Conditional: -1 from 'Encumbrance Penalty', +1 from 'Ninja Slippers' when vs Hearing
Streetwise IQ/A - IQ-1 13 [1]
Thrown Weapon (Axe/Mace) DX/E - DX+1 15 [2]
Urban Survival Per/A - Per-1 11 [1]
Ventriloquism IQ/H - IQ-1 13 [2]
Wrestling DX/A - DX+0 14 [2] (Parry: 10)

Stats [220] Ads [81] Disads [-50] Quirks [-5] Skills [34] = Total [280]

Hand Weapons
2  Throwing Axe LC:4  $120  Wgt:8
Dam:1d+3 cut  Reach:1  Parry:10U  ST:11  Skill:SK:Axe/Mace, ST:DX-5, SK:Flail-4, SK:Two-Handed Axe/Mace-3

Ranged Weapons
1  Terrifying Gaze (Intimidate vs Will)  LC:*  Dam:FC   Acc:-  Range:10
RoF:-  Shots:-  ST:*  Bulk:*  Rcl:-  $0  Wgt:0
2  Throwing Axe  LC:4  Dam:1d+3 cut  Acc:2  Range:11 / 17
RoF:1  Shots:T(1)  ST:11  Bulk:-3  Rcl:  $120  Wgt:8
1  Visions of Madness (Will+MT vs Will)  LC:*  Dam:aff   Acc:-  Range:999
RoF:-  Shots:-  ST:*  Bulk:*  Rcl:-  $0  Wgt:0

Armor & Possessions
15  _Coin, Copper  $15  Wgt:.3  Location:
8  _Coin, Silver  $160  Wgt:.16  Location:
1  Armor, Heavy Cloth (DR 2)  $450  Wgt:36  Location:all
1  Ninja Slippers  $100  Wgt:.5  Location:
1  Personal Basics  $5  Wgt:1  Location:
1  Purse  $10  Wgt:.2  Location:
14  War Paint  $140  Wgt:.28  Location:
1  War Paint is from DFD Barbarians p. 25  $0  Wgt:0  Location:

Notes
VISIONS OF MADNESS: Will + Madness Talent (at -1 per yard of distance) vs Will. For MoS minutes, victim must roll Will before each success roll: -2 on success, -5 on failure, gone on crit fail.