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Friday, December 13, 2013

Better Than Any Man: Unknown Armies Conversion Notes, Part 2

A quick update: the Unknown Armies excursion into Better Than Any Man continues to go hilariously.  Some bandits died, a clockwork robot died, and a lot of PCs quite nearly died.  (Read about it here.)

Since the PCs are quickly exiting Thüngen next session, it seems probable (although not completely certain) that they will miss Dittmar, the bandit leader.  He gets a roughly two sentence description in Better Than Any Man, but since his potential presence seemed notable, I gave him full statistics in Unknown Armies.  So, without further ado...

Dittmar

Personality: Two-Face from Batman.  He seems like a somewhat suave gangster, but his reliance on chance tends to add a little capriciousness and viciousness to his demeanor.
Obsession: Power.  Money's part of it, but Dittmar really likes the control his position brings.  His reliance on chance is just to keep things interesting.  He's likely to become a postmodern Entropomancer if he's not careful.
Wound Points: 65

Rage Stimulus: Messing with his dice.  He will seriously go apeshit.
Fear Stimulus: (The Unnatural) Predestination.  Really, anything that makes him feel boxed-in or otherwise out of control really bothers him.
Noble Stimulus: Gamblers.  Dittmar has a soft spot for people who roll their own bones, and might join them for a game or cut them some slack.

Body: 65 (Toughass)
General Athletics 25%, Hold Your Liquor 20%, Struggle 50%
Speed: 60 (Ready to Move)
Dodge 35%, Horseback Riding 15%, Initiative 30%, Missile Weapons 50%
Mind: 45 (Pragmatic)
Conceal 20%, General Education 15%, Notice 30%, Strategy 25%
Soul: 50 (Superstitious)
Charm 30%, Intimidation 40%, Lying 35%, Roll the Bones 15%

Violence:  7 Hardened, 3 Failed
Unnatural: 1 Hardened, 1 Failed
Helplessness: 0 Hardened, 0 Failed
Isolation:  0 Hardened, 0 Failed
Self:  2 Hardened, 1 Failed

Possessions: Light armor, dirk (+3), short sword (+6), crossbow (maximum damage 50), wheellock pistol (maximum damage 80).  He also has his lucky dice and 8 ducats on him.

Notes: Roll the Bones is a skill Dittmar rolls every time he rolls his dice to determine an outcome.  With a successful Roll the Bones check, Dittmar gains a hunch (UA, pg. 7).

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