Wherever I May Roam

Wherever I May Roam

…And the road becomes my bride
I have stripped of all but pride
So in her I do confide
And she keeps me satisfied
Gives me all I need

…And with dust in throat I crave
Only knowledge will I save
To the game you stay a slave
Rover wanderer
Nomad vagabond
Call me what you will

But I’ll take my time anywhere
Free to speak my mind anywhere
And I’ll redefine anywhere
Anywhere I roam
Where I lay my head is home

…And the earth becomes my throne
I adapt to the unknown
Under wandering stars I’ve grown
By myself but not alone
I ask no one

…And my ties are severed clean
The less I have the more I gain
Off the beaten path I reign
Rover wanderer
Nomad vagabond
Call me what you will

But I’ll take my time anywhere
I’m free to speak my mind anywhere
And I’ll never mind anywhere
Anywhere I roam
Where I lay my head is home

But I’ll take my time anywhere
Free to speak my mind
And I’ll take my find anywhere
Anywhere I roam
Where I lay my head is home

Carved upon my stone
My body lie, but still I roam
Wherever I may roam


Val Char Base Cost Pts. Roll Notes
10 STR 10 x1 11- 100 kg; 2d6
15 DEX 10 x3 15 12- OCV: 5 / DCV: 5
18 CON 10 x2 16 13-
13 BODY 10 x2 12-
15 INT 10 x1 12- PER Roll: 12-
15 EGO 10 x2 10 12- ECV: 5
20 PRE 10 x1 10 13- PRE Attack: 4d6
COM 10 -5 9-
PD (STR/5) x1 Total: 5 PD / 0 rPD
ED (CON/5) x1 Total: 5 ED / 0 rED
SPD (1 + DEX/10) 2.5 x10 Phases: 4, 8, 12
REC (STR/5 + CON/5) x2
36 END (2 x CON) 36 x1/2
27 STUN (BODY + STR/2 + CON/2) 27 x1
Total 65
Pts. Powers/Talents/Skills/Perks Roll/END
Ghost Powers
53 Incorporeal Body: Desolidification, vulnerable to magic, 0 END (+½), persistent (+½), always on (-½)
45 Undead Existence: Life Support – Full
30 Ghostly Movement: Flight 10″, 0 END (+½)
158 Cold of the Void Touch: 6d6 Energy Blast, NND – having some sort of magical defense or not being alive (+1), affects solidified (+2), 0 END (+½), damage shield (+½), can damage opponents with HTH attack (+¼)
18 Moving Objects: Telekinesis 20 STR, fine manipulation, affects whole object (-¼), x3 END cost (-1) [12]
Bump of Direction
Eavesdropping (bugging) 12-
Concealment 14-
Lipreading 12-
Mimicry 12-
Navigation 14-
Shadowing 14-
Stealth 14-
Tracking 12-
VAR A whole lot of other skills, as determined by the GM VAR
347 Skill Total
65 CHAR Total
412 Grand Total
Disadvantages Pts.
Distinctive Features: Ghost (not concealable, major) 20
Psychological Limitation: Anarchist (common, strong) 15
Psychological Limitation: Must Gather Knowledge (very common, total) 25
Susceptibility: Sunlight (very common, 1d6 per phase) 25
Total 85

Campaign: Quintara (Fantasy HERO)

Argon was a simple scholar in the city-state of Greathor, which was ruled by the sorcerer-king Zentrad. The more he seemed to study, the more he craved knowledge. And the more he craved knowledge, the more he found the king held hordes of forgotten secrets in his iron fist, sharing them with none.
Argon began speaking against the king in the town square, preaching the freedom of information to whoever would listed.
The king sent soldiers to warn him, a one and only warning. Argon ignored the threat and continued his little rebellion.
The king’s response was quick and brutal. Argon’s house was burned down. His wife and children were hung in front of his eyes. With his sense of irony, the king cursed him to always seek knowledge, and exiled him.
After years of wondering and gathering knowledge, he died of old age. However, the king’s curse was so strong it defied even death. Argon returned to a so-called “life” as a ghost, forever doomed to seek knowledge and never to find rest for his tortured soul until he unlocks the secrets of all that is, was and will be.

The first and foremost personality trait Argon exhibits is his unnatural craving for knowledge. He simply must gather knowledge, of all and any type. When he feels he has learnt everything he can in one place, he will move along, as he has done for the last couple of centuries.
Another important aspect of his personality is his utter detest towards authority and government of every shape or form. Not only will he ignore any possible law, he will also invest considerable effort to actively breaking any law that seems to restrictive to him. That having been said, Argon is still a pragmatic – a large part of his detest to law and order derives from the fact that that local authorities can’t usually make him do anything he doesn’t want to. If he’s ever faced with a determined group of ghost hunters, he’d just move along, and return to the scene a couple of decades later, after his presence in the area has been reduced to rumors and old wife’s tales.

Argon looks like a middle age scholar, dressed in what used to be the common fashion three centuries ago. His clothes are haggard and torn due to his long travels, and his white hair is long and untidy. Because he’s a ghost, he is transparent and can be seen through. He has a jittery, almost haunted demeanor upon him of a person trying to be three places at once. He never seems to be at ease, and his eyes keep running from one side to another, trying to absorb as much as possible, and his hands shake uncontrollably when he’s forced to stay in one place for more than a couple of minutes, as if the lack of progression in his task causes him physical discomfort.

All of Argon’s powers derive from his ghostly existence. He is incorporeal and cannot be harmed, except by magic. He will usually just ignore attackers, as long as they don’t do him any damage. If the attackers are armed with magical weapons, he will simply fly out of their reach.
If the attackers continue to pause a threat, him will attack with his fists. The passage of his undead presence through a living being will deliver a terrible freezing damage, witch will make most attackers think twice.
If possible, he will use his telekinetic abilities from a distance to frighten them and steal interesting items from them, although affecting the real world drains and tires him.
If he is outmatched, he will flee, usually through a wall in order to make it harder to follow him.

Argon can be powered up or down according to the specific campaign you’re running. If he’s too powerful, down-tone or eliminate the icy touch and let him fight with his Telekinesis.
If not powerful enough, augment his characteristics and his damage classes, or add additional ghostly powers. Invisibility, or a Drain vs. STR, CON (“Energy Drain”) or EGO (“Fright”) will work well.

Campaign Use:
Argon can be used in two basic ways:
First of all, he knows a lot. Characters could use him to get information on basically whatever they need. Although he’d happily teach them, he’d usually ask them to prove the purity of their intentions – i.e., usually do something rebellious, or provide him with some other piece of information he seeks.
The second way is to play the “anarchist” angle. Argon could be working with a group of local anarchists, or alone against a certain tyrant. Getting the characters involved shouldn’t be too difficult.