JAMES SPONGE The Cake Guild is an association whose purpose is to protect the halfling communities in the Empire. Any halfling that feels menaced can ask for the protection of the Guild; if the chiefs (les Chefs) of the Guild think that the case is worth of consideration, they will probably send one or more agents to investigate. When the case requires particular attention, spies could be used. If it is a VERY special case, then it is most probable that James Sponge will be sent. Before becoming a secret agent for the Cake Guild, James Sponge has been a cook, a thief, a charlatan. As a cook he gained a certain fame as the inventor of the world-wide famous (at least, that's what he says) Sponge Sponge, also called 007 Sponge because it is composed of seven layers of sponge interleaved with seven different creams whose recipe is secret. He is also the world-wide famous author (at least, that's what he says) of the book "Sponge's Sponges", including 101 recipes for cakes and sweets (but the "007 Sponge" is not included!!). At the moment, he is working for the Cake Guild as a secret agent; he is often sent to investigate on cases involving the life of halfling communities, every time the chiefs of the Guild suspect that someone is attempting to somehow disturb them. He is now writing a book whose temporary title is "Danger is My Job: My Life as A Secret Agent for the Cake Guild", which obviously is not going to be published until he retires from work - and, even then, probably the Cake Guild will oppose to the publication. In this book, he is writing the memories of his adventures. He describes himself as a perfect secret agent, brave, clever, strong, and all this kind of things: but he is likely to have slightly modified the reality of facts. Surely he is one of the most efficient agent working for the Guild, probably the best of all, although we have no precise information about the exact number of such agents. When he goes for a mission, he usually pretends to be a merchant or a confectioner. This cover usually works, because not only he is known by quite a few people as a confectioner, but also because he is a really good cook. Every spy goes in mission with a certain amount of weapons and useful tools for any purpose, and so does James: the Guild provides him with the strangest tools, made by the Chief Engineer of the Cake Guild Equipment Section, the Gnome Inventor Q..... the Fourth, also known (for short) as "Q". As a matter of fact, he is not too stupid, but sometimes pretends to be. He is also a nice person, friendly as most halflings are, and as most halflings fond of eating and drinking. If you meet him, convince him to prepare a "007 Sponge" for you: it's worthy!! Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 4 31 41 3 3 8 75 2 62 39 45 61 57 58 Skills: Act, Blather, Bribe, Charm, Concealment (Urban), Cook, Cryptography, Dancing, Disguise, Drive Cart, Evaluate, Flee!, Herb Lore, Linguistic, Luck, Mimic, Palm Object, Pick Locks, Public Speaking, Read/Write, Secret Language - Thieves, Seduction, Shadowing, Silent Move (Rural, Urban), Sixth Sense, Wit. Trappings: Recipe Book, d4 Homing Pigeons, Disguise Kit, Strange Small Key(*), Thieving Picks, Skeleton Keys, Fork, Spoon, Magical Suit(**), Coach(***). (*)"Q." gave James this key maintaining it would be able to neutralize a human-sized opponent without actually harming it. So far, James has tried to use it many times, but he hasn't yet understood which, among the effects produced, were meant to be and which were just malfunctions. Whenever James tries to use the key, roll d10 on the following table: James aims the key at the opponent, threatening him. Then... 1: KABLAM! Explosion of the key causes to James 1d4 wounds (no armour nor toughness). 2-3: BOUM! The key explodes again. No harm for James, but a thick cloud of smoke prevents him and whoever in the area from seeing anything for the next round. 4-5: ????! Nothing happens. James looks at the key in disappointment. The opponent looks at James and is puzzled by his strange behaviour. Both loose the rest of their attacks for the round. 6-7: PTU! The internal mixing process required to produce the neutralizing gas is incomplete. The key sprinkles a liquid instead of a gas. Roll against James' BS to see whether he hits his opponent. If so, he's blinded for 1d3 rounds. 8-9: SKRIEEAK! The internal works creak horribly. Each creature within 2 yards form James roll against WP (characters with Acute Hearing have a -10 penalty; James has got used to it and has a +10): those who fail spend the rest of the round regaining from the terrible noise and have their I halved for the next 1d6 rounds. Of course, deaf creatures are not affected. 10: I can't believe it! The key has worked! It shoots a small amount of narcotic gas onto the opponent's face (up to 2 yards of distance), enough to make him sleep for 1d6 turns. Roll against James' BS to see whether he hits. This key was one of "Q."'s first creations, and the inventor will never admit it has any malfunction. According to him, it works exactly the way it should: the various different effect have the purpose to puzzle the opponents, who can never know what they are going to face. (**) This suit was created in the Zaubercollegium of Altdorf. James paid a large fee for it, but it has proved to be worthy the expense since then. It is a very smart dark suit; essentially, its magic lies in the fact that it cannot be burnt, wet, dirtied, wrinkled, stunk out, in a few words it will always look perfect as if it had just been washed and ironed (very important, for a secret agent!). As a minor feature, it also gives James 1 AP on all the body (Head not included). Wizards of the Zaubercollegium said this last feature was by far the simplest one to achieve. (***) James' coach is another creation by "Q" (perhaps the most successful one, according to the James the *only* successfull one). It is a 4 HP open black coach, modified by Q with some small tricks (bloodyhell dirty blows according to have experimented it). Coach companies would pay a lot of money to have them on their coaches (and to use them against other companies coaches!) The coach is really useful in the spectacular chases James has at least once a mission. All of the tricks can be activated by the coachman, handling a few levers. They include: 1) Ejectable seats: all the seats in the coach have a underlying explosive charge, which can be activated by levers 1 to 4 to throw the passenger out the coach. The passenger will go up 1d3 yards above the coach before falling: calculate the damage as usual. This feature is useful for quick escapes, in case of real danger (although this means the coach will fall in the enemy hands). This feature *should* not be used when the retractile anti-rain cover is active... 2) Rear caltrops: lever 5 opens a back compartment. Caltrops drop on the road, covering the area behind the coach. This is most likely to stop, or at least to (painfully) slow down any pursuer. Ostinate pursuers entering the area will have their way hindered by James' present. GMs should handle the situation in the details. 3) Wheel spikes: have you ever seen "Ben Hur"? Neither did Q. However, James' coach has retractile spikes on the wheels activated by lever 6. The spikes can easily destroy the wheels of another coach. This was the purpose they were meant for. Most often James clung to them after an unpredicted fall while he was fighting with an enemy on the running coach. 4) Retractile anti-rain cover: the name says everything. This trick was required by James before he was able to get his magical suit. Lever 7 activates it, providing a resistant almost undestructible shield against rain, snow, wind, hail, and, to a lesser extent, also against quarrels, arrows and some magical attacks. To James disappointment, shielding support against thrown boulders has not yet been provided (due to fund lack, he was told). The cover gives 2 additional AP to all within the coach. The retractile anti-rain cover is also a good disguise for the coach. 5) Retractile front-lanterns: lever 8 opens two compartment in front of the coach, from which two extensible poles exit with two lanterns on the top. Very useful during night chases or romantic ride along the river... ("Oh James, you always surprise me...") Thanks to complex works included in the compartment (according to James, thanks to some goodwilling fire spirit), the lanterns come out already lighted. 6) Retractile front-crossbows: lever 9 opens the same compartment as lever 8, but, instead of the lanterns, two small foldable crossbow-pistol appear (of course already charged to fire!). With a simple touch of his finger on a button on the coach, James is able to fire the two crossbows. 'Q' insisted on putting an explosive charge on the quarrels, but James always refused. Useful to clear the road out of annoying people.