Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Wednesday, April 23, 2014

Treasure, XP, and Other Odds and Ends

Goblin Treasure

There were 10 goblins in all, though they were larger than any the PCs had ever seen.  They had a bonier forehead and generally somewhat "lumpy" or "brawny" features, making them exceedingly ugly even for goblins.  Here is what each was carrying:

(1)     Battered clay pot with the top cleanly removed, the bottom rotting away.  A pourous sack leaking stinking but harmless greenish ooze, which stains clothes and skin.  The sack contains a lumpy, congealed stew.  Studded leather haubark and leggings, leather boots, paring knife, battered wooden small shield, throwing axe, small purse with 13 copper and 2 silver coins.  [This one lives.]
(2)    An impossibly tangled ball of multi-colored thread, a well used key with its teeth heavily chipped and scratched, studded leather haubark and leggings, leather boots, small knife, battered wooden small shield, throwing axe, hooded cloak, and a purse with 9 copper and 6 silver coins.  [This one lives.]
(3)    A scratched brass ring, with three empty settings for precious stones; a glass eye, its iris to pupil ratio obviously meant for an elf rather than a human; studded leather haubark and leggings, leather boots, small knife, new wooden small shield, axe, bright blue broad brimmed leather hat with long chin strap, and a purse with 27 copper and 2 silver coins.
(4)    A single copper coin melted and warped almost beyond recognition; a small ceramic figurine that has been crudely painted enough times it is more paint than clay nailed to a fishing hook that has been bent straight and thrust through a small rubber ball; studded leather haubark and leggings, leather boots, dagger, battered metal small shield, throwing axe, short red cloak, and a purse with 19 copper and 1 silver coins.
(5)    A shuriken with a different insect impaled on each of its tines; a leather strap with buckles that seem to have been from some article of armor; studded leather haubark and leggings, leather boots, small knife, battered wooden small shield, axe, blanket cloak with iron clasp, and a purse with 11 copper.
(6)    A heavily defaced angel pendant with its wings snapped off leaving ragged stumps; a large, well-groomed and heavily waxed moustache, some scraps of skin still cling to it; studded leather haubark and leggings, leather boots, large knife, new wooden small shield, throwing axe, and a purse with 2 copper and 8 silver coins.
(7)    A reddish paste, presumably the remnants of some fruit made into a crude jam, that gives off a rancid stench; a pair of small ceramic figures depicting a bride and groom, the bottoms of which show some signs of being gnawed; studded leather haubark and leggings, leather boots, small knife, battered wooden small shield, throwing axe, green felt hat with a battered crows feather in it, long black cape with black rabbit fur collar in excellent condition, and a purse with 29 copper and 7 silver coins.
(8)    A fist-sized gray rock, smooth and round, perfect for skipping across a lake and little else; a small harmonica with only three intact reeds, allowing it to produce only a handful of sour notes; studded leather haubark and leggings, leather boots, small knife, battered wooden small shield, axe, loose woolen pullover with hood, and a purse with 4 copper coins.
(9)    A well used sling stone which shows signs of gnawing; a small chunk of soapstone carved into the likeness of a finger; studded leather haubark and leggings, leather boots, long knife, new red painted wooden small shield, axe, and a purse with 3 copper and 6 silver coins.
(10)    A heavily oxidized brass nail, the deep green of a pine needle;  a crumpled and torn wanted poster displaying the uncanny likeness of Alvin; studded leather haubark and leggings, leather boots, small knife, battered red painted wooden small shield, throwing axe, homespun hooded cloak, and a purse with 9 copper and 3 silver coins.

XP

The PCs all received 4 points for the session.  Autumn was voted the bonus point for her out of combat moment of supreme awesomeness in slicing and catching the thrown apple in mid flight with her blades.

Odds and Ends
Allies as a power-up.
At any point, there should be at least one or two “shield grogs” in Wolverton.  These will be large-shield carrying henchmen built with the Guard template from DF 15: Henchmen and adjusted to the appropriate point level.  Such a character is worth 25% of your points, and appears all the time.  This costs 4 points.  A porter is also possible, though is more likely to be a paid henchman rather than an Ally as an advantage.

Spending points.
Learning new spells or other new skills not used thus far isn’t possible at the moment.  That said, feel free to improve any existing skills with earned XP.  Saving for advantages such as Combat Reflexes, improved attributes, etc., is also allowable.

Finally, a young man offers to join you on your quest:
That’s right, a 20-something fighter-type hears of your heroic battle and the capture of the stranger and asks to join you in your quest to find the missing women.  He’s detailed below.  He, too, could be purchased as an Ally if someone chose to do so.  Otherwise he can be brought along, rejected, hired, etc., as the PCs please.

Jory                                                                                                                                 62 points
Based on the Guard template from DF 15: Henchmen.  Jory was raised in Swallowfeld, the son of a fisherman.  Unlike the rest of his family, when he went out to sea, he saw endless possibilities, so at the age of 15 he enlisted with a passing naval vessel, eventually becoming a marine.  Now, after 4 and a half years, he has returned.  The military life just wasn’t for him, though part of his still longs for adventure, ever looking to the horizon.  When he mustered out, he purchased his sword and his haubark.
Attributes:
ST 12 [20]; DX 11 [20]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics:
Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0].
Advantages:
Fit [5], Striking ST 1 (1d/2d-1) [5].
Disadvantages:
Callous [-5], Easy to Read [-10], Overconfidence (12) [-5],  Sense of Duty (Adventuring companions) [-5].
Quirks:
TBD (x3), Horrible Hangovers [-1], Wanderlust.
Skills:
Armoury (Body Armor) (A) IQ-1 [1]-9, Boating (A) DX+1 (Unpowered) [4]-12, Brawling (E) DX [1]-11, Climbing (A) DX [2]-11, Fishing (E) IQ [1]-10, Knife (E) DX [1]-11, Seamanship (E) IQ [1]-10, Shield (Buckler) (E) DX+1 [2]-12, Shortsword (A) DX+2 [8]-13, Wrestling (A) DX-1 [1]-10.
Gear:
Blanket Cost: $20; Weight: 4.
Canteen Cost: $10; Weight: 3.
Large Knife Dmg: 1d cut / 1d imp; Reach: C, 1 / C; Cost: $40; Parry: 7; Weight: 1; ST 6.
Leather Haubark (Arms, Body) DR 2; Cost: $150; Weight: 12.
Light Metal Buckler DB 1; Cost: $125; Weight: 4; DR/HP: 8/40; Block: 10; Damage: 1d cr.
Personal Basics $5, 1 lb.
Sack (Holds 40 lbs.) Cost $30; Weight: 3.
Shortsword Dmg: 2d-1 cut / 1d imp; Reach: 1 / 1; Parry: 9; Cost: $400; Weight: 2; ST 8.
Torch (×2) Cost: $6; 2.
$239

Friday, April 18, 2014

Alysa Priestess of Ianuaria


Here's an NPC healer that I intend to insert into the party.  She could show up whenever is most useful, such as ASAP, since the party is pretty beaten up.  Originally I had thought to have her rescued by the PCs, but without serious healing, that is unlikely to work.  I'm also happy to have her used by anyone else running DF for us.  I think Ianuaria is generic enough as a healing deity to be inserted into most games without much effort as a minor goddess.

Alysa Priestess of Ianuaria                         125 points
Alysa is a priestess of Ianuaria, a healing deity.  She’s built using the Initiate template from GURPS Dungeon Fantasy 15: Henchmen, taking advice from the Customization Notes to make a “Hospitaler” character.  The only change to the template was that Riding was switched with Boating (Sail or Unpowered) to be more consistent with the region.  The spell list came from DF 7: Clerics using a healing deity as a template.  The only change to the template was that Riding was switched with Boating (Sail or Unpowered) to be more consistent with the region.
    Ianuaria is taken from a Burgundian deity of the classical age associated with healing.  Her shrine was located at a healing spring.  The two water spells are consistent with the healing spring theme.  Her ostensible reason for traveling to the Lonely Coast was a search for a healing spring which she would dedicate to Ianuaria, though in truth she seeks to be a wandering healer, fighting the forces of evil and spreading the cult of her deity.
    She’s built as a pure healer, though she has some skill with the staff and is at least somewhat competent in the wilderness.  Her gear comes straight out of DF 13: Loadouts (for the Healing Cleric).
Attributes:
ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics:
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 5.00 [-10]; Basic Move 5 [0].
Advantages:
Clerical Investment [5], Power Investiture 2 [10].
Disadvantages:
Compulsive Generosity (6) [-10], Disciplines of Faith† (Ritualism) [-5], Sense of Duty† (Adventuring companions) [-5], Stubbornness [-5], Vow† (Chastity) [-5], Vow (No edged weapons) [-10].
Quirks:
TBD
Skills:
Boating (Unpowered) (A) DX [2]-11, Climbing (A) DX-1 [1]-10, Diagnosis (H) IQ-1 [2]-12, Esoteric Medicine (Ianuarian) (H) Per-1 [2]-12, First Aid IQ [1]-13, Fishing (E) Per [1]-13, Hiking (A) HT-1 [1]-11, Pharmacy (Herbal) (H) IQ-1 [2]-12, Religious Ritual (Ianuaria) (H) IQ-1 [2]-12, Scrounging (E) Per [1]-13, Staff (A) DX+3 [12]-14, Stealth (A) DX [2]-11, Surgery (VH) IQ-2 [2]-11, Survival (Woodlands) (A) Per-1 [1]-12, Swimming (E) HT [1]-12, Theology (Ianuaria) (H) IQ-1 [2]-12.
Spells (All at 12):
Aura, Awaken, Body-Reading, Clean, Create Water, Final Rest, Healing Slumber, Light, Major Healing, Might, Minor Healing, Purify Food, Purify Water, Recover Energy, Relieve Sickness, Resist Disease, Resist Pain, Resist Poison, Stop Bleeding, Test Food.
Gear:
$897.50,46 lbs.
• Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
• Fine Quarterstaff (p. B273) [Torso] Damage sw+2 (1d+2) cr, thr+2 (1d) cr. $30, 4 lbs. Parry 10.
• Healer’s Kit (1, p. 26) [Sack or Backpack] $200, 10 lbs.
• Heavy Leather Leggings (p. B283) [Legs] DR 2. $60, 4 lbs.
• Heavy Leather Sleeves (p. B283) [Arms] DR 2. $50, 2 lbs.
• Holy Symbol (1, p. 26) [Sack or Backpack] $50, 1 lb.
• Holy Water ×3 (1, p. 26) [Sack or Webbing] $22.50, 3 lbs.
• Mail Shirt (p. B283) [Torso] DR 4/2*. $150, 16 lbs.
• Minor Healing Potion (1, p. 29) [Sack or Webbing] Heals 1d HP. $120, 0.5 lb.
• Ordinary Clothing (p. B266) [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
• Paut (1, p. 29) [Sack or Webbing] Restores 4 FP lost to magic. $135, 0.5 lb.

Tuesday, June 12, 2012

Iago

Iago was born in the family of a small town carpenter . At a young age he showed signs of magical ability and the local vicar suggested that the child be shown to the abbot. The latter took notice and before long 12 year old Iago was being sent to the provincial center with a bunch of other talented children, to be seen by the bishop. Unlike the rest of them, two years later he was on the road again, this time to the capital city. With him he had the bishop’s letter of recommendation as well as a personal letter to the rector of the Arch Duke’s Academy for Promising Boys. While the first letter carried a seal of the diocese and was written in the dry and official language that any bureaucracy tends to gravitate towards, the second one was a lot less formal and much easier to open. Iago, who thought nothing of reading it, discovered that the bishop and the rector were cousins, and that some 45 years ago their lifestyles were quite a bit less proper.

While it was hoped that all of the magically talented children discovered by the church officials would one day take the cloth, it was also understood that this is not the likeliest outcome. Iago himself felt that the life of a clergyman is as good as any other, so he prepared himself for it by exhibiting a reasonable degree of piety all throughout his schooling. However, during his fourth and final at the academy an epidemic swept the central provinces and before anyone knew, five per cent of the population were in the ground, including Iago’s father and sister.

It wasn’t immediately clear whether the disease was natural or magical, but as Iago was upset and looking for someone to blame, he dreamt up a renegade afflictor and passionately vowed to stop him. As it was the time for those students who went on to the university to declare a future course of study, he requested to be sent to the College of Benediction. A few months later an official investigation concluded that there was nothing suspicious about the illness, and a slightly ashamed Iago, who wasn’t really all that interested in the healing arts, kicked himself a bit, but decided to stick it our for a while so that he wouldn’t look foolish in front of his peers.

The first year proved interesting enough, although, as he suspected, the act of healing didn’t do much for him. It was about as rewarding as any job well done, but didn’t carry any special sense of achievement. On the positive note, the “old BenCo” was traditionally populated mostly by women, so the day to day life was pleasant enough. By the end of the third quarter, Iago discovered that he is actually rather interested in the mechanics of the transfer of life force. It was much more concrete than most other aspects of being a healer.

The forth quarter introduced a new lecturer, an afflictor who was supposed to introduce the students to plagues and methods of disease control. Although initially dismissing the discipline as something dirty and unpleasant, Iago was soon won over by the professor who was genuinely excited about his subject and the opportunity to teach. The theory proved to be quite fascinating, and when the time came to apply the knowledge, Iago was surprised by how naturally it came to him. He began dedicating more of his time to the research, as well as the experiments, and by the end of his first year concocted a disease  that left not a single living paper louse in the university library. This was done with the help of his instructor of course, but was no less impressive for it.

At that point it was more or less apparent to everyone what his future career will be, and for the next four years he was learning all there was to learn about afflictions natural and magical. Most of Iago’s work was done in his laboratory, but every so often he would venture out to do some field work and test his new knowledge. Beginning in the second half of his third year, he was already teaching a classes of his own — the Theory of Pandemics, and his paper on the Application of Ritual Sacrifice in Diseases for Populations with Low Genetic Diversity was published, circulated among the specialists, and generally well received.

http://images.elfwood.com/art/j/a/jasminetoad/thealchemistsplague.jpgAs he was preparing for his final exams in the end of the fifth year, an outbreak of an unknown disease began among the sailors in the docks district. The city council appealed to the university, and they sent Iago to investigate. Two days and only a dozen deaths later, he managed to not only find a cure, but also a source, which turned out to be a local brothel. Iago, who was hoping for something romantic, like a derelict ship, was a bit disappointed, but the officials and the merchants were quite happy, presenting him with a letter of commendation, which was useless but pretty. On the positive note, his excursion into the docs granted him his magister’s ring without having to suffer the annoyance of a final examination.

GM Notes: 
Here are the simple details that seem like they would map best (i.e., in the Seven Kingdoms):

The king (a weaker, feudal sort of king with more moral authority than actual power in his own kingdom, but a powerful man in his own right) has two major principalities.  One is more of a backwater, though still along a major trade route.  That would likely be where Iago is from.  The other contains the capital city, which among other things contains the Keltharian's only university as well as the main head of two important orders: the Grey Circle and the Brotherhood of Serena.  The former is the most powerful and magical association in Keltharian; the latter is a brotherhood of male healers dedicated to magical healing in the name of the goddess of healing and mercy: Serena.

There isn't really a formal church hierarchy (at least, none with any real authority); but within the king's own lands, there is such a thing.  There are also hospital/monasteries where men (the brotherhood) and women (the actual clergy) co-mingle in order to do the work of healing.

At the university, Iago would be involved in the brotherhood's formal training in healing; likewise, the lecturer was a practitioner of the "Divisions of Life" style, there to teach some of their insights into epidemiology, etc.  "Divisions of Life" uses Ritual Magic (Book) under "Energy Accumulation" rules, has three books associated with it (focusing on Necromancy, Pathomancy, and Toxicomancy), and emphasizes manipulating the essential "energies" of "undeath," disease, poison, and life.