Why Elric? Because there's always enough people to play the pure swordslingers.
His name is Ashoka, I decide.
So I go and read the setting, then come up with the following. I've decided I want someone with a specialised skill in some weapon.
Malakuti golden lotus
Makes the best entertainment,
Malakuti wavey spears
Claim the most lives,
Malakuti night thieves
Bring you valued treaties,
Alchemy can make you immortal
If you survive the learning.
I am the Malakuti Alchemist!
That was the tl;dr version of his bio, actually.
Western Malakut...it's a province, but call anyone from there a country bumpkin, and you risk losing more than your teeth. Still, it's a place where men go to trade with the natives for herbs and drugs that are expensive elsewhere. You sail them to Malakut by boat on the small rivers, then North-East by boat towards the buyers. And if you try a bit of your own medicine? Eh, who cares, really... there's lots of it.
Ashoka is an alchemist born in Western Malakut. He learned to chew on the Lotus there, before going to the city to study his trade. Sure, he's also a thief, and can take care of a wound in a pinch, and other stuff... he even went on for a brief turn in the city watch, after finally getting in the city proper, long enough to learn some tricks with the spear. There, an older mercenary taught him the secret of combat. The most important thing in a fight is to not get hit. He was an apt pupil and absorbed these teachings, too.
But his real love is alchemy. Some say he actually loves it too much, especially the potions...
Now, he is trying to set up his greatest invention. He's hunting for ingredients to go towards the creation of the ultimate elixir, one that might grant him immortality. Or so he hopes.
Too bad people that have such ingredients don't part with them willingly. Ah well, did we mention he's a thief, too?
Because he really is, and some people are soon going to find that out!
Well, that's for those that aren't afraid to do a bit of reading.
So, let's proceed with the stats.
I picture him as the mean, lean and not-burdened by muscles archetype. He's also smart, but not really wholesome. And all those years of training with the spear of Malakut should have thaught him speed...
- STR 0
- AG 3
- MIND 2
- APP -1
Besides, I hit people with Ag+3. Speed is useful both in getting hit and in not getting hit. The edition of BoL I was using says you can put up to 4 points in a single place, so I'm not even min-maxing him as much as I could... remember: a 4/1 spread would have been cheaper to raise to 4/2 (due to non-linear XP costs). But I see him as starting with pretty even in the things he's good at.
Next, Boons and Flaws.
I decide he gets special skill in:
Malakut fighting spear and Blind combat
And he's got special Thieves' tools because remember how he started?
Of course, I've got to pay for these. I need flaws. Luckily, some of them are just so Elric-like!
Flaws:
Delicate
Addict (Golden/Black Lotus-left to the GM to choose)
He's an addict to Lotus powder, though, and Delicate means just that. So, he gets less Lifeblood, starting with 8, less than a normal BoL character.Well, it's only proving his point about avoiding getting hit! So, his skills....
- BRAWL 0
- MELEE 0
- RANGED 0
- DEFENCE 4
And anyone with less than +3 on attack needs an 11 or more on 2d6 to hit me. Minions can't hit me unless they get a 12, and that's a critical anyway. I decide to keep a couple Hero points to downgrade their criticals into normal strikes, and to leave the heavy hitters to the more brawny barbarians.
I get 5 hero points for attributes and all that, though. That should be enough, as long as I keep a couple spare ones in case it goes bad.
Careers:
Thief 1, because he started stealing treatises.
Soldier 0, because following orders isn't his style...but he figured he ought to do his duty. And the soldiers got a special training in the Malakut spears.
Alchemist 3, because he discovered an apptitude towards the things he was reading about in treatises and such.
Physician 0
Weapons and armour are standard:
- Malakut fighting spear (roll 1 die more, keep best) d6
- Walking staff d6-1
- 3 throwing daggers d3
- Close-combat curved knife d6-2 (if the GM lets me have this one, otherwise, just a d3)
- Fists d2 I don't like using them...
- Very light armour d3-1
And then we get to the bonus of Alchemy. Because an alchemist gets to prepare beforehand.
I choose to make a Common preparation:
A painkiller (1d3 LB restored)
And then I also make an Uncommon preparation:
Malakut spear hidden in a walking staff
Of course, I'd only take it out against a real enemy, or as a way to show-off. But with it, I roll 3d6, take the highest two...and my enemies are much more likely to suffer a Critical. Criticals are nasty in this system.
And with that, Ashoka is ready to go adventuring. I hope to see other PCs with similar level of ability. I mean, this is a system where you can be rolling 2d6 and hitting a minion on anything that's not a 2 (Ashoka would be getting hit on 7+, but that's Ashoka Not My Face I'm Not Fit For Such Games). And you could be rolling a 3d6, take highest 2, effectively giving you a 0.5% odds to miss a minion (like, a normal soldier). Or, if you want a more sensible approach, you could be hitting them with 4+ on 3d6 take highest 2, but the minions only hit you on a 11 or 12.
Think about this-you could be Conan from the get-go, slaying enemies left and right. It is really a Swords and Sorcery game!