Showing posts with label PC Character Creations. Show all posts
Showing posts with label PC Character Creations. Show all posts

Wednesday, February 21, 2018

OSR PC Workshop Or Pulling in OSR Sources To Help Create PC's in Your Old School Campaigns




 Today was a character workshop with one of my players, he had some ideas for a half Elven PC. But I had some ideas already in play in my current OSR campaign. Here's where events for the PC's took a bit of a different twist in development.

 

 I had a long talk with one of my players about porting over the Cyrmic race from Dark Albion instead of the usual half Elf PC race. Cyrmic are the descendants of human slaves who worked for the Elves in ancient times in Europe in Dark Albion.  
I've already had different elements & hints bubbling up across the board when it comes to the identities of  Elven kings. There are indications in some ends of Arthurian literature & mythology that he might have been a Merovingian king & sorcerer. In my own games he sold his soul for immortality & gained godhood merging with the previous king of the fairies of which there are many. His connection to  connects him with the Norse of AS&SH second edition


The Reconciliation of Titania and Oberon by Joseph Noel Paton



"Oberon's status as king of the fairies comes from the character of Alberich (from Old High German alb- "elf" and -rîh-, "ruler", "king"), a sorcerer in the legendary history[which?] of the Merovingian dynasty. In the legend, he is the otherworldly "brother" of Merowech, whose name is the eponym of the Merovingians but whose actual existence is unproven. Alberich wins for his eldest son, Walbert, the hand of a princess of Constantinople.[citation needed] In the Nibelungenlied, a Burgundian poem written around the turn of the 13th century, Alberich guards the treasure of the Nibelungen, but is overcome by Siegfried." There is also a huge Arthurian & French connection with the character of  Oberon. 
"The name Oberon is first attested to in the early 13th century chanson de geste entitled Les Prouesses et faitz du noble Huon de Bordeaux, wherein it refers to an elven man of the forest encountered by the eponymous hero. Huon, son of Seguin count of Bordeaux, passed through the forest inhabited by Oberon. He was warned by a hermit not to speak to Oberon, but his courtesy had him answer Oberon's greetings, and so gain his aid in his quest. Huon had killed Charlot, the Emperor's son, in self-defense, and so he must visit the court of the amir of Babylon and perform various feats to win a pardon. He succeeds only with Oberon's aid.
This elf is dwarfish in height, though very handsome. He explains that, at his christening, an offended fairy cursed him to dwarfish height (an example of the wicked fairy godmother folklore motif), but relented and gave him great beauty as compensation. Alberich features as a dwarf in the Nibelungen; the dwarfish height was thus explained.[2]
The real Seguin was Count of Bordeaux under Louis the Pious in 839, and died fighting against the Normans in 845. Charles l'Enfant, a son of Charles the Bald, died in 866 of wounds inflicted by a certain Aubouin in the circumstances of an ambush similar to the Charlot of the story. Thus, Oberon appears in a 13th-century French courtly fantasy that is based on a shred of 9th century fact. He is given some Celtic trappings, such as a magical cup (similar to the Holy Grail) that is ever full for the virtuous. "The magic cup supplied their evening meal; for such was its virtue that it afforded not only wine, but more solid fare when desired", according to Thomas Bulfinch. In this story, he is said to be the child of Morgan le Fay and Julius Caesar.
A manuscript of the romance in the city of Turin contains a prologue to the story of Huon de Bordeaux in the shape of a separate romance of Auberon and four sequels, and there are later French versions, as well."

So what your looking at is a royal NPC with deep connections across history whose been manipulating events across worlds for centuries. He's been putting his own bastard children into key points in human history & across worlds.

Illustration of Oberon enchanting Titania by W. Heath Robinson, 1914

Here's one of the the things that helps keeps  Dark Albion in OSR play; " 80% of the book is system neutral, so can be used with most role-playing games. " This means that a good percentage of the setting book is usable with other systems especially games such as Astonishing Swordsmen & Sorcerers of Hyperborea second edition.


Over the course of the last couple of years here & there I've indicated the presence of weird ruins & other dangerous adventure locations all belonging to the Elves of the ancient empires. We did a lot of cross comparing of the PC material in Dark Albion with existing OSR retroclone systems such as Swords & Wizardry & Labyrinth Lord to see what's going to fit our PC's needs. Bardic material in the setting was especially enlightening as to how to fit the PC class  into an existing campaign. For example we talked at length about how the PC might have had interaction with the Midderlands campaign setting.




Since the expanded setting's kickstarter ends in a few days, I figured now was a good time to get a bit of the green tainted Gloomunion laden action.
"The Midderlands setting gets bigger, expanding out into Havenland (the country that The Midderlands is set in) and its bordering lands, in a dark, twisted, and viridian version of the British Isles." This U.K. setting ticks all of the boxes of  OSR weirdness that I'm looking for and it appeals to the Dark Albion setting with abandon. So now its a matter of taking full advantage of the cracks in the Midderlands to marry it up with the back waters locations of Albion.



Given the strong & deep connections between Merlin from the Arthurian literature & mythology with Wales. There is no doubt in my mind that there is more then a bit of Elven blood mixed strongly with Merlin's demonic parentage that needs to be exploited far more then humanity suggests. Merlin is a very useful NPC that can help to explain more of the gaps in the Albion setting.



So now two PC's in my home game are from Dark Albion, it makes for a different & somewhat interesting wrinkle. I'll have to let folks know as this second leg of the campaign develops. There are lots of variations of system to go over yet even while the setting itself sets some of the tone. I will keep everyone abreast as to how things within the game continue to develop.

Tuesday, September 6, 2016

'Voltamen Shootout' A Keep On The Borderlands Encounter - A Warlords of the Outer Worlds Actual Play Event


 
Over the last couple of months I've been squeezing each & every ounce of old school/pulp goodness out of the Keep of The Borderlands adventure. I've turned it into a mini campaign with the player's PC's discovering every mini dungeon, side tunnel system, and weird honeycombed hillside they could. Tonight they reach the Caves of Chaos and things didn't quite go as they were expecting. After exiting the dungeon tunnel system they came to a cave mouth that led directly into some swamp and some bandits. The bandits gave a good account of themselves but the PC's gave a better account of themselves.



While the PC's were claiming the bandits rides, an atomic rocket ship blasted overhead. The roar of the rocket ship overhead shaking everything. The ship banked around the caves of chaos a couple of times & then landed. The PC's rode their new prize off road bikes to the clearing in time to see some 'old friends' get out of the ship! A ship load of Voltamen the scourge of the wastelands as far as the PC's are concerned.



The PC's waited until the Voltamen piled out of the ship & called out to the humanoids from the Caves of Chaos. The PC's thought that they were going to be slaves for the auction block but nothing could be further from the truth! The orcs and gnolls peacefully lined up as the Voltamen walked up with device that looked like a flame thrower with a frozen tank. The PC's carefully studied the guards who flanked the warrior with the frozen tank strapped to his back. They didn't like the look of the well maintained & in tip top condition laser rifles the guards were sporting. But then when the warrior froze the orcs in place with the cryo unit sprayer.Everything suddenly clicked into place for them. These orcs and gnolls had been generated by the weird bio mechanical devices the party had seen in the caves of chaos for generating fully grown orc warriors! These bastards were being moved off world for reinforcements! Something had to be done!



The PC's Dwarven priest/warrior crept in slowly and began the careful task of sneaking up on the officer in charge while the party's psychic sewed confusion in the ranks. The psychic confusion sort of worked out as one Voltamen warrior turned on another but the officer in charge was having none of it and laser down the two warriors who acted irrationally. The next round the Dwarf warrior made it to Voltmen officer and issued a challenge for one on one combat. With a natural twenty roll the officer was split in half as the rest of his crew made the mistake of coming to their leader's aid. The rest of the party closed in on the warriors carrying the cryo spraying unit and with a vert lucky roll the party's wizard was able to splatter the warriors and his guards with a pair of monsters summoned from beyond the pale. The voltamen were frozen in place as two fragmentation grenades made short work of everyone. The who scene became a momentary work of art as the cryo fluid froze everything like a giant ice sculpture.


Things got even more interesting when a second ship appeared in the sky. This craft was even bigger then the first and looked geared to pick up the orcs and Gnoll warriors. The ship made a bee line for the Dwarven warrior and almost but not quite crushed him. He managed to roll out of the way as the landing gear almost crushed him and another party member. The ramp at the back was just starting to lower when the clock struck ten and everyone had to go!


Whose behind the appearance of the Voltamen? Why have these fiends returned to the game? What dark fate awaits those Gnoll and orc warriors? Whose paying for all of the mercenary humanoid forces? Tune in next week for more answers as the PC's slip deeper into the Russian wastelands!

Monday, July 4, 2016

Keep On The Borderlands, Dark Albion, and The Threat Of Chaos As Campaign Construction Continues




Happy Fourth of July everyone, I've been spending time with family and off of the near constant tug of social networking. Instead I've been spending time getting repair work done today and doing some writing with my Warlords of The Outer Worlds campaign setting. Best investment I made was a copy of Dark Albion a week or so back, it brings a whole lot of tools to the table for any OSR system. Now that being said I'm running the guys through Keep On The Borderlands in a post apocalyptic Earth. So there's a good deal of tools that I can use from Dark Albion.




There is a thread that runs through 'The Keep On The Borderland' & that's the idea of a former cult of chaos that had its headquarters near the keep and that's where Dark Albion comes in very handy. Dark Albion's take on chaos is very different from say Warhammer Fantasy. The idea that chaos is subtler & far more dangerous then simply the blood, thunder, and mutation approach of classic Warhammer. That's not a bad thing simply different in its context as it relates to the Dark Albion setting as the PrinceofNothingReview says;" One point of criticism that I will level is the nature of Chaos in this setting. A comparison with Warhammer Fantasy must of course be made; in Warhammer Fantasy Chaos was a serious threat to all of mankind, a force of nature that would lie dormant for some time, gnawing at the roots of civilization and eroding those within, waning and waxing, before it would pour out into the world, slaying thousands before being turned back, leaving ruins in its wake and basically growing stronger every time it rose.
In Dark Albion Chaos is just kind of there, and though France fell to it, most of human civilization seems to have done a decent job resisting it. It killed the Arcadian/Roman Empire of course, but you don’t get the same kind of menace from it at this point in time, with most of Europe, Rus and the Middle East being in solely human Law worshipping hands.
In Dark Albion the historical elements take precedence over the fantastical elements, this might be to your taste or it might not. Again with Frogland, Dark Albion cannot seem to make up its mind whether magic is rare or not, with the Frog Men wielding magic, magic items and whatnot via their sorcerer priests, again this is fine, it only becomes thematically jarring when it is transposed against depictions of Iberia and Savoy, nations that do not differ much or indeed at all from their historical counterparts (I am sure a historian could find some fault with when exactly the Moors retreated from Iberia or what particular faction held Grenada I mean Garnatah but this is trivial)."

Of course all of this bares out some very interesting back points once we get into Dark Albion Cults of Chaos By Dominique Crouzet, RPGPundit which not only allows me to breath life into the cult from Keep on The Borderland but do it with gusto to spare.  


So why I'm going through all of this trouble on a holiday? Well because tomorrow evening I'm adding in another player or possibly two from my Monday night game. The party is desperate need of a thief and another fighter.  These are experienced role players and DM's in their own right and so the extra fire power that Cults of Chaos adds is a welcome addition to my table. There are several monsters and encounters where the mutations, boat load of random tables, and possible threads from the book can add in another wrinkle to the table top environment as we shall see. The threat of chaos is about to come home to roost in Russia thanks to Pundit and my players are not going to be happy at all.



From what I understand
Dark Albion Cults of Chaos By Dominique Crouzet, RPGPundit should be out in July sometime. Check with the authors for details

Don't forget to keep those dice rolling! More to come.

Wednesday, June 29, 2016

'Into The Death Lands of the Lizard Men' A Keep On The Borderlands Encounter - A Warlords of the Outer Worlds Actual Play Event

With little prep time my players arrived on my doorstep and off we went into the world of post apocalyptic Russia. The PC's in last night's Keep of the Borderlands adventure are progressing right into it very nicely. They're back into the wastelands & wilderness surrounding the keep and they've run into the machinations of the lizard men. Last week's episode of this game can be read about here.



The Tuesday night game is progressing well, the players and I got together last night. They equipped themselves & despite the best efforts of the banking guild bargained & really role played the process of equipping themselves. It might have gone on way too long but it was a blast. Another thing is the fact that I'm convinced that  the keep is  bastion of civilization against the encroaching darkness of the wilderness outside. I've got a commentaries about using the Keep of the Borderlands adventure here and using Dark Albion Cults here; this is one of the resources I'm going to be drawing upon for this adventure.
After waking up to breakfast in the Keep's inn and a hearty meal the PC's witnessed an escalating situation  and got into a scrap with the Keep's guards & mutant were wolf who was trying to take out the keep from within. Things could have gone very badly but quick thinking by the PC's and the NPC guards got everything under control. The PC's learned two very important facts about the lands surrounding the Keep.
  • A cult of chaos has been operating within the area & a dark priest of the Ancient faiths has returned or so the rumors go. 
  • The PC's know their limits and that encounter proved to be more then a bit sticky for them. The tone of the encounter was very enlightening. They also learned the Keep's guards have stun wands that they are not at all afraid to use repeatedly on targets.
     

    The PC's also learned that folks at the keep were a bit to free with their gold & scared of the forces of chaos that surround the place. This wasn't the case with the NPC businessmen within the keep however. The bank, the traders, and every  business person within the keep were trying to gouge them for every last copper piece they could get and several times the players remarked about the high prices & the hard sell approach. Several items in the bank/pawn shop could have sent them spiraling in another direction or two of the adventure but these are veteran players.

Several of the NPC's the PC's met last night were both weird & dangerous; they're keeping a weary eye on them inside the inn. But then things got very interesting as several of the items that one of the party had ordered were ready the next day and when they came down for breakfast, drovers whom have been adventure background furniture were missing.Also half of the tavern patrons were missing & the common room was filled with the keep's guards. The guard looked tired & ragged.What the hell was going on? The inn keeper didn't want anything mentioned or else he might lose even more business and patrons! Of course the party's resident psychic got them right  into the action by loudly asking around! The party were sucked into the next patrol who were searching for the drovers & their valuable cattle.  So off they went into the wilderness with the next patrol of the keep's guards.


 Swamps of The Lizard Men



  The PC's were off hunting for the drovers when they came across a wrecked wagon laying on the side of the road ten miles outside of the keep. There were huge tracks made by giant snapping turtle used by the lizard men as living siege weapon and bits of horse here and there. An arm and part of a foot were found. The PC's decided to make camp off the side of the road near some small cavern depressions in the side of a nearby hill for the concealment factor. They thought they were going to have a peaceful night but the lizard men had other ideas!


During the night a party of ten lizard men snuck up on the PC's as they 'slept' & in complete blackness a pitched battle began. Cross bow bolts flew out of the darkness and the action was hot and heavy. The PC's and NPC keep guards both took their licks for  a while.



But a combination of  dark vision plus fire arms & good old fashioned blood lust carried the night as the PC's kicked ass with some very lucky die rolls. There was lots of role playing in  the pitched blackness & battle confusion in the dust up. The next day the PC's were able to gain some loot & search the bodies of the fried lizard men after a lucky fire spell by the Fae Mage. The psychic was able to lend a hand with a relic weapon. The battle with the lizard men took up the rest of game time.
So now I have the PC's right where I want them and the forces of chaos are on the ascent. Can my Monday night gang possibly help our heroes? Find out next week!


And what did the players think of the game? Well my friend Herbie and his son Ian had this to say on Facebook;"Another fantastic game night with my son Ian and Robert.
Thanks to Eric Fabiaschi for hosting and DM'ing the "Fantastic Heroes and Witchery" OSR RPG tonight!
On the ride home all that Ian and I discussed was how to develop our characters for melee combat and racial/class skills can enhance the character in play. Missed being a "player" and I will continue to play as much as I can while still writing settings for others that want to keep the old school pencil and dice on the table top."

Tuesday, June 21, 2016

Down & Out At The Keep On The Borderlands - A Warlords of the Outer Worlds Actual Play Event

Tonight I got together with friends to do a character work shop & get to the next campaign phase of my Warlords of the Outer Worlds campaign setting. I took the classic Keep On The Borderlands adventure which I've been using as a trading post on the Russian wilderness, wastelands, mutated lands & dropped the new PC's right into it. They were adventurers who have come in from the wastes to re-equip, find work, and find a safe haven against the radioactive night.



Tonight was one of those games where I had very little preparation time. I came off of another aspect of the same campaign world using this exact module with a totally different angle last night. So I didn't even unpack my books, I got everything ready to go, put out the tables, & the player showed up. I used Fantastic Heroes and Witchery get everyone started in PC generation and dove right in on the campaign world. We ended up with a Dwarven Gothi,  a high Elven Fae Mage, and a psychic. Adventurers  who were dusty, dirty and down to their last gold pieces. Scrapping enough together they met in the shop of a trader whose outrageous prices had the party of adventurers bargaining over every knife, bed roll, and minor relic they could get their hands on. The party came together over the bargaining and wheeling with the trader as he tried to gouge them out of every copper and gold piece they had! Everyone had a lot of fun and it looks like I've picked up a new Tuesday night game on top of it.  The NPC's really shook down the PC's at each & every stall and room that they went to. Fantastic Heroes and Witchery did a really nice job tonight of getting the players into the OSR pulpy mood of the post apocalyptic  science fantasy pulpiness of the campaign.


The OSR Swiss army knife tool box approach of Fantastic Heroes and Witchery's system really seems appeal to veteran players. Its amazing to me how quickly & easily the players picked up on the game. The character creation went off without a hitch tonight and I can wait to launch them into the deep end of the wasteland.


Weirdly enough The Savage GM did a review of Fantastic Heroes and Witchery that really captures all of the bits & pieces of the game as well as the fun. Check this out. 



Ultimately I think that the night went very well and we'll have to see how this develops as time goes on. I would like to add in one or two more players to the table. I have to get certain players new to the system used to it. But everything tonight went a lot smoother then I thought it would.
More as it develops. Don't forget to keep those dice rolling.

Saturday, November 21, 2015

Review & Commentary On The B/X Rogue From Necrotic Gnome Productions For Your Old School Campaigns

I received a copy of B/X Rogue from a friend just as I was wrapping up a leg of writing on a new campaign, more on that later. B/X Rogue is a new Gavin Norman title that takes the thief and defines the PC class in new ways. The book clocks in at about twenty six pages of old school goodness. Gavin is incharge of the City of Iron blog and clocks in some damn fine titles such as the Complete Vivmancer and the crowd sourced Free OSR adventure From the Vats . He is also the man whose put out one of my all time favorite B/X pay what you want PC expansion class books Theorems & Thaumaturgy.
So when B/X Rogue hit the stands today I contacted a friend to grab this title and let me take a look at it right away.  So colour me intrigued, and very happy to have another variation on one of my favorite PC's classes at the table. BX Rogue does quite a bit different, this blurb from the City of Iron blog really intrigued me
GRAB IT RIGHT  HERE



"More than simply a thief, the rogue class has access to talents drawn from a wide array of archetypes, all integrated into a single class. Scouts & spies, burglars & tomb robbers, charlatans & con-artists, swashbucklers & explorers, brigands & highwaymen, assassins & thugs. No need for all of those specialized sub-classes any more!"
Now given that sort of a claim I could see what B/X Rogue was trying to do? But then the second part really caught me by surprise.

Within these pages you will discover:

  1. Complete advancement tables for levels 1 to 20
  2. 36 adventuring talents
  3. Themed packages of talents for a quick start into the game
  4. Guidelines for other classes attempting roguish feats
  5. Rules for song magic and dabbling in arcane secrets
    Right out of the gate we've got an expansion of the levels of the class and boat load of brand new adventuring talents. And that really is one of the chief things I love about this version of the Rogue. Besides being able to use ALL weapons they have a range of skills that really makes them much more customized. According to the book;The chief aptitude of rogues is the plethora of highly specialized skills of dexterity, stealth, intrigue, infiltration, and cunning that they are able to learn. These are known collectively as talents . The following section lists dozens of talents which a rogue may learn over his or her career, beginning at 1st level with four, as chosen by the player, and gaining one more talent per experience level gained. (For players who do not wish to spend time browsing the complete library random tables and quick-start selections of talents are provided later.)
    Talents allow the players to customize the rogue to their vision of the character and the niche of where the PC is going to fall within the bounds of the party. From a simple pick pocket to an acrobatic assassin B/X Rogue allows for this and more.
    Examples of  talents include Awareness
    Your honed reactions and instinctual awareness of danger make it difficult for
    enemies to sneak up on you. When surprise is rolled, you are only surprised on
    a roll of 1 (instead of 1-2, like other characters).
    Gavin has a great knowledge of the Basic system and the talents system is a nice fit for  just this sort of an application. Take for example Climb Rock Face, a quick and easy talent that can turn a simple thief into a movie style assassin scaling up the sides of cliff faces.
    Climb Rock Faces
    When lightly encumbered, you can climb rough rock faces unaided, with a successful
    DEX check. You can climb less treacherous surfaces without a check. And another thing lurking in the background is the idea of being able to have occult based talents that dovetail into the idea of the magician style thief. Something that has come down to us from the pages of sword and sorcery novels and comic books. Like the assassin its right there in the talents lurking for the dungeon master to approve the matter as they see fit for their own game campaigns. This section dovetails into the next bit quite nicely.
    Magical Talents get's its own section as a PC  option with the Detect Magic talent, and the ever intriguing spell song abilities thrown in for good measure. Spell songs are not complicated concepts and plug into the bard being brethren to the Rogue. A concept I've seen used a couple of times over the years in various game products but this product's explanation of the spell song is straight forward, concise and well thought out ; "You have learned and mastered an enchanted song which you can sing or play on an instrument once per day to magical effect. (This talent presupposes a level of musical skill, with either vocals or one or more instruments" There are rules for the application and casting of this style of magic and spell song spell lists included within it.  There are even archetype PC class style kits included, these are not clunky and ill thought out. These are concise pieces of game design that includes everything a player needs straight out of the gate. All of this comes under the  "Quick-Start Talent Selection". There's even a random talents section that rounds the entire package out.



    In point of fact this book could be used to create Rogues of all calibers for space based science fiction games, scavengers & assassins for   post apocalyptic hell holes, sword and sorcery religious fanatic cut throats, and even inter planar highwaymen. The limit is really your imagination because of the set up of this product.
    The B/X Rogue is hands down one of the best products I've seen for creating a B/X Rogue that you want as a player or to create an off the cuff NPC rogue, thief, assassin, highwayman or other criminal of the underworld.  I give B/X Rogues a five out of five. I should also mention that I love the black and white artwork that evocates a certain old school something within the pages. It adds a feeling of looking through a mimeographed old school fanzine. 

Sunday, April 5, 2015

The Gale Allen Project And The 40th Women's Space Battalion For Your Old School Science Fantasy Campaigns

  Gale Allen was a product of late twenty fourth century bio engineering and cloning technologies, she was the product of a series of military cloning experiments performed by the first Venusian colonists. King Rogert and his family were founding members of the Universal Space Patrol organization. To help fill out the ranks of this budding organization, clones were used based off of  the Rogart family genetic temple as part of the 'Gale Allen' project. These cloned warriors would later go on to form the back bone of the 40th Women's Space Battalion, entirely comprised of female pilots and soldiers. Even today it is not unheard of for parties of adventurers to run into members of the so called Space Battalion. Which is now almost exclusively a mercenary organization selling its skills to the highest bidder.  But this is only one arm of the Universal Space Patrol that operates throughout the multiverse and other planes. 



 The Fortieth Women's Space Battalion's is made up by primarily by fighters of at least the fourth level or better, but there is a mix of 4th level or greater level sky lords, planet troopers, and sister hood acolytes who form the back bone of the Universal Space Patrol. The head quarters of the USP is  in Vanam, the canalized capital of Venus.The Universal Space Patrol had operatives and agents at all levels society scattered across many alternative Earths and other post apocalyptic time trails.This was true especially during the occupation of Earth by the Voltamen and the other super science alien tyrants during the 24th through 28th centuries. The Fortieth specializes in using super science technologies for sabotage and covert missions. They seem to have a preference for heavy weapons and explosives for property destruction and military asset subversion. 




 The Fortieth gain a +2 advantage with any ray guns or energy weapons that they use due to the intensive training in the super sciences that these warriors receive from the time of child hood. They are clever,intuitive and highly capable individuals who are often under estimated by others due to their charismatic looks and alluring demeanor. This is simply an act and these warriors are actually some of the most ruthless and cunning warriors one will meet.  Members of the Gale Allen Project often gain a +6 to charisma and +2 to their constitution scores. 

The Gale Allen Project has many super science facilities and cloning banks scattered throughout the mulitverse and across the scattered time trails of the various alternative universes. 


The Rise of the Martian Wasteland 

War Lords 

BlagaDaru

During the occupation of Earth by the Voltamen Martian gene warriors were brought in that conquer the European post apocalyptic wastelands. These warriors were commanded by Prince Blaga Daru  who was an interplanetary pirate and the product of a mix of Earth and Martian super science cloning arts. 

Headquartered in the ruins of London Daru's petty empire extended throughout the U.K. and into parts of German and Russia. But resistance was fierce especially since the Universal Space Patrol often employed bands of mercenaries and adventurers to assist the World Underground Movement. 
The Daru dynasty also has several super science military temples commanded by the warlord prince Daru, the cloned leader of the military forces of Gormona, a city on Mars.
All PC classes mentioned in this entry are found in the free Fantastic Heroes and Witchery addition  Science-Fantasy Classes and Races found right over HERE