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Old 01-26-2017, 10:48 AM   #33
Phil Masters
 
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Join Date: Aug 2004
Location: U.K.
Default Re: Discworld Characters from the Novels

Mad
271 points
The dwarf who everyone calls Mad (“It ain’t a name”) is the offspring of a dwarf family from NoThingfjord who were shipwrecked on Fourecks. His father now runs a chain of dwarf-bread bakeries in Bugarup, but Mad himself has an overwhelming preference for the open road. When last seen in the chronicles, he was making his living running hay shipments in the outback in a heavily armoured cart pulled by a team of excellent horses which he sometimes fed bizarre mixes that gave them implausible speed and strength in short bursts. He had a sideline in salvaging the weapons and equipment of any road gangs who tried to stop him.

His unusual upbringing has made him an unusual dwarf; he doubtless absorbed some dwarfish language and culture from his parents, but mostly, he thinks more like a (crazy) human. He shaves his beard, doesn’t wear a helmet, and likes fresh air. Nor does he display most dwarfs’ reflexive financial greed, though he certainly misses few opportunities to turn a profit. However, as well as his height, there is something about his personality that’s fundamentally dwarfish – a mixture of dour determination, barely-restrained aggression, and a taste for metal-based handicrafts.

Since the events of The Last Continent changed the meteorology of that island continent, Mad may have had to find a new high-value cargo, but he’s an enterprising sort who is likely to be doing okay, and doubtless getting into plenty of fights. PCs travelling in the region may encounter him, and if they can avoid setting off his hair-trigger suspicions, find him amiable company. Or they may decide that he’s a dangerous maniac. No worries, either way.

ST 13* [20]; DX 14 [80]; IQ 11 [20]; HT 13* [20].
Damage 1d/2d 1; BL 51 lb; HP 15* [0]; Will 12 [5]; Per 13 [10]; FP 13 [0].
Basic Speed 7.00 [5]; Basic Move 6 [-5]; Dodge 10; Parry 11 (Brawling).
3’9”; 130 lbs. (SM -1).

Social Background
TL: 4 [0].
CF: Sto Plains/Uberwald (Native) [0].
Languages: Dwarfish (Accented) [4]; Morporkian (Native) [0].

Advantages
Dwarf Template, without Psychological Quirks and with Greed reduced to self-control 15 [38]; Combat Reflexes [15]; Daredevil [15]; Fearlessness 4 [8]; High Pain Threshold [10]; Reputation +2 (“Good sort of bloke who you really shouldn’t annoy,” among Outback cart-drivers and barflies, 10 or less) [2]; Resistant to Disease (+3) [3]; Resistant to Poison (+3) [5].
Perks: Crossbow Safety. [1]

Disadvantages
Bad Temper (9) [-15]; Code of Honour (Pirate’s) [-5]; Impulsiveness (15) [-5]; Reputation -3 (“Total psycho target,” among Outback road gangs, 10 or less) [-3]; Stubbornness [-5].
Quirks: Despises wizards and other intellectual types; Hates road gangs; Never gives his real name; Uncongenial and loves the open road; Weapons nut. [-5]

Skills
Animal Handling (Equines) (A) IQ+1 [4]-12; Area Knowledge/TL (Fourecksian Outback) (E) IQ+3 [8]-14; Armoury/TL4 (Body Armour) (A) IQ [1]-11†; Armoury/TL4 (Melee Weapons) (A) IQ [1]-11†; Armoury/TL4 (Missile Weapons) (A) IQ [1]-11†; Axe/Mace (A) DX [0]-14*; Brawling (E) DX+1 [2]-15; Carpentry (E) IQ [1]-11; Climbing (A) DX 1 [1]-13; Crossbow (E) DX [1]-14; Holdout (A) IQ-1 [1]-10; Intimidation (A) Will [2]-12; Knife (E) DX [1]-14; Mechanic/TL4 (Animal-Drawn Vehicle) (A) IQ [1]-11†; Merchant (A) IQ [2]-11; Navigation/TL4 (Land) (A) IQ-1 [1]-10; Scrounging (E) Per [1]-13; Shortsword (A) DX-1 [1]-13; Smuggling (A) IQ+1 [4]-12; Stealth (A) DX-1 [1]-13; Streetwise (A) IQ [2]-11; Survival (Fourecks Outback) (A) Per+1 [4]-14; Teamster (Equines) (A) IQ+3 [12]-14.

* Includes racial template modifiers.
† Includes +1 from Metalwork.
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