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Wing and Sword: Dramatis Personae
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<blockquote data-quote="shibata" data-source="post: 2762260" data-attributes="member: 38185"><p><strong>Raffaele Barzini - a PC</strong></p><p></p><p>Raffaele Barzini appears to be a very young handsome man, dark-complected, with thick curly black hair and a perpertual need for a shave. His complexion provides a major contrast to the many white teeth of his big quick smile (until he catches himself and tries to scowl). He is short, thin, and wiry. He chain-smokes Gauloise Disque Bleu cigarettes, and is always sketching or fiddling with something. </p><p> While the use of profanity and obscenity in the Legion seems almost mandatory, Barzini’s speech is particularly full of colorful language; his general-use comment is a breathy “baisez-moi” (which I will abbreviate as “Bm.” in my posts to limit the amount of objectionable material). Barzini does a great deal of acting and posturing convincing others (and himself) that he is an older and much more hard-bitten person than he really is. Raffaele is always talking, asking questions, and giving tips on how to do things and reminders about how things are supposed to be done, and while annoying, he’s usually got a point in there somewhere.</p><p> Raffaele is an illegitimate son of an Italian-descent colon and a Muslim Berber farm-woman who died when Raffaele was young. After the death of his mother, Raffaele’s impecunious father lost interest in him and retreated to the confines of a liquor bottle. Barzini mostly lived with his mother (and later her relatives) in a douar dominated by the near-by colon farm where Raffaele’s father “worked.” Barzini was fascinated by the machines and feats of engineering used on the farm where the pieds-noir tried (unsuccessfully) to recreate north central Europe in the bled.</p><p> Barzini had a number of useful talents and wanted to see more of the world, so at the age of 11 he started wandering around Algeria, visiting Oran, Orleansville, Algiers, Phillipville, and other places. His ability to fix and build things let him earn a living while he learned about people and the things of beauty they create. Raf loves music and all sorts of art and architecture.</p><p> It was the art that drew Raffaele to travel through Europe, though living for lengths of time only in Italy and France. Again he could do lots of different jobs for money to live, and the rest of the time he went to lectures and readings and recitials and art galleries and museums. </p><p> Travelling around, whether in Algeria or Europe, he learned (along with things like talking and fighting) that he had to hide his mixed ancestry. Raf adapted the protective coloration of whatever population he was in: he was “extra-Arab” or “extra-European” as the circumstances required. Raffaele will not acknowledge or discuss his mixed parentage to or with anyone.</p><p> Eventually Barzini found himself living near some French military barracks where he did odd jobs for the soldiers and got to know them. Raffaele could get along anywhere but didn't fit in anywhere; he had nothing particular to do and nowhere to go. Without good documents the regular military was out, but there was the Legion. Barzini joined the FFL at age 18 (that’s what he told the not-too-interested recruiter) to earn a brighter future and to have some more adventures, and subconsciously to find a home.</p><p></p><p>Raffaele Barzini</p><p>human, male, age about 18, height about 157cm (5'2"), weight about 50kg (110-112#) </p><p>small, thin, wiry, bright brown eyes, dark complected, thick curly black hair, always needs a shave, big quick smile with white teeth</p><p></p><p>Class: Smart/Charismatic 1/1, Military occupation </p><p></p><p>Strength: 10 (+0, costs 2) </p><p>Dexterity 14 (+2, costs 6) </p><p>Constitution 14 (+2, costs 6) </p><p>Intelligence 14 (+2, costs 6) </p><p>Wisdom 12 (+1, costs 4) </p><p>Charisma 12 (+1, costs 4) </p><p></p><p>Initiative: +2 </p><p>Base Attack: +0 (+0 Smart, +0 Charismatic) </p><p>Melee Attack: +0 (+0 Base, +0 Str) </p><p>Ranged Attack: +2 (+0 Base, +2 Dex) </p><p></p><p>Defense: +2 (+0 Smart, +0 Charismatic, +2 Dex) </p><p>Hit Points: 14 (6+2CON 1st level, 4+2CON 2nd level) </p><p></p><p>Fortitude: +3 (+0 Smart, +1 Charismatic, +2 Con) </p><p>Reflex: +3 (+0 Smart, +1 Charismatic, +2 Dex) </p><p>Will: +2 (+1 Smart, +0 Charismatic, +1 Wis) </p><p></p><p>Action Points: 6 (1 + 5 + (1/2 Character level rounded down)) </p><p>Reputation: +3 (+1 Smart, +1 Charismatic) </p><p>Wealth: 7 (+2d4 roll, +1 Occupation, +1 Profession)</p><p></p><p>Talents </p><p>1. Charismatic Leadership Coordination, as full round action make CHA(DC10), adds +1 to attack and skill checks for 1 ally within 30' </p><p>2. Smart Savant, +(Smart level) to Repair </p><p></p><p>Feats </p><p>1. Simple Weapons Proficiency (Standard) </p><p>2. Personal Firearms Proficiency (Occupation) fire any personal firearm without penalty</p><p>3. Endurance (Beginning) +4 bonus on: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, the character may sleep in medium or light armor without becoming fatigued.</p><p>4. Advanced Personal Weaponry (Beginning) autofire any personal firearm without penalty.</p><p></p><p>Skill points: 53 (44 Smart) + (9 Charismatic) (*cross-class skill cost paid) </p><p>Appraise +2 (+2 Int)</p><p>Balance +2 (+2 Dex) </p><p>Bluff +1 (+1 Cha) </p><p>Climb (Occupational) +2 (2 ranks) </p><p>Concentration +2 </p><p>Craft (Chemical) +4 (2 rank, +2 Int) </p><p>Craft (Mechanical) +4 (2 rank, +2 Int) </p><p>Craft (Structural) +4 (2 rank, +2 Int) </p><p>Craft (Visual Art) +4 (2 rank, +2 Int) </p><p>Demolitions +5 (3 ranks, +2 Int) </p><p>Diplomacy +3 (2 Cranks, +1 Cha)</p><p>Disable Device +4 (2 ranks, +2 Int) </p><p>Disguise +1 (+1 Cha) </p><p>Drive +2 (+2 Dex) </p><p>Escape Artist +2 (+2 Dex) </p><p>Forgery +2 (+2 Int) </p><p>Gamble +1 (+1 Wis) </p><p>Gather Information +1 (+1 Cha) </p><p>Handle Animal </p><p>Hide (Occupational) +5 (3 ranks, +2 Dex) </p><p>Intimidate +1 (+1 Cha) </p><p>Investigate +3 (1 rank, +2 Int) </p><p>Jump* +1 (1 ranks) </p><p>Knowledge (Mil Sci) +5 (3 ranks, +2 Int) </p><p>Knowledge (streetwise) +3 (1 Crank, +2 Int) </p><p>Knowledge (art) +3 (1 ranks, +2 Int) </p><p>Knowledge (theo/philo) +3 (1 ranks, +2 Int) </p><p>Listen +2* (1 rank, +1 Wis) </p><p>Move Silently +2 (+2 Dex) </p><p>Navigate +4 (2 ranks, +2 Int) </p><p>Perform (sing) +1 (+1 Cha) </p><p>Perform (dance) +1 (+1 Cha) </p><p>Pilot </p><p>Profession +2 (1 rank, +1 Wis) </p><p>Read/Write Language (native Arabic, French, Italian, English) 3 ranks </p><p>Repair +5 (2 ranks, +2 Int, +1 savant) </p><p>Research +2 (+2 Int) </p><p>Ride +2 (+2 Dex) </p><p>Search +5 (3 ranks, +2 Int) </p><p>Sense Motive +1 ( +1 Wis) </p><p>Sleight of Hand</p><p>Speak Language (native Arabic, French, Italian, Berber dialect, English) 4 Cranks </p><p>Spot * +4 (2 ranks, 1 Crank, +1 Wis) </p><p>Survival +1 (+1 Wis) Swim +0 </p><p>Treat Injury +1 (+1 Wis) </p><p>Tumble* +3 (1 rank, +2 Dex) </p><p>Use Rope +2 (+2 Dex)</p><p></p><p>Personal items in pockets</p><p>zippered leather pocket purse containing francs</p><p>Laguiole pocket knife with leather case and sharpening steel</p><p>several packs of Disque Bleu cigarettes</p><p>battered Zippo lighter</p><p>scarred old pocket watch</p><p>candle stub</p><p>lifeboat matches (paraffin dipped)</p><p>worn leather binder containing sketchbook and colored pencil stubs and chalk and charcoal bits</p><p></p><p>Assault load</p><p>M1947/56 “leopard”-pattern jump smock and trousers (woodland camouflage pattern) with silver jump wings over right pocket, 1st REP badge on right pocket, rank insignia on left sleeve, t-shirt, underwear</p><p>-- Compass</p><p>-- Wound kit (treat as first aid kit)</p><p>M1956 steel helmet with camouflage net cover and ‘parachutist’ cross-straps</p><p>Green beret with silver parachutist badge</p><p>M1950 web belt with suspenders</p><p>--two (2) magazine pouches containing five (5) magazines each</p><p>Weapon – MAT-49 submachine gun</p><p>-- MAT-49 (Dmg. 2d6/Crit. 20/Ball./Rng. 50’/Rate A/Mag. 32 box/Size L/9 lb.)</p><p>Entrenching tool (Simple) (Dmg. 1d6*/Crit. 19-20/Bludg./Rng. – /Size M/2 lb.)</p><p>-- Two (2) grenade pouches – two (2) anti-personnel fragmentation grenades, one (1) white phosphorous grenade, one (1) smoke grenade (white)</p><p>-- Two (2) M1952 canteens in covers</p><p>-- M3 combat knife in sheath</p><p>Jump boots and wool socks</p><p>Dog tags</p><p></p><p>Marching load</p><p>Rucksack (total weight 25 lb.)</p><p>-- Mess kit</p><p>-- Rations (2 days)</p><p>-- Canteen and cover</p><p>-- Toilet articles and towel</p><p>-- Spare socks (2 pair)</p><p>-- Entrenching tool and cover</p><p>-- Multi-purpose tool</p><p>-- Quilted wind jacket</p><p>-- Wool helmet liner</p><p>-- Flashlight</p><p>-- Nylon poncho and cloth liner</p><p></p><p>Sustainment load – this is usually at the 1e REP base in Zeralda unless otherwise noted</p><p>Foot locker</p><p>-- Spare battle dress</p><p>-- Khaki ‘walking-out’ uniform – with ribbons (if applicable) and unit citation forrageur</p><p>-- Dress uniform including epaulettes de tradition (red and green shoulder epaulets), ceinture bleu (blue sash), white belt, harness, and gaiters, and (of course) the kepi blanc – with medals (if applicable) and unit citation forrageur</p></blockquote><p></p>
[QUOTE="shibata, post: 2762260, member: 38185"] [b]Raffaele Barzini - a PC[/b] Raffaele Barzini appears to be a very young handsome man, dark-complected, with thick curly black hair and a perpertual need for a shave. His complexion provides a major contrast to the many white teeth of his big quick smile (until he catches himself and tries to scowl). He is short, thin, and wiry. He chain-smokes Gauloise Disque Bleu cigarettes, and is always sketching or fiddling with something. While the use of profanity and obscenity in the Legion seems almost mandatory, Barzini’s speech is particularly full of colorful language; his general-use comment is a breathy “baisez-moi” (which I will abbreviate as “Bm.” in my posts to limit the amount of objectionable material). Barzini does a great deal of acting and posturing convincing others (and himself) that he is an older and much more hard-bitten person than he really is. Raffaele is always talking, asking questions, and giving tips on how to do things and reminders about how things are supposed to be done, and while annoying, he’s usually got a point in there somewhere. Raffaele is an illegitimate son of an Italian-descent colon and a Muslim Berber farm-woman who died when Raffaele was young. After the death of his mother, Raffaele’s impecunious father lost interest in him and retreated to the confines of a liquor bottle. Barzini mostly lived with his mother (and later her relatives) in a douar dominated by the near-by colon farm where Raffaele’s father “worked.” Barzini was fascinated by the machines and feats of engineering used on the farm where the pieds-noir tried (unsuccessfully) to recreate north central Europe in the bled. Barzini had a number of useful talents and wanted to see more of the world, so at the age of 11 he started wandering around Algeria, visiting Oran, Orleansville, Algiers, Phillipville, and other places. His ability to fix and build things let him earn a living while he learned about people and the things of beauty they create. Raf loves music and all sorts of art and architecture. It was the art that drew Raffaele to travel through Europe, though living for lengths of time only in Italy and France. Again he could do lots of different jobs for money to live, and the rest of the time he went to lectures and readings and recitials and art galleries and museums. Travelling around, whether in Algeria or Europe, he learned (along with things like talking and fighting) that he had to hide his mixed ancestry. Raf adapted the protective coloration of whatever population he was in: he was “extra-Arab” or “extra-European” as the circumstances required. Raffaele will not acknowledge or discuss his mixed parentage to or with anyone. Eventually Barzini found himself living near some French military barracks where he did odd jobs for the soldiers and got to know them. Raffaele could get along anywhere but didn't fit in anywhere; he had nothing particular to do and nowhere to go. Without good documents the regular military was out, but there was the Legion. Barzini joined the FFL at age 18 (that’s what he told the not-too-interested recruiter) to earn a brighter future and to have some more adventures, and subconsciously to find a home. Raffaele Barzini human, male, age about 18, height about 157cm (5'2"), weight about 50kg (110-112#) small, thin, wiry, bright brown eyes, dark complected, thick curly black hair, always needs a shave, big quick smile with white teeth Class: Smart/Charismatic 1/1, Military occupation Strength: 10 (+0, costs 2) Dexterity 14 (+2, costs 6) Constitution 14 (+2, costs 6) Intelligence 14 (+2, costs 6) Wisdom 12 (+1, costs 4) Charisma 12 (+1, costs 4) Initiative: +2 Base Attack: +0 (+0 Smart, +0 Charismatic) Melee Attack: +0 (+0 Base, +0 Str) Ranged Attack: +2 (+0 Base, +2 Dex) Defense: +2 (+0 Smart, +0 Charismatic, +2 Dex) Hit Points: 14 (6+2CON 1st level, 4+2CON 2nd level) Fortitude: +3 (+0 Smart, +1 Charismatic, +2 Con) Reflex: +3 (+0 Smart, +1 Charismatic, +2 Dex) Will: +2 (+1 Smart, +0 Charismatic, +1 Wis) Action Points: 6 (1 + 5 + (1/2 Character level rounded down)) Reputation: +3 (+1 Smart, +1 Charismatic) Wealth: 7 (+2d4 roll, +1 Occupation, +1 Profession) Talents 1. Charismatic Leadership Coordination, as full round action make CHA(DC10), adds +1 to attack and skill checks for 1 ally within 30' 2. Smart Savant, +(Smart level) to Repair Feats 1. Simple Weapons Proficiency (Standard) 2. Personal Firearms Proficiency (Occupation) fire any personal firearm without penalty 3. Endurance (Beginning) +4 bonus on: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, the character may sleep in medium or light armor without becoming fatigued. 4. Advanced Personal Weaponry (Beginning) autofire any personal firearm without penalty. Skill points: 53 (44 Smart) + (9 Charismatic) (*cross-class skill cost paid) Appraise +2 (+2 Int) Balance +2 (+2 Dex) Bluff +1 (+1 Cha) Climb (Occupational) +2 (2 ranks) Concentration +2 Craft (Chemical) +4 (2 rank, +2 Int) Craft (Mechanical) +4 (2 rank, +2 Int) Craft (Structural) +4 (2 rank, +2 Int) Craft (Visual Art) +4 (2 rank, +2 Int) Demolitions +5 (3 ranks, +2 Int) Diplomacy +3 (2 Cranks, +1 Cha) Disable Device +4 (2 ranks, +2 Int) Disguise +1 (+1 Cha) Drive +2 (+2 Dex) Escape Artist +2 (+2 Dex) Forgery +2 (+2 Int) Gamble +1 (+1 Wis) Gather Information +1 (+1 Cha) Handle Animal Hide (Occupational) +5 (3 ranks, +2 Dex) Intimidate +1 (+1 Cha) Investigate +3 (1 rank, +2 Int) Jump* +1 (1 ranks) Knowledge (Mil Sci) +5 (3 ranks, +2 Int) Knowledge (streetwise) +3 (1 Crank, +2 Int) Knowledge (art) +3 (1 ranks, +2 Int) Knowledge (theo/philo) +3 (1 ranks, +2 Int) Listen +2* (1 rank, +1 Wis) Move Silently +2 (+2 Dex) Navigate +4 (2 ranks, +2 Int) Perform (sing) +1 (+1 Cha) Perform (dance) +1 (+1 Cha) Pilot Profession +2 (1 rank, +1 Wis) Read/Write Language (native Arabic, French, Italian, English) 3 ranks Repair +5 (2 ranks, +2 Int, +1 savant) Research +2 (+2 Int) Ride +2 (+2 Dex) Search +5 (3 ranks, +2 Int) Sense Motive +1 ( +1 Wis) Sleight of Hand Speak Language (native Arabic, French, Italian, Berber dialect, English) 4 Cranks Spot * +4 (2 ranks, 1 Crank, +1 Wis) Survival +1 (+1 Wis) Swim +0 Treat Injury +1 (+1 Wis) Tumble* +3 (1 rank, +2 Dex) Use Rope +2 (+2 Dex) Personal items in pockets zippered leather pocket purse containing francs Laguiole pocket knife with leather case and sharpening steel several packs of Disque Bleu cigarettes battered Zippo lighter scarred old pocket watch candle stub lifeboat matches (paraffin dipped) worn leather binder containing sketchbook and colored pencil stubs and chalk and charcoal bits Assault load M1947/56 “leopard”-pattern jump smock and trousers (woodland camouflage pattern) with silver jump wings over right pocket, 1st REP badge on right pocket, rank insignia on left sleeve, t-shirt, underwear -- Compass -- Wound kit (treat as first aid kit) M1956 steel helmet with camouflage net cover and ‘parachutist’ cross-straps Green beret with silver parachutist badge M1950 web belt with suspenders --two (2) magazine pouches containing five (5) magazines each Weapon – MAT-49 submachine gun -- MAT-49 (Dmg. 2d6/Crit. 20/Ball./Rng. 50’/Rate A/Mag. 32 box/Size L/9 lb.) Entrenching tool (Simple) (Dmg. 1d6*/Crit. 19-20/Bludg./Rng. – /Size M/2 lb.) -- Two (2) grenade pouches – two (2) anti-personnel fragmentation grenades, one (1) white phosphorous grenade, one (1) smoke grenade (white) -- Two (2) M1952 canteens in covers -- M3 combat knife in sheath Jump boots and wool socks Dog tags Marching load Rucksack (total weight 25 lb.) -- Mess kit -- Rations (2 days) -- Canteen and cover -- Toilet articles and towel -- Spare socks (2 pair) -- Entrenching tool and cover -- Multi-purpose tool -- Quilted wind jacket -- Wool helmet liner -- Flashlight -- Nylon poncho and cloth liner Sustainment load – this is usually at the 1e REP base in Zeralda unless otherwise noted Foot locker -- Spare battle dress -- Khaki ‘walking-out’ uniform – with ribbons (if applicable) and unit citation forrageur -- Dress uniform including epaulettes de tradition (red and green shoulder epaulets), ceinture bleu (blue sash), white belt, harness, and gaiters, and (of course) the kepi blanc – with medals (if applicable) and unit citation forrageur [/QUOTE]
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