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NPCs
Minor
Technical
4.35
13 Votes

56xp


Hits: 7892
Comments: 10
Ideas: 0
Rating: 4.3462
Condition: Normal
ID: 946

Submitted:

Updated:
October 29, 2005, 12:31 pm

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Cheka Man

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Carmo

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Carmo keeps a shop in the backstreets of Erezi. It’s not often visited, Carmo makes people feel…uneasy. Even the veterans of the Erezi underworld are uncomfortable being alone with Carmo. But they need to buy their traps from somewhere…

Special Equipment:

Thumb screws with which he sometimes fiddles if he’s idle. Also a small length of sharp wire, a few cogs and a pin. It’s amazing what traps he can whip up impromptu.

Appearance:

Carmo is never clean-shaven, but never has a full beard. It’s as though the germinating hairs on his chin die from lack of light in the darkness of his shop. In amongst the black fuzziness, his teeth glint like fangs of a snare. There are rumours he’s had them taken out and replaced with metal ones, but no-one has ever tried to find out if it’s true. One of his eyes is covered with a film of scarred skin. There’s an unpleasant story behind it, an accident when he was still inexperienced in the art of trap-making. Of course, nothing like that would happen now: he’s far too skilled.

Background:

No-one knows much about when Carmo was young. It’s even debateable whether Carmo remembers it or whether he’s repressed it. A childhood in the ghettos of Erezi is something best forgotten. It was the Orzi Verci who first discovered his talent. One of their assassins (who shall remain nameless) was found in an alleyway, bisected. After a long search they located the reason for his demise, a strand of cheesewire with a tripwire-trigger had lashed across him severing his torso in two. They immediately offered a reward for whoever had set up the trap. Knowing he wouldn’t be able to outrun assassins all his life, Carmo handed himself in. They offered him a job. Now he works in his little dark workshop, devising hideous ways for people to die.

Roleplaying Notes:

Carmo can be used by those who know the underground well. He will make traps to order for protecting rooms, buildings or for assassination purposes. He is a complete sadist and contrives the most unpleasant mechanisms of death and torture.



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Comments ( 10 )
Commenters gain extra XP from Author votes.

Iain
February 1, 2004, 6:40
0xp
Ephe, this character could be used to good effect in your plot "The Daedalus Factor".
MoonHunter
July 24, 2004, 6:09
0xp
This is a good entry. It is the perfect kind of NPC for the site, something to add to your game without overshadowing your PCs.
Barbarian Horde
March 8, 2005, 21:57
0xp
fangs of a snare? you say?

That said, this is sweet character. Heh. Hours of fun await, for me at least.
MoonHunter
April 22, 2006, 17:34
0xp
I read this character again and "Go D@mm! I like this one." I already voted it exceptionally high long, long ago. There are so many things you can do with this kind of character....
Voted manfred
April 23, 2006, 6:18
0xp
Great example of a minor character. I like him... well, actually, I don't really like him, but that's his purpose. Great one.
Voted Murometz
May 7, 2006, 10:25
Only voted
Voted Dragon Lord
October 15, 2007, 12:09
0xp
A highly - er - specialised character, and a truly nasty peice of work

My evil little GM's mind is already working overtime

Loads of potential fun here

4/5
Voted Cheka Man
October 15, 2007, 20:33
0xp
A nicely evil charecter.
manfred
May 6, 2008, 18:14
0xp
"So Carmo, what does this do?"

*thwack*
Voted valadaar
September 11, 2014, 10:49
0xp
Good one to have in one's folder. Great job!


Random Idea Seed View All Idea Seeds

       By: ephemeralstability

THE GNOMES OF UDNALOR: Part II

Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.

There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.

Ideas  ( Locations ) | May 4, 2002 | View | UpVote 0xp


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