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Althea "Dutch" Ddwandythyr


teh bunneh

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A buddy of mine has been running an on-again, off-again Discworld campaign in GURPS. We've been trying to convince him to switch over to Hero (thus far with no luck, but hope springs eternal!). This is a Hero-ic conversion of my long-time character in the game: A Barbarian Heroine nicknamed "Dutch"...

 

The "geeky wizard" and "hairy fireplug" mentioned in her background are two of the other characters in the game: Irving Pompelwick, a competant graduate of the Unseen University, and Crusher, a Dwarf engineer. ;)

 

Althea "Dutch" Ddwandythyr

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

18 DEX 24 13- OCV: 6/DCV: 6

18 CON 16 13-

16 BODY 12 12-

10 INT 0 11- PER Roll 13-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

7/10 PD 4 Total: 7/10 PD (0/3 rPD)

7/10 ED 3 Total: 7/10 ED (0/3 rED)

3 SPD 2 Phases: 4, 8, 12

10 REC 6

36 END 0

35 STUN 2 Total Characteristic Cost: 84

 

Movement: Running: 7"/14"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

10 Luckier Than She Should Be: Luck 2d6

7 "That Didn't Hurt": Physical Damage Reduction, Resistant, 25%; Requires A CON Roll (-3/4), Nonpersistent (-1/4)

9 She Gets Knocked Down, But She Gets Up Again: Healing STUN & END 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When She Drops Below 0 STUN; +1/4), STUN & END simultaneously (+1/2); Only When She Drops Below 0 STUN (-1), Requires A CON Roll (-3/4), Self Only (-1/2), Only When Enraged (-1/2) 3

6 Always Alert: +2 PER with all Sense Groups

 

Talents

6 Combat Luck (3 PD/3 ED)

5 Rapid Healing

15 Danger Sense (self only, out of combat, Intuitional) 11-

 

Skills

10 +2 with HTH Combat

6 Penalty Skill Levels: +3 vs. Hit Location modifiers with Hand-to-Hand attacks

2 AK: Klatch 11-

2 AK: Ankh-Morpork 11-

2 AK: Llamados 11-

3 Breakfall 13-

3 Climbing 13-

3 Concealment 11-

3 Contortionist 13-

3 Interrogation 12-

2 Language: Ankh-Morporkian (fluent conversation)

0 Language: Llamados (idiomatic)

2 Language: Klatchian (fluent conversation)

1 Language: Shouting At Foreigners (basic conversation)

3 Riding 13-

3 Shadowing 11-

3 Stealth 13-

3 Survival 11-

3 Tracking 11-

6 WF: Common Melee Weapons, Common Missile Weapons, Staffs, Whips

 

Total Powers & Skill Cost: 121

Total Cost: 205

 

75+ Disadvantages

10 Enraged: In Combat (Common), go 8-, recover 14-

15 Hunted: City Authorities, Wherever She Goes 11- (Mo Pow, NCI, Watching)

5 Money: Poor

15 Psychological Limitation: Stereotypical Barbarian; Loves Drinking, Wenching, & Fighting (Common, Strong)

15 Psychological Limitation: Overconfident; Never Backs Down From A Fight Or A Challenge (Common, Strong)

10 Reputation: Crazy-Ass Barbarian Woman, 8- (Extreme)

5 Social Limitation: Barbarian (Frequently, Minor, Not Limiting In Some Cultures)

5 Quirks

0 -- Always Wears the Color Blue

0 -- Hates Being Wet

0 -- Suspicious/Fearful of the Supernatural

0 -- Keeps Her Long Hair In A Ponytail

0 -- Never Drinks Alone

0 -- Has Tatoos

50 Experience Points

 

Total Disadvantage Points: 205

 

Background/History: The wooden door exploded outward as the lithe redhead crashed through it. She rolled to her feet, knife in hand, and waved it menacingly at shocked passers-by. "Aye? And who wants t' be next?" she demanded in an angry growl. Even from ten feet away, people could smell the potent stink of whiskey on her breath. Everyone backed away from the madwoman slowly -- no one wanted any trouble this early in the evening.

 

From inside the tavern came the groans of injured men and the shout of an angry inn-keeper. "Stop her! She's taken my cashbox!" he cried. Dutch laughed, leapt onto the back of the nearest horse, and spurred it on. The horse, not a mighty stallion by any stretch of the imagination, complained loudly but took off running at a mild canter.

 

The barbarian raced... well, moved at a quick-ish pace... through the narrow alleys of Ankh-Morpork. After a few minutes, realizing that no one was chasing her, she allowed the horse to slow to a walk. "Ah, Dutch," she sighed. "Is this what it's come to then? Tepid bar-room brawls, stealing a handful of pennies from the till, and taking some farmer's broken-down nag to make yer getaway? Whatever happened to yer dreams, lass?"

 

Her dreams. Once up on a time, she had dreams. Back in Llamados, her cold, wet mountain home, she dreamed of one day leaving the rain and the mud behind her and striking out to find her fortune on the battlefields of distant lands. She dreamed of exploring the forgotten tombs of long-dead kings, of fighting armies of Trolls on wind-swept peaks, of dueling against evil, bloodthirsty snake-priests while the fate of the world teetered in the balance.

 

In short, she dreamed of being a Barbarian Hero.

 

But the days of the Barbarian Hero were long gone, it seemed. There were no more lost tombs to discover, no more armies of ghosts and demons to drive back to hell, no more gem-encrusted temples to desecrate. All the excitement had gone out of the world, replaced by commerce and industry and law and civilization.

 

So what was left for the Barbarian Heroine but to become a petty thief, a sometimes-bandit, and a bodyguard-for-hire (when she needed and could find honest work). She spent her nights drinking in seedy bars, and her days hungover, moping in cheap flophouses.

 

And then she got the job. Some rich merchant needed a bodyguard on a journey across the sea to Genua. She still wasn't sure how she finagled that one -- she didn't know a damned thing about ships (and she hated the water, besides). But she did know how to glare menacingly and lie convincingly, so she was hired -- alongside a scrawny, geeky boy-wizard, a hairy fireplug armed with an enormous wrench, and a "pirate queen" who was more tourist than terrorist.

 

And the action! ...OK, there wasn't actually a lot of action. But she did get to fight a giant, enraged three-toed sloth. And she killed a trollish bodyguard. And she almost taunted a shipful of pirates into attacking her (pity that they all got eaten by a sea monster before they could board). And she managed to rescue her employer from a tribe of wild Pictsies. As dull as the trip generally was, it was more excitement than she'd seen in months, and it made her feel more alive than she had felt in forever!

 

And then, months later when she ran into that geeky wizard and hairy fireplug again, all her instincts were screaming at her to run in the opposite direction, but once again she found herself tagging along (or letting them tag along, depending on who you asked) on another adventure.

 

Who says the time of the Barbarian Hero is passed?

 

Personality/Motivation: Sullen when she's not angry, Dutch is not what anyone would call a "people-person." She actively courts the Barbarian Hero stereotype -- she loves drinking and brawling, she accepts challenges and quests without really considering the dangers involved, and she is promiscuous to a fault (at least, when she can convince some lucky (or unlucky) sailor to bed her).

 

Generally speaking, if she is found in a city she's probably just wasting time until she can head out on her next adventure -- whether that involves plundering some ancient, forgotten tomb, robbing the temple of a dark and bloodthirsty god, or kidnapping a princess (or prince) from beneath the watchful eyes of a dozen heavily-armed guards on her (or his) wedding night. If she's found out in the wild, it's probably on some mad scheme to pillage an abandoned city or steal the diamond teeth of a slumbering troll.

 

Powers/Tactics: Dutch isn't really one for "tactics." She'd rather just charge into the middle of combat, swinging her sword left and right, aiming for the biggest, baddest, scariest target she can see. She doesn't like planning ahead, preferring just to jump straight into the thick of things and assume everything will turn out OK. Given her skill with a blade and her natural toughness, it usually does.

 

Campaign Use: Dutch fulfills two important roles in a party: First, she is the meat-shield, killing everything in sight and attracting as much incoming fire as she can (so the wizard can do his thing without worrying about getting pulverized by an angry troll). Second, she is the general trouble-getter-into, wandering away from the party and picking fights or stealing stuff when things get dull, which invariably results in the whole party having to make a mad dash out of the city/fort/temple to avoid arrest and/or lynchings.

 

Appearance: Dutch is stunningly beautiful... or at least, she would be if she took a bath, combed her hair, and put on some nice clothes. She's tall and fair-skinned, with a mane of fiery red hair (usually tied back in a pony tail), shining green eyes, and a fierce smile. She tends to dress in leathers and furs, as befits a barbarian warrior, supplemented by whatever armor she can afford (or has stolen). Her arms are decorated with several tribal tattoos (of varying quality), of which she is alternately proud and dismissive of. She speaks in a thick Llamados brogue which some people might say is "charming," but most people would call "annoying." She also has a vocabulary that would make a sailor blush.

 

Dutch is never, ever, EVER found without at least a knife somewhere on her person. Butt-ass nekkid? She's got a knife... just don't ask where she was hiding it.

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Re: Althea "Dutch" Ddwandythyr

 

Yeah, it's definitely not a serious game. I wouldn't play a character like Dutch in a serious game -- she'd end up getting killed pretty quick (if not by the monsters, then by her own party). But we play this game for laughs, and the other characters are just as disfunctional as Dutch is. Half of our playing time is spent with the PCs arguing/fighting with each other. ;)

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Re: Althea "Dutch" Ddwandythyr

 

Do you know which part of the Discworld chronology she's supposed to fit into? She would be easier to play in a campaign based on the earlier books, from "Colour of Magic" where she could run wiith Hrun, up to say "Guards, Guards", as one of the heroes hired to kill the dragon, than it would be in the later books when it takes a turn into Dickens territory.

 

Of course, as we all know, Cohen has become a series regular, and a character of now almost mythic proportions, especially after "The Last Hero".

 

I had the honour of playing GURPS Discworld with the writer, Phil Masters as GM at the 2002 Con (that seems so long ago now) and I'm trying to write up the characters for HERO.

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Re: Althea "Dutch" Ddwandythyr

 

Sometime between "The Fifth Elephant" and "The Last Hero" is when the game takes place, I think. I know there are semaphore towers (which I think were introduced in t5E), but I think Cohen still trods the jeweled thrones of the earth beneath his sandals.

 

It's kind of fun to play the Barbarian Hero in a world that no longer needs (or, more importantly, wants) Barbarian Heroes. ;)

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