Mr. NicholasI reckon you done what you done because you didn't know I was who I was. And if I hadn't been who I was, I'd have still been much obliged for you to have done what you done. Race: Pure Human
Level: 10
Hit Points: 76
Armor Class: 5
THAC0: 15
Alignment: Neutral (Neutral Good)
STR 12 (+0 to attack and +0 to damage)
DEX 11 (+0 to missile attacks and initiative and -0 to armor class)
CON 16 (+0 on poison saving throws)
INT 21 (+30% to technology and 5 languages, English, French, Inuktitut, Nakoda, Spanish)
WIL 14
CHA 19 (-2 to reaction rolls, 8 retainers at morale 10 each)
Skills*: Academics 3 (chemistry, engineering), Athletics 1, Business 4, Crafting (brewing, repair) 5, Diplomacy 4, Medicine 1, Outdoors 2, Perception 1, Performing 1, Piloting 3, Politics 1, Stealth 1
Equipment: Ballistic Nylon Long-johns (Red), Borealis II (see below), Dagger, Shotgun, Laser Pistol Mk 2, Force Field Belt, several tons of trade goods,
lots of moonshine.
Mr. Nicholas is an aged but powerful man with a thick beard, and ham-sized hands. Most folks find Mr. Nicholas intimidating on first acquaintance, but this impression quickly fades when around friends and children when his booming laugh and infectious smile comes out. Mr. Nicholas is a very successful merchant and inventor who has made a name for himself in many a remote locale as a purveyor of quality whiskey and seller of trade goods. He is widely known to be tough but honest, and willing to trade with nearly anyone (except known man-eaters and slavers). Because of his accomplishments and growing influence amongst independent merchants and junk traders, Mr Nicholas now has a 10,000gp bounty on his head posted by the Mega-corporation CostMart (
http://mythadvocate.blogspot.com/2010/05/atomic-dawn-costmart.html), though none have yet survived attempts to collect this tempting sum.
Notes: Mr. Nicholas is a patron/mentor type of character in my home games. He started out as a junk merchant with a Landmaster-esq trade vehicle, but has come far indeed. Now he has several fortress hidey-holes where he brews moonshine and maintains repair facilities, the largest rumored to be somewhere near Mount Robson (British Columbia). His personal technological skills allow Mr Nicholas to understand and build devices of WWI level of technology, though lack of facilities often defaults his abilities to an ambitious 1890's level of gadgeteering. Hypertech devices are beyond him though he can repair light damage and utilize advanced materials with exceptional skill.
*Lifting this straits from John D. Higg's excellent Engines and Empires game. However, in using this with Mutant Future, I allow Pure Humans increased skill points (as a Halfling in that product) to offset their lack of mutation powers. The basic system involves rolling under the listed number with a D6. Borealis II Required Crew: 20 (advanced controls)
Top Speed: 100 mph
Cargo: 72 tonnes (71 LT; 79 ST)
Structural Hit Points: 300
Armor: Reactive Armor Skin (AC 1)
Weaponry: 3 Machineguns (1 top, 1 fore, 1 aft)
Dimensions: Length 784 ft, Beam- 133 ft, Height- 146 ft.
Special: Stealth Skin (invisible to radar), Class IV sensor system.
The Borealis II is a rigid airship (ala Zeppelin) though using helium, advanced materials and impressive armors and salvaged gadgets to make it far more reliable than its WWI predecessors. Photovoltaic cells and Ethanol burning engines supply most of the power for the airship. This 784 ft long vessel can carry up to 72 tonnes (71 LT; 79 ST) of cargo. Mr Nicholas uses this vessel as his primary home, and so it is equipped with a well-stocked but small workshop, a comfortable lounge/study, and a still. As much of the vessel is cobbled together from fallen robots and junked relic vessels, the overall effect is a bit slap-dash, but the vessel is tough and very reliable. The living quarters can best be described as "rustic pigsty".
Presently the crew of the Borealis II consists of 2 androids, 4 Homo Erectus and an assortment of humans and mutants, all of whom are fanatically loyal to Mr Nicholas. There is always at least one Blacksmith and one Scholar aboard, with the rest being treated as (Sky) Sailors in regards to skill. The entire crew is male save for the cook, a Canisoid by the name of Wilma who cooks all the four food groups- Beans, bacon, whisky and lard. Salads are strictly forbidden.
Last edited by MythAdvocate on Wed Mar 30, 2011 12:04 am, edited 3 times in total.