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Adika and Mael Maedoc


Susano

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ADIKA

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [2]
21	DEX	22	13-
14	CON	4	12-
13	INT	3	12-	PER Roll 12-/15-
10	EGO	0	11-
15	PRE	5	12-	PRE Attack:  3d6

7	OCV	20	
7	DCV	20	
3	OMCV	0	
3	DMCV	0	
4	SPD	20		Phases:  3, 6, 9, 12

6	PD	4		Total:  6 PD (0 rPD)
5	ED	3		Total:  5 ED (0 rED)
5	REC	1
28	END	2
9	BODY	-1
21	STUN	1		[b]Total Characteristic Cost:  104

Movement:[/b]	Running:  16m/32m 
Leaping:  8m/16m
Swimming:  4m/8m

[b]Cost	Powers & Skills
Martial Arts:[/b]  [i]Narr'thurnn-Mithra[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
4	Arm Sweep Block	+2	+2	Block, Abort
4	Elbow Strike/Knee Strike/Punch/Snap Kick
	+0	+2	5d6 Strike
4	Escape	+0	+0	30 STR vs. Grabs
3	Grab	-1	-1	Grab Two Limbs, 25 STR for holding 
			on
5	Side Kick	+1	-2	7d6 Strike
4	+1 HTH Damage Classes (already added in)

8	Claws:  HKA ½d6 (1d6+1 w/STR); Reduced Penetration (-¼), END 1
7	Agility Of The Mithra:  Leaping +4m (8m forward, 4m upward) 
(Accurate), END 1
4	Swiftness Of The Mithra:  Running +4m (16m total), END 1
3	Ears Of The Mithra:  +3 PER with Normal Hearing
5	Eyes Of The Mithra:  Nightvision
5	Tail:  Extra Limb (1), Inherent (+¼); Limited Manipulation (-¼)

[b]Perks[/b]
1	Contact:  Einion fence 8-

[b]Talents[/b]
3	Agility Of The Mithra:  Ambidexterity (no Off Hand penalty)
3	Attractive Catgirl:  +1/+1d6 Striking Appearance (vs. all characters)

[b]Skills[/b]
16	+2 with HTH Combat
6	Tail:  +2 with Acrobatics, Breakfall, Climbing
6	Deft Trickster:  +2 with Gambling, Sleight of Hand, and Stealth

3	Acrobatics 13-
3	Breakfall 13-
3	CK:  Einion 12-
3	Climbing 13-
3	Concealment 12-
4	Gambling (Card Games, Dice Games) 12-
2	KS:  Einion Underworld 11-
3	Lockpicking 13-
1	Inherent Magical Aptitude:  Power:  Magic 8-
3	Security Systems 12-
3	Shadowing 12-
3	Sleight Of Hand 13-
5	Stealth 14-
5	Streetwise 13-
3	Trading 12-
3	WF:  Common Melee Weapons, Thrown Knives, Axes, and Darts

[b]Total Powers & Skill Cost:  142
Total Cost:  245

175+	Matching Complications (50)[/b]
10	Distinctive Features:  Style (Not Concealable; Noticed and 
Recognizable; Detectable By Large Group)
5	Hunted:  Thieves' "Guild" and other freelance thieves, Infrequently (Mo 
Pow; NCI; Limited Geographical Area; Watching)
10	Psychological Complication:  Impulsive (Common; Moderate)
15	Psychological Complication:  Seeks Adventure And Excitement 
(Common; Strong)
5	Rivalry:  Professional (with most other thieves and burglars; Rival is As 
Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of 
Rivalry)

[b]Total Disadvantage Points:  50
Experience Points:  70

Equipment
Weapon	OCV	RMod	DMG	STUN	STR	Notes[/b]
Small Sword	+0	--	1d6	+0	8	M
Dagger	+0	--	1d6-1	+0	6	S, RBS
Knife	+0	--	1/2d6	+0	4	S, RBS

 

Background/History: As a young girl, Adika felt constrained by life in her isolated village. She didn’t want to be a farmer, or craftsman, or even a hunter for the rest of her days, she wanted to go somewhere and do something. So, she was old enough, she packed up her meager possessions and decided to journey to distant lands. Travelers and traders had occasionally passed through the village, so she knew a whole other world was out there, and she wanted to be part of it. Setting her course by the setting sun, she left her village behind and made her way into the world at large.

 

Curiously, for one so eager to get out into the world, Adika wasn’t sure what she wanted to do once she got there. There were offers of employment of course, but she knew she didn’t want to be a dancer or a courtesan. She wanted adventure, not a life of satisfying another’s sexual fantasies (even if a Mithra could command payment in gold by doing so.) The question she put to herself was—what kind of adventure? Should she join a mercenary company as a scout? Explore ancient ruins for lost wealth? Help push back invasions by mountain goblins? The possibilities seemed endless.

 

Adika found the answer to her question early one morning when she came across a small band of ragged toughs threatening a lone traveler. Without even pausing to think about what she was doing, Adika leapt to the man’s defense. Utilizing her training in unarmed combat (a requirement for females in her village), Adika quickly helped run the bandits off. Afterwards she found herself being thanked by the bandit’s would-be victim. He gave his name as Mael Maedoc and said he was a merchant, seeking to explore the world and open new trade possibilities. Having seen her combat prowess he wanted to know if he could hire her as a bodyguard, for the king’s roads weren’t always as safe as people wished. Adika, realizing she’d found the adventure she was seeking, agreed.

 

These days Adika and Mael have put their wandering behind them. They dwell in the city of Einion, where Mael runs a trading house, dealing in goods from across the known world. As for Adika, she serves as chief of security, ensuring the goods stored in Mael’s warehouses stay there. At the same time, she’s not adverse to testing the security of warehouses belonging to other merchants. Sneaking out late a night, Adika will find out what goods they are shipping and receiving, and will often filch a sample or two. She’ll also help herself to anything rare and unusual (if she thinks she can get away with it,) bringing such goods back for Mael to evaluate and eventually sell.

 

Personality/Motivation: Adika enjoys life in Einion. The city is far larger than her old village and filled with a bewildering variety of people. Even being a Mithra isn’t especially notable when there are Elvaan and the like around, meaning she doesn’t attract that much attention whenever she goes out. She also enjoys her life with Mael. Their relationship has long since gone from a professional to a romantic one and they both feel they compliment each other perfectly. Adika finds Mael’s forethought and planning the ideal balance to her more spur-of-the-moment tendencies.

 

Quote: "Oooh... nice and shiny. Mael’ll want to see this."

 

Powers/Tactics: Truth be told, for all her combat skill, Adika prefers not to fight. If out on a mission, she’d rather not attract the attention of the city watch and will try and sneak around any obstacles, as opposed to blowing though them. When forced into a confrontation, she tends to use only her Narr'thurnn-Mithra training, concentrating blocks and strikes to put her opponents down. However, if being called upon to defend one of Mael’s warehouses she’ll go straight to steel, seeking to put her foes down quickly with lethal intent. Seeing as she’s supposed to be part of a respectable business partnership (on the outside anyway), Adika will try to flee if an encounter goes against her or if there’s more opposition or security than she initially counted on. However, even situations such as this usually don’t keep her away for long.

 

Appearance: Adika has the light tan skin and white hair common to most Mithra, while her ears and tail have dark brown tips. She keeps her hair cut fairly short, with longs bangs that tend to fall into her eyes, despite the headband she normally wears. Adika prefers to dress in traditional Mithra clothing, consisting of a snug halter-top and a multi-paneled loincloth. She also wears long fingerless gloves on her arms, pads over her knees, and low semi-enclosed sandals.

 

Designer's Notes: Mithra can be found in the Final Fantasy series of games. Many of them have a strong steampunk feel, with armor, swords, magic, and airships sharing the stage. I built Adika by first creating the common racial traits for the Mithra (her DEX, speed, tail, and so on), then added in the Rogue Template from Fantasy Hero 6E.

 

As written, Adika is fairly powerful. You can easily remedy that by reducing her DEX, removing her Martial Arts, and removing her Deft Trickster Skill Levels. To make her more powerful, increase her DEX, give her Combat Luck, and allow her to purchase a few basic spells.

 

You can use Adika (and Mael) in a number of different ways in your game. The most basic plot has Adika swiping something from a PC (with the PCs now trying to recover the item.) However, a rogue PC could have Adika and Mael as Contacts, using them to either fence goods or to purchase needed goods. Adika might be for hire, swiping something the PCs really need, or the PCs might be hired to investigate Mael and Adika and see what they’re up to. And you could always make Adika and independent operator and remove her connection to Mael.

 

(Character sheet created by Michael Surbrook)

 

adika.jpg

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Re: Adika and Mael Maedoc

 

MAEL MAEDOC

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [2]
14	DEX	8	12-
13	CON	3	12-
18	INT	8	13-	PER Roll 13-
13	EGO	3	12-
15	PRE	5	12-	PRE Attack:  3d6

5	OCV	10
5	DCV	10
3	OMCV	0
5	DMCV	6
3	SPD	10		Phases:  4, 8, 12

4	PD	2		Total:  4 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
5	REC	1
26	END	2
10	BODY	0
22	STUN	1		[b]Total Characteristics Cost:  71

Movement:[/b]	Running:	12m/24m
Leaping:	4m/8m
Swimming:	4m/8m

[b]Cost	Powers & Skills
Spell List[/b]
10	1)  Clean Up The Shop:  Change Environment (clean up and do related 
chores) (Long-Lasting -- until the shop is messed up again), Area Of 
Effect (8m Radius; +½), Reduced Endurance (0 END; +½); No 
Range (-½), Requires A Magic Roll (-½), Extra Time (Full Phase, -½), 
Gestures (-¼), Incantations (-¼), Only Cleans One Building (-¼)
5	2)  Appraise Goods:  Detect Value of Object 13- (no Sense Group), 
Discriminatory, Analyze; Costs Endurance (-½), Instant (-½), Requires 
A Magic Roll (-½), Gestures (-¼), Incantations (-¼), END 1
5	3)  Evaluate Goods:  Detect Weight and Measure A Class Of Things 13- 
(no Sense Group), Discriminatory, Analyze; Costs Endurance (-½), 
Instant (-½), Requires A Magic Roll (-½), Gestures (-¼), 
Incantations (-¼), END 1
6	4)  Repair Goods:  Healing BODY 4d6; Extra Time (5 Minutes, -2), 
Concentration, Must Concentrate throughout use of Constant Power (0 
DCV; -1), Increased Endurance Cost (x3 END; -1), Gestures 
(throughout; -½), Incantations (throughout; -½), Requires A Magic 
Roll (-½), Only Works On Broken Goods (-½), END 12
9	5)  Look Without Touching:  Telekinesis (5 STR), Fine Manipulation; 
Requires A Magic Roll (-½), Gestures (-¼), Incantations (-¼), END 2
4	6)  Clean Goods:  Cosmetic Transform 4d6 (transform dirty, shabby, or 
rusty goods into clean goods, “healed” by goods getting dirty or 
shabby again); No Range (-½), Requires A Magic Roll (-½), Extra Time 
(Full Phase, -½), Gestures (-¼), Incantations (-¼), Limited Target 
(dirty ceramics, glass, metal, and wooden goods; -¼), END 1

[b]Perks[/b]
10	Base (50 point trading shop and warehouses)
5	Prosperous Merchant:  Money:  Well Off
1	Positive Reputation:  prosperous and well-liked merchant (people of 
Einon) 14-, +1/+1d6
3	Well-Connected
3	1)  Contacts (Contact has useful Skills or resources, Good relationship 
with Contact) 11-
3	2)  Contacts (Contact has useful Skills or resources, Good relationship 
with Contact) 11-
3	3)  Contacts (Contact has useful Skills or resources, Good relationship 
with Contact) 11-
3	4)  Contacts (Contact has useful Skills or resources, Good relationship 
with Contact) 11-

[b]Talents[/b]
3	Good Head For Numbers:  Lightning Calculator

[b]Skills[/b]
8	+1 with HTH Combat
8	Smooth Talker:  +2 all Interaction Skills

3	Analyze:  Manufactured Goods 13-
3	Bribery 12-
3	Bureaucratics 12-
3	Charm 12-
2	CK: Einion 11-
3	Concealment 13-
3	Conversation 12-
6	Gambling (Board Games, Card Games, Dice Games) 13-
2	High Society 10-
2	KS: Einion Underworld 11-
3	KS: Who's Who In Einion 13-
1	Navigation (Land) 8-
3	PS: Merchant 13-
3	Persuasion 12-
9	Power:  Magic 16-
3	Streetwise 12-
2	Survival (Temperate/Subtropical) 13-
2	TF:  Carts & Carriages, Equines
7	Trading 14-
2	WF:  Blades, Staffs

[b]Total Powers & Skill Cost:  155
Total Cost:  225

175+	Matching Complications (50)[/b]
5	Hunted:  Thieve's "Guild" and other freelance thieves, Infrequently 
(Mo Pow; NCI; Limited Geographical Area; Watching)
5	Hunted:  other major trading houses, Frequently (As Pow; NCI; 
Limited Geographical Area; Watching)
15	Psychological Complication:  Driven To Succeed/Turn A Profit 
(Common; Strong)
10	Psychological Complication:  Loves Adika (Common; Moderate)
5	Rivalry:  Professional (with other merchants and trading houses; Rival 
is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival 
Aware of Rivalry)
5	Social Complication:  Harmful Secret (Mael is also a fence in contact 
with the city's criminal element) Infrequently, Minor

[b]Total Complications Points:  45
Experience Points:  55

Equipment
Weapon	OCV	RMod	DMG	STUN	STR	Notes[/b]
Quaterstaff	+1	--	(4d6)	--	10	L, 2H
Knife	+0	--	1/2d6	+0	4	S, RBS

Background/History: Mael Maedoc grew up on the road, his home a wagon in a trading caravan. His clan traveled regular trade routes between the great cities dealing in goods and products of all sorts. This upbringing instilled in him a degree of wanderlust and a desire to see and experience new things. When he came of age, he struck out on his own, deciding to found his own trade routes. Equipped with just a pack on his back and his trusty walking staff, Mael set out on his own, determined to open new markets.

 

Unfortunately, the king’s roads aren’t quite as safe as one might wish, and one day Mael found himself waylaid by a band of brigands. Unwilling to part with his well-earned good and gold, Mael prepared to defend himself. Things looked grim for the young merchant until the timely arrival of a young Mithra. Her hand-to-hand combat skills were than a match for the bandit’s numbers, and they quickly fled. As for Mael, he was not only struck by her exotic appearance (it’s rare for a Mithra to venture from her lands) but her ability to take care of herself in a fight. After asking her name and finding out it was Adika, Mael than asked if he could hire her as a bodyguard. Adika, who apparently been looking her purpose in life, readily agreed.

 

After spending some time on the road, Mael finally decided he’d made enough contacts and established enough new markets. Settling down in the city of Einion, he built a trading house and now buys, sells, and stores goods in his warehouses, letting others tramp across the roads. At the same time, his willingness to deal with just about anyone when it comes to trade has made him a popular contact for the local underworld. Stolen and smuggled goods of all sorts find their way into Mael’s warehouses, on one hand turning a tidy profit, while giving Mael a number of useful connections on the other.

 

Personality/Motivation: Mael is driven not by greed (although the money’s nice) but by a desire to succeed. Since striking out on his own he’s wanted to prove to himself (and others) he made the right choice by going independent. Thus, he’s always on the look out for new markets, new trade items, and new ways to make a profit. This is what turned him into a fence for the local thieves, an arraignment he considers to only practical, seeing as ‘someone has to do it.’ This attitude also extends to others. Unlike some, he’s not one to look down on, or refuse service to, a person, no matter what their race. Everyone has coin to spend, and thus everyone is a potential customer. To think otherwise is just bad business.

 

Quote: “The trick is to balance income with expenditures. You do it right, you make a profit. You do it wrong and you run the risk of ruin.”

 

Powers/Tactics: Mael is a thinker not a fighter (he leaves that to Adika.) He prefers to talk problems out and is quite good at it, defusing situations with a combination of gifts, compliments, quick quips, or outright bribes. Unlike some, he’s wiling to spend money to make money, and looks on such expenditures as a future investment. At the same time he doesn’t toss his silver and gold around willy-nilly and puts a bit of thought and planning into his endeavors.

 

As a master merchant, Mael knows a few spells common to traders and the like. With them he can analyze goods and determine the best price for them. He can also clean and repair damaged goods and has done so not only for items he hopes to sell, but as favors to those in positions of power. By doing so he casts himself in a favorable light and creates favors he can try and call upon later.

 

Appearance: Of average height (he’s actually a tad shorter then Adika,) Mael’s life on the road has given him a well-toned build city living has yet to soften. He uses a headband to try and tame his unruly hair (it doesn’t work) and tends to dress in simple, albeit functional clothing.

 

Designer's Notes: Mael makes for a good Contact for rogue PC, especially if they need to sell something quickly. He’s also a good source for unusual items, as his warehouses are full of odds and ends. Seeing as he’s a fence, he could be a good source of information on the criminal underworld of the city. Or, if you want a more antagonistic role, he could be holding items recently stolen from the PCs by Adika or some other sneak-thief. If you wish for a less morally gray character, make Mael and Adika exactly what they look like—a master merchant and his Mithra bodyguard/lover, removing the criminal connections.

 

To make Mael more powerful, give him a Martial Art to use with his quarterstaff. You could also expand his spell list to include actually offensive and defensive magics. To make him less powerful, remove his spells and his HTH Combat Skill Level.

 

(Character sheet created by Michael Surbrook)

 

mael_maedoc.jpg

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Re: Adika and Mael Maedoc

 

Good characters' date=' Susano. Madoc is a Welsh name, BTW. . .[/quote']

 

Is it Welsh? It seems to be missing the prerequisite extra consonants and vowels..... :D

 

~Rex....hides from his Welsh relatives on the mom's side of the family....

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