View Full Version : Susano's Original Fantasy Hero Characters
Susano
Nov 5th, '06, 06:30 PM
All edited and corrected via Hero Designer.
And all come complete with hdc files.
Enjoy!
Susano
Nov 5th, '06, 06:32 PM
MOTOYOSHI JIRO
Val CHA Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 1/2d6 [3]
18 DEX 24 13- OCV: 6/DCV: 6
15 CON 10 12-
11 BODY 2 11-
15 INT 5 12- PER Roll 12-
14 EGO 8 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
14 COM 2 12-
6 PD 3 Total: 6 PD (0 rPD)
5 ED 2 Total: 5 ED (0 rED)
3 SPD 2 Phases: 4, 8, 12
6 REC 0
30 END 0
26 STUN 0 Total Characteristics Cost: 66
Movement: Running: 7"/14"
Leaping: 2"/4"
Swimming: 2"/4"
Cost Powers & Skills
Martial Arts: Naginatajutsu
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
3 Legsweep +2 -1 Weapon +1 DC Strike, Target Falls
5 Slash -2 +1 Weapon +4 DC Strike
4 Thrust +0 +2 Weapon +2 DC Strike
1 Weapon Element: Polearms and Spears, Staffs
2 Fast On His Feet: Running +1" (7" total), END 1
Perks
10 Fringe Benefit: Kirisutogomen
Skills
8 +1 with All Combat
5 +1 with HTH Combat
3 +1 with Naginatajutsu
2 +2 OCV when Sweeping with Naginata
3 AK: Seidan 12-
1 Animal Handler (Equines) 8-
3 Breakfall 13-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
1 Gambling (Go-Moku) 8-
3 Iaijutsu: Fast Draw (HTH Weapons) 13-
3 Court Etiquette: High Society 12-
0 Language: Japanese (idiomatic; literate)
2 PS: Calligraphy 11-
2 PS: Flute 11-
2 PS: Samurai 11-
3 Riding 13-
0 Shadowing 8-
3 Stealth 13-
3 Tactics 12-
4 WF: Common Melee Weapons, Common Missile Weapons
3 Scholar
1 1) KS: Calligraphy 11-
1 2) KS: Clans and Alliances 11-
1 3) KS: Classical Chinese/Japanese Literature 11-
1 4) KS: Go 11-
1 5) KS: Mon 11-
1 6) KS: Naginatajutsu 11-
89 Total Powers & Skills Cost
155 Total Character Cost
75+ Disadvantages
10 Distinctive Features: Samurai Bearing (Concealable; Noticed and Recognizable;
Detectable By Commonly-Used Senses)
10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By
Large Group)
15 Hunted: Enemies of Lord Arai 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Code Of The Bushi (Common, Total)
5 Psychological Limitation: Secretly Craves Excitement And Adventure (Common, Strong)
20 Social Limitation: Subject To Orders (Very Frequently, Major)
(5 points unspent)
160 Total Disadvantage Points
Equipment:
Weapon OCV RMod DMG STUN STR Notes
Naginata 0 - 1 1/2d6 0 10 L, 2-H, +1" range
0 - (5d6) na 10 shaft
Katana 0 - 1d6+1 0 10/7 M, 1 1/2 H
Tanto 0 - 1/2d6 0 5 S
Wakazashi 0 - 1d6 0 7 M
Yumi (Two-man) 0 +1 1d6+1 0 11 2-H, Concentrate 1/2 DCV
Armor: Shino Kote and Sode; with Haidate
Name DEF Location
Kabuto and Shikoro DEF 7 4-5
Shino Kote DEF 5 6 (on 11-) and 7 (14-)
Sode DEF 6 8-9 (on 14-)
Mogami Do DEF 6 10-13
Haidate DEF 6 14-15 (front only)
Shino Suneate DEF 5 17 (front only) and 16
Background/History:
The Motoyoshi family has been in service to the Arai house for several generations. Currently, there are three members of the Motoyoshi family in active service with Lord Arai. They are Jiro himself, as well as Jiro's two younger brothers, Toshi, who is 19, and Kyoji, who is 16; both lower class samurai. Jiro's father, Motoyoshi Sanzo, is about 55 years old. Having reached "inkyo," or the age of retirement, he has stepped down from service and now oversees the Motoyoshi household.
Personality/Motivation:
Jiro is a young, idealistic samurai who dreams of doing great deeds. He tries to live up to expectations of his station, carrying out his orders as properly as possible. Jiro also tries to live up to the ideas of justice and mercy; thus as a samurai, he doesn't try and abuse his station with wanton cruelty. At times, Jiro feels overwhelmed by the turbulence that surrounds him, and responds by adhering as close as possible to the Bushi code, counting upon his loyalty to Lord Arai Ogame to seem him through. Needless to say, he is totally devoted to Ogame-sama and will unhesitatingly give his life for him.
Jiro's deepest and most secret desire is to win great fame, preferably through great deeds of arms. Recent events, however, have begun to temper this attitude. Conversations with Yabu (a fellow samurai) have made him realize that he can also win great respect and renown by serving Lord Arai in other ways than on the battlefield.
Powers/Tactics:
Jiro, in keeping with the training of a samurai, is skilled in a number of weapons, but prefers the naginata. He is quite adept with this weapon, and has spent a great deal of time perfecting the ability to strike multiple opponents as quickly as possible (hence his levels with Sweep). When fighting, his usual tactic is to try and utilize his Thrust maneuver on small groups of opponents. If pressed, he will resort to a Block, followed by a Legsweep, followed by a Slash. Recently he has begun to fight along side fellow samurai Junzo, utilizing his Legsweep to disable opponents so that Junzo dispatch them. Recently, following the death of Shinbei the archer, he has begun to work more with the yumi and the katana.
Appearance:
Motoyoshi Jiro is a young man, aged 23. He's of average height, maybe a little tall, with a strong build, and a handsome face. He keeps his hair trimmed in the standard samurai style, with the topknot trimmed, and carefully folded over. His hair is black, and his eyes are dark brown.
Jiro's mogami do is dark red, with black and white lacings. His kabuto and shikoro is also red, with black, white and gold highlights. The haidate and sode are black, with red and white lacings. The shino kote and shino suneate is red as well.
Jiro is armed with a katana, wakazashi, naginata, tanto and yumi.
Susano
Nov 5th, '06, 06:33 PM
JONATHAN ROBERTS, Esq.
Val CHA Cost Roll Notes
8 STR -2 11- Lift 75.8kg; 1 1/2d6 HTH Damage [2]
16 DEX 18 12- OCV: 5/DCV: 5
11 CON 2 11-
8 BODY -4 11-
18 INT 8 13- PER Roll 13-/15-
14 EGO 8 12- ECV: 5
10 PRE 0 11- PRE Attack: 2d6
14 COM 2 12-
3 PD 1 Total: 3 PD (0 rPD)
2 ED 0 Total: 2 ED (0 rED)
3 SPD 4 Phases: 4, 8, 12
4 REC 0
22 END 0
18 STUN 0 Total Characteristics Cost: 37
Movement: Running: 6"/12"
Swimming: 2"/4"
Cost Powers & Skills
15 Circle of Astral Projection: Desolidification (affected by affected by magic/other astral
creatures), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90
Active Points); OAF Immobile Fragile (magic circle can easily be broken or disturbed by
anyone outside it; -2 1/4), Leaves Insensate And Helpless Body Of Flesh Behind (-1),
Astral Body And Flesh Both Suffer Each Other's Damage (-1), Both Bodies Die If They
Do Not Recombine In 24 Hours (-1), Concentration, Must Concentrate throughout use of
Constant Power (0 DCV; -1), Extra Time (1 Minute, Only to Activate, Character May
Take No Other Actions, -1), Incantations (Requires ; Latin phrases throughout
casting; -1/2), Requires A Skill Roll (-1/2) plus Invisibility to Sight and Hearing Groups ,
Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points);
OAF Immobile Fragile (magic circle can easily be broken or disturbed by anyone outside
it; -2 1/4), Leaves Insensate And Helpless Body Of Flesh Behind Power loses about half
of its effectiveness (-1), Astral Body And Flesh Both Suffer Each Other's Damage (-1),
Both Bodies Die If They Do Not Recombine In 24 Hours (-1), Concentration, Must
Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (1 Minute, Only
to Activate, Character May Take No Other Actions, -1), Incantations (Requires ; Latin
phrases throughout casting; -1/2), Requires A Skill Roll (-1/2), Linked
(Desolidification; -1/2), Character Visible To Other Astral Creatures And Characters With
Astral Awareness (-1/2)
4 Circle of Divination (Aura): Detect A Class Of Things 15- (Sight Group),
Discriminatory; Extra Time (1 Minute, Only to Activate, -3/4), Costs Endurance (-1/2),
Incantations (Requires ; Latin phrases throughout casting; -1/2), Requires A Skill
Roll (-1/2), END 1
9 Circle of Divination (Clairvoyance): Clairsentience (Sight And Hearing Groups), x128
Range (19,200"); OAF Immobile Fragile (magic circle can easily be broken or disturbed by
anyone outside it; -2 1/4), Concentration, Must Concentrate throughout use of Constant
Power (0 DCV; -1), Extra Time (1 Minute, Only to Activate, -3/4), Incantations
(Requires ; Latin phrases throughout casting; -1/2), Only Through The Senses Of Others
(requires someone known to the caster to be present at the scene; -1/2), Requires A Skill
Roll (-1/2), Requires Something (crystal ball, pool of water, smoke) To See Visions
In (-1/2), END 6
5 Circle of Divination (Consultation): Precognitive Clairsentience (Sight Group); OAF
Immobile Fragile (magic circle can easily be broken or disturbed by anyone outside
it; -2 1/4), Concentration, Must Concentrate throughout use of Constant Power
(0 DCV; -1), Precognition Only (-1), Extra Time (1 Minute, Only to Activate, -3/4),
Requires A Skill Roll (-1/2), Incantations (Requires ; Latin phrases throughout
casting; -1/2), No Range (-1/2), Requires A Prop To Show Answers With (-1/2), END 4
4 Fox Ears: +2 PER with Hearing Group
Perks:
2 Fringe Benefit: Member Of The Lower Nobility
Skills:
0 AK: England 8-
1 CK: London 8-
1 CK: Paris 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 High Society 11-
1 Language: English (idiomatic; literate)
4 Language: French (completely fluent; literate)
1 Language: Latin (basic conversation; literacy only, literate)
3 Paramedics 13-
9 Power: Sorcery 16-
2 Circle of Sorcery: +5 with Sorcery Skill; Concentration, Must Concentrate throughout
use of Constant Power (0 DCV; -1), Skill Levels Only Applicable For Next Spell
Cast (-1), Extra Time (1 Minute, Only to Activate, -3/4), Incantations (Requires; Latin
phrases throughout casting; -1/2), Requires A Skill Roll (-1/2), Costs Endurance (Only
Costs END to Activate; -1/4)
2 PS: Writer (magical theory) 11-
0 Shadowing 8-
0 Stealth 8-
0 TF: Equines
2 WF: Blades, Early Muzzleloader Pistols
3 Scholar
2 1) KS: Ancient Ring of Druidic Tradition 13-
1 2) KS: Herbs And Herbalism 11-
2 3) KS: Medicine 13-
2 4) KS: Sorcery 13-
2 5) KS: The Mystic Order of the Rosy Cross 13-
1 6) KS: Theology 11-
3 Scientist
2 1) SS: Alchemy 13-
1 2) SS: Chemistry 11-
1 3) SS: Mathmatics 11-
88 Total Powers & Skills Cost
125 Total Character Cost
50+ Disadvantages
10 Distinctive Features: Aristocratic Bearing (Concealable; Noticed and Recognizable;
Detectable By Commonly-Used Senses)
10 Hunted: assorted magical orders of Europe 8- (Mo Pow, NCI, Watching)
0 Psychological Limitation: Vain About His Appearances (Common, Moderate)
15 Psychological Limitation: Freezes Up In Combat (Common, Strong)
10 Psychological Limitation: Seeks New And Unusual Magical Knowledge (Common,
Strong)
20 Social Limitation: Outlaw (Frequently, Severe)
10 Experience
125 Total Disadvantage Points
Background/History:
Jonathan was born in 1666 to the Roberts family of England. The Roberts being a family of fine English foxes, Jonathan was brought up with the sort of education one would expect of a member of the aristocracy. As he showed some aptitude for sorcery, Jonathan was entered into the Order of the Ancient Ring of Druidic Tradition (who are nowhere near as old as they claim, but are at least English). He proved an apt pupil, and quickly advanced in his studies, mastering several circles of magic. He also attended universities in London and Paris, until strained relations between England and France called the latter off. It was while in Paris that Jonathan first encountered the Mystic Order of the Rosy Cross (a.k.a. the Rosicrucians), who ignited in him a passion for exploring the laws of the universe.
Completing his studies, Jonathan elected to go to the New World and make his fortune among the English Colonies. Sorcery is a highly respected profession in England, (held in the same regard as a doctor, lawyer, or member of the clergy), and one skilled in the arts of Divination could become quite wealthy in the Americas. Unfortunately for Jonathan, he never made it to his destination.
Nearing Bermuda, Jonathan's ship was taken by pirates. As the ship's captain and crew had the audacity to first run, and then fight back, the pirates weren't in all that great of a mood when they finally captured their prize. Most of the crew ended up dead in the fighting, and those that survived were treated to a number of horrific torments before being disposed of. The passengers fared little better, being robbed and beaten before being set adrift in a small boat. Jonathan himself almost shared their fate, until one astute pirate realized that from his books and tools, Jonathan was in fact a magician. Since wizards were hard to come by, especially wizards willing to serve on a pirate ship, Jonathan was immediately press-ganged into service as the ship's resident magician. Jonathan, being none too brave in the face of great physical harm, agreed.
Presently Jonathan serves as the ship's sorcerer and assistant to the ship's doctor (whom Jonathan privately thinks is an idiot). Since magicians need their rest, as well as a quiet place to concentrate in order to cast spells, Jonathan's been given the second largest cabin on the ship -- which basically means enough space for a bed, a cabinet or two, and sufficient headroom for him to stand fully erect. The crew treat him with a mixture of awe, dread, and contempt, while Jonathan does his best to avoid the crew altogether. Presently, his only hope is that the ship will run afoul of a British pirate-chaser, and he'll be freed from his servitude.
Personality/Motivation:
Jonathan is not a brave fox. He is more interested in his books and his magic than swords, cannon, and pieces of eight. He doesn't mind the sea, but he can't stand the crowded, smelly conditions on board ship, and misses a good hot bath. He is a touch vain about appearances, and attempts (without much success) to keep himself properly dressed and appointed -- as befitting an English gentleman.
Being a scholar, Jonathan tries to avoid combat, especially ship-to-ship engagements. He does know how to use a sword (all young English nobles should understand fencing), and has been trained in the use of firearms, but doesn't do well if confronted with more than one attacker. In more open combat, such as a melee, Jonathan will freeze up and be unable to decide on any course of action. Fortunately for him, his orders are to go below the moment it looks like the guns are to be run out and the shooting will start.
Jonathan's driving ambition is learning. He is fascinated by the world around him, and used to enjoy attending lectures and debates by members of the Rosicrucians back in Paris. Part of his desire to travel to the New World was the chance to see that which few others had, and well as the possibility of learning something new. Naturally, he is also interested in anything related to his chosen profession of sorcery, and will tend to forget his natural instinct for self-preservation in the face of new and unusual discoveries. This fascination will also lead him into experimenting with new spells and unknown enchanted items. Although he has not yet suffered any harm from this rather reckless form of study, it is only a matter of time.
Quote: "Jonathan Roberts, esquire, at your service madam. And may I assure you that although I am in the company of these ruffians, it was not by choice, for I am a gentleman sorcerer, and am in no way a pirate."
Powers/Tactics:
As ship's sorcerer, Jonathan's duties are quite simple: he to assist in finding prizes to be taken, identify unusual items taken from a prize, assist the ship's doctor, and assist the ship's navigator when normal navigation instruments are useless. During combat, he is to stay below, as the crew would rather not risk their magician in an open fight (and besides, the pirates all know Jonathan is pretty useless in combat). As Jonathan knows the pirates don't really need him around, and would probably kill him if he disobeyed their orders, he does what they say.
Using his herbalist, alchemical and medical skills, Jonathan mixes up medicines for the pirate crew, doing his best to treat illnesses and injuries. He is also called upon to make gunpowder, directing the crewmen in the proper mixing of raw materials. As his spells have no direct combat use, Jonathan casts them only if the ship is lost, in bad weather, without wind, or hasn't seen a prize in any length of time. The crew has also learned that Jonathan's divination spells are highly useful in identifying rich prizes and unusual plunder, so he is often asked to scan a haul after it is brought on board.
Notes on Spells: All of Jonathan's spells require him to draw a large circle on the floor, sit within that circle and recite certain Latin (or Gaelic) phrases. All his spells take a minute to cast, although Jonathan will often take even longer (thus getting an Extra Time bonus to his Skill Roll), if he is not being rushed.
Circle of Astral Projection: This spell uses the rules for Astral Projection found in The Ultimate Mystic.
Circle of Divination (Aura): This is a variant of the Aura Vision power seen in The Ultimate Mystic. Jonathan can see auras at range with this power, and all living and magical objects give off such an aura. Within the realm of the campaign setting (see Designer's Notes below), some magical auras can be seen for miles.
Circle of Divination (Clairvoyance): In order for this spell to work, Jonathan needs to have someone he knows present at the scene. It also requires some sort of medium to view the scene in.
Circle of Divination (Consultation): This spell allows Jonathan to ask questions and receive answers. The "prop" referred to can be dice, Tarot cards, a Ouija board or any similar fortune telling device. This spell has proven popular with the pirates, as they can ask if they will sight land or a ship within a certain period of time and receive a pretty accurate answer.
Circle of Sorcery: This circle is usually created before Johnathan creates his Circle of Astral Projection, as it significantly increases Johnathan's command over magical energies and allows him to create and cast more powerful spells with increased confidence. However, this "rush" of energy only lasts for a single additional spell.
Appearance:
Jonathan is an English fox, 24 years old, with thick black hair and gray eyes. He stands a mere 5'1" and weighs 105 pounds dripping wet, which seeing as he is now a pirate, is far more often than he likes. As Jonathan would like to retain some sense of dignity and class, even on board a pirate ship, he goes to great lengths to keep himself as well-groomed as possible. He keeps his hair combed and tied back with a fine length of ribbon, although he is despairing of ever getting a proper wig again. As for clothing, the crew allows him to take his share of any treasure in the form of fine lace, silk and brocade, which means that Jonathan can at least dress well. Unfortunately, this still means his wardrobe isn't all that big, and what there is, is a bit threadbare.
Currently, Jonathan dresses in black knee breeches and a slightly stained white linen singlet. Over this he wears a gray sleeveless doublet, and over that goes a blue velvet coat with gold rim (which is too big for him). Jonathan is fairly pleased with the end result -- one can at least tell he is a gentlemen -- but he's uncomfortable with the fact that almost all his current clothing was stolen.
Equipment: Jonathan has very little in the way of belongings at the moment. He has his spell book, a diary, a few quills and a small quantity of ink, a small knife, a comb, some cologne, the tools of his trade (chalk, crystal ball, Tarot cards, and so on) and a change of clothing. The captain of this ship has given him a small sword (1d6 HKA, STR Min 8) to wear and a wheellock pistol that no one else wanted. Jonathan also has a small quantity of money (mainly Spanish silver) tucked away under his mattress.
Designer's Notes:
Jonathan is derived from the world of the Fuzzy Pirates RPG. Fuzzy Pirates is a pirate game (naturally) set in an alternate 1690 in which the world is populated by intelligent animals (a.k.a. "anthromorphics"). Jonathan himself was inspired by a drawing of a young sorcerer looking somewhat out of his league while in the midst of casting a spell. With a little work, I came up with the idea of a young press-ganged sorcerer unwillingly serving with a bunch of pirates.
Although set in 1690, Jonathan's character is such that I think he can easily be adapted to any fantasy setting. The main elements of his character are his unwillingness to get into open combat and his desire for knowledge. Thus, he may not make a good Player Character, but he certainly makes for a good NPC or DNPC.
Susano
Nov 5th, '06, 06:35 PM
MARIE SANGUINE
(a.k.a. "Bloody Marie" or "Bloody Mary")
Val CHA Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 1/2d6 HTH Damage [3]
21 DEX 36 13- OCV: 7/DCV: 7
15 CON 10 12-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
18 EGO 16 13- ECV: 6
20 PRE 10 13- PRE Attack: 4d6
16 COM 3 12-
5/8 PD 2 Total: 5/8 PD (0/3 rPD)
5/8 ED 2 Total: 5/8 ED (0/3 rED)
4 SPD 9 Phases: 3, 6, 9, 12
6 REC 0
30 END 0
25 STUN 0 Total Characteristics Cost: 99
Movement: Running: 7"/14"
Leaping: 2"/4"
Swimming: 4"/8"
Cost Powers & Skills
Martial Arts: Cinematic Fencing
Maneuver OCV DCV Damage
4 Cut +2 +0 Weapon +2 DC Strike
4 Esquive -- +5 Dodge, Affects All Attacks, Abort
3 Floor Lunge +2 +2 Weapon + Foe's v/5 Strike, You Fall
5 Basic Strike +2 -2 Weapon +4 DC Strike; Half Move Required
3 Glide +2 +1 Weapon Strike
4 Parry +2 +2 Block, Abort
4 Riposte +2 +2 Weapon +2 DC Strike, Must Follow Block
3 Legsweep +2 -1 3 1/2d6 Strike, Target Falls
0 Weapon Element: Blades
2 Fast On Her Feet:: Running +1" (7" total), END 1
2 No Fear Of The Ocean:: Swimming +2" (4" total), END 1
10 Fortune Favors The Bold I: Luck 2d6
10 Fortune Favors The Bold II: Luck 3d6; Only When Marie Is Engaged In Mass
Melee/Ship-To-Ship Action (-1/2)
Perks
4 Reputation: Successful Pirate Captain (throughout the Caribbean) 14-, +2/+2d6
0 Vehicle ("Lady Ariane" (all of Marie's ships are named "Lady Ariane"))
Talents
9 Ambidexterity (no Off Hand penalty)
6 You'll Have To Do Better Than That!: Combat Luck (3 PD/3 ED)
3 Sure Footed: Environmental Movement (Supreme Balance)
5 Tougher Than She Looks: Rapid Healing
Skills
8 +1 with All Combat
3 +1 with Cinematic Fencing
5 +1 with Agility Skills
3 Acrobatics 13-
3 AK: Caribbean 13-
1 AK: Indian Ocean 8-
3 Climbing 13-
3 Combat Sailing 13-
3 Concealment 13-
0 Conversation 8-
0 Deduction 8-
8 Defense Maneuver I-III
4 Gambling (Card Games, Dice Games) 13-
4 Language (completely fluent; literate)
0 Language: French (idiomatic; literate) (5 Active Points)
3 Language: Spanish (fluent conversation; literate)
2 Navigation (Marine) 13-
3 Oratory 13-
0 Paramedics 8-
9 Power: The Sword! 16-
3 PS: Knot-Tying 13-
3 PS: Pirate Captain 13-
3 PS: Predict Weather 13-
2 PS: Sailor 11-
3 Seduction 13-
0 Shadowing 8-
0 Stealth 8-
3 Streetwise 13-
3 Tactics 13-
3 TF: Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats
10 Two-Weapon Fighting (HTH)
10 Two-Weapon Fighting (Ranged)
6 WF: Common Melee Weapons, Early Firearms, Early Emplaced Weapons, Off Hand
195 Total Powers & Skills Cost
294 Total Character Cost
125+ Disadvantages
10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By
Large Group)
15 Hunted: The Spanish 11- (Mo Pow, Limited Geographical Area, Capture)
0 Normal Characteristic Maxima
15 Psychological Limitation: Humorless And Compassionless (Common, Strong)
20 Psychological Limitation: Protective Of Women And Children (Common, Total)
15 Reputation: "Bloody Marie," scourge of the Caribbean, 14-
20 Social Limitation: Pirate And/Or Privateer (Frequently, Severe)
15 Social Limitation: Woman In A (mostly) Man's World (Very Frequently, Minor)
59 Experience
294 Total Disadvantage Points
Equipment:
Weapon OCV RMod DMG STUN STR Notes
Cutlass, Blade 0 na 1d6 0 10 M
Cutlass, Hilt 0 na (3d6) na 10 M +6 DEF to Loc. 6
Small Sword 0 na 1d6-1 0 8 M
FlintlockPistol 0 -4 1d6 AP 0 11 See below
Flintlock Pistol Notes: Armor Piercing only affects low-tech armors. Pistol Activates (fires) on a 14-, takes 1 Turn to Reload, and requires 1/2 DCV (throught) Concentration when reloading. A "cinematic" pistol does RKA 1d6+1, has a RMod of -2 to -0, and dosn't require a Activation Roll to fire.
Background/History:
Born in 1684 on the Island of Tortuga, the girl who later in life would be known as Marie Sanguine ("Bloody Mary" to the English ) had a normal enough upbringing, especially since her family was of noble birth and was spared most of the toil common to colonists of the Caribbean. When she was 10, Marie and her mother Ariane were to return to France, and took passage on ship, but as misfortune would have it, never arrived. Their ship was taken by pirates, who stripped the French vessel of anything of value, had their sport with the passengers and crew, and took Ariane and her young daughter captive.
Young Marie showed an early glimpse of the quick thinking that would later bring herself so much fame by disguising herself as a boy and passing herself off as Lady Ariane's "son." The pirate captain's hope of ransoming the highborn pair kept Marie and her mother relatively unharmed, but a drunken pirate named Barker soon turned Marie's life into a nightmare. After nearly a week in the grip of the pirates, Barker defied orders and forced himself upon Marie's mother. Injuries endured during the struggle killed Ariane Sanguine. That night, as the pirates prepared to punish Barker, Marie broke away from her captors, seized a long-bladed seaman's knife, and opened Barker's throat in a single lightning-swift blow.
The pirate captain, one John Teach, was more amused than angered, and named Marie as his new cabin boy. "Barker owed you a life, and you took it from him" said the captain, "but his life was mine. Now, you owe me. A life for a life, as it should be."
As she neared her maturity, it became impossible for Marie to hide her sex, but her growing skills with weapons, the favor of Captain Teach, and the grudging respect of the crew kept her safe from unwelcome advances. By the time she turned 16, Marie was ship's quartermaster. When Captain Teach "retired" with a vast fortune, Marie, then 19, became first mate, and was voted in as captain by the time she was 21.
Marie now travels the seas, ranging from the steamy Caribbean, the mysterious coast of Africa, the exotic Indian Ocean, and has several times risked the mighty Amazon. Her crew is more than content with the booty they have won from Spanish treasure ships, British slavers, and French ivory traders, but they also whisper, late at night, that it is not wealth their captain seeks. In a forgotten city in the heart of Africa, or so the story goes, are hidden the secrets of turning back time, and of bringing back the dead. Captain Sanguine, Bloody Marie, seeks those secrets for her mother, and herself.
Personality/Motivation:
Formerly a cheerful and happy child, the rape and murder of her mother and the resulting rough-and-tumble upbringing amid a shipful of cutthroats and knaves has turned Marie into dark and almost sullen lass. She smiles little and laughs even less, and has a notable lack of humor -- and what little she does have is quite black. She shows little compassion for the needs and wants of others (aside from her crew), but has a notable softspot for mothers and children -- certainly due to her own past experiences. One of the rules in her Articles of Agreement states that neither children or their mothers are to be harmed in anyway once a battle is over (those who choose to fight deserve what they get), and heaven help the new recruit who disregards said Article, for if Marie doesn't kill him the rest of her crew certainly will.
In the utter anarchy of pirate life Marie is somewhat of an oddity -- not only is she a female captain, but her crew is uncommonly loyal. Unlike most pirate crews, in which a captain's decisions can be overruled by a simple majority vote, Marie's commands go virtually unquestioned. The reason for this is quite simple -- Marie brings her crews prizes. They look upon her with almost superstitious awe, seeing her as a sort of "good luck" charm who brings them success in battle and who more than once has defied the odds to snatch victory from the jaws of defeat. It also doesn't hurt that Marie is a canny tactician, who wisely applies for (and usually receives) letters of marque from governors far and wide, allowing her to act as a privateer -- often striking at Spanish shipping, but she isn't above taking British and even French ships if the opportunity (and fortunes of war) presents itself.
Quote: "Surrender now and stand by to boarded, else I show you why I am called "Bloody Marie"!"
Powers/Tactics:
What Marie lacks in size and strength she more than makes up in speed and skill. She is far quicker than the average pirate and even trained British officers and Spanish Dons have be surprised by the sheer swiftness of her sword. In combat she tends to go all-out, starting with a brace of pistols, firing them once and then dropping them to draw her swords. In fact, once she has a sword in her hand she is nigh-unstoppable. Her fighting style is eclectic and most unusual, draw as it is from the teachings of a virtual hosts of swordsmen. As can be expected of someone with no formal training, she fights rather wildly, performing acrobatic techniques that would make most fencing masters cringe. Her Floor Lunge, in fact, results in her falling to the ground (usually supporting herself on one hand), while thrusting out with the point of her sword. The Flying Lunge is a similar technique, although in practice it is more like she hurls herself at a foe. The Riposte in only performed when she is using two swords -- she blocks with one and strikes with the other, while the Sweep is performed without a sword at all -- Marie simply kicks her foes legs out from under him. The Glide is perhaps her most subtle technique, seeing as it involves her pressing her sword against her foe's, and then "gliding" her blade up her opponent's and then twisting the sword for a quick strike.
To fully simulate Marie's fencing skills, she has the Power Skill of "The Sword!." Borrowed from GURPS Swashbucklers, this Power Skill allows Marie to do nearly anything dramatic and exciting that she needs to -- provided she has a sword in her hand. The Sword! should be used if Marie want's to carve an initial on something (or in someone!), do a flashy disarm, hurl her sword, or swing from one ship to another via a loose line (and so on).
Appearance:
Marie Sanguine, a young woman in her mid-twenties, has reddish-brown hair, blues eyes, and weathered (but attractive) features that make her look older than she really is. She stands just shy of 5'5" with a deceptively slender build that disguises the wry strength of someone who has spent most of their developing years working the rigging of a sailing ship. She dresses as befitting her rank, wearing black knee-length dress, a long black coat (lined and trimmed in scarlet) complete with epaulets, black hose, black shoes, and a black hat set with a spray of feathers. Normally she only keeps a small sword on her person, but when preparing for battle will add two cutlasses and a pair of pistols.
Designer's Notes:
"Bloody" Marie Sanguine is a pure Pulp Era pirate though and through. This is not to say she was active in the 1930s (she wasn't), but that her exploits are the sort one would expect to read about in a pulp magazine such as Weird Tales. Her Golden Age of Piracy bears only a passing resemblance to that of the "real world," and is more in line with worlds imagined by Robert E. Howard, Rafael Sabatini, and seen in Pirates of the Caribbean. Hers is a world of Voodoo, zombies, ghosts, ghouls, black magic, and the ever-present specter of the supernatural. Her expeditions to Africa and the Amazon have uncovered ancient (and possible pre-human) ruined cities, ancient civilizations, and strange monstrous guardians. And in between it all, she wanders the seas, taking what shipping she can find, and managing to keep out of the grasp of any one of a number of pursuers.
(Marie Sanguine created by Robert Dorf and Michael Surbrook, character sheet created by Michael Surbrook)
"Who'll make his mark", the captain cried.
"To the devil drink a toast.
We'll glut the hold with cups of gold
And we'll feed the sea with ghosts
I see your hunger for a fortune
Could be better served beneath my flag
If you've the stomach for a broadside
Come aboard my pretty boys
I will take you and make you
Everything you've ever dreamed."
Pirates
Emerson, Lake, and Palmer
http://surbrook.devermore.net/original/fantasy/marie_sanguine.jpg
Susano
Nov 5th, '06, 06:36 PM
MICHAEL LIMNER, Squire
Val CHA Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 1/2d6 HTH Damage [3]
12 DEX 6 12- OCV: 4/DCV: 4
8 CON -4 11-
9 BODY -2 11-
14 INT 4 12- PER Roll 12-
11 EGO 2 11- ECV: 4
12 PRE 2 12- PRE Attack: 2d6
10 COM 0 11-
3 PD 0 Total: 3 PD (0 rPD)
3 ED 1 Total: 3 ED (0 rED)
3 SPD 8 Phases: 4, 8, 12
4 REC 0
16 END 0
20 STUN 0 Total Characteristics Cost: 20
Movement: Running: 5"/10"
Swimming: 1"/2"
Cost Powers & Skills
-2 Bad Lungs: Running: -1" (Total 5"), END 1
-1 Poor Swimmer: Swimming: -1" (Total 1"), END 1
Perks
2 Contact: Sir Dafydd ap Gwystl 11-
1 Fringe Benefit: Squire
Skills
10 +2 with HTH Combat
2 +1 with Crossbow
2 AK: Calais 11-
0 AK: England 8-
1 Animal Handler (Equines) 8-
0 Climbing 8-
0 Conversation 8-
0 Concealment 8-
0 Deduction 8-
6 Gambling (Board Games, Card Games, Dice Games) 12-
3 High Society 11-
2 KS: Card and Table Games 11-
2 KS: Heraldry 11-
3 Language: French (completely fluent)
1 Language: Middle English (idiomatic; literate)
1 Language: Welsh (basic conversation)
0 PS: Artist 8-
1 PS: Cooking 8-
2 PS: Squire 11-
1 PS: Woodworking 8-
0 Shadowing 8-
0 Stealth 8-
0 TF: Equines
3 WF: Common Melee Weapons, Crossbows
40 Total Powers & Skills Cost
60 Total Character Cost
25+ Disadvantages
5 Distinctive Features: Coat Of Arms (Easily Concealed; Noticed and Recognizable;
Detectable By Commonly-Used Senses)
5 Physical Limitation: Asthmatic/Bad Lungs (Frequently, Slightly Impairing)
0 Physical Limitation: Poor Eyesight (Infrequently, Greatly Impairing)
10 Psychological Limitation: Code of Chivalry (Common, Strong)
15 Psychological Limitation: Loyal To His Knight And His House (Common, Strong)
60 Total Disadvantage Points
Background/History:
Michael Limner is a 15th century squire in the service of Sir Dafydd ap Gwystl, a knight of Wales. An English man-at-arms, Michael entered into Sir Dafydd's service during King Henry's V campaign in France. When Dafydd was knighted after the Battle of Agincourt (in which Michael also fought), he took Michael as his squire, and the two continued to serve beside Henry throughout his attempts to solidify his hold on the throne of France.
An agile and capable fighter, Michael's career in the field was cut short recently by several bouts of illness that have left him weak and constantly short of breath. Michael blames the wet and cold of Wales, which is (unknown to him) is partially the truth. In return, his knight has sent south, to the English holding of Calais, to assist in managing Sir Dafydd's affairs in France. Michael has taken to his new responsibilities with great enthusiasm, and has traveled about both France and the Netherlands on behalf of his knight.
Personality/Motivation:
Normally, Michael is a quiet and reserved individual, who tries to live up to the ideals of a proper knight (even if he is only a simple squire). He is loyal to his knight, his knight's lady, and to the House of ap Gwystl, and will do anything he can to avoid bring shame to any of these.
Before his illness, Michael greatly enjoyed the sport of the tournament, and fought in a number of pas de arms in both France and England (even winning a few). Now, as even climbing a set of stairs leaves him winded, Michael tends to more mundane pursuits, specifically: cards. He is a virtual fixture at several local taverns, where he is willing to teach anyone a few card games, prior to taking their money in the same games. His favorite is reversis, a simple trick-taking game that he has been known to play right through the local Court.
Quote: "It's very simple. I deal three cards and you decide if you are in or not. If you're in, then you putt [ante or bet] and we go around the table to see if everyone is in. Once everyone is in, then the eldest hand leads. High card is a 3, then a 2, then the Ace, King, Queen, Jack, and so on. Do you understand?"
Powers/Tactics:
Formerly a swordsman of no small skill, Michael has been forced to virtually abandon that way of life due to illness. He will, however, carry a long knife with him (typical of all proper gentlemen of the time), and on certain occasions arm himself with a sword. His time in France and Burgundy has introduced him to a new weapon: the crossbow. He is enamored with the weapon, and spends a lot of time practicing with it (he seems a natural shot). However, his eyesight (which is poor) keeps him from ever getting as accurate as he'd like.
Recognizing his limitations, Michael does not rush into situations that he doesn't fully understand, and tries to avoid trouble. He is, after all, here to look over his knight’s affairs, and to do anything that would detract from that would-be shameful.
Appearance:
Michael Limner, 34, stands 5'7" with an average build. A life spent engaged in military pursuits has left him in good physical shape, although recent illnesses are starting to take their toll. He has gray eyes, dark hair and wears a thin beard (both his beard and his hair are shot through with a scattering of white hairs).
Normally, Michael wears standard civilian attire: leather boots, hose, shirt, a long houpalande, and a hooded mantle. A thin belt, dyed blue and decorated with various pewter studs, supports his purse and a long knife. If needed, a heavier belt will be added so Michael can wear his fine Spanish broadsword (won several years ago in a tournament). In battle, Michael will dress in partial plate consisting of helmet, breastplate and articulated arm and leg defenses. Unable to move as well as he used to (due to his damaged lungs) Michael will arm himself with his sword and crossbow, remain behind the front lines, and take aim at massed enemy troops.
Device:
Azure, four chevronels braced or, in chief, three quill pens argent.
Designer's Notes:
How true is this to me? Depends. I am a squire to a Earl Sir Dafydd ap Gwystl (first triple peer of the Kingdom of Atlantia), I was this close to being a knight myself on one or two occasions, I did win a few pas de arms (and a sword), poor health has killed my fighting career, and I currently run a gaming table for the local Barony (and yes, I have played reversis right through Royal Court). I also own a crossbow, and can usually hit what I'm aiming at (at upwards of 40 yards).
I am not, however, in the same physical shape this version of Michael is in. For starters, I haven't spent most of my life tromping around in 50 lbs. of armor. Michael also has had a far different diet than I, which is probably why he's thinner than I am (he eats less fats and more fiber, that's for sure). However, if he had been as sick I was at one point, he probably would have died (a sobering thought, to be sure). I also own glasses, Michael probably doesn't.
The "Asthma" physical limitation can be expressed by charging x2 END for any continuous Running beyond the first Phase, or for charging END for any Non-Combat Running. "Poor Eyesight" means that beyond about 20 feet all Michael sees are blurs instead of text (or people), and his range modifiers are doubled.
One final note, Michael's quote describes a real game, which is known today as "putt." It is a trick-taking game that can be played with two to three people. Oh, and his quote sums up about 90% of the rules, too.
Susano
Nov 5th, '06, 06:37 PM
SANURA
Val CHA Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 1/2d6 HTH Damage [3]
19 DEX 27 13- OCV: 6/DCV: 6
14 CON 8 12-
9 BODY -2 11-
13 INT 3 12- PER Roll 12-/13-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
18 COM 4 13-
5/11 PD 2 Total: 5/11 PD (0/6 rPD)
5/11 ED 2 Total: 5/11 ED (0/6 rED)
4 SPD 11 Phases: 3, 6, 9, 12
6 REC 0
28 END 0
23 STUN 0 Total Characteristics Cost: 62
Movement: Running: 10"/20"
Leaping: 4"/8"
Swimming: 1"/2"
Cost Powers & Skills
4 Claws: HKA 1 point (1/2d6 w/STR); Reduced Penetration (-1/4), END 1
2 Pouncing: Leaping +2" (4 1/2" forward, 2" upward), END 1
8 Dumawe Swiftness: Running +4" (10" total), END 1
-1 Poor Swimmer: Swimming -1"
5 Dumawe Eyes: Nightvision
2 Dumawe Nose: +1 PER with Smell/Taste Group
5 Tail: Extra Limb (1), Inherent (+1/4); Limited Manipulation (-1/4)
Talents
8 Agile As A Cat: Combat Luck (6 PD/6 ED); Not When Wearing Heavy Armor (-1/2)
2 Pass Without A Trace: Trackless Stride
Skills
5 +1 with HTH Combat
6 +2 with Javelins and Spears
3 Agile As A Cat: Acrobatics 13-
5 Agile As A Cat: Breakfall 14-
3 Agile As A Cat: Climbing 13-
2 Concealment 12-; Self Only (-1/2)
0 Conversation 8-
0 Deduction 8-
1 KS: Caravans Of The Makari Plains 8-
2 KS: Flora And Fauna Of The Makari Plains 11-
0 Language: Malegy (idiomatic)
4 Language: Rarshas (idiomatic)
4 Navigation (Land) 13-
0 Paramedics 8-
2 PS: Caravan Guard/Scout 11-
0 Shadowing 8-
3 Stealth 13-
1 Survival (Tropical Plains) 12-
1 TF: Carts & Carriages, Equines
3 Tracking 12-
4 WF: Blades, Javelins and Thrown Spears, Spears, Thrown Knives and Darts
3 Traveler
2 1) AK: Malegyon 12-
2 2) AK: The Makari Plains 12-
2 3) CK: Mah-Makasra 12-
2 4) CK: Mah-Rahash 12-
2 5) CuK: Makari Plains Leomachi/Pakasa Tribal Customs 12-
98 Total Powers & Skills Cost
160 Total Character Cost
75+ Disadvantages
15 Distinctive Features: Human/Dumawe Halfbreed (Not Concealable; Noticed and
Recognizable; Detectable By Commonly-Used Senses)
0 Normal Characteristic Maxima
0 Psychological Limitation: Fascinated/Repelled By Large Cities (Common, Moderate)
15 Psychological Limitation: Loyal To Her Employer(s) (Common, Strong)
10 Psychological Limitation: Strong Streak Of Curiosity (Common, Strong)
5 Social Limitation: Human/Dumawe Halfbreed (Occasionally, Minor)
40 Experience
160 Total Disadvantage Points
Background/History:
Sanura is a half-Dumawe/half-human crossbreed, born in the city of Mah-Rahash to a human mother and a Dumawe father. Her rather unique parentage (she may be the only Dumawe-human in the world) resulted in her never being fully accepted by either the Pakasa or humanity (although living in the sprawling trading city of Mah-Rahash helped). Fortunately, she inherited her father's speed and her mother's strength, so she wasn't entirely helpless, and her parents supplemented her natural physical skills with instruction in the spear and long knife.
Although the city of Mah-Rahash had much to offer, especially for someone as curious about new sights and experiences as Sanura, she found it wasn't enough. She also found it to be crowded, noisy, and on bad days, smelly, and she'd grown up there! So when she was old enough, she joined a caravan crossing the Makari Plains as a guard. Although at times the duty could be tedious, Sanura found enough to see and do to whet her appetite for more. Turning her back on the city of her birth, Sanura headed out to the Makari Plains, working as a caravan guide, guard, and scout.
Personality/Motivation:
Sanura is a woman who wants to see the world and everything in it. She left Mah-Rahash with the intent of discovering as much of Malegyon as she could, and so far she's covered most of it, even reaching the city of Raghada near the Serpent Mountains. She's also met dwarves, humans, Leomachi, Pakasa, Drakine, and even a few elves. Sanura has also visited Mah-Makasra, Tarkvar, Ghashura, and the capital of Ajmur. This has only whetted her appetite, leading her to consider trying to travel beyond the borders of Malegyon, hiring herself out as a sell-spear -- either to a mercenary company or a long-range caravan.
Although she likes to see new places, Sanura still has fully made up her mind about large cities. Initially she usually finds them fascinating, full of new people and places to see, but after a while she'll find the crowds to much for her, causing her to leave as quickly as she can (or at least, retreat to the caravan camp).
Quote: "Cities are fine, to a point, but out here on the plains? Here I can be free."
Powers/Tactics:
Strong and quick, Sanura is deadly accurate with both hurled and hand-held spears. She tends to open any fight by throwing several javelins, usually aiming for the closest opponents, before switching to a long-bladed thrusting spear. If pressed in hand-to-hand combat, she will usually block with her shield and then follow-up with a quick spear thrust. If her spear breaks, becomes stuck, or is lost, she will draw the long Malegyon fighting knife (which is virtually a shortsword).
As a caravan guard and guide, Sanura is more interesting in discouraging raiders and bandits than in fighting any sort of extended engagement. Thus, she usually will ignore fleeing enemies and the like, but by the same token, isn't interested in taking captives, either.
Appearance:
Sanura stands about 5' 8" tall with a well-toned svelte and supple build. Her body is covered with a fine coat of black fur and like all Dumawe, she has a long catlike tail. Her eyes are tawny yellow, while her thick black hair would fall nearly to her waist if she didn't keep it secured with a broad gold band. As the Makari Plains are located in the tropics, the heat precludes wear any armor, and in fact, Sanura wears very little clothing. Her typical garments are breastplates of wrought gold and a simple loincloth, all held in place with chains of wrought gold and sliver. Additional golden ornaments adorn her arms, wrists, and ankles.
When geared for battle, Sanura will use a large hide shield, two to three javelins, a thrusting spear, and will sling a long fighting knife over one shoulder.
Designer's Notes:
Sanura is my attempt to create a vaguely Valdorian/Hyboran Age swords-and-sorcery character. The painting by Joe Jusko (an illustration for the story Tarzan the Terrible) was too nice not to use, and lent itself to the swords-and-sorcery genre easily (mainly due to the character's lack of clothing). I will admit to setting Sanura in the Turakian Age only because I don't know the Valdorian Age and am unsure if Pakasa still exist in it. I also made Senura a human/Pakasa cross in order to explain her obviously human features. Placing her in Malegyon helped rationalize her origins, while its tropical clime helped explain her (lack) of clothes (genre conventions aside). Oh, and Sanura is apparently a Swahili word meaning "kitten."
As a final note, I have learned that the character seen in the picture is named Pan-at-lee, and she's supposed to be a "Pithecanthropus," a form of highly-evolved "monkey-man," complete with prehensile tail. And her clothes are pretty much dead on for what Burroughs describes her as wearing.
http://surbrook.devermore.net/original/fantasy/sanura.jpg
Susano
Nov 5th, '06, 06:43 PM
SIDONY
Val CHA Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6 HTH Damage [2]
20 DEX 30 13- OCV: 7/DCV: 7
13 CON 6 12-
9 BODY -2 11-
13 INT 3 12- PER Roll 12-
12 EGO 4 11- ECV: 4
13 PRE 3 12- PRE Attack: 2 1/2d6
10 COM 0 11-
4 PD 2 Total: 4 PD (0 rPD)
3 ED 0 Total: 3 ED (0 rED)
4 SPD 10 Phases: 3, 6, 9, 12
5 REC 0
26 END 0
21 STUN 0 Total Characteristic Cost: 56
Movement: Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"
Cost Powers & Skills
Martial Arts: Street Brawling
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
4 Elbow Strike +0 +2 4d6 Strike
3 Trip +1 +1 2d6 Strike; Target Falls
4 Wriggle Free +0 +0 25 STR vs. Grabs
1 Weapon Element: Knife
2 Stubborn Streak: +5 PRE; Only To Protect Against Presence Attacks (-1)
12 Shapeshifter: Multiform ( changes shape into 90-point black Domestic Cat); Costs
Endurance (Only To Change; -1/2), END 2
Perks
3 Contact: Brothel Madam (Contact has very useful Skills or resources) 8-
1 Reputation: sneak thief who can often get where no one else can (in the Thieves'
Quarter) 11-, +1/+1d6
Talents
3 Lightsleep
Skills
10 +2 with HTH Combat
4 +2 OCV with Thrown Knives
3 +1 with Contortionist, Lockpicking, Sleight of Hand
1 Acrobatics 8-
2 AK: City Sewers 11-
3 Breakfall 13-
3 Climbing 13-
3 Concealment 12-
3 Contortionist 13-
0 Conversation 8-
0 Deduction 8-
3 Fast Draw (HTH Weapons) 13-
4 Gambling (Card Games, Dice Games) 12-
2 KS: City Underworld 11-
0 Language: "Common" (idiomatic)
3 Lockpicking 13-
0 Paramedics 8-
2 PS: Burglar 11-
3 Shadowing 12-
3 Sleight Of Hand 13-
5 Stealth 14-
5 Streetwise 13-
2 Survival (Urban) 12-
3 WF: Common Melee Weapons, Thrown Knives, Axes, and Darts
104 Total Powers & Skills Cost
160 Total Character Cost
75+ Disadvantages
10 Distinctive Features: Scar Down Right Side Of Face (Concealable; Noticed and
Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: City Guard/Town Watch 8- (Mo Pow, Capture)
15 Physical Limitation: Must Let All Wounds Heal Naturally, Cannot Use Healing Magic
Of Any Sort (Infrequently, Fully Impairing)
15 Psychological Limitation: Dislikes and/or Despises Dandies, Fops And Aristocratic
Fools (Common, Strong)
10 Psychological Limitation: Stubborn Streak, Prefers To Do Things The "Right" (i.e. Her)
Way (Common, Strong)
10 Rivalry: Professional (with many other thieves; Rival is More Powerful; Seek to Outdo,
Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Experience
160 Total Disadvantage Points
Equipment:
Weapon OCV RMod DMG STUN STR Notes
Long Knife 0 -- 1d6-1 0 7 S
Small Sword +1 -- 1d6 0 7 M
Throwing Knife 0 0 1/2d6 0 5 S, Has up to four
Armor
Name DEF Location
Leather Jerkin 3 9-14
Reinforced Jack 5 9-12
Leather Bracers 4 7
Leather Boots 1 16-18
Background/History:
Sidony (no last name) was raised in a brothel along with a mixed collection of other children. She has no idea who her parents really are, and doesn't really care (or so she says). She took to the streets at an early age, quickly adapting to the rough and tumble (and often brief) life of a street urchin. Fortunately, Sidony's natural agility more than made up for her smaller size and build, and she quickly became an accomplished sneak thief and burglar. Eventually she abandoned her home at the brothel, turning to a life of thievery, gambling, and knife-for-hire.
Personality/Motivation:
Sidony tries to live an independent life, not answering to anyone else. Naturally, this has gotten her in trouble with certain elements of the local underworld, but so far it hasn't been anything she couldn't handle. Sidony likes the feel of being her own boss, and tends to go her own way, feeling that only she knows what's best for herself. This same attitude has given her little-to-no tolerance of those she considers braggarts and fools. She also harbors ill-disguised contempt for the idle rich and other members of the upper nobility.
Quote: "Don't worry -- I'll get in and out with no one the wiser."
Powers/Tactics:
Sidony normally tries to avoid any form of straight up fight, much preferring a knife in the back -- or a thrown dagger -- as the best way to solve problems. Sidony is also rather good at certain forms of back-alley fighting, especially of the "dirty" variety. She normally keeps a long knife sheathed at her belt, with smaller throwing knives tucked into each boot. In addition, Sidony often wears a pair of heavy leather bracers when working and each of these mounts another throwing knife along the back. If expecting serious action, Sidony will buckle on a simple, but serviceable, small sword.
Sidony also possesses a most unusual power, one that she tries her best to keep a secret. Sidony is a shapeshifter, able to assume the form of a black house cat at any time she wishes. She often uses this power to gain entrance to places that would otherwise be inaccessible to her -- a great benefit to a thief. Her clothing does not change with her though, and Sidony is careful only to switch forms in secluded locations where she is sure that anything left behind will not be disturbed. Sidony herself is unsure as to how she ever gained this power, since she's been able to change forms for as long as she can remember. But since it's such a great asset to her thieving, she doesn't worry about it too much.
Appearance:
Sidony is of average height, standing about 5' 6". She has a thin rangy build and is surprisingly well muscled for her size. Her hair is a coarse, black, unkempt mass that falls past her shoulders. She usually keeps her hair tied back with a thin strip of leather. Her eyes are bright green and almost seem to glow at night. Running down the right side of her face is a long thin scar. It starts just under the corner of her right eye and ends at the bottom of her jaw (a relic of a back-alley knife fight). Despite this, if given a bath and a decent set of clothes, Sidony could almost be considered pretty.
Sidony usually dresses as follows: a shirt with long blousy sleeves, fastened up the front with cloth ties, and loose trousers tucked into tall knee-high boots. Over this she will usually wear a thick leather sleeveless jerkin that falls to mid-thigh. A thin leather belt keeps the jerkin secured. If expecting trouble Sidony will add a pair of heavy leather bracers. In cases of extreme emergency, Sidony will don a reinforced jack (cloth armor reinforced with small metal plates) she keeps hidden in a chest in her room.
Designer's Notes:
Sidony is vaguely based off of a character I encountered in a fantasy novel (I think it was Another Day Another Dungeon, but I'm not sure) I read some time ago. Intruiged by the character's description and powers, I wrote up the following character sheet. Sidony has since been rewritten for 5th Edition, and uses elements from the Rogue Package Deal found in Fantasy Hero. Her shape shifting ability could be some sort of family curse, an inherent magical ability, or the mark of a "mutant" (a suitable origin for the official Champions Universe, if you think about it). As it stands, Sidony makes an excellent Fantasy Hero character. Although written up as a woman, the character is quite gender neutral and can easily be played as either sex.
Susano
Nov 5th, '06, 06:44 PM
SIMONE D'AIGUILLON
Val CHA Cost Roll Notes
8 STR -2 11- Lift 75.8kg; 1 1/2d6 HTH Damage [2]
14 DEX 12 12- OCV: 5/DCV: 5
15 CON 10 12-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
16 EGO 12 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
20 COM 5 13-
4 PD 2 Total: 4 PD (0 rPD)
4 ED 1 Total: 4 ED (0 rED)
3 SPD 6 Phases: 4, 8, 12
5 REC 0
30/60 END 0
22 STUN 0 Total Characteristics Cost: 59
Movement: Running: 6"/12"
Leaping: 1"/2"
Swimming: 2"/4"
Cost Powers & Skills
64 Manipulating The Mana Flow: Variable Power Pool, 40 base + 24 control cost,
No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1);
Limited Special Effect Magic Spells (-1/4); all slots Extra Time (Full Phase, -1/2),
Depends on Mana Level (-1/2), Gestures (-1/4)
7 Mage Staff: +30 END; OAF (-1)
Perks
10 Contact: Various contacts among the Noble Houses, as well as stage performers,
magicians, fortunetellers, and the like in the Lower City
2 Fringe Benefit: Member of the Lower Nobility
5 Money: Well Off
Talents
17 Magesight, Discriminatory, Range, Sense
Skills
3 Acting 12-
0 Climbing 8-
0 Concealment 8-
3 Conversation 12-
0 Deduction 8-
4 Gambling (Card Games, Dice Games) 13-
3 High Society 12-
2 CK: The Lower City 11-
3 KS: Arcane And Occult Knowledge 13-
2 KS: Legends And Lore 11-
3 KS: Lower City Underworld 13-
2 KS: Who's Who In The Entertainment Community 11-
3 KS: Who's Who In The Noble House 13-
1 Language: "Common" (idiomatic; literate)
0 Paramedics 8-
3 Persuasion 12-
2 PS: Stage Actress 11-
3 Seduction 12-
0 Shadowing 8-
1 Sleight Of Hand 8-
3 Spell Research 13-
0 Stealth 8-
3 Streetwise 12-
0 TF: Equines
2 WF: Knives, Staffs
151 Total Powers & Skills Cost
210 Total Character Cost
75+ Disadvantages
5 Distinctive Features: Outrageous/Questionable Fashion Sense (Easily Concealed; Noticed
and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Powerful Magic Aura (Not Concealable; Always Noticed and
Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: House d'Aguillon and the other Noble Houses 11- (Mo Pow, NCI, Limited
Geographical Area, Watching)
15 Psychological Limitation: Craves New Sights And Experiences (Common, Strong)
10 Psychological Limitation: Proud Of Her Magical Skills (Common, Moderate)
10 Reputation: embarrassment to House d'Aguillon, 14- ((only among the Noble Houses)
75 Experience
210 Total Disadvantage Points
Background/History:
Growing up in starkly traditional House d'Aguillon, Simone suffered from the twin curses of an overactive imagination and unrestrained curiosity. While some learning was encouraged among the ladies of the House, Simone's constant questions were seen to be the mark of a rebellious child whose inquisitorial nature was in no way, shape, or form proper for a lady of her station and breeding. As for Simone, she chafed under the restrictions placed upon her due to her sex and status, and feeling stifled by the social mores surrounding her, started to sneak out at night, venturing down into the city to mingle with the lower classes.
It was among the actors, gamblers, and fortunetellers (and other individuals of questionable character) that Simone found her place. Here she discovered a whole new world; colorful, exciting, with a certain vitality that life in the staid environs of House d'Aguillon lacked. She learned to play at cards and dice, to dance and drink, to act upon the stage, and best of all, the ways of magic....
Simone's natural aptitude for magic surfaced during a card game, when she realized she could see various multicolored "threads" reaching from one of the players to different cards. Her questions concerning the threads nearly started a brawl (accusations of cheating are not to be taken lightly, you see), but when another magician confirmed certain cards had been spelled, Simone was exonerated (and the cheat dragged off to learn a painful lesson). Impressed that someone who wasn't a trained sorcerer could see magic, the magician offered to take her on as an apprentice. Simone, for her part, jumped at the chance to learn the mystic arts and instantly accepted.
Simone proved to be more than an apt pupil, quickly mastering the basics of magic and becoming quite an accomplished sorceress. Gaining confidence from her skills, she started to flaunt her activities openly, scandalizing her family while gaining a great deal of notoriety among the aristocracy. Some, especially young men, were attacked to Simone and her "wild" ways, while others shunned her. For her part, Simone continued on as she had, treating the social circles of the upper classes as just another stage for her to perform on.
Personality/Motivation:
Simone is a woman who feels trapped by the social customs of her time. What she wants is to be like the heroines of old, who went off and had adventures without having to worry about what the household elders would say. Instead, what she gets is interminable bouts of petty interfamily rivalry coupled with plenty of small-minded gossip, rumor, and the occasional stab in the (figurative) back. The Noble Houses have become so stratified in their ways they seem incapable of realize there's a whole different world outside of their doors, a world Simone personally would rather be part of and feels far more comfortable with. Worse yet, virtually all the Noble Houses seem to be willfully ignorant about things happening in the Lower City: such as new forms of music, art, dance, and the like; as well as the rise of merchants, banks, and financial possibilities of inter-kindgom trade.
As a person, Simone is fascinated by new discoveries and experiences. She likes to meet new people and can be very gregarious -- in the right company. However, among the nobility she tends to play up her flamboyant reputation, acting in a scandalous manner and deliberately trying to shock (and amuse) her peers. Away from aristocratic circles, she's more affable, more restrained, and more willing to listen to others without being snide or snippy. Of course, she does have an air of arrogance concerning her magic skills, regardless of the situation.
Quote: "I want to explore, to see new sights, to experience new customs, to go places others only read about! I don't want to sit around discussing who is sleeping with who, who is cheating on who, and what dress I'm going to wear to the next grand ball."
Powers/Tactics:
Simone's magical talents allow her to work with mana, the raw magical energy found throughout the world, and shape it into spells. As she must physically gather up the energy and work it into the form desired, her spells require her hand to be free and take some time to create. Simone is also limited by the local mana resources available. Some places, like deserts and wastelands, have very little mana, while others (battlefields, meteor craters, fertile meadows) have plenty of mana. The spells she can create are limited only by mana level and her imagination. Simone tends to use various forms of telekinetic effects (e.g. Energy Blast [physical], Flight, Force Field, Force Wall, Telekinesis), finding them to be very useful, but will also tends to use light-based spells as well (e.g. Energy Blast [energy], Flash, Images [illumination only], RKA).
In combat she prefers to stay a range, using her powers to provide fire support for anyone she might happen to be with. While she can use a knife to defend herself, she's not a hand-to-hand fighter and knows it. If closely pressed she will produce the most power Force Field she can and then attempt to escape, switching to Flight is she gets the chance.
Along with her magical skills, Simone is a skilled actress, having performed on the stage, and can move among the lower classes and the aristocrats with relative ease. She's also fond of cards and is known to frequent gambling houses when not otherwise occupied.
Appearance:
Tall and slender, with long platinum blonde hair, Simone has a very shapely figure which she likes to display in any number of scandalous outfits (all of which she claims are barbaric fashions from beyond the borders of the Empire). Her favorite costume consists of a network of thin leather strips attached to brass rings that support several panels of sheet white silk., providing just enough covering to allow her to go out in public without being arrested. To this she adds high-heeled black leather boots and medium-length black leather gloves, both have broad cuffs and gold trim. Regardless of what she is wearing, Simone always carries her mage's staff with her.
Designer's Notes:
Simone is based on an image I found of Jeane, a character from one of the Suikoden games. She was deliberately designed to be somewhat generic in origin, with little to no specifics spelled out in her background regarding what city she lives in and the like. I will admit to borrowing part of her attitude (and that of the Noble Houses) from Neal Stephenson's The Baroque Cycle, specifically theirs ideas about money (i.e. an aristocrat doesn't touch money or worry himself with it). Her magical skills are modeled after the magic systems found in Roger Zelazny's Changeling and Madwand novels, as well as Larry Niven's The Magic Goes Away series. Basically, Simone's magic consists of finding, shaping, and then casting spells made from the local mana (magical energy). Theoretically, she can cast any sort of spell she wants, although some things (Growth, Shrinking, FTL, and the like) should be impossible for her. If you'd rather not use a VPP, then break out the Fantasy Hero Grimore or Until Superpowers Database and give her spells centered around either air or light special effects.
Simone is best used as an NPC, as she's probably not physically powerful enough to make a good PC, especially a free-ranging adventurer. On the other hand, if a campaign is set in a single city, she'd probably fit right in. To make Simone more powerful, up the size of her VPP, give her some levels with her spells, and increase her DEX, CON, and SPD. To weaken her, reduce the size of her VPP, remove her Mage Staff, and eliminate her Perks.
http://surbrook.devermore.net/original/fantasy/simone.jpg
Susano
Nov 5th, '06, 06:48 PM
SIR MERRIYA de BLACKMERE
Val CHA Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 1/2d6 HTH Damage [3]
18 DEX 24 13- OCV: 6/DCV: 6
15 CON 10 12-
12 BODY 4 11-
15 INT 5 12- PER Roll 12-
13 EGO 6 12- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
16 COM 3 12-
6 PD 3 Total: 6 PD (0 rPD)
4 ED 1 Total: 4 ED (0 rED)
3 SPD 2 Phases: 4, 8, 12
6 REC 0
30 END 0
28 STUN 1 Total Characteristics Cost: 67
Movement: Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"
Cost Powers & Skills
Martial Arts: Armed Combat
Maneuver OCV DCV Damage
5 Cleave +1 -2 Weapon +2 DC Strike
4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block
4 Lock +1 +0 23 STR Bind
4 Parry +2 +2 Block; Abort
4 Strike +0 +2 Weapon +1 DC Strike
3 Trip +2 +0 Weapon Strike, Target Falls, Requires Both Hands
4 Use Art with Axe, Blades, Mace, Polearms, Staff
Perks
2 Fringe Benefit: Knight
Skills
10 +2 with HTH Combat
6 Penalty Skill Levels: +2 vs. Mounted Combat penalties for all attacks with All Attacks
2 AK: [Local Area] 11-
2 Animal Handler (Equines) 12-
3 Breakfall 13-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
1 Gambling (Chess) 12-
3 Courtier: High Society 12-
1 Language: "Common" (idiomatic; literate)
1 Oratory 8-
3 Healer: Paramedics 12-
7 Riding 15-
0 Shadowing 8-
0 Stealth 8-
0 TF: Equines
3 Hunting: Tracking 12-
4 WF: Common Melee Weapons, Bows, Lances
3 Scholar
2 1) KS: Dance 12-
2 2) KS: Folklore 12-
1 3) KS: Hawking 11-
2 4) KS: Heraldry 12-
2 5) KS: Knights of Reknown 12-
1 6) KS: Swordfighting 11-
88 Total Powers & Skills Cost
155 Total Character Cost
75+ Disadvantages
5 Distinctive Features: Coat Of Arms (Easily Concealed; Noticed and Recognizable;
Detectable By Commonly-Used Senses)
10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By
Large Group)
5 Money: Poor
15 Psychological Limitation: Code Of Chivalry (Common, Strong)
10 Psychological Limitation: Knight-Errant Mentality (Common, Moderate)
10 Rivalry: Professional (with any knight who thinks a woman can't "make it" as a knight,
Rivals may have superior numbers and/or rank; Rival is More Powerful; Seek to Outdo,
Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
25 Experience
155 Total Disadvantage Points
Equipment:
Weapon OCV RMod DMG STUN STR Notes
Sword +0 -- 1d6+1 0 10 M
Bastard Sword +0 -- 1 1/2d6 0 12/9 M, 1 1/2 Hands
Poleaxe
Blade +0 -- 2d6 AP 0 12 L, 2 Handed
Shaft +0 -- (4d6) -- (12) L, 2 Handed
Shortbow +0 +0 1d6+1 +0 10 100 Hex Range, 1/2 DCV
Armor: Harness of middle 14th Century
Name DEF Location
Bascinet 8 3-5
Avantail 6 4, 9
Arming Jacket 2 7-12
Chain Shirt 6 7-12
Breastplate & Tassets 8 9-13
Transitional Arms 7 7-8
Plate Half Gauntlet 6 6
Transitional Legs 7 14-18
Background/History:
Merriya is the youngest of six children in the de Blackmere family and the only female. Her mother having died while Merriya was still very young, Merriya was raised by her father, Edward, as just another son. This included being taught how to ride and hunt, the use of the sword and lance, the handling of hawks and falcons, and other such squirely duties. In time, she became quite accomplished in these arts, her own agility more than making up for her elder brothers' greater strength.
At the age 16, Merriya went forth with her brothers to a great tournament. Her brothers meant to compete while Merriya was to aid them in the manner of all good squires. As fortune would have it, the youngest of the brothers, Philip fell ill from an indulgence of wine and merriment and was unable to participate in the melees and combats of the next day. Not wishing to have her family shamed by such an occurrence, Merriya took the only possible course of action -- she donned Philip's armor, took up his shield and rebated sword, and went forth unto the field to defend her families name and honor.
Such battles were fought that day! What lances shattered and swords splintered! What cries of victory and anguish, what sounds of blows and what good knights struck to the ground! Until at last, the tourney drew to a close and "Philip" was declared the winner and squire of honor for displaying such prowess on the field. His Grace, Duke Artus did declare that if this squire was presently not in service to another he would take him as his own and make him a knight. The astonishment of the crowd was most complete when Merriya removed her helm to claim her prize. Duke Artus however, was good to his word and did take Merriya into his service and five years later presented Merriya with her white belt, spurs and chain (and administered a buffet no less or no greater than any other knight had received that day).
Another five years have passed and now Merriya has become a knight errant. Perpetually penniless, she travels the lands, doing what good deeds she can while eternally searching for that illusive ... something. What she is looking for and what Merriya will do if she ever finds it remains to be seen.
Personality/Motivation:
Merriya is a good and noble knight, adhering most deeply to the laws of Chivalry and Honor. As such Merriya will always attempt to be truthful, to protect the weak and innocent, aid the poor, to be loyal to those that she has agreed to serve and to be courteous to all that she may meet -- even in war. As a landless knight, Merriya keeps on the move, traveling from place to place, and righting such wrongs as she sees. She will not stay in one place for long, but will remain until she feel a bad situation has been put right. She will also seek-out evil where ever it can be found, and is highly unlikely to refuse a cry for help or a request for aid.
For all her noble deeds and manners, Lady Merriya is not with out her faults. She is most superstitious, believing in all manner of fairies and ghouls, ghosts and goblins, that black cats cause bad luck, and a red ribbon tied to Steel's tail will discourage witches (of course, in some campaigns this might not be that big of a disadvantage....).
Powers/Tactics:
As with many knights, Merriya has been raised to believe the best defense is a good offense. Sitting on her warhorse,. dressed in full armor, with a shield on her arm and a broadsword in her hand, she has little to fear from most foes, and will ride in quickly, closing the range to her opponent. Blows will be struck quickly and with power, until the enemy falls. On foot, Merriya will use her bastard sword or poleaxe, usually starting out with the axe, especially if her enemies are heavily armored (the poleaxe uses a house rule that all axes have AP to represent their concentrated cutting power -- change this if you wish). Her bow is used only for hunting -- while respecting the power and use of massed archers, Merriya feels it is more "proper" to fight an enemy on equal footing, in hand-to-hand, where skill at arms will determine the outcome of the battle.
Appearance:
Merriya is in excellent physical shape, standing 5' 7" and weighing about 130 pounds. Her eyes are a dark green with black hair that falls just past her shoulders. Although she is only 26, Merriya's face has a slightly weathered look to it, and her hands have a swordsman's calluses along the inside of the thumb and base of the fingers.
Her colors are black and gold, so Merriya's breastplate is covered (as is the custom) with black velvet and is set with brass rivets. Her fighting surcoat is black, lined with gold while the rest of her clothing is in a variety of color combinations.
Device: Per chevron sable and or, a gryphon rampant sable, in chief three compass stars or.
Equipment:
Merriya owns two horses, Steel and Stone. Steel is her warhorse and Stone is a packhorse and sometime riding animal. Packed onto Stone's back are all manner of goods: a dagged surcoat to wear with armor, a jeweled placket belt, several houppelandes and coathardies, boots and shoes, hose and trousers, and so on. Also, all the things one would need while traveling alone: knives and spoons, cooking utensils, flint and steel, a sharpening stone, needles, and thread, oil for cleaning her weapons and armor, and scabbards and cases to carry it all in.
Susano
Nov 5th, '06, 06:51 PM
SIR MERRIYA de BLACKMERE
Paladin of Heddith
Val CHA Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 HTH Damage [3]
18 DEX 24 13- OCV: 6/DCV: 6
15 CON 10 12-
12 BODY 4 11-
15 INT 5 12- PER Roll 12-
13 EGO 6 12- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
16 COM 3 12-
6 PD 3 Total: 6 PD (0 rPD)
4 ED 1 Total: 4 ED (0 rED)
4 SPD 12 Phases: 3, 6, 9, 12
6 REC 0
30 END 0
28 STUN 0 Total Characteristics Cost: 78
Movement: Running: 7"/14"
Leaping: 3"/6"
Swimming: 2"/4"
Cost Powers & Skills
Martial Arts: Armed Combat
Maneuver OCV DCV Damage
5 Cleave +1 -2 Weapon +2 DC Strike
4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block
4 Lock +1 +0 25 STR Bind
4 Parry +2 +2 Block; Abort
4 Strike +0 +2 Weapon +1 DC Strike
3 Trip +2 +0 Weapon Strike, Target Falls, Requires Both
Hands
4 Use Art with Axe, Blades, Mace, Polearms, Staff
11 Aura Of Heddith: +55 PRE; Only To Make Presence Attacks (-1), Only Works Against
Undead Creatures (-1), Limited Effect (see Fantasy Hero page 107-108; -1), Extra Time
(Full Phase, -1/2), Only When Serving The God's Purposes (-1/2)
2 Fast On Her Feet: Running +1" (7" total), END 1
10 Healing Hands Of Heddith: Simplified Healing BODY & STUN 6d6; 1 Charge (-2), Extra
Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2),
Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Only
When Serving The God's Purposes (-1/2), [1]
4 Healing Light Of Heddith: Sight Group Images 1" radius; Only To Create Light (-1), No
Range (-1/2), END 1
Perks
2 Fringe Benefit: Knight of the Order of the North Star
Skills
10 +2 with HTH Combat
6 Penalty Skill Levels: +2 vs. Mounted Combat penalties for all attacks with All Attacks
6 Fight In Armor: Penalty Skill Levels: +2 vs. armor penalties to DCV with All Attacks
1 AK: The Forgotten Realm 8-
2 AK: Silverymoon 11-
2 Animal Handler (Equines) 12-
3 Breakfall 13-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
1 Gambling (Chess) 12-
3 Courtier: High Society 12-
1 Language: "Common" (idiomatic; literate)
1 Oratory 8-
3 Healer: Paramedics 12-
0 PS: Cooking 8-
1 PS: Armor/Leather Repair 8-
7 Riding 15-
0 Shadowing 8-
0 Stealth 8-
0 TF: Equines
5 Hunting: Tracking 13-
4 WF: Common Melee Weapons, Bows, Lances
3 Scholar
2 1) KS: Dance 12-
2 2) KS: Folklore 12-
1 3) KS: Hawking 11-
2 4) KS: Heraldry 12-
2 5) KS: History of the Order of the North Star 12-
2 6) KS: Knights of Reknown 12-
1 7) KS: Swordfighting 11-
127 Total Powers & Skills Cost
205 Total Character Cost
100+ Disadvantages
10 Distinctive Features: Aura Of A Paladin Of Heddith (Not Concealable; Always Noticed
and Causes Major Reaction; Detectable Only By Small Group [evil beings and creatures])
5 Distinctive Features: Coat Of Arms (Easily Concealed; Noticed and Recognizable;
Detectable By Commonly-Used Senses)
10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By
Large Group)
15 Hunted: Enemies of Heddith/Forces of Evil 8- (As Pow, PC has a Public ID or is
otherwise very easy to find, Harshly Punish)
10 Hunted: Order Of The North Star 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Code Of Chivalry (Common, Strong)
0 Psychological Limitation: Dislike/Disdain Of Sorcery (Common, Moderate, Custom
Adder)
10 Psychological Limitation: Strives to be Worthy of Heddith's Blessing (Common, Total,
Custom Adder)
30 Experience
205 Total Disadvantage Points
Equipment:
Weapon OCV RMod DMG STUN STR Notes
Sword +0 -- 1d6+1 0 10 M
Bastard Sword +0 -- 1 1/2d6 0 12/9 M, 1 1/2 Hands
Poleaxe
Blade +0 -- 2d6 AP 0 12 L, 2 Handed
Shaft +0 -- (4d6) -- (12) L, 2 Handed
Shortbow +0 +0 1d6+1 +0 10 100 Hex Range, 1/2 DCV
Armor: Harness of middle 14th Century
Name DEF Location
Bascinet 8 3-5
Avantail 6 4, 9
Arming Doublet 2 7-12
Byrnie 6 7-13
Breastplate 8 9-12
Transitional Rerebrace and Vambraces
7 7-8
Plate Half-Gauntlets 6 6
Transitional Cuisses and Greaves
7 14-18
Background/History:
Merriya is the youngest of six children in the de Blackmere family and the only female. Her mother having died while Merriya was still very young, Merriya was raised by her father, Edward, as just another son. This included being taught how to ride and hunt, the use of the sword and lance, the handling of hawks and falcons, and other such squirely duties. In time, she became quite accomplished in these arts, her own agility more than making up for her elder brothers' greater strength.
At the age 16, Merriya went forth with her brothers to a great tournament. Her brothers meant to compete while Merriya was to aid them in the manner of all good squires. As fortune would have it, the youngest of the brothers, Philip fell ill from an indulgence of wine and merriment and was unable to participate in the melees and combats of the next day. Not wishing to have her family shamed by such an occurrence, Merriya took the only possible course of action -- she donned Philip's armor, took up his shield and rebated sword, and went forth unto the field to defend her families name and honor.
Such battles were fought that day! What lances shattered and swords splintered! What cries of victory and anguish, what sounds of blows and what good knights struck to the ground! Until at last, the tourney drew to a close and "Philip" was declared the winner and squire of honor for displaying such prowess on the field. His Grace, Duke Artus did declare that if this squire was presently not in service to another he would take him as his own and make him a knight. The astonishment of the crowd was most complete when Merriya removed her helm to claim her prize. Duke Artus however, was good to his word and did take Merriya into his service and five years later presented Merriya with her white belt, spurs and chain (and administered a buffet no less or no greater than any other knight had received that day).
Soon afterwards, Merriya was initiated into the Order of the North Star, a company of knights sworn to defend the northern reaches of Silverymoon from incursions of the Spawn (better known to many as orcs, goblins, ogres, and their ilk). She served with great distinction, and was present on the field when the army of Prince Hal shattered the Spawn's invasion with great clouds of arrows.
Following the destruction of the Spawn, Merriya felt she was without purpose, and went off on a personal quest of her own. Acting as a knight errant, she traveled the land, doing what good deeds she could while searching for something that she couldn't describe.
As events would have it, Merriya found what she was looking for, or more appropriately, it found her. Despondent over her recent failure to protect an innocent, as well as smarting from the realization she had allowed her station to overwhelm her heart and mind with arrogance, Merriya lost herself in the forest, seeking a release from her earthly pains. But, instead of death, she found something far greater; she found clemency.
Heddith, Goddess of Mercy, calmed Merriya's mind and gave her a chance for redemption. Appointing Merriya as one of her paladins, Heddith instilled within the knight a new sense of purpose and sent her back out into the world. Now Merriya wanders the lands once more, not as a knight errant, but as a Paladin of Heddith, seeking evil and injustice in all forms, shapes and sizes, and attempting to eradicate it.
Personality/Motivation:
Merriya is a good and noble knight, adhering most deeply to the laws of Chivalry and Honor, as well as the ideals of a Paladin of Heddith. As such Merriya will always attempt to be truthful, to protect the weak and innocent, aid the poor, to be loyal to those that she has agreed to serve and to be courteous to all that she may meet -- even in war. As a Paladin of Heddith, Merriya keeps on the move, traveling from place to place, and righting such wrongs as she sees. She will not stay in one place for long, but will remain until she feel a bad situation has been put right. She will also seek-out evil where ever it can be found, and is highly unlikely to refuse a cry for help or a request for aid.
For all her noble deeds and manners, even as a paladin Merriya is not with out her faults -- despite her own magical (albeit divinely-granted) powers, Merriya has little liking for for sorcery, feeling it lacks honor when applied in battle and is often used for questionable motives. She also retains some of her former superstitious nature, although these days it is more out of force of habit than anything else.
Quote: "Do what you must then, but I ask that you make it quick and grant him [an evil priest] a mercy he has doubtless never shown others."
Powers Notes/Tactics:
As a knight, Merriya feels it is important to fight honestly and openly, with out resorting to deceit or trickery. This is tempered by the realization that not all view the world as she does, and the end can be used to justify the means. As a Paladin of Heddith, she will fight strongly in defense of the weak and innocent, but will be ready to grant quarter if is asked and will not mistreat a captive. She will not allow herself to be tricked due to her vows, and will think about her actions and requests made of her before acting upon them. She may be a novice paladin, but she is an experienced warrior.
When fighting, Merriya usually remains mounted, as it makes her far more mobile. She will use her sword and shield while on horseback, as the shield allows for a better defense. If on foot, she will take her bastard sword, unless the foes are well-armored, in which case she will use her poleaxe. Merriya's bow, however, is to only be used as a hunting weapon. She recognizes and has witnessed the destructive power of massed archery, but has no liking for that style of fighting herself. Merriya feels that the only proper way for a paladin such as herself to fight is in close, hand-to-hand, in which skill at arms will decide the day, and one can hear and respond to a cry for mercy and quarter. One can pull a blow or swing to miss, one cannot recall an arrow in flight.
Appearance:
Merriya is in excellent physical shape, standing 5' 7" and weighing about 130 pounds. Her eyes are a dark green with black hair that falls just past her shoulders. Although she is only 26, Merriya's face has a slightly weathered look to it, and her hands have a swordsman's calluses along the inside of the thumb and base of the fingers.
Her colors are black and gold, so Merriya's breastplate is covered (as is the custom) with black velvet and is set with brass rivets. Her fighting surcoat is black, lined with gold while the rest of her clothing is in a variety of color combinations.
Device:
Per chevron sable and or, a gryphon rampant sable, in chief three compass stars or.
Equipment:
Merriya owns two horses, Steel and Stone. Steel is her warhorse and Stone is a packhorse and sometime riding animal. Packed onto Stone's back are all manner of goods: a dagged surcoat to wear with armor, a jeweled placket belt, several houppelandes and coathardies, boots and shoes, hose and trousers, and so on. Also, all the things one would need while traveling alone: knives and spoons, cooking utensils, flint and steel, a sharpening stone, needles, and thread, oil for cleaning her weapons and armor, and scabbards and cases to carry it all in.
Equipment Descriptions:
Bastard Sword: Also known as a hand-and-a-half sword, this weapon is much longer than a regular sword, with a blade close to 48" in length -- making it too big for one hand, but not quite big enough for two (hence its name). It is usually used by footmen, and has a long narrow blade, with a fairly pointed tip. The blade is doubled edged, equipped with a wire-wrapped hilt, a thick cross guard and a heavy teardrop shaped pommel.
Poleaxe: A poleaxe (pole meaning "head"), is a weapon about 6' long with a heavy wooden shaft and a small axe-head. Often the axe-head is backed by a hammer and tipped with a long thrusting spike. Langets (strips of metal used to anchor the blade) run down the shaft, protecting it from being cut, while a small metal disk serves as a handguard and keeps weapons from sliding down into the user's fingers.
Shortbow: A relatively small and weak bow used for hunting and from horseback.
Sword: This is a single-handed cut and thrust sword. The weapon has a fairly long blade (about 36"), doubled edged, with a hilt wrapped in wire, a heavy pommel (used as a counterweight) and a simple horizontal cross guard. Reference books and gamers usually call this a "broadsword."
Arming Doublet: A padded gambeson (jacket) worn underneath metal armor. It is fitted with points (strings) to attach armor pieces, and may have gussets of mail (i.e. chainmail) sewn on the insides of joints (such as the armpit and elbow).
Aventail: Mail neck-guard attached to the edge of the helmet. The aventail in this case includes a coif, which is a mail hood covering the head.
Bascinet: Close-fitting metal helmet. It slopes to a slight point at the back of the skull.
Breastplate: Torso protection. In Merriya's case worn with a backplate.
Byrnie: A mail shirt. Merriya's covers her from wrists to past her waist.
Gauntlets: Hand armor. Could be mail, plate, or quilted (usually in combination with a long-sleeved gambeson). Merriya's are plate, and cover the backs of her hands, but leave her fingers free (she wears gloves).
Transitional Rerebrace and Vambraces: Plate armor over mail. The rebrace covers the upper arm, while vambrace covers the lower. The two are connected by an articulated joint called a cop.
Transitional Cuisses and Greaves: Plate armor over mail leggings called chausses. The cuisse covers the thigh, while a greave covers the shin. Merriya also wears articulated metal shoes called sabatons.
THE ORDER OF THE NORTHSTAR:
Merriya de Blackmere is a member of a secular (non-religious) order of knights called the "Knights of the North Star." The order's intent is to create a brotherhood of knights, who will work together to further those ideas considered noble and chivalric. In other words, it is an attempt to recreate the legendary Round Table (fill in your own legend, although it would be amusing to have Arthur be an "eternal idea"). Thus knights of the order are supposed to wander the realm, defeating evil, upholding law and justice, eliminating Spawn (monsters), supporting the just, overthrowing the unjust, defending women and the weak, and so on. Although the ability of individual knights to live up to these lofty ideas varies (as does their ability to carry them out), they are generally well respected and liked in the northern realms.
The order is marked by the large star-shaped pendant that is attached to the gold knight's chain each member wears. Figure the shape to be a mullet (i.e. star) of eight points. Merriya's pendant has a small star sapphire set in the center.
Susano
Nov 5th, '06, 06:55 PM
Okay, that's currently all I have. I'm (slowly) working on more FH designs, and will post them... eventually. :straight:
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