Showing posts with label X-Men. Show all posts
Showing posts with label X-Men. Show all posts

Saturday, March 13, 2021

Wolverine is a Case Study For Elven Barbarians

The bar was tense as the armored men fanned out. They kept their hands near their weapons as they went from table to table, pulling back hoods or snatching chins, turning patrons' faces into the light. Once they were sure the person wasn't who they sought, they moved onto the next.

"We seek one called Grimtooth," the captain said, watching the reactions of the room. "Reports told us he was nearby. Those who know where he is will be rewarded if they step forward, and guide us to him."

"He's just a myth," a man said, shaking himself out of one of the soldier's grips. "A story told to children."

"Every story has some truth at its heart," the captain said, though not unkindly. "So it is with this one. We have hunted him long, and his crimes are too numerous to count. If you know nothing, then stand aside and leave us to our business."

The corner was dim, but a figure lounged there. He had the relaxed posture of a hunting cat, one hand wrapped around a bottle. The fingers were slender, but strong, the knuckles covered in a network of scars. A pipe smoldered on a cracked, clay plate. The captain nodded at his enforcer, a huge man whose armor strained at the seams, gesturing him toward the back of the bar with one hand. The man grunted acknowledgement, and stalked forward, his hand outstretched toward the drunk.

"You better ask yourself how bad you want to keep that hand," the shadowy figure said, as pleasantly as if he were discussing the weather.

Everything seemed to happen at once. The shadow lashed out, kicking a chair forward. It smashed into the soldier's knees, making him stumble. The scarred, slender hand wrapped around the soldier's wrist like a vise, yanking him forward. His cry was cut short as the corner of the table rammed into his stomach, knocking the wind out of him. His gasping turned into a strangled yowling as steel flashed, and a blade rammed through his wrist, pinning his arm to the table. Blood sprayed, and the shadow paused for a moment to let what he'd just done sink in. Then he wrenched the dagger out, and kicked the soldier in the side of the head. He went down like an ox, his skull thunking against the flagstones.

The shadow stood, and the firelight played across his features. His face was drawn, and his dark eyes far too large for a human visage. His ears were long, one pointed, and the other notched from an ancient arrow wound. His hair was long and tangled, like a hunting beast, and the muscles beneath his skin moved like they were made of steel cables. He flicked a gaze over the others, and blinked once. It seemed as if he read all they were, and all they could do, in that moment.

"Sarassan guard," he drawled, stretching his neck till it popped. "Your founders weren't worth much when I taught them the soldier's trade, and you can't even add up to that. You know what's good for you, you'll pick up this ox and leave. While I'm still in a good mood."

You ain't ready for this, boys.

A Template For The Elven Barbarian


One of the constant refrains you'll hear from many players is that you simply cannot mesh X race with Y class, even if there is nothing in the rules that supports this opinion. And while the discussion shifts from one game to another, one of the biggest targets for these arguments is the elven barbarian.

Even if you're playing an edition where elves don't get a negative to their Constitution score, it can seem like a contradiction. Especially if the image you have of elves in your head is Tolkien's ideal, where they represent faded glory, refinement, elegance, and the grandeur of a lost age. Though even in these circumstances, the old fire raging up and refusing to go quietly into the good night is still an interesting character in and of itself.

While the whole conversation about what elves can be used to represent, and how they play in a given setting is an interesting one, something that I think helps the discussion is to find a pop culture representation of an idea or concept that can act as a basis for execution in game. And those looking for an elven barbarian need look no further than one of the most infamous mutants in the Marvel Universe.

Let's run some numbers, shall we?

Though the canon of the character is somewhat scattershot, we know that Logan's early years were spent as a child of privilege. He was educated, and taught many of the finer things in life. After his father was murdered, and he killed a man in defense of himself, he fled to the frontier. Out there he grew hard, adopting the rough ways of miners, hunters, and trappers. He became a soldier, fighting in both World Wars, but he's also adopted several foreign cultures, volunteered for secret experiments, and been around the world a dozen times in the (at least) two centuries since he was born.

And though Wolverine as a character seems simple at a glance (he's a snarling, brooding hardass with a shady history), we get occasional glimpses of his strange, checkered past and unusual legacy. From correcting scholars on the proper origin of a katana forged over a century ago whose original polishing was done with his own two hands, to speaking nearly lost dialects of foreign languages, to major world events he was in the background of, to important persons that he first met when they were young adventurers themselves, there's always more to him lurking just off screen.

If that sort of story doesn't inspire you, then I don't know what will.

Mechanics Can Always Be Overcome


Regarding the arguments of mechanical penalties and ideal builds, there is always a way to overcome an issue, or to nullify a negative. I'm not talking about re-writing the game or begging a boon from the GM either; I'm just talking about ensuring that you take the proper precautions to deal with the negative aspects of your character's build.

I put my high scores in Charisma... I'm not really cut out for this story...

Even if elves take a negative to Constitution (or simply don't receive a bonus to it, depending on your game and edition), you can overcome that. Whether it's through natural attribute bumps as the game progresses, taking the right feats (if you're a 5E player), acquiring the right magic items, etc., there's almost always a way to overcome a negative. You might have to work harder to boost your Strength score over your Dexterity, or you may need to tweak your background in order to get an extra bump to essential skills and tricks, but the point is that unless the game expressly says you cannot combine X and Y, then you should feel free to make the character you want.

Whether it's an orc wizard, a halfling cavalry fighter, an aasimar necromancer, or an elven barbarian, if the rules don't actually stop you from doing it then all you have to do is explain the series of events that led your character to become what they are.

It's that simple.

EDIT: In the time since this came out my Species of Sundara: Elves book has dropped in both a Pathfinder version and a DND 5E version. The warriors of the Rashar, with their steely eyes and fast-healing flesh, are an ideal template for those looking to take this concept just a little bit further!

Also, for those who want to make sure they don't miss any of my upcoming releases, make sure you sign up for my weekly newsletter! You might also want to give the following articles a read through if you're looking to build yourself some better barbarians in the coming games:


Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, May 13, 2019

The Mutant Sorcerer

Before we get started with this week's Unusual Character Concepts post, I wanted to take a moment to draw your attention over to the right side of your screen. You should see an ad for my sword and sorcery novel Crier's Knife.

If you're interested in seeing more of my fiction, keep an eye on that spot. Whenever I come out with a new book, that's where I'm going to put the cover and link. Since I've got something in the works right now, and I just finished my latest giveaway for Crier's Knife, I figured I'd give folks who hadn't read it yet a chance to grab a copy before the new release hits.

Anyway, on with this week's post...

No there's nothing weird in my family... nothing!
 
The boys had left with their heads held high, spears in hand, each bragging they were going to find the greater glory on the field. Only half of those who left returned, and none of them came back the same. Some were missing arms, hands, legs, or eyes... others had changed in ways that couldn't be seen from the outside. Until something happened.

Chase sat at the corner of the bar, hunched over a cup of spiced tea. He had his hat pulled low, and he kept his eyes down when people came in. Some nodded, or offered a hello, but no one came close. Until the outsiders arrived. Loud and crude, with the air of soldiers of fortune, they spent gold on anything they saw. Drink, food, and they even attempted to spend it on the girl waiting their table. She laughed as if it were a joke, but the strangers didn't care for that. They pulled her close, refusing to let her up. While they laughed and jibed, the air in the tavern grew thicker... like the closeness before a storm.

"Let loose," Chase said to the men. He hadn't gotten up from his seat, or turned to face them, but there was no one else he could have been talking to.

"Or what?" the captain of the little mob asked, rocking to his feet. He stormed across the boards, and grabbed Chase by his collar. "What are you going to do about it?"

There was a flash, and a boom as the air was split asunder. The captain stumbled back, clutching at his hand. He screamed like a gelded horse, the flesh of his sword hand charred black, smoke rising from the bones poking from the wound. Chase stood, turning to face them. The air was growing thick again, and sharp sparks split the air with the sound of cracking pebbles.

"That is what I'll do," he said, staring at the men with eyes that had seen the elemental wizards of Bardan-Brashen, and which carried the marks of the storm lords power in the old scars he'd brought home from that battle.

The Mutant Sorcerer


Sorcerers are generally thought of as the progeny of powerful bloodlines, whose magics manifest as the sorcerer grows and matures. Those whose ancestors once lay with dragons or djinni, or who have inherited the raw power of the elements, or the wild potential of unbound magic. There are some sorcerers, though, who have no such ancestors. Instead, they survived strange, uncanny events, walking away from them changed in ways that are hard to explain, and even harder to control.

They came out of the experience... mutated.

She could hear the voice of the stars... practically reach out and touch it.
 
Mutant sorcerers can be caused by any kind of exposure to powerful essences, whether that exposure was accidental or purposeful. Whether the character was a caravan guard accidentally exposed to a potent magical blast when her cargo was commandeered, a warrior who managed to withstand the spells of an archmage, a baby in the womb when their mother was swathed in the fell energies of a necromantic ritual, or someone who was the subject of unusual alchemical tests and trials, there are a hundred different ways a sorcerer may have acquired their mutation.

Just look into a comic book, and you'll find all sorts of inspiration.

The degree of mutation can be subtle, or it can be crazy, whatever makes you happy as a player. Someone with ice running through their veins might feel chill to the touch, their once black hair now shot through with blue-white streaks. Someone who died, went to hell, and was resurrected may have brought a little hellfire back with them, turning one of their eyes black and leaving a slow crust of red scales crawling up one arm. An apprentice who was caught in a blast when their master's tower exploded might find themselves filled with the raw potential of wild magic, but lacking the knowledge (or guidance) to actually control it. This might cause their hair, skin color, eye color, or a slew of other features to shift and change the more they dip into their weird admixture that now lives inside them.

Who Takes A Mutant In?


Mutant sorcerers may be even more unusual than traditional ones, lacking a pedigree to establish who you are or where your powers came from. You might find yourself shunned and feared, especially if your mutation gives you a strange or unsightly appearance in addition to powers others don't understand.

So another question you should ask is where do you go if your old life can no longer support you after your change? Do you withdraw into a monastery, attempting to find guidance and routine to help you control the power burning within you? Do you seek out an arcane school, risking a fate as a laboratory subject if it means they can help you... or cure you, if your mutation is something that has made it impossible to return to the life you had? Do you try to find others like you, who've survived terrible ordeals and found themselves changed by them?

Alternatively, do you turn to the renegades, rebels, and rogues of the world, hoping your powers may garner you a place among their ranks? Groups you might find in:

- 100 Mercenary Companies: Whether you can call down lightning, or breathe acid like a dragon, there are few free companies that would pass up the raw power of a sorcerer, any sorcerer, in their ranks.

- 100 Bandits: Whether you ride with the Darkskull, or count yourself among the Tin Men's ranks, might makes right in the world of highwaymen and robbers. A show of arcane force is often enough to stop resistance before it starts, making you a valuable member of any gang.

- 100 Pirates: Buccaneers and river ruffians need all the muscle they can muster, and a sorcerer (even a mutant with a disfiguring scar from the ordeal that empowered them) can be a potent weapon on the seas. Not only that, but a pirate's life might be the cause of your mutation, bringing you to cursed islands, ancient treasure hoards, or forcing you to fight denizens of the deep.

There are all kinds of twists and turns you can take with this particular concept. Just remember that you are limited only by the stats you roll up, and your imagination when it comes to who your sorcerer is, and what led them down this particular path.
 
Lastly, don't forget to check out my 5 Tips For Playing Better Sorcerers for additional inspiration!

Closing Links and Other Places You Can Find My Work


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!