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FS Harry Flashman

Feng Shui is copyright and trademark Robin D. Laws, used under license by Atlas Games. The use of this or other trademarks here is without permission, and does not constitute a challenge to the ownership of those properties.

Harry Flashman, unwitting dupe of the Order of the Wheel

Quote: "Nowadays, in the split second of uncertainty between sleeping and waking, I sometimes wonder: which is it going to be this time? Am I in the Jalallabad hospital or the Apache wickiup, the royal palace of Strackenz or the bottle dungeon under Gwalior, the down bed at Bent's Fort or the mealie bags at Rorke's Drift? Is this the morning I go before the San Serafino firing squad, or have I only to roll over to be on top of Lola Montez?" From Flashman and the Dragon, pg. 78.

Bod 7, Chi 0 (For 10), Mnd 6 (Will 4, Cha 10), Ref 7 

Skills: 
Deceit 15  Once you can fake sincerity...  Harry can.
Driving 15 One of his era's best horsemen.
Guns 13      A crack shot when the situation calls for it.
Intrusion 7  If he was better at it, his life would have been quieter. 
Disguise 15  Can fool almost anyone.
Intimidation 13  Anyone he can't Intimidate intimidates him no end. 
Info/Flashman's Life 15  Photographic memory, if somewhat slow recall.
Martial Arts 10  Good with the saber, great with the lance.
Sabotage 8  Worked on the ordinance committee, knows Congreve rockets.
Gambling 12 Knows the odds and how to cheat.
Seduction 15  Few women can resist those cavalry whiskers.
Detective 5   Can occasionally spot a rum one.
Info/The Good Life 15  Knows what he wants...the best, and yesterday. 

Gun Shticks: 
Hair Trigger Neck Hairs x2
Eagle Eye x2

Unique Schticks: A really good ear for languages: After a training sequence with a *native* speaker of a language, Flashman will be completely fluent. He will likely have all the customs down, and be able to pass as a native if even remotely within the bounds of possibility.

Run Away: If there is a way out of a situation, Flashman will find it. Gagged, disguised as a native, and bound across the mouth of a cannon about to fire? No problem.

Wealth Level: Flashman's wealth generally increases as he gets older. He is quite well off by the end of his career, but has gone through periods where he lacked the means to maintain his desired lifestyle.

Weapons: 
Most modern pistol available
Lance
Saber

Juncture: 1850 

Backstory: See http://www.pangloss.ca/flashman/Chronology.htm

Flashman can (and likely has) appeared at any interesting event between 1841 and 1915. He is likely to know (but unlikely to be on good terms with) any leading figure from 1841 to when the characters meet him.

Notes: Flashman is best used as a bit of color. Characters who try and tag along on his adventures are likely to regret it. He is about as moral as a Bonechill and will gladly get the characters killed if it saves his hide.

For FS, I peg him as a dupe of the Order of the Wheel. He's good for shaking things up and pulling stud duty along the way. His wife is his controller, and is a Transformed Cow. :-)

Websites:
http://members.aol.com/_ht_a/dtibbe2926/UKC/
http://members.aol.com/dtibbe2926/UKC/frguide.html
http://haynese.winthrop.edu/Flashman/Flashman.html
http://www.pangloss.ca/flashman/index.html


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