A few years back, the Hex Games crew started an on-going pulp sword & sorcery campaign. We rotate GMs and play whenever all of us have a chance to get together, so y'know, once a year if we're lucky. The adventures have been a lot of fun, and our characters all follow a couple basic premises about S&S heroes:
1) Pulp sword & sorcery heroes are extraordinarily competent.
2) Pulp sword & sorcery heroes are kind of terrible people.
How YOU doin'? |
My character is Thorne of Vancia, a knock-off of the Grey Mouser. Thorn ap Dion was the middle child of a rich merchant family from the decadent city of Vancia (a city I've recycled and fleshed-out for Pangloss). He had to leave his home after he "accidentally" murdered his fencing instructor. He has since wandered the world as a mariner, a gladiator, a mercenary, and a rogue. While serving as henchman for the sorcerer Varnum the Mad, he picked up a few minor magical tricks. When he left the sorcerer's service, he also stole a trunk full of unknown charms and talismans. Thorne hates the savage wilderness and longs for the decadent comforts of civilization. He is a quick-witted rogue of low character with a preference for opium, fortified wine, and unsavory women.
In adventures ran by Steve Johnson, Ian Engle, and Leighton Connor he helped loot the lost temple of Pikus the Fish God, liberated a tribe of bird-people, and stole the sword Nurandrel from an angel of Death. He has since pried the jewels from the sword's hilt and sold them for drugs. He has also had a year of his life magically drained away due to poor life choices.
Thorne was originally made for QAGS. I thought it would be neat to see what he looks like under two of my other favorite games, Fate Accelerated and Dungeons & Dragons (5th Edition). I have two different listing for D&D--one with Thorne as a lowly 1st level beginner and one with him as a more-competent 5th level veteran.
I think it's interesting to contrast and compare the same character across three very different systems to see how the mechanics of each system switches focus on different aspects of the character. It's also neat to see how easily QAGS maps to FAE and vice-versa. Job and Weakness easily become High Concept and Trouble, while Gimmick and even Tagline provide additional aspects. Skills help inform Stunts, as well. For D&D it's nice to see that the Arcane Initiate feat works well enough for "the guy that messed around with magic a bit in the past" without having to go full-blown Arcane Trickster or multiclass Wizard.
QAGS
Thorne of Vancia
Body: 12
Brain: 11
Nerve: 14
HP: 12
YY: 3
Job: Vagabond Ne’er-do-well (15)
Gimmick: Magical Dabbler (11)
Weakness: Hedonist (11)
Skills
Trading +1
Fast Talk +2
Scimitar +2
Swordplay +3
WWPHITM?: Robert Downey Jr.
Tagline: “Style beats skill nine times out of ten.”
Dumb Fact: Has never been a pirate
Gear
Scimitar (+3 Damage Modifier; medium, sharp)
Short Sword (+2 Damage Modifier; small, sharp)
Pockets full of minor charms and doo-dads
FATE Accelerated
Thorne of Vancia
High Concept: Vagabond Ne’er-do-well
Trouble: The pleasures of the flesh
Other Aspects: Magical dabbler, “Style beats skill nine times out of ten,” Wayward middle son of House Thorne
Approaches
Flashy +3
Quick +2
Sneaky +2
Careful +1
Clever +1
Forceful +0
Stunts
Because I use a blade in each hand, I get +2 when I Flashily Attack multiple combatants in melee.
Because I dabble in minor magics, I get +2 to Cleverly Create Advantage when using petty sorcery.
Because you never know what I’ve stashed in my pockets, once per session I can automatically add an aspect to a scene thanks to some handy item I happen to have on my person.
Refresh: 3
Stress: OOO
D&D 5th Edition (level 1)
Thorne ap Dion
Race: Human
Class/Level: Rogue 1
Background: Noble
Alignment: Chaotic Neutral
Alignment: Chaotic Neutral
AC: 14 (leather armor)
HP: 10
Hit Die: 1d8
Prof Bonus: +2
STR: 10 (-)
Save +0
*Athletics +2
DEX: 16 (+3)
*Save +5
**Acrobatics +7
Sleight of Hand +3
*Stealth +5
CON: 14 (+2)
Save: +2
INT: 12 (+1)
*Save +3
Arcana +1
*History +3
Investigation +1
Nature +1
Religion +1
WIS: 8 (-1)
Save -1
Animal Handling -1
Insight -1
Medicine -1
Perception -1
Survival -1
CHA: 15 (+2)
Save +2
**Deception +6
Intimidation +2
Performance +2
*Persuasion +4
ORIGIN
Noble
Feature: Position of privilege
ATTACKS
Dual Shortswords: +5/+5 (1d6+3/1d6)
Dagger: +5 (1d4+3)
PROFICIENCIES
Armor: Light Armor
Weapons: Simple weapons, hand crossbow, longswords, rapiers, shortswords
Tools: Thieves’ tools, playing card set
LANGUAGES
Common, Thieves’ Cant, Draconic
ROGUE ABILITIES
Expertise
Sneak Attack 1d6
FEATS
Magic Initiate (sorcerer)
TRAITS
Speed: 30’
SPELLCASTING
Cantrips Known: Light, Prestidigitation
1st Level Spells: Sleep
Spell Save: DC 12
GEAR
Shortsword x2
Explorer’s pack
Leather armor
Dagger x2
Thieves’ tools
Set of fine clothes
Signet ring
Scroll of pedigree
TREASURE
GP: 25
GP: 25
INSPIRADO
PERSONALITY TRAIT: If you do me an injury, I will crush you, ruin your name, and salt your fields.
IDEALS: I must prove that I can handle myself without the coddling of my family.
BONDS: Nothing is more important than the stout companions that I travel with.
FLAWS: I have an insatiable desire for carnal pleasures.
D&D 5th Edition Version (Level 5)
Thorne ap Dion
Race: Human
Class/Level: Rogue 4, Fighter 1
Background: Noble
Alignment: Chaotic Neutral
Alignment: Chaotic Neutral
AC: 16 (studded leather armor + Dual Wielder feat)
HP: 39
Hit Die: 4d8, 1d10
Prof Bonus: +3
STR: 10 (-)
Save +0
*Athletics +3
DEX: 16 (+3)
*Save +6
**Acrobatics +9
Sleight of Hand +3
*Stealth +6
CON: 14 (+2)
Save: +2
INT: 12 (+1)
*Save +4
Arcana +1
*History +4
Investigation +1
Nature +1
Religion +1
WIS: 8 (-1)
Save -1
Animal Handling -1
Insight -1
Medicine -1
Perception -1
Survival -1
CHA: 15 (+2)
Save +2
**Deception +8
Intimidation +2
Performance +2
*Persuasion +5
ORIGIN
Noble
Feature: Position of privilege
ATTACKS
Dual Rapiers: +6/+6 (1d8+3/1d8+3)
Dagger: +6 (1d4+3)
PROFICIENCIES
Armor: Light Armor, Medium Armor
Weapons: Simple weapons, Martial Weapons
Tools: Thieves’ tools, playing card set, disguise kit, poisoner’s kit
LANGUAGES
Common, Thieves’ Cant, Draconic
ROGUE ABILITIES
Expertise
Sneak Attack 2d6
Cunning Action
ROGUISH ARCHETYPE (ASSASSIN)
Assassinate
FIGHTER ABILITIES
Fighting Style: Two-Weapon Fighting
Second Wind
FEATS
Magic Initiate (sorcerer)
Dual Wielder
TRAITS
Speed: 30’
SPELLCASTING
Cantrips Known: Light, Prestidigitation
1st Level Spells: Sleep
Spell Save: DC 12