Bernie “Coach” Thompson, Floorherd

Characters meant solely for Battling Business World use slightly different rules than Federation-Apocalypse equivalents:

  1. They don’t usually have Gadgetry or Wealth. Wealthy characters buy Privilege/Wealth; the 3 CP version grants a high-end apartment or mid-grade house, a nice car, and any mundane civilian equipment the character wants, while the 6 CP version allows anything other than military vehicles or superweapons.
  2. They have innate Reputation scores. These can be improved as usual for the Reputation ability.

Had someone suggested young Bernard Thompson become a stockbroker, he would have laughed in their faces. A childhood friend of Marty Tabard’s, Bernie seemed destined to join the NFL. His college career was an afterthought. He majored in finance only because he didn’t want the league to scam him in contract negotiations. The NFL soon signed him up as a fullback. After years of practice and pain, Bernie Thompson had achieved his dream.

It was somewhat disappointing. The stakes were high. The action was more intense than ever before. The trouble was that Bernie genuinely wanted to kill the opposing team. Unfortunately, even in Battling Business World, NFL rules forbid this: replacing players would make games drag for days. Bernie could restrain himself for only so long. A long string of fouls for murder led to the termination of his NFL contract. Although the shame stung, Bernie was glad he paid some attention in school. He knew exactly where to go next.

Adjusting from the gridiron to the NYSE trading pit took some time. Soon, though, Bernie distinguished himself from the rest of the floor brokers. He radiated confidence and decisiveness. Even better to his employers, he retained an interest in tactics from his football days. They guided him into floorherd training. Bernie would lead his lesser colleagues into the fray, provoking them into a frenzy. The floor broker was only too happy to accept. He’d always wanted to be a quarterback, and floorherd was the closest battling business had to that position.

Nowadays, many NYSE workers would consider Bernie the pit’s most innovative floorherd. He’s one of the few who knows the Executive leadership technique, and he blends it with more traditional public speaking. Even his public speaking isn’t that traditional. Bernie has delved deeper into the advanced Mystic Artist techniques than most floorherds. What he does resembles a drill sergeant’s exhortations more than inspirational speaking. Still, despite his vulgarity in the trading pit, he is loutishly likable outside it. His unique methods have created a very comfortable life for his wife (one of the few women in New York City as abrasive as him) and his children.

Identifying Characteristics: 5’11”, 200 lbs, 40 years old; receding light brown hair, blue eyes, ruddy skin; distinctively loud and abrasive voice.
Basic Appearance: Bernie has a stocky, sturdy build, with only a moderate amount of age and alcohol related chubbiness. He’s thick-necked, surprisingly coarse-handed, and not entirely out of shape. Even out of the trading pit, he likes to wear his firm’s garish trading jacket and his whistle.
Personality: In the trading pit, being thick-skinned and confident is an asset. Bernie takes this to the extreme. Simply put, relenting is alien to him. Killing Bernie, or knocking him out, is often the only way to keep him from getting what he wants. He also tends not to think before he speaks. This often annoys his subordinates. Worse, it’s made Bernie a few enemies in the trading pit. He is quite warm and honest, though, which allows him to smooth over the worst of the side effects. Many battling businesspeople who wouldn’t be caught dead with Bernie in polite society are fine with him as a drinking companion.

+1 ECL “Race”: Cartoon Critter (Human) (58 CP)

  • Fast Learner/Specialized in Skills: +2 SP/Level (6 CP).
  • +4 Intelligence (Normally 24 CP, reduced to 12 CP by world laws).
  • +2 to any one attribute (normally 12 CP, reduced to 6 CP by world laws).
  • Immunity/Aging (can expect to live almost indefinitely, uncommon / minor / major, 3 CP).
  • Grant of Aid: May heal 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof, 6 CP), with both Regenerative options (6 CP) and +8 Bonus Uses (12 CP). In Core, this requires several hours per use unless the user spends a magic point.
  • Extraordinary Returning (Specialized, Requires being “animated” with standard cel-based or 3D animation tools) (3 CP). Most toons are unaware that they have this ability. They have trouble thinking of themselves as creations. It would take a “mundane” friend thinking, “Hmm, that guy was a lot like a cartoon character. I wonder what happens if we base a cartoon on him?” for anyone to discover it.
  • Innate Enchantment: All spells Personal Only: Rubber Fall (resembles Feather Fall, but you have to peel yourself off the ground, 1400 GP), Regenerate Light Wounds (1/Round, up to 20 points/level/day maximum, 1400 GP), Cure Light Wounds (1d8+1 1/level/day as needed, 1400 GP), Immortal Vigor I (+12 + 2x Con Mod HP, 1400 GP), and Void Sheathe (may store a single weapon in “nowhere” and pull it out as needed, half cost due to single weapon restriction, 350 GP). 5950 GP total, 7 CP.
  • Template Disadvantages: Insane (most toons are blasé, even bored, in even the most dangerous and deadly situations, -3 CP)

Disadvantages and CP Modifiers
Dependent (alcohol), Hunted (rival floorherds sick of his abrasive, unrelenting style), and Insane (hyper-stubbornness, +10 CP); Duties (works for a small brokerage firm, +2 CP/Level). Total 144 Base + 10 Disads + 10 Duties = 164 CP.

Basics (49 CP)
Strength 18 (+4), Dexterity 13 (+1), Constitution 16 (+3/3 magic points), Intelligence 18 (+4), Wisdom 12 (+1), Charisma 18 (+4/8 free contacts). Rolled Attributes: 12, 13, 14, 16, 16, 17
Hit Dice: L1-5: d10x5 (28 CP). HP 37 + 15 (Con) + 18 (Magic) = 70, 52 in nonmagical realms.
Saves: Fortitude +4 (12 CP) + 3 (Con) = +7, Reflex +1 (3 CP) + 1 = +2, Will +2 (6 CP) + 1 (Wis) = +3.
Reputation: +2 (Innovative but Loutish Floorherd)
Languages Known: English (native); Japanese, Latin, Mandarin, and Spanish.

Combat Information (40 CP)
Proficiencies: All Simple and Economic Weapons (9 CP – 2 from Dex = 7 CP) and Light Armor (3 CP).
Move: 30 ft.
Initiative: +3
BAB: +5 (30 CP)
Armor Class: 10 (Base) + 1 (Dex) + 1 (Wis) + 2 (armor) = 14. Bernie has 5 points of universal damage resistance.
Usual Weapons
Improvised Club: +11 melee [+5 (BAB) + 4 (Str) + 2 (Martial Arts)], 1d10+4 bludgeoning [+4 (Str)], 20/x2.
Unarmed: +11 melee [+5 (BAB) + 4 (Str) + 2 (Martial Arts)], 1d10+4 bludgeoning [+4 (Str)], 20/x2.

Abilities (75 CP)
Executive (CEO, Tactician) (18 CP)
Leadership, Corrupted, Must recruit followers (4 CP)
Martial Arts (6 CP): 1d6 unarmed damage, counts as armed.
Mystic Artist/Public Speaking (6 CP): Known basic abilities include Emotion, Competence, Greatness (two targets), Excellence (two targets), Mass Greatness (up to 18 targets), Mass Excellence (up to 12 targets), Fascinate (up to 10 targets), and Block. Bernie’s typical Greatness benefit is the Legionary ability; British-style teamwork has some applications in the trading pit.
Basic Modifiers: Amplification, Rapid (12 CP)
Path of Dissonance: Distracting, Selective Targeting (12 CP)
Privilege/Wealth (3 CP): Bernie lives a comfortable lifestyle in Park Slope, Brooklyn, not too far from his old friend Marty Tabard’s place.
Skill Points: 14 CP + 32 (Int) + 10 (Racial) = 56 SP

Bonus Abilities (no cost)
Improved Initiative +2
(3 CP)
Improvise Weapon (3 CP)
Improved for Reputation (3 CP)
Privilege/Battling Business License (3 CP)

Broad Skills (38 SP, All +4 Int)

Physical Skills (8 SP): Lessons of the Trading Pit (Str) +16 (8 SP)
Knowledge Skills (8 SP): Business (Int) +16 (8 SP)
Perception Skills (22 SP): Listen (Wis) +8 (7 SP), Sense Motive (Wis) +9 (8 SP), Spot (Wis) +8 (7 SP)
Narrow Skills (18 SP, All +4 Int, +5 Training)
Physical Skills (3 SP): Drive/Automobile (Dex) +10 (1 SP), Football (Str) +15 (2 SP)
Knowledge Skills (5 SP): Battling Business Regulations (Int) +14 (1 SP), Fantasy Football (Int) +14 (1 SP), Floor Broker (Int) +14 (1 SP), Trading Hand Signals (Int) +14 (1 SP), Trading Pit Tactics (Int) +14 (1 SP)
Other Skills (10 SP): Diplomacy (Cha) +14 (1 SP), Intimidate (Cha) +16 (3 SP), Negotiation (Cha) +14 (1 SP), Public Speaking (Cha) +18 (5 SP)

Lessons of the Trading Pit (Str)
As the name implies, this martial art is popular among floor traders and floor brokers. It involves plenty of punching, tripping, and clubbing using objects found on the trading pit floor. Most battling businesspeople consider the style little better than common brawling. The meanest and toughest students of the trading pit, who’ve internalized its secrets, know better.
Requirements: Improved Martial Arts (or point buy equivalent) and Improvise Weapon. Occult Techniques require BAB +6 or higher, Fortitude +5 or higher, and training in Intimidate.
Basic Techniques: Attack 4, Power 2 (1d8 unarmed, 1d10 with clubs), and Toughness 2
Advanced Techniques: Battlecry, Instant Stand, Mighty Blow, and Weapon Kata/Clubs.
Occult Techniques: Focused Blow, Inner Strength, Paralyze, Resist Pain
Known Techniques: Attack 2, Power 2 (“Deal-Making Strike”), Toughness 1, Instant Stand (“Don’t Get Trampled”), Mighty Blow (“Trample Bait”), and Weapon Kata/Clubs (“This Is Not A Weapon”)

Junior Floor Brokers
Bernie commands nine junior floor brokers: seven men and two women. They’re very loyal to “Coach.” They’re also nearly as abrasive. Even the female brokers tend to brawl, swear, drink way too much after work, and otherwise behave in rather unfeminine ways. At least one of the junior brokers has expressed interest in becoming a floorherd.

Disadvantages and CP Modifiers
Three of Compulsive, Dependent, Hunted, Inept, Insane, Obligations, and Secret (+10 CP); Duties (works for Bernie, +2 CP/Level). Total 48 CP Level 1 Base + 10 Disads + 2 Duties = 60 CP.

Basics (12 CP)
: Strength 15 (+2), Dexterity 13 (+1), Constitution 13 (+1), Intelligence 15 (+2), Wisdom 11 (+0), Charisma 14 (+2). Rolled Attributes: 11, 11, 11, 13, 14, 15
Hit Die: L1: d10 (6 CP). HP 10 + 1 (Con) + 14 (Magic) = 25, 11 in nonmagical realms.
Saves: Fortitude +2 (6 CP) + 1 (Con) = +3, Reflex +0 + 1 (Dex) = +1, Will +0.
Languages Known: English (native); Spanish and one other.

Combat Information (10 CP)
Proficiencies: All Simple Weapons (3 CP – 2 from Dex = 1 CP) and Light Armor (3 CP).
Move: 30 ft.
Initiative: +3
BAB: +1 (6 CP)
Armor Class: 10 (Base) + 1 (Dex) + 2 (armor) = 13. Typical damage resistance is 2.

Abilities (38 CP)

Awareness (6 CP)
Contact (1 CP)
Improved Initiative +2 (3 CP)
Improvise Weapon (3 CP)
Privilege/Battling Business License (3 CP)
12 CP worth of individual abilities. Berserker, Block/Melee, Defender, Enhanced Strike/Crushing, Enhanced Strike/Hammer, Evasive/Grapple and Specialist/Grapple, Overwhelm, Stoic, and Surprise Strike are popular.
Skill Points: 10 CP + 8 (Int) + 2 (Racial) = 20 SP.

Bonus Abilities (no cost)
Martial Arts
(6 CP): 1d6 unarmed damage, counts as armed.

Broad Skills (16 CP, all +2 Int)
Physical Skills (4 SP): One martial art, usually Adamantine Fist or Lessons of the Trading Pit (Str) +8.
Knowledge Skills (4 SP): Business (Int) +8 (4 SP).
Perception Skills (8 SP): Listen (Wis) +6 (4 SP), Sense Motive (Wis) +4 (2 SP), Spot (Wis) +4 (2 SP).
Narrow Skills (4 CP, all +2 Int, +5 Training)
Physical Skills (1 SP): Drive/Automobile (Dex) +9 (1 SP).
Knowledge Skills (3 SP): Battling Business Regulations (Int) +10 (1 SP), Floor Broker (Int) +10 (1 SP), Trading Hand Signals (Int) +10 (1 SP).

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