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[Stone Horizons - OOC] Small Steps

Started by One Horse Town, November 26, 2007, 06:54:05 AM

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Premier

Quote from: Ian AbsentiaRiff-raff from the rafters and rooftops (say that five times fast) would make a convenient and intriguing segue between the camps below and the tower(s) above.  Premeir has my vote.

!i!

Riff-raff indeed, my stalwart earthbound slogger friend! But I agree about the above-below divide. Anyway, the character I proposed to OneH. would be Scout Capitan Soarhigh, glider pilot.
So I'm thinking that maybe as the mysterious rock from the sky fell, it was observed by a relatively recent eyrie, and the good Capitan has been sent out to investigate, a mission he accepted with the cheerful optimism he's known and loved for. Some people might say that his dour fellows, intimidated by his aura of reckless swashbucklery, just wanted to get rid of him, but of course that would be stupid; everyone likes jolly courageous Capitan Soarhigh, none more so than the groundplodders whose dreary lives are brightened up by the perilous exploits the Capitan always manages to place himself and his companions in. He has found a place to stay at the tower of the Celestial Philosophers (or maybe he just took over a few smaller room in an abandoned wing of the tower), where he's spent the last few weeks trying to figure out just what exactly this "investigation" is supposed to entail.

Or, if want to have an actual whole Eyrie in the area, then maybe it could be located in the smaller, secondary towers surrounding that of the Philosophers, with the two groups engaged in a dispute over ownership rights - that might bring some more conflict of interests into the game. But all in all, I do feel that the glider folks - either a whole group or just a few individuals - would have migrated here only recently, intent on exploiting the meteor impact in whatever way they might. Or if you have other ideas, sound them off!

Oh, and a question to OneHorseTown: glider pilots are supposed to be humans, not, say, Rafters, right? My version of the doc file doesn't go into a description of the various PC "races".
Obvious troll is obvious. RIP, Bill.

One Horse Town

Quote from: PremierOh, and a question to OneHorseTown: glider pilots are supposed to be humans, not, say, Rafters, right? My version of the doc file doesn't go into a description of the various PC "races".

Yep, human...or a big splat of red stuff on the floor. It depends really. :D

Sounds good so far. I would prefer a small eyrie, rather than a lone visitor. The smallest size of feature only has 10 residents anyhow, so it's nearly a lone job!

One Horse Town

Arm-Breakers Guild House

Size: Normal (100 yards x 100 yards) Population – 100

A large two-story limestone building squats like an anxious toad over some of the more disreputable areas of the Skin-District. From the regimented interior of this building emerge the cronies of the criminal over mind of the Bay of Stars. A few smaller attached buildings that hold among other things a wrestling ring radiate from the Guild House of the Arm-Breakers. These hard men and women concern themselves mostly with protecting the ladies of the night and twisting arms for anyone else who has enough money to pay them. Small windows peer like beady eyes from the upper storey of the building, giving the Guild House a leering aspect. Luckily, most folks never look up that far. This building is one of the closest to an area of Fallen Shakes that was recently plunged into the sea by the meteor. In recent weeks, many of the thugs have been struck down by a mystery illness. Symptoms include a wracking cough, fever and small blisters on the hands and feet. Folk who have shown an interest in this outbreak have been told in no uncertain terms that it's of no concern and anyhow 'mind you own business'. Perhaps the nearby destruction has unearthed something rotten under the earth?

The man with his hands on the tiller of this Guild House is the redoubtable Mr. Greengrass – a softly spoken man of impeccable manners and stares that could freeze a block of ice. His calm manner sometimes erupts into seething anger – not of the bombastic kind, but of the kind that makes men think with parts of their bodies not designed for the task. He is known as a man not to cross and even the leaders of the market stalls and the whorehouses defer to him in many matters. This perhaps makes Greengrass the most powerful man in the area – until the Trailblazers appeared. This development has made Mr. Greengrass start thinking with things other than his mind. This is a development that may shake the area up in unexpected ways.

Greengrass's most trusted Arm-Breaker is Clamper; a man whose hands are so large that he can wrap each one around a man's head and still have room to hold a cheroot. This brute is not known for deep thinking, but is known to follow orders to the letter. He doesn't seem to revel in his work, yet has no regrets when he has to take action that would leave others sickened. Clamper is most often used as muscle when a loan from Greengrass hasn't been re-paid. Woe to anyone who gainsays him.

Considering his profession and the uses he puts his 'equipment' to, it might be surprising that Professor Tong (the Guild's chief interrogator) is a popular man in the Bay of Stars. He has a ready wit, enjoys performing magic tricks for crowds of howling children and helps those in need (if it doesn't interfere with his work). Strangely enough, his joviality does not extend to Mistress Red-Bead, whom him ignores icily.Tong is certainly an enigma, as he puts his tools to use in a heavily guarded room of the Guild in extracting information from folk who have crossed the Guild. Some feel that the humour is a front for a much more sinister plan peculating away in the Professor's mind, but he is normally so disarming, that few put much credence in this opinion.

Even among the ranks of a guild of thugs, there are those that get the jobs that no-one else wants. The guild has a crew of low-ranking members whose job it is to clean up the twisting maze of passages in the Skin district of effluent, drugged customers and vermin. It's good for the girls and therefore it's good for the Guild. The leader of this crew of men is called Slop. For a man who spends his days up to his elbows in shit, he has a mightily dismissive attitude to folk and waves people away as though they are of no import whatsoever. This has put him on many peoples bad sides and when he is seen coming, as often as not, the street magical empties. A whisper in the Guild recently was that Slop was seen speaking to a man wearing the Baron's purple. Although no one seems to know where the rumour originated, it first materialised on Mask day and so has gained some credence.

PC Information

Stat Mods: Physique +1, Bearing +1
Skills: Fists 3, Intimidate 3, Underworld 2, Clubs 2, Drinking 1, Stealth 1
Special Abilities: Arm Breaker Guildsman 3, Kingpin 2
Status: 1

flyingmice

Sweet, Dan! The arrangement betwen the Ladies and the Armbreakers looks tighter than I had anticipated, but it's all to the good. :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

One Horse Town

The Skin District -Whorehouses

Size: Normal (100 yards x 100 yards) Population – 100

If the Cobbles can seem confusing, then the maze of badly lit alleyways, cramped and ivy overgrown colonnades and hidden alcoves in the Skin District would challenge even the smartest rat in a laboratory's cheese riddled maze. Often, the first you know of a hidden alcove of delight is when soft scarlet light splashes onto the passageway at your feet. Of course, if you in the Skin District in the first place, chances are you're not going to be that surprised at these sudden revelations. There are dozens of separate boutiques within this warren, each competing for the workingman's cash. Rivalries with competing businesses are commonplace, but the presence of the Arm-Breakers keeps things from breaking into open hostilities (and gives the thugs a chance to skim takings and point the finger elsewhere). These alleys are normally full of detritus, both human and vegetative – something that seems to have attracted hoards of a particularly hardy type of wall-crawling lizard that have long, long tails. A couple of would-be customers have stumbled into the cosy nest of their paramour with long wheals on their arms and faces – swearing that the beast that did it was bigger than they were! To a typical giggled reply of "Of course deary! And there were ten of them, weren't there?"

If anyone can be said to represent the interests of the district, it is Madam Red-Dress, who speaks up for the girls with Mr. Greengrass often (some gossips suggest that they are having an affair). No longer young, she runs her own shack in one of the cleaner areas of the district, but seems to have her eye on moving somewhere a bit more upmarket. This could cause problems. A notorious hoarder, Madam Red-Dress is covered in cheap jewellery, some of which mysteriously vanishes from a girl one night to appear around the Madam's neck the next day. What else she has stored away in the chambers that only she has the key to, is the subject of much conjecture in the district, and indeed beyond. Recently, there has been a concerted effort by an unknown party to drive a rift between Mr. Greengrass and the Madam and she has had to talk herself out of some tricky situations of late.

The Bower of Unearthly Delight is a gnarled apple tree that has somehow managed to survive within the shade of the castle. A ladder leads up to a crude tree house, where Peaches welcomes visitors. This dark beauty lounges on expensive furniture that looks out of place in such a rustic environment and warm rugs keep splinters from the feet. Peaches enjoys a brisk trade and has yet to encounter any trouble, which is a blessing as she lives here alone. This had led to the rumour that she must have a rich patron, both to keep her safe and in such relative luxury. Jealousy follows this lady around whenever she travels the district.

Big Bertha (named for her height, not her girth) is the proprietor of a bar that huddles under the eaves of one of the bigger businesses in the district. She pours cups of ale for passers-by for a reasonable price and has been known to entertain passers-by for a far less reasonable price. She is well spoken, never says a bad word about anyone and often gives a tot of rum to girls taking shelter under the eaves, free of charge. For this reason, there is often a small gaggle of the younger girls clustered around the bar, taking refuge for a short while from their labours. Many business operators distrust this growing influence Bertha has gained, even though she seems uninterested in exploiting it.

'Exotic Pavilions' is located in a surprisingly spacious building within the district. Here, Sister Fortune runs an establishment that appeals to those with more exotic tastes. Gossamer curtains separate each of the rooms and comfy cushions are scattered on the floor next to tables groaning with fruit. Scantily clad ladies scamper from room to room with pitchers of ruby-red wine for the customers – of whom, there are many. Sister Fortune is one of the only proprietors in the district who doesn't distrust Big Bertha, which earns her some cool looks from Madam Red-Dress when they meet. Sister Fortune does not tolerate beggars and more than one has been beaten heavily outside her establishment. One drunkard even had the gall to suggest that he has seen pouches of money pass between Fortune and Big Bertha.


PC Information

Stat Mods: Bearing +1
Skills: Ingratiate 3, Haggle 2, Gossip 2, Fists 1, Underworld 1, Stealth 1
Special Abilities: Kisses 3 (Swapped for Protected 3)
Status: 1

One Horse Town

Trailblazers Advance Camp

Size: Large (500 yards x 500 yards) Population – 250

The recent arrival of the Trailblazers to the area has stirred things up a bit in the Bay of Stars, especially as they have the authority of the Baron to back them up (even if it is rarely used). Temporary encampments are scattered along the promontory, mainly consisting of robust 4 men tents and the odd pavilion. Some of the officers have moved into the shattered remnants of buildings damaged by the meteor strike. Conditions cannot be called welcoming here – just as well that these men are used to hard conditions. There have been murmurs of secret activity within the camp of late. There are a couple of ruined buildings that are cordoned off and always guarded and the sound of hammers and saws can be heard from them late into the night.

The bulk of their encampment is located by the edge of the cliffs however, and it is here that their leader Captain Farstrider can be found. A young man, by command standards, the Captain has been given an important job – to find out what happened here and to scout out the new tunnels unearthed by the meteor. It is something that he throws himself into wholeheartedly – some would say with too much enthusiasm. He seems to be involved in every little detail of the camp and holds his subordinates on a tight leash. He even seems to think that he should be involved in the running of other features on the Bay, which hasn't made him the most popular man in the world, especially not with Mr. Greengrass. Add to that his requisitioning of some of the Celestial Philosophers resources and manpower and you can sometimes feel the resentment in the air. If you get past this admittedly annoying habit though, he is down to earth and companionable, if a creature of habit. Every day at noon, he can be found buying his favourite pastries from Mother Twinkle's stall and it is here that many petitioners wait for him rather than brave the camp.

One of the captain's most trusted scouts is Mr. Cavernstroller, a man constantly covered in dust and mud. He is gone from the camp as often as he is present, on missions that few know about, and often returns with more gear than he left with. What he does with this stuff is anyone's guess, as he is rather uncharitably known as the stingiest man in the bay. If you're buying a drink, he'll appear at your shoulder, yet when it's his turn to buy he is no-where to be found.

Scout is in charge of the logistics of the camp, which can be confusing and hard work. He can normally be found within a nest of packing crates, sacks and pallets, examining goods or carrying out an inventory. If you want aid in organising a function, an expedition or even cataloguing your business files Scout is your man. He's popular for this reason, as he is happy to help as long as it doesn't interfere with his duties as quartermaster with the Trailblazers. However, his studiousness comes at a cost – he actually finds this stuff interesting and will bore you all day long with details given half a chance. He is known to cast calculating glances at Mr. Stargazer of the Celestial Philosophers at times – perhaps he's interested in some work within the tower.

One of the most renowned Trailblazers in the camp is Cullum the Brawn – a huge man with a huge appetite. If your food isn't nailed down, he'll eat it. He is known for his generosity. In fact it seems that wealth holds little of interest for him, he fritters away what he has on lost causes, charity and hair-brained schemes looking for backing. If he loses the money, he shrugs, gives a little laugh and looks for something to eat. A veteran of the Cerenesian campaign (something that the Trailblazers talk about often, to the bafflement of the locals. What was it?), Cullum is a fearsome warrior and can be seen practising on the cliffs at sunset with jealous greenhorns, eager for his knowledge.

Sergeant Yeller is the whiskered and bad-tempered leader of a small detachment of engineers and sappers attached to the Trailblazers. His temperament seems to have given him a perpetually florid face and it has become something of a game to some in the Bay to goad him until the veins start sticking out on his forehead. At evening time, he can invariably be found in his cups and will hold forth to any who will listen about how people with blonde hair aren't natural. He has an irrational hatred of blondes – even punishing men under his command for the colour of their hair. Some blame his parents, some the drink and others a curse. He is tolerated because he knows what he's doing.

The troop's mascot is the kit-boy, Grubber. This rapscallion of 15 summers scampers through the camp cleaning boots, tabards and tunics and polishing the brass medals of the commander. He always has a cheeky rejoinder for anyone who teases him and often starts cussing matches with the bored troops. What further endears him to the men, however, are the drawings he makes of their sweethearts. The young lad is a gifted and creative artist who in more affluent areas could probably make some sort of living out of it. Of late, his ready grin and cheeky manner have deserted him and many of the men wonder what is wrong. When the lad is seen now, he is constantly looking around and his eyes dart from side to side nervously.

Player Character Information
Stat Mods: Physique +1
Skills: Weapon (any one) 3, Stealth 2, Scavenger 2, Ingratiate 1, Pest Control 1
Special Abilities: Diplomatic 3
Status: 2

One Horse Town

The Celestial Philosophers - Tower-Top Observatories  

Size: Normal (100 yards x 100 yards) Population – 100

The marble tower of the Celestial Philosophers rises for eight storeys above the morass of the castle below. It is easily the tallest structure in the Bay of Stars and can't be missed. Equally what can't be missed is the market that rings it, which is something to cause most of the contemplative men of the tower nightmares. Coming and going from the tower means running the gauntlet and so they stay put as much as they can. If anywhere in the area can be said to be the centre of the growing unease of the Bay of Stars, it is this tower. Close to the site of the cataclysm, facing pressure from the trailblazers for resources, being surrounded by charlatans marring their good reputation and finally, to add further insult to injury, the flat roof-tops of the tower have been 'borrowed' by a small group of nutters who think they can fly, have all affected the morale of the philosophers. The pressures on the organisation are beginning to tell and there are ruptures starting to form within the philosophers' ranks. Some want to help the trailblazers map and investigate the newly unearthed tunnels, some want to carry on regardless and yet others want to move away to somewhere a little bit quieter. As if that wasn't enough, since the meteor, parts of the tower have become no-go areas as bad air has leaked up from the limestone bedrock beneath the stronger marble. Those wishing to aid the trailblazers suspect that fractures in the earth have led to substances invading the tower and see this as a chance to halt the decline.

One of the philosophers who carries on regardless, is the leader of the order, Mr. Stargazer. This venerable and knowledgeable man has led the tower for decades and is unsurpassed in his weather predictions. His small chambers at the very top of the tower open out to a balcony where he spends his time watching the stars. However, this great man has started to lose his faculties. Since the meteor strike, he has been getting more and more vague and forgetful. When found wandering the lower reaches of the tower late at night, he has no idea what he is doing there or how he came to be there. He walks around with his shoes on the wrong feet, forgets to eat and can barely remember peoples names. Whether it was the stress of the meteor strike, old age or something else entirely that caused his rapid decline is debated secretly among the philosophers. If it weren't for the fact that his memory seems as sharp as ever when stargazing, then he would have been removed from office some time ago.

One of his oldest friends is saddened by his decline, but there is little that Dr. Eclipse can do about it. The good doctor has been the maker of the star-maps of the order for many years and grew up in the shadow of Mr. Stargazer. He was taken in by the old man as an apprentice and has served with honour for 20 years. However, ever since the old man's decline Eclipse has been short tempered and difficult to be around. When talk of the old man comes up, he storms off and slams doors. He won't hear of moving from the tower or of demoting Mr. Stargazer.

The sharpest eyes in the tower belong to Madam Far-Eyes, a lady who dresses exotically and looks terribly mysterious. She has been able to spot celestial objects that have been beyond the reach of all others and some of her portents based on these objects have been remarkably accurate. This has given her some esteem within the tower – which would be great if she didn't act as though it were her due, and that really she is the only one capable of such deeds. Her heritage is something of a mystery and rumours of outlandish equipment and idols in her rooms circulated by a nosy chambermaid have peaked many philosophers' interest.

The philosophers would have little success in their endeavours without the correct tools for the job. Cog is the man who designs, builds and repairs the looking glasses of the tower. He is as industrious as they come and takes great pride in his work – perhaps becoming too attached to his creations; he marks each glass with a unique code for identification. Cog seems to fund his own activities, as he never asks for resources from Mr. Stargazer, which has resulted in a small cadre of not so philosophically minded philosophers attaching themselves to the engineer in the hope of sharing some of his funds. Recently, a rivalry has started between Cog and Mr. Fancypants, the former seething mad that the market stallholder was passing off shoddy work as his.

Player Character Information
Stat Mods: +1 Reasoning
Skills: Spot 3, Lores (astronomy) 2, Research 1, Engineer 1, (Navigation 2 added)
Special Abilities: Portents 2 (upped to 3), Artefact Mastery 2 (dropped for Navigation 2 skill)
Status: 2

One Horse Town

The Eyrie

Size: Tiny (20 feet by 20 feet) Population 10

A small group of eyrie residents have recently set up camp on the flat roof of the Celestial Philosophers' tower. Perhaps they thought that out of sight meant out of mind, but it wasn't long before they were discovered. Some sort of arrangement was made to allow them to stay, but tensions are very high – as they are in the area as a whole. The gliders came in on a swift southerly wind from the hillside villas located further up the coast to investigate the meteor strike that is the talk of the Baron's lands. They only occasionally take to the air as climbing up the tower after a dodgy flight is not for the faint-hearted. Disaster struck the group not long after their arrival. In the dead of night, when everyone was asleep, someone burnt one of the gliders.

Wingover – the groups leader has his suspicions as to the culprit, but as he is such a patient man, is not willing to point the finger unless he is 100% sure that he is right. The area is so small that no-one on the rooftop can miss the pigeons that fly in every other day bearing messages for Wingover, or him writing a reply and sending the bird back. Who knows what's in those messages?

The other member of this tiny group that stands out is Shrike. He is a young man with a sharp tongue and a sharper temper. He is not above using his fists to get his way in an argument. He's the black blot on the sun, the stone in the shoe and the fly in the ointment. No one knows why on earth he was chosen for this mission, but secretly, they all believe that Shrike was responsible for the destruction of the glider – probably in one of his more bombastic temper-tantrums. For his part, Shrike seems to sense that something is suspected of him and so has taken pains to curb his violent streak of late.

Player Character Information
Stat Mods: Manual Dexterity +1, Physique +1
Skills: Pilot (glider) 3, Climb 2, Scavenge 2, Haggle 1, Spot 1
Special Abilities: Cool 4
Status: 2


-----------------------------------------------------

Phew! OK. The local area is done and dusted. What i want everyone to do now is to tell me of anything that they want added or changed in the area and to choose a feature that you would like you character to come from. I presumed that you would use the features you originally rolled, but it's up to you.

Once we've done that, we'll get going on your characters.

One Horse Town

Just a quick overview of the apparent relationships in the area. There are bound to be lots more that aren't know, will be generated during play etc.

Overview of apparent relationships

Open Rivalries – Master Deep Pockets and Mr. Fancypants
-   Mistress Red-Bead and Professor Tong
-   Mr. Fancypants and Cog
-   Mr. Greengrass and Captain Farstrider
Open Affiliations – Master Deep Pockets and Mother Twinkle
-   Mr. Greengrass and Clamper
-   Big Bertha and Sister Fortune
-   Dr. Eclipse and Mr. Stargazer
Secret Rivalries – Madam Red-Dress and ?   
Secret Affiliations – Peaches and ?

One Horse Town

I've been a bit remiss in explanation here, i think. Once you have the feature you want to hail from, make a note of the Player Information at the bottom of the entry, adding the stat mods to your stats and noting down your skill ratings, special abilities and Status.

Starting Stats =

Manual Dexterity 3
Reasoning 3
Physique 3
Bearing 3
Pragmatism 3

I'm e-mailing all of you with the next stage in the process. This is choosing general skills, general abilities and generating your Affiliations & Rivalries (to aid you in this, i've attached the section on Status too). If you want any of this info secret from other players, simply PM or mail me with the info. Likewise if you have any questions you can ask away here or mail me or whatever. :)

flyingmice

Should we post our characters up on this thread, or just send them to you, Dan? Mistress Roundheels is done.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

One Horse Town

Quote from: flyingmiceShould we post our characters up on this thread, or just send them to you, Dan? Mistress Roundheels is done.

-clash

Eventually, we'll post them up here (bar anything you want to keep quiet). I was moving slowly so that the folks who haven't got the document or not an up to date one can be guided through the process and absorb the 14 pages i've just sent them!

We'll post them up, but for now mail it to me. I want a look! :D

flyingmice

Quote from: One Horse TownEventually, we'll post them up here (bar anything you want to keep quiet). I was moving slowly so that the folks who haven't got the document or not an up to date one can be guided through the process and absorb the 14 pages i've just sent them!

We'll post them up, but for now mail it to me. I want a look! :D

Emailed! :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

And here's Mistress Roundheels

Starting Character

Manual Dexterity 3
Reasoning 3
Physique 3
Bearing 3
Pragmatism 3

Environmental Mods

Stat Mods: Bearing +1
Skills: Ingratiate 3, Haggle 2, Gossip 2, Fists 1,
Underworld 1, Stealth 1
Special Abilities: Kisses 3 (Swapped for Protected 3)
Status: 1

Elected Skills

Prepare Food 1
Athletics 2

Elected Special Abilities

Cosmopolitan 2

Affiliations

Skin District - Whorehouses 1 (Free)
Cullum the Brawn 1

Rivalries

Sergeant Yeller 1

Goals

Setting up my own house of pleasure
Exposing Sergeant Yeller to public ridicule and
dismissal
Baking a perfect pie from the legendary creamberry.

--- Finished Character ----

Mistress Roundheels

Manual Dexterity 3
Reasoning 3
Physique 3
Bearing 4
Pragmatism 3

Skills: Ingratiate 3, Haggle 2, Gossip 2, Athletics 2,
Fists 1, Underworld 1, Stealth 1, Prepare Food 1

Special Abilities: Protected 3, Cosmopolitan 2

Open Affiliations: Skin District - Whorehouses 1,
Cullum the Brawn 1

Open Rivalries: Sergeant Yeller 1

Goals: Setting up my own house of pleasure; Exposing
Sergeant Yeller to public ridicule and dismissal;
Baking a perfect pie from the legendary creamberry.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

One Horse Town

Thanks for posting your character clash! Bar the health point profile (which we'll get to later) this is how your PCs should look folks! :) Any questions, fire away.