Table of Contents
Exohumans | NPC
FELIX LINDA
Race and Faction
- Species: ExoHuman
- Born: 2600, aboard the spaceship Last Frontier
- Affiliation: Founder & Proprietor, Firetown Billiards Saloon & Firetown Darts Club (Beta Age); Lumberjack, Federal Hostel and Saloon, Morningstar (Gamma Age)
- Place of Residence: Firetown (Beta Age, Ages2628-2631) Morningstar (Beta Age, until 2828 and Gamma Age)
Background
Felix Linda earned his moniker “the luckiest human away from Earth” through years of high-stakes gambles across VOI 700 D’s frontier settlements. After winning a legendary Twenty One match at the Saw's End in Morningstar — he used the prize money to open the Firetown Billiards Saloon (“Fire Bill”) in 2628. Eight months later, he expanded into darts, founding the Firetown Darts Club adjacent to Fire Bill.
Both venues became cornerstones of Firetown’s Entertainment District, offering cheap drinks, quick games, and a steady turnover of fortune-seekers. Though Felix appeared youthful and unassuming — “like a sweet kid” in the words of patrons — he was a strategic master at Twenty One… and knew exactly when to cheat.
When the 2631 Communardism reforms threatened to close the district, then-Mayor James Mc Antie secured a special exemption for Fire Bill and the Darts Club, allowing them to continue under Federal Confederation permits. Unfortunately, this compromise did not extend to Felix himself: although his former clubs remained open, he was reassigned as a lumberjack in Morningstar — the very settlement where his Firetown adventure began — mournfully declaring it “the end of luck.” He may, however, be wrong: countless patrons he swindled would seize any chance to kill him should he dare return to Firetown — and even the Cartel members who once protected him cannot anymore, their ranks decimated by the new power brokers behind the scenes …
Roles by Ages
Beta Age
- Gambler & Club Founder (2628–2631): Established and operated two of Firetown’s liveliest venues, overseeing tournaments and private games.
- House Champion (2628–2631): Unbeatable at Twenty One; set house rules that subtly favored his chances.
Gamma Age
- Lumberjack & Amateur Dealer (2631–present): Works at the the Federal Wood Plant; hosts clandestine Twenty One games in the break room and Federal Hostel and Saloon’s common area.
Personality
- Traits: Charming, mischievous, opportunistic
- Behavior: Laid-back under pressure; thrives on calculated risks; quick smile hides razor-sharp cunning
- Values: Personal freedom, thrill of the gamble, loyalty to small circle of allies
Physical Attributes
- Height: 1.75 m
- Weight: 72 kg
- Appearance: Boyish features, sandy blond hair, bright green eyes
Combat Statistics
- Armor Class (AC): 13 (leather vest)
- Hit Points (HP): 32
Actions
- Lucky Swipe (Melee): Knife attack or improvised club (+5 to hit, 1d6+2 damage).
- Distracting Quip: Once per round, Felix can distract one target within 5 ft—granting him advantage on his next attack or saving throw.
Special Abilities
- Lucky Charm Ring: Copper ring shaped like a two-headed Naka Tula snake. Pressing the upper head disperses a blinding gas (DC 12 Constitution save or blinded for 1 round; 3 uses per day).
- Strategic Cheater: When playing any gambling game, Felix can spend 10 seconds to subtly tamper with equipment—granting him advantage on his next performance check or opposed roll.
Motivations and Goals
Beta Age Motivations
Felix sought to parlay his gambling prowess into lasting wealth and influence, transforming luck into a business empire.
Gamma Age Motivations
Now confined to lumberjack life, he yearns for the thrill of the table but fears returning to Firetown—old rivals have vowed vengeance for their losses.
Tactical Advice for Dungeon Masters
Felix Linda can be used as:
- Unexpected Ally or Rival: Encountered in Morningstar hosting secret games; may offer PCs a chance to gamble for vital information.
- Combat Trickster: In a tight spot, Felix uses his ring to blind opponents and slip away.
- Wistful NPC: A source of regretful lore about Firetown’s lost heyday, willing to guide PCs back—but only if they can navigate his moral ambiguity.
