PDA

View Full Version : Simon DuGree, Cleric of Gree, God of Chance


Verrain
02-09-2004, 02:38 PM
I remade a D&D character under the Burning Wheel rules and rather like how he came out under these rules.

Simon was the son of a barmaid and sailor and grew up on the docks of the city of Starport. The moment he could get his sea-legs under him, his father, Krale the Strong, persauded his captain to take on Simon as the cabin boy aboard the Iron Gull. Several years went by as Simon grew to manhood among the ports up and down the Star Coast.

Then one day, several thugs waylaid Simon in an alley and dragged into a warehouse. A fellow in a leather mask informed him that his father owed them a large amount of money and that he seems to have skipped town. So, he asked, how do you intend to pay back the debt?

That was the beginning of "Lookout Sy" in the lower ranks of the underworld community as he tried to 'work' off his debt. As a thief, he wasn't much good, but you couldn't ask for a better man to watch your back or fence the goods after wards. He always had a good eye for who and what was important.

His early successes made him cocky and he persauded several associates to help him burgle a wizard's lab. It was an old plan. The pretty girl flirts with the wizard and makes sure he is isn't home while Simon and his pals sneak in the back window. Went well to start with. Tom hopped in the window and passed back a few bottles to Simon. Then the crashing sounds and the crunch of broken glass, and this great stone thing climbed out of the window after him. He prayed to every god he could think of as he ran for his life and the moment he prayed to Gree the god of chance and cunning, he heard a laugh and smashed his hand into the wall as he turned a corner. The vial in his hand smashed, and his hand stung as the mystical fluid washed over his slashed hand. To his horror his hand started to fade into mist along with the rest of him and he was blown away on the wind soundlessly screaming. The potion didn't wear up until he passed over the ocean and he barely managed to paddle his way back to shore.

Simon took this as sign that Gree had taken at interest in his life and decided to pay that back. He marched right into the local temple and shook a pair of dice under the high priests face. He gambled his way into free training as an acolyte, and Simon DuGree was born. Sometime after his intial training, Simon was again involved high stakes game of chance and won a fully stocked peddler's wagon complete with carthorse. Always sensitive to strokes of luck, Simon took this as a sign and took up the life of a peddler for a time dispensing wisdom and bargains as he travellef the land. Of late, Simon was starting to feel dissatisified with hiw wandering lifestyle and is looking for his next stroke of luck to strike to show him the way to follow.

Lifepaths (5):

Son of a Gun
Cabin Boy
Lead to City
Cutpurse
Acolyte
Peddler

Stats:

Perception B4
Will B4
Agility B4
Speed B4
Power B4
Forte B4

Attributes:

Health B4
Reflexes B4
Mortal Wound B10
Steel B5
Faith B4

Skills

Etiquette B2
Inconspicuous B3
Doctrine B2
Mend B3
Ship-Wise B2
Brawling B3
Knives B4
Streetwise B3
Read B2
Scribe B2
Haggle B3
Slight of Hand B2
Observation Training

Traits: Obsequious, Street Smart, Story Spinner, Faithful, Fleet of Foot, Charming

Beliefs: Life's a gamble: Make the most of it.
Seek the path of Gree in great strokes of luck.
It costs nothing to be polite

Instincts: Always sit with your back to the door.
Always know two ways in and out of any place you go.
Treat everyone politely, but keep a hand on your dagger.

Haven't worked out all the resources yet. Probally a bunch of contacts all over the world that he made in his travelling and merchant days, and the horse and cart of course. Some basic armor and weapons.

What do you all think?

luke
02-09-2004, 02:52 PM
are those hearts bursting above my head? Why yes they are! I'm in love. What a simple, yet fantastic character. Great fun to play; TONS of potential. (tons tons tons).

His second instinct is a little hinky though, how would he know that info? what happens when he doesn't know it? He won't go in? It starts to get blurry in practice. How about: Note exits of rooms/buildings I'm in. That's like a free assess. When the shit hits the fan, he's already bolted for the door in the screaming crowd, while everyone else is flailing around trying to find a way out.

but otherwise, very good.
-Luke

Verrain
02-09-2004, 05:16 PM
First off thanks for the praise. Simon is one of my favorite character concepts and he didn't quite come out as I wanted in D&D.

I see what you mean about the second instinct. The how is answered by casing the joint before going into anywhere and if there aren't two ways out then he goes in but becomes very nervous. :)

I like your change to it though. More playable and makes him a little less paranoid.

-- Rich