Friday, September 29, 2006

Fimgon


Name: Fimgon
Race: Dwarf
Gender: Male
Current Career: Smuggler
Experience: 800 (0 unspent)
Height: 5'2"
Weight: 95 lbs
Age: 115
Eye Color: Copper
Hair Color: Blue-Black
Star Sign: N/A
Favored Deity: Ranald
Dooming: N/A
Siblings: 1 brother
Birthplace: Karak Norn (Grey Mountains)
Distinguishing Marks: Distinctive Gait

Starting Profile (Main)/Possible Advances/Current Profile

WS 41 / 5 / 41
BS 29 / 5 / 29
S 32 / - / 32
T 40 / - / 40
AG 20 / 10** / 30
INT 33 / 10** / 43
WP 33 / - / 33
FEL 24 / 10** / 34

Starting Profile (Secondary)/Possible Advances/Current Profile
A 1 / - / 1
W 12 / 2 / 12
SB 3 / - / 3
TB 4 / - / 4
M 3 / - / 3
MAG 0 / - / 0
IP 0 / - / 0
FP 2 / - / 2

Basic Skills: Drive, Evaluate, Gamble, Gossip, Haggle, Perception, Row, Search, Silent Move, Swim
Advanced Skills: Common Knowledge (Dwarves), Speak Language (Khazalid), Speak Language (Reikspiel), Speak Language (Kislevian), Trade (Miner), Secret Signs (Thief)
Talents: Dwarfcraft, Grudge-Born Fury, Nightvision, Resistance to Magic, Stout-Hearted, Sturdy, Dealmaker

Weapons: Kislevian Hand Axe (Hand Weapon), Dagger
Armor: Leather Jack, Leather Skull Cap
Trappings: Torches (2), Sling Bag, Horse & Cart, 3 Sets of Human-Sized Clothes (beggar, merchant, noble), Ornamental Snuff Box

Money: 11 GC, 1 S

History:Fimgon was born into a prosperous and renowned family of miners in the dwarven land of Karak Norn. His father was wealthy, wise and strong, his brother a skilled miner and excellent teacher, his family name proud and true. Fimgon was assured of a happy, healthy, rich life as a miner. There were only two problems. One, he was terrible at mining. Two, he hated it with every fiber of his being.

Fimgon was taller and skinnier than most dwarves, and he was ruthlessly teased by those his own age and by his older brother. He would have been bullied, but he discovered a gift for talking himself out of trouble and making deals. In fact, as he grew older, he managed to adapt his role to something of the unofficial quartermaster for the other miners. They would pick up the slack on his work, and he would make sure they had extra food, the best beer, a visit from a lovely dwarven lass (not that a human would agree with that estimation) and other luxuries.

He was a dwarf, and so he learned the dwarven arts of physical combat and heavy drinking, but his eye was always on the door. One day, after a particularly successful round of gambling and dealing with the other miners, he had enough gold and goods to make his escape, and he did. Leaving a note confessing his eternal shame at failing his family, he resolved to live his life more as a human in the outer world, and to wander and see if he could find his place in the world. Though the Gods could be cruel, surely they wouldn't be so cruel as to place Fimgon in a world that had no place for him.

Fimgon traveled a great deal in these younger days, surviving by petty thievery and increasingly bold bargaining and dealmaking. Eventually, he landed with a group of warriors bound for their homeland of Kislev. Fimgon found a lot to like with these heavy-drinking, boisterous humans, and they reminded him of many of the qualities he liked in dwarves. He found himself adapting to their culture, wearing their clothes, speaking their language, studying their God, even drinking their beer! His first loyalty remained to dwarven ale, of course. But he would grudgingly admit that Kislev spirits were "a close second."

With Kislev as his base, Fimgon began traveling the world again, this time with an eye towards making his name and fortune. He became a smuggler by trade, sneaking goods across borders and underneath the noses of law enforcement. He traded heavily in Kislev goods, but very little was out of the question for him.

Unfortunately, as dwarves often do, Fimgon got greedy, and when an unusually large and beautiful selection of furs and jewels from a Kislev raid came into the town, he decided to take his big chance. He loaded them onto his cart and rushed across the border of his adopted homeland, never to return unless it was at the end of a Kislev pike, and wandered out into the world, alone and homeless again but a great deal richer.

A shame, then, and perhaps irony driven by the Gods, that he was robbed by bandits two days' out of Kislev, losing all of his ill-gotten gains and receiving naught but a crossbow bolt in his leg that provided him with a permanent limp in return. Now Fimgon was alone, homeless and broke, and this time he couldn't blame the Gods, but only his own greed. He resolved to care more for family and friends in the future, and returned to the life of a smuggler, working his way up from nothing one more time.

Advancement Tracker:
FEL (100), FEL (100), INT (100), INT (100), Non-Career Skill: Gamble (200), AGI (100), AGI (100)

5 comments:

Dave said...

*I goofed slightly when setting up Fimgon's skills, giving you two skills when you should have just chosen one as an either/or situation. The skills are Speak Language (Kislevian) and Secret Signs (Thief). You can actually buy the one you don't have with experience points (see below), but if you don't, please delete one of 'em).

*You've got some experience points to use, and given your lucky rolls, you'll probably end up with a pretty tough character. Way it works is this: you have 600 exp to bring you up to par with the rest of the gang, and advances in your profile cost 100 points apiece. The middle column in your profile breakdown shows what stats can go up in your current career, and stats in the Main Profile are bought in increments of 5, stats in the Secondary Profile in increments of 1. Put an asterisk in that middle column every time you take an advance so we can keep track and adjust your Current Profile accordingly (the thid set of numbers).

*Alternately, you can spend 100 exp. to buy a Skill or Talent from your career that you've yet to take (in your case, the only Skill potentials are Secret Language (Thieves' Tongue) and Secret Signs (Thief). The only Talent is Streetwise.

*Even though all Hand Weapons have the same attributes, you'll want to figure out exactly what you're packing because...well, it's more fun. Options include maces, hammers, swords, picks, clubs, and axes (basically, any one-handed weapon).

*For your favored deity, I put Grungni. He's the chief dwarven god, said to have been the first to dig into the earth, teach his people how to mine, and to invent steel and iron. There's very little information on dwarf religion, but their main thing is ancestor worship (with Grungni sort of being the "ultimate" ancestor). They try to emulate their ancestors and learn from their mistakes, which might be a fun hook for Fimgon. Smuggling is hardly a reputable profession, but if Fimgon had an ancestor who excelled at it or somehow used it against dwarven racial enemies like goblins, it could be he feels he's honoring his ancestor by continuing the tradition. Alternately, he could be a black sheep to his clan, fallen on smuggling because he couldn't live up to the standards of his ancestors. Whatever sounds fun to you.

*I'll post more on Dwarven culture and your homeland in a separate post.

Dave said...

I deleted your Star Sign and Dooming rolls. On closer inspection, those are clearly human superstitions and no self-respecting dwarf would care about them.

*Wikipedia's got a decent entry on Dwarves. It's more geared for the Warhammer's minis game (the dwarven tech stuff doesn't really figure into the RPG), but still worth a look for a quick rundown: http://en.wikipedia.org/wiki/Dwarf_%28Warhammer%29

Randy Lander said...

I'll probably go ahead and buy Secret Signs (Thief) with XP... if I don't, that'll be the one I lose, the Language (Kislevian) is too important to the backstory I've cooked up.

As for advancement, hopefully you can help me out with that sometime this week at the store.

I think I may choose a human deity, one worshipped in Kislev, based on his abandonment of many dwarven traditions and his adoption of the Kislevian people. I'll need to look at the book to figure out which god.

Dave said...

Looks excellent, Randy. Very "Warhammer", especially the whole "fortune made off with by bandits." Of course, that also reflects that you rolled for crap when generating your starting money, but don't sweat it. Most folks in the Old World are struggling, and lack of money's always a good motivator for adventure ;)

I'll post some stuff on Kislev tonight.

Dave said...

FYI: Games Workshop has posted very little on dwarven strongholds, called "Karaks." You rolled randomly the homeland of Karak Norn, situated in the Grey Mountains that border the south and west of the Empire, but there's not much I can tell you on it till GW puts out a dwarf sourebook.

In general, though, most dwarven strongholds are said to be in decline, and most dwarven PCs in the game are considered to've left the strongholds looking for better prospects. Some even consider the dwarven way to be a lost one, and have wholly embraced Imperial living among their human allies, so Fimgon's situation isn't without precedent.

In short, don't worry about the details of his time at Karak Norn just at the moment.