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[Group] The Party


SKJAM!

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THE PARTY

 

 

Membership: Neste (leader), Hycor, Kenka, Mordal. The group would be

willing to accept any fantasy gaming style character into their ranks,

provided that person's moral philosophy is compatible.

 

 

Origin: Walter Zekaski was running his Saturday Dungeons and Dragons

(tm Wizards of the Coast) game for four of his friends. They were

playing their favorite characters, "the Party", amd having a good

time. That was until the characters came across a mystic rune in the

game.

 

Walter had actually drawn up a picture of the glyph, cribbed from

various sources, complete with an incantation around the edges. It

was pretty impressive, and the players stared at it while repeating

the incantation. There was a flash of cobalt-tinted light, a cyclonic

wind effect, and when Walter regained his senses, his friends were

gone.

 

In their place were what appeared to be the very characters

they'd been playing in the game. After some unnecessary roughness, it

was established that Walter was not, in fact, an evil wizard who'd

summoned the party to some previously unknown level of Hell.

 

Now the Party, with Walter's aid, are trying to find a way home.

 

(Note: It is not known to the Party whether they've come from a

world that happens to exactly duplicates Walter's campaign, or if they

are the players transformed. Use whichever you like.)

 

 

Goals: The Party's ultimate goal is to return home. In the short

term, they undertake missions to gain magical artifacts and supplies.

They also wouldn't mind being very wealthy.

 

 

Tactics: When about to enter dangerous areas, the Party's

magically-adept members will cast their long-lasting enhancement

spells to cover for the deficiencies in the team's statistics. In

combat, Hycor charges the most impressive-looking opponent while Kenka

sneaks around behind the enemy. Mordal and Neste attempt to use their

spells to knock off anyone who looks weaker.

 

 

Group Relations: The Party is what the D&D books call "Chaotic",

dedicated to personal freedom. They don't take orders well, and often

have to "agree to disagree." The Party also doesn't get along with

authority figures, including the police. At Walter's urging, they

*are* trying not to kill unnecessarily.

 

All the male members of the group are engaged in an ongoing struggle

to gain Kenka's affections, and she enjoys playing them off each

other.

 

 

Reputation: The Party is quickly gaining a name for themselves as

flashy and overpowered robbers.

 

 

Campaign Functions: The Party is meant as a not-wholly-serious

encounter between more difficult adventures. Note that the members

have various protections that only work against specific special

effects. You may wish to switch these to the player characters'

effects.

 

 

Base and Transportation: The Party is presently holed up in an

abandoned office building's basement. (The owners were a dot-com that

went belly up.) If they need to go more than a few miles, they will

notify Walter, who ferries them in his ten-year-old sedan.

 

 

Individual character sheets to follow.

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Re: [Group] The Party

 

Hycor the Fierce

 

Player: NPC

 

Val Char Cost

17 STR 7

13 DEX 9

13 CON 6

18 BODY 16

15 INT 3

13 EGO 6

9 PRE -1

10 COM 0

 

3/11 PD 0

3/11 ED 0

3 SPD 7

4 REC -4

26 END 0

75 STUN 41

 

6" RUN 0

4" SWIM 2

5" LEAP 2

Characteristics Cost: 94

 

Cost Power

36 Magic Greatsword: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Affects Desolidified Any form of Desolidification (+1/2), +3 OCV (60 Active Points); OAF Durable (Magic Greatsword; -1)

13 Bow & Arrows: Killing Attack - Ranged 1d6, 32 Recoverable Charges (+3/4) (26 Active Points); OAF Durable (Bow and arrows; -1)

11 Magic Shield: Missile Deflection (Any Ranged Attack), +2 to Roll (25 Active Points); OAF Unbreakable (shield; -1)

14 Platemail: Armor (8 PD/8 ED) (24 Active Points); OIF Durable (platemail; -1/2), Real Armor (-1/4)

8 Ring of Protection: +2 with DCV (10 Active Points); IIF Unbreakable (Ring; -1/4)

1 Ioun Stone: +2 INT (2 Active Points); OAF Unbreakable (gem; -1)

9 Sharp Senses: +3 PER with all Sense Groups

10 Greatsword Master: Find Weakness 11- with w/greatsword

Powers Cost: 102

 

Brawling

Cost Martial Arts Maneuver

4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 3d6 Strike

3 Push: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 1d6 +v/5, Target Falls

4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 +1 HTH Damage Class(es)

Martial Arts Cost: 15

 

Cost Skill

2 Animal Handler (Equines) 11-

5 Breakfall 13-

3 Climbing 12-

80 +10 with All Combat

6 +3 OCV with greatswords

5 Concealment 13-

3 Contortionist 12-

3 Conversation 11-

2 KS: D&D-style Religion 11-

2 KS: Knot Tying 11-

3 Language: Dwarvish (completely fluent)

0 Language: Common (idiomatic) (4 Active Points)

3 Lockpicking 12-

3 Paramedics 12-

3 Riding 12-

2 SS: Alchemy 11-

3 Seduction 11-

4 WF: Common Melee Weapons, Common Missile Weapons

3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-

Skills Cost: 135

 

 

Cost Talent

9 Lightning Reflexes: +6 DEX to act first with All Actions

4 Mounted Warrior (HTH Combat)

4 Mounted Warrior (Ranged Combat)

Talents Cost: 17

 

Total Character Cost: 363

 

Pts. Disadvantage

25 Dependent NPC: Walter Zekaski 14- (Incompetent)

15 Distinctive Features: D&D character in the real world (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

25 Hunted: Police 11- (Mo Pow, NCI, Capture)

15 Hunted: Player Character Group 8- (Mo Pow, Capture)

20 Psychological Limitation: Unfamiliar with Modern World (Very Common, Strong)

15 Psychological Limitation: Overconfidence (Common, Strong)

10 Rivalry: Romantic (with Mordal & Neste), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

Disadvantage Points: 125

Base Points: 200

Experience Required: 38

Total Experience Available: 38

Experience Unspent: 0

 

APPEARANCE

Hair Color: Black

Eye Color: Brown

Height: 1.70 m

Weight: 68.00 kg

Description:

Hycor has a wiry build. He wears his neck-length hair loose most of the time, and has vaguely American Indian-like features. On missions, he wears a full suit of silvery plate armor. Otherwise, he favors earth colors and loose clothing.

 

BACKGROUND

Hycor was the younger brother of Gycor, a famous warrior. When his brother was killed fighting a demonic invasion, Hycor vowed to become the best fighter ever to honor Gycor's memory. Unfortunately, Hycor soon found that he was not cut out for the strict discipline most militaries demand, and fell in with a bad crowd. Eventually he joined with the Party.

 

PERSONALITY

Hycor, despite his nickname, is rather mild-mannered and passive. He's more likely to apologize than attack unless he's on a mission. He is aware that he's one of the best fighters around, and will gladly rush into combat even against strong odds.

 

QUOTE

"I can take him."

 

POWERS/TACTICS

Hycor is a highly-trained combatant, especially adept with greatswords. His current one is highly magical and nicknamed "Steelborn." He has a number of other magical items, including what he calls a "smart rock" because it makes him slightly more intelligent. When it's active, the rock orbits his head like a satellite, so he only uses it in private.

 

Hycor's preferred tactic is frontal assault, trusting to his nearly superhuman combat prowess to keep his skin mostly intact. He is willing, however, to participate in ambushes and will use his bow for opponents too dangerous to close with.

 

CAMPAIGN USE

If Hycor needs to be more powerful, give him more DEX and a point or two of speed. For less power, remove combat levels to taste.

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Re: [Group] The Party

 

Very cool SKJAM, you are repped. I once ran something similar where I asked the players to stat themselves out then (using 2ed AD&D at the time). Then they were sucked into the fantasy realm and had to find someone to teach them a profession to become 1st level and gain some bonuses to stats.

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Re: [Group] The Party

 

Kenka the Lovely

 

Player: NPC

 

Val Char Cost

11 STR 1

17 DEX 21

11 CON 2

9 BODY -2

12 INT 2

12 EGO 4

14 PRE 4

14 COM 2

 

2/6 PD 0

2/6 ED 0

3 SPD 3

4 REC 0

22 END 0

36 STUN 15

 

6" RUN 0

4" SWIM 2

2" LEAP 0

Characteristics Cost: 54

 

Cost Power

22 Magic Longsword: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Affects Desolidified Any form of Desolidification (+1/2), +3 w/DCV (45 Active Points); OAF Durable (sword; -1)

15 Ring of Ram: Energy Blast 5d6, Double Knockback (+3/4) (44 Active Points); 64 Charges which Never Recover (-1 1/2), OIF Unbreakable (Ring; -1/2)

22 Sneak Attack: Energy Blast 5d6, No Normal Defense (Hardened Defenses or Lack of Weakness; +1) (50 Active Points); No Range (-1/2), Must be "behind" target Power loses about a third of its effectiveness (-1/2), Does not work vs. creatures w/non-conventional nervous systems Power loses about a fourth of its effectiveness (-1/4)

8 Skimpy Leather Armor: Armor (4 PD/4 ED) (12 Active Points); OIF Durable (armor; -1/2)

15 Evasion: Missile Deflection (Bullets & Shrapnel)

8 Slippery Mind: Mental Defense (7 points total) +5 Mental Defense (12 points total) Only vs. Mind Control (-1/2)

4 Sharp Eyes: +2 PER with Sight Group

5 Starlight Sight: Ultraviolet Perception (Sight Group)

15 Very Aware of Her Surroundings: +5 PER with all Sense Groups

4 Elf-Blooded: Life Support (Longevity: 200 Years; Sleeping: Character does not sleep)

24 Boots of Elvenkind: +10 W/Stealth (30 Active Points); IIF Durable (Boots; -1/4)

Powers Cost: 142

 

 

Cost Skill

2 Animal Handler (Equines) 12-

5 Breakfall 13-

3 Climbing 12-

5 +1 with Ranged Combat

11 Concealment 15-

3 Contortionist 12-

3 Conversation 12-

5 Cryptography 12-

10 Defense Maneuver I-IV

5 Disguise 12-

2 Forgery (Papers) 11-

2 KS: Fantasy World Religion 11-

2 KS: Fashion 11-

3 KS: Knot-tying 12-

3 KS: Magic 12-

2 KS: Natural World 11-

5 KS: Using Unknown Devices 14-

0 Language: Common (idiomatic) (4 Active Points)

3 Language: Elvish (completely fluent)

1 Language: Dwarvish (basic conversation)

1 Language: Thieves' Cant (basic conversation)

3 Lipreading 11-

5 Lockpicking 13-

2 Navigation (Land) 11-

4 PS: Appraise 13-

2 PS: Exotic Dancer 11-

4 PS: Singer 13-

3 Security Systems 11-

9 Seduction 15-

35 +7 with all "Thief" Skills

3 Sleight Of Hand 12-

7 Stealth 14-

4 Survival (Underground) 12-

2 WF: Blades, Sling

5 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-

Skills Cost: 164

 

 

Cost Talent

3 Lightning Reflexes: +2 DEX to act first with All Actions

Talents Cost: 3

 

Total Character Cost: 363

 

Pts. Disadvantage

25 Dependent NPC: Walter Zekaski 14- (Incompetent)

15 Distinctive Features: Half-Elvish D&D Character in Real World (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

25 Hunted: Police 11- (Mo Pow, NCI, Capture)

10 Hunted: Player Character Group 8- (As Pow, Capture)

20 Psychological Limitation: Unfamiliar with Modern World (Very Common, Strong)

15 Psychological Limitation: Bizarre "Fantasy Female" Behavior (Common, Strong)

10 Psychological Limitation: Greedy (Common, Moderate)

10 Rivalry: Professional (Other female thieves), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

Disadvantage Points: 130

Base Points: 200

Experience Required: 33

Total Experience Available: 33

Experience Unspent: 0

 

APPEARANCE

Hair Color: Platinum Blonde

Eye Color: Emerald Green

Height: 1.56 m

Weight: 50.00 kg

Description:

Kenka is short and erm, "top-heavy", especially as compared to the average half-elf. She wears her hair waist-length, but it's usually heavily decorated with scrunchies, hairbands and jewelled clips. Kenka's battle outfit is a set of leather armor that covers practically nothing (good thing it's magical), and her Boots of Elvenkind, which make her unnaturally silent in movement. Too bad they don't go with any of her other outfits.

 

BACKGROUND

In the "real world", somebody had to play "the chick", and the lot fell to one of Walter's friends who really had no clue about women. Thus Kenka more or less represents his fantasy girl, mixed in with some misogynistic stereotypes.

 

In her own world, Kenka was the daughter of a human barmaid and a wandering elvish minstrel. As she grew up, Kenka learned to use her beauty and uncanny sneakiness to get what she wanted. She joined the Party on a lark, and since they've gotten lots of treasure, she stuck with them.

 

PERSONALITY

Kenka is roughly equal parts seductress, kick-butt adventurer, and girly-girl. She enjoys teasing men with her beauty and sweet talk. and dresses, erm, provocatively. Her favorite pasttime is playing one of her admirers off against the others. She never actually puts out, of course.

 

Kenka has a love of cash and jewelry, and is perfectly happy to risk life and limb to obtain them. On the other hand, she enjoys collecting stuffed animals, fusses about breaking a nail, and is afraid of mice.

 

QUOTE

"Mine! All mine! Such lovely plushies!"

 

POWERS/TACTICS

Kenka is an extremely skilled thief with a variety of support skills and a few magic items. As a half-elf, she can see in low-light conditions, has keen senses, and has an extended lifespan.

 

Kenka generally prefers to case a target first, and favors quiet in-and-out operations. If combat is necessary, she'll attempt to sneak around behind an opponent to stun them. (She'll usually use her longsword and Sneak Attack together, but can do it bare-handed.) Kenka will use her Ring of the Ram if the opponent is out of reach, or if being knocked back might be hazardous to them. If beset by multiple opponents, Kenka will set up her Evasion and attempt to flee to safety.

 

CAMPAIGN USE

Note: "Kenka" is also a Japanese slang term meaning "violent quarrel." Which just goes to show that random name generation is not necessarily safe.

 

To make Kenka more powerful, give her some more Speed. To weaken her, remove the skill levels.

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Re: [Group] The Party

 

Mordal the Fat

 

Player: NPC

 

Val Char Cost

7 STR -3

15 DEX 15

16 CON 12

15 BODY 10

11 INT 1

20 EGO 20

22 PRE 6

16 COM 3

 

1/8 PD 0

3/10 ED 0

3 SPD 5

4 REC 0

32 END 0

79 STUN 52

 

6" RUN 0

2" SWIM 0

3" LEAP 2

Characteristics Cost: 123

 

Cost Power

118 Holy Magic: Variable Power Pool (Magic Pool), 100 base + 18 control cost, (150 Active Points); Limited Power Power loses about a third of its effectiveness (Only spells from approved list; -1/2), VPP Can Only Be Changed Between Adventures (-1/2); all slots Incantations (-1/4), Requires An Holy Magic Roll (-1/4), Limited Power Power loses about a fourth of its effectiveness (All spells run on charges; -1/4)

16 Quick Heal: Healing BODY & STUN, evenly divided 2d6 (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Each use takes one "charge" from the Holy Magic pool; -1/4)

3 Shock Wand: Hand-To-Hand Attack +3d6 (15 Active Points); 40 Charges which Never Recover (-1 3/4), OAF Durable (wand; -1), Hand-To-Hand Attack (-1/2)

27 Turn Undead: Mind Control 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); OAF Durable (Holy Symbol; -1), 6 Charges (-3/4), No Range (-1/2), Limited Class Of Minds Undead (-1/2)

14 Magical Ferret-Hide Armor: Armor (7 PD/7 ED) (21 Active Points); OIF Durable (armor; -1/2)

12 Ring of Protection: +3 with DCV (15 Active Points); IIF Unbreakable (ring; -1/4)

6 Keen Senses: +2 PER with all Sense Groups

2 Sharp Eyes: +1 PER with Sight Group

4 Cloak of Charisma: +6 PRE (6 Active Points); IAF Durable (cloak; -1/2)

5 Monti Hol's Blessing: Luck 1d6

Powers Cost: 207

 

 

Cost Skill

3 Climbing 12-

21 +7 with Magical combat

5 Conversation 14-

2 Forgery (Papers) 11-

2 KS: Magic 11-

2 KS: Magic Items 11-

2 KS: Monti Hol Theology 11-

2 Navigation (Land) 11-

3 Oratory 13-

7 Paramedics 13-

6 Penalty Skill Levels: +2 vs. Darkness modifiers with All Attacks

11 Power: Holy Magic 17-

2 PS: Priest 11-

2 PS: Singer 11-

5 Riding 13-

5 +1 with any Healing-related skill

2 Survival (Underground) 11-

Skills Cost: 82

 

 

 

Total Character Cost: 412

 

Pts. Disadvantage

25 Dependent NPC: Walter 14- (Incompetent)

15 Distinctive Features: D&D Character in the Real World (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

25 Hunted: Police 11- (Mo Pow, NCI, Capture)

10 Hunted: Player Character Group 8- (As Pow, Capture)

20 Psychological Limitation: Unfamiliar with Modern World (Very Common, Strong)

20 Psychological Limitation: Fanatical Devotion to Teachings of Monti Hol (Common, Total)

10 Psychological Limitation: Greedy (Common, Moderate)

10 Rivalry: Romantic (with Hycor and Neste; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Disadvantage Points: 135

Base Points: 200

Experience Required: 77

Total Experience Available: 77

Experience Unspent: 0

 

APPEARANCE

Hair Color: Wavy Black

Eye Color: Black

Height: 1.71 m

Weight: 81.00 kg

Description:

Mordal is a dark-skinned man in his late twenties, pleasantly plump. He has piercing eyes and aqualine features. His preferred mode of dress is the green and gold robes of a priest, with the holy symbol of Monti Hol (a golden wheel) prominently displayed on his chest. If he wants to really impress, Mordal will add a green cape that enhances his already formidable personality.

 

BACKGROUND

Mordal was born to a large farming family, but proved to have no talent for the backbreaking work required. His parents decided to give the child to the priests of a nearby temple. "Let them have a useless mouth to feed." While only an adequate student of the intellectual side of religion, the strong-willed Mordal was a natural at the "people" side of Monti Holism.

 

Mordal left the temple at eighteen to seek his fortune, and never looked back. He fell in with Hycor, and often acts as the spokesperson for the Party.

 

PERSONALITY

Mordal is a priest of Monti Hol, god of adventurers, gamblers, and those who want to get rich quick. As such, he believes in an easygoing selfishness, and the grasping of opportunity. Mordal enjoys good food and fine wine. He usually doesn't bother with a lot of worry about the future. The one thing he truly hates is the undead, perversions of the natural order.

 

QUOTE

"This is truly a most excellent meal. My felicitations to the chef!"

 

POWERS/TACTICS

Mordal has the ability to petition Monti Hol for holy magic to fulfill his and the god's goals. Most of the spells thus acquired glow with a soft golden light. [Rather than write up every D&D cleric spell available to a 10th level priest, I refer you to the various conversion threads on the Fantasy Hero forum. His "spheres" are Luck and Healing.] He can at any time sacrifice one of his prepared spells to do a quick healing magic that only requires a touch. In addition, he carries various useful magic items.

 

Mordal's usual plan is to cast enhancing spells on his allies, then hang back until healing is needed. If pressed into combat, he'll rely on his shock wand to hold off attackers. However, if undead are present, Mordal will be front and center, showing off his best spells and abilities.

 

CAMPAIGN USE

To make Mordal more powerful, add Speed, and perhaps a better weapon. To make him less powerful, change his Holy Magic pool to a fixed Multipower or Elemental Control.

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Re: [Group] The Party

 

Neste the Scary

 

Player: NPC

 

Val Char Cost

15/25 STR 5

8 DEX -6

9 CON -2

13/15 BODY 6

12 INT 2

7 EGO -6

14 PRE 4

8 COM -1

 

3/17 PD 0

2/38 ED 0

2 SPD 2

5 REC 0

18 END 0

26/28 STUN 0

 

6" RUN 0

4" SWIM 2

3"/5" LEAP 0

Characteristics Cost: 6

 

Cost Power

125 Sorcery: Variable Power Pool (Magic Pool), 106 base + 19 control cost, (150 Active Points); Limited Power Power loses about a third of its effectiveness (Only spells on list; -1/2), VPP Can Only Be Changed Between Adventures (-1/2); all slots Requires A Sorcery Skill Roll (-1/2), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4)

0 1) Arcane Mark: Cosmetic Transform 2d6 (Unmarked object into one marked with Neste's name in Orcish, Normal healing, or Dispel Magic) (10 Active Points); All Or Nothing (-1/2), No Range (-1/2), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 3

0 2) Blink : Energy & Physical Damage Reduction, Resistant, 50% , plus 3" Teleportation, no Noncombat movement (-1/4), (66 Active Points); Requires A Sorcery Skill Roll (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not vs. Affects Desolid; -1/4), Incantations (-1/4), Gestures (-1/4) Real Cost: 28

3) Bull's Strength: Aid STR 1d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1) (20 Active Points); OAF (Bull hairs; -1), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 6

0 4) Cause Fear: Mind Control 4d6 (Human class of minds) (20 Active Points); Set Effect ("Run away"; -1/2), Requires A Sorcery Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 7

0 5) Change Self: Shape Shift (Sight Group, Any humanoid) (20 Active Points); Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 9

0 6) Detect Magic: Detect A Class Of Things 11- (Unusual Group), Range (10 Active Points); Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 4

0 7) Detect Undead: Detect A Class Of Things 11- (Unusual Group), Range (10 Active Points); OAF (grave dirt; -1), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 3

0 8) Disrupt Undead: Killing Attack - Ranged 1d6 (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. Undead; -1), Requires A Sorcery Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 5

0 9) Enlarge: Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 324 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Usable By Other (+1/4), Ranged (+1/2), Persistent (+1/2) (22 Active Points); OAF (iron powder; -1), Requires A Sorcery Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 7

0 10) Flame Arrow: Energy Blast 8d6, Skipover Sprayfire, Autofire (2 shots; +1/4) (56 Active Points); OAF (oiled flint; -1), Requires A Sorcery Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 17

0 11) Flame Shield: Killing Attack - Ranged 1 1/2d6, Variable Special Effects (Limited Group of SFX; Heat or Cold; +1/4), Damage Shield (+1/2), Continuous (+1) plus Energy Damage Reduction, Resistant, 50%, Variable Special Effects (Limited Group of SFX; Heat or Cold +1/4), Only Works Against Limited Type of Attack (The opposite of the special effect chosen; -1/2) (106 Active Points); OAF (Phosphorus or fireflies; -1), Requires A Sorcery Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 31

0 12) Hold Portal: Telekinesis (20 STR), Uncontrolled (+1/2) (45 Active Points); Limited Power Power loses about half of its effectiveness (Only to hold doors and portals shut; -1), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4) Real Cost: 16

0 13) Hypnotic Pattern: Mind Control 10d6 (Human class of minds), Area Of Effect (11" Cone; +1) (100 Active Points); OAF (glowstick; -1), Set Effect ("Look at the pretty colors"; -1/2), Requires A Sorcery Skill Roll (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not vs. blinded; -1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4) Real Cost: 27

0 14) Light: Sight Group Images Increased Size (2" radius; +1/4) (12 Active Points); Limited Power Power loses about half of its effectiveness (Light only; -1), OAF (firefly; -1), No Range (-1/2), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4) Real Cost: 3

0 15) Mending: Minor Transform 1d6 (small broken object to mended object, being broken again) (10 Active Points); All Or Nothing (-1/2), Requires A Sorcery Skill Roll (-1/2), Limited Target ([slightly Limited]; non-living only; -1/4), Incantations (-1/4), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 3

0 16) Open/Close: Telekinesis (4 STR) (6 Active Points); OAF (key; -1), Limited Power Power loses about a third of its effectiveness (Only to open/close things; -1/2), Requires A Sorcery Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 2

0 17) Ray of Frost: Killing Attack - Ranged 1/2d6 (10 Active Points); Requires A Sorcery Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 4

0 18) Read Magic: Universal Translator 11- (20 Active Points); Limited Power Power loses about half of its effectiveness (Read magical writing only; -1), OAF (prism; -1), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4) Real Cost: 5

0 19) Resistance: +1 with DCV, Usable By Other (+1/4), Persistent (+1/2) (9 Active Points); OAF (miniature cloak; -1), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 3

0 20) Resist Fire: Armor (0 PD/12 ED), Usable By Other (+1/4), Persistent (+1/2) (31 Active Points); Only Works Against Fire (-1), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 9

0 21) See Invisibility: Detect Invisible Objects 11- (Sight Group), Discriminatory (10 Active Points); OAF (Talc & silver powder; -1), Requires A Sorcery Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 3

0 22) Stoneskin: Armor (10 PD/10 ED), Usable By Other (+1/4), Persistent (+1/2) (52 Active Points); OAF Expendable (Difficult to obtain new Focus; granite and diamond dust; -1 1/4), Ablative BODY Only (-1/2), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Spells work on Charges; -1/4) Real Cost: 13

0 23) Suggestion: Mind Control 10d6 (Human class of minds) (50 Active Points); OAF (Honeyed snake tongue; -1), Limited Power Power loses about a third of its effectiveness (Hypnosis only; -1/2), Limited Power Power loses about a third of its effectiveness (Control automatically ends after subject completes one suggestion; -1/2), Requires A Sorcery Skill Roll (-1/2), Incantations (-1/4) Real Cost: 13

13 Magic Staff: Hand-To-Hand Attack +3d6, +3 OCV (30 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-1/2)

14 Wand of Magic Missiles: Killing Attack - Ranged 3 1/2d6 (55 Active Points); 24 Charges which Never Recover (-1 3/4), OAF Durable (wand; -1), Reduced Penetration (-1/4)

5 Intelligence Potion: Aid INT 1d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1) (20 Active Points); 1 Charge (-2), OAF Expendable (Difficult to obtain new Focus; Potion; -1 1/4)

25 Detect Thoughts Potion: Telepathy 10d6 (Human class of minds), Continuous (+1) (100 Active Points); OAF Expendable (Very Difficult to obtain new Focus; potion; -1 1/2), Receive Only (-1/2), Limited Power Power loses about a third of its effectiveness (Surface thoughts only; -1/2), 1 Continuing Charge lasting 10 Minutes (-1/2)

18 Amulet of Protection: Armor (4 PD/4 ED), plus Armor (0 PD/!0 ED) Only Works Against Electrical Attacks (-1/2) (27 Active Points); IIF Unbreakable (amulet; -1/4)

8 Ring of Protection: +2 with DCV (10 Active Points); IIF Unbreakable (ring; -1/4)

5 Concentration Training: Mental Defense (6 points total)

5 Dragon's Blood: Power Defense (5 points)

2 Water Breathing Potion: Life Support (Expanded Breathing), 1 Continuing Charge lasting 1 Day (+0) (5 Active Points); OAF Expendable (Very Difficult to obtain new Focus; Potion; -1 1/2)

5 Orcish Heritage: Nightvision

3 Good Observer: +1 PER with all Sense Groups

4 Sharp Ears: +2 PER with Hearing Group

4 Lucky Rock: Luck 1d6 (5 Active Points); IIF Unbreakable (small stone in pocket; -1/4)

Powers Cost: 236

 

 

Cost Skill

3 Climbing 11-

15 +5 with Magical Combat

3 Conversation 12-

3 Disguise 11-

2 Forgery (Papers) 11-

3 KS: Magic 12-

3 KS: Monsters 12-

2 KS: Natural Animals 11-

0 Language: Orcish (idiomatic) (4 Active Points)

3 Language: Common (completely fluent)

2 Navigation (Land) 11-

3 Oratory 12-

11 Power: Sorcery 16-

2 PS: Appraise 11-

3 SS: Alchemy 12-

7 SS: Potion Brewing 16-

3 Security Systems 11-

3 Tactics 11-

3 Teamwork 11-

1 WF: Staffs

Skills Cost: 75

 

 

 

Total Character Cost: 317

 

Pts. Disadvantage

25 Dependent NPC: Walter 14- (Incompetent)

15 Distinctive Features: Half-Orcish D&D Character in the Real World (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

25 Hunted: Police 11- (Mo Pow, NCI, Capture)

10 Hunted: Player Character Group 8- (As Pow, Capture)

15 Physical Limitation: Cannot use Sorcery Pool while wearing "real" armor (Frequently, Greatly Impairing)

20 Psychological Limitation: Unfamiliar with Modern Society (Very Common, Strong)

10 Rivalry: Professional (With Hycor and Mordal; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Disadvantage Points: 120

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

APPEARANCE

Hair Color: Black

Eye Color: Brown

Height: 1.73 m

Weight: 81.00 kg

Description:

Neste looks stronger than he actually is. He has a greyish tint to his skin, short bristly hair, a protruding brow, and a jutting jaw with just-visible tusks. Neste's voice is oddly high for his build, but gravelly in tone. Neste's preferred mode of dress is grey robes with many pockets, and a full cowl.

 

BACKGROUND

In the "real world", Neste's player got stuck with some really bad stat rolls. He was offered the chance to reroll, but decided that it would be more of a challenge to play what he was given.

 

In his own world, Neste was the child of an orcish warrior and a human captive. Sickly by orc standards, Neste barely survived childhood. But one day his father discovered the child putting a favorite toy back together, merely by a touch and a mumbled word. Realizing that this meant the whelp had some "dragon's blood" in him, and could grow up to be a sorceror, the warrior apprenticed Neste to the tribal medicine man.

 

The medicine man taught Neste the art of brewing mystic potions (the ones listed are only the ones Neste has found the right ingredients for in the modern world) and how to control his sorcerous powers. This lasted for a few years, until Neste realized he could improve his powers faster by seeking out adventures in the company of skilled companions. Fortunately, the Party was willing to overlook Neste's heritage, and took him on.

 

PERSONALITY

Neste is curious, and loves a good adventure. He likes magic items, and learning new magic spells. His favorite joke is using "Change Self" to pose as Kenka's ugly, flat-chested, gravel-voiced cousin in taverns. While all eyes are on the "pretty one" he can overhear much of value. And the only men to try to fondle "Ogra" are usually too drunk to be taken seriously if they feel something that shouldn't be there.

 

QUOTE

"Dot's not how you treat a voman!" (The orcish accent sounds a lot like vaudeville German, without the German words.)

 

POWERS/TACTICS

Neste supposedly is distantly descended from a dragon, and as such has a gift for manipulating magical energies. He's also good at brewing potions, and has several useful magic items. As a tradeoff from being able to memorize spells without the use of bulky spellbooks, Neste has a fairly small and random selection of magics to choose from. [The final Real Cost will depend on how many charges of each spell are taken.]

 

If he knows that combat's coming, Neste will cast his enhancement spells where he thinks they'll do the most good. He prefers to stay some distance from the actual combat, so that he can use his better attack spells, but is quite capable of defending himself with a staff.

 

CAMPAIGN USE

Neste is amazingly low-cost. To make him more powerful, amp up his DEX. SPD and PRE to make him a more formidable combatant, and give him a few more potions. To make him less powerful, reduce his spells to a few in a Multipower.

 

 

 

Comments, questions?

SKJAM!

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