Werebear illustration from AD&D Monster Manual. |
Ysolt
Characteristics
Combat
Social
Daughter of Simon, a Freehold Farmer of Tharbian background owing fealty to Baron Jaquob. She is his fifth child and is considered "Good Child". Her Superhuman strength makes her a formidable fighter. Her dexterity, appearance, bardic voice, intelligence and wisdom - combined with her impressive strength give her a truly commanding presence. She has black hair, bronzed skin and light blue eyes. She is a Neutrally aspected Leo and gets no bonus to experience.
Her father is a regular supplier of herbs and other spell components to Mordacris' master Athelbur. She has been hired to escort Mordacris to collect some rare spell components on the far side of Dearthwood.
Languages: Common, Tharbian
Useful Skills:
Local Knowledge - identification of crops and livestock common in the area, as well as their state of health. Similarly, she is aware of types of major predators and they're preferred prey. She knows of the major locations around the City State, but has never visited most of them.
_________________________________________________________________________________
Languages: Common
Wulfgar
Characteristics
Combat
Social
Son of Arthur, a peddlar in the City State, he is the 6th child and is considered a "Credit to the Family". He is an apprentice Assassin in the Thieves Guild, providing muscle and look out services for their heists. He is a poorly aspected Aquarius and suffers a -5% experience penalty. As an Assassin, he only gets 1/2 experience from using his thief skills, but full experience for fighting. He has black hair, olive skin and green-brown eyes. He is a childhood friend of Mordacris and is looking for some time out of town until the Watch forgets his face.
Useful Skills:
Thief Skills
Thief Skills
Detect Trap +35%
Disarm Trap +5%Pick Pocket +5%
Chance of Discovery 45%/10% (at Night)
Local Knowledge - intimately familiar with the streets of the City State, it's markets, shops and temples. He has a 40% chance of finding his way across roof tops to any destination in the city and a 15% of finding his way through the catacombs underneath. He knows a number thieves in the Guild, but does NOT know of the ancient Master Thieves in the catacombs underneath the guildhouse. He can dispose of stolen goods and any items found on adventure through the Thieves Guild.
________________________________________________________________________________
Adenin
Characteristics (Human)
Combat
Social
Baron Jaquob was an avid hunter in his youth. Once while out hunting, he spent an afternoon of dalliance with the daughter of a woodcutter. The following summer, he slew a sow bear and captured it's single cub. Upon death, the bear transformed back into the form of the woodcutter's daughter. When the moon waned, the cub changed into a beautiful baby boy.The baron has never acknowledged the boy's paternity, but has raised him as his ward in his household. Adenin's clumsiness and middling strength, combined with his stellar intellect has caused his protector to obtain a place for him as a Priest of Uller. He has been sent to the Temple of Odin in the City State for training. His god-like appearance gives him a 22 Charisma with members of the opposite sex, 20 Charisma with members of the same sex and a 14 Charisma when dealing with members of either sex who are Ugly. (Those unfortunates with a Personal Appearance of less than 8.) He is a poorly aspected Aquarius. He receives +5% experience as a Cleric, -5% experience as a Fighter and a Magic User.
As part of his training, he has been assigned to spend three weeks in an isolated cell in the eastern fringes of the Dearthwood. He will travel there with Ysolt and Mordacris. He has auburn hair, gray eyes and his complexion is a light yellow (Hex #FAFAD2 if you're having trouble visualizing it.)
Note: The spreadsheet didn't show him as an unacknowledged Bastard, and didn't calculate the Social Status correctly. But the error gave me the idea of having him be the ward of his biological father. And the rest is backstory.
Note: He had a 60% chance of also having Purify Food & Water, but rolled too high. He can try again when he achieves 2nd level.
Languages: Common, Tharbian
Spells:
Useful Skills:
Multiclass - Raised as a noble, he can fight as a Knight. He can earn experience as a fighter, cleric or magic user. Any experience will be based on the most favorable way of calculating it.
Note: The spreadsheet didn't show him as an unacknowledged Bastard, and didn't calculate the Social Status correctly. But the error gave me the idea of having him be the ward of his biological father. And the rest is backstory.
Magick
Clerical Miracles Number/day: 1
Miracles Known
Cure Minor Wounds (6-10 point restored to Body and Fatigue. May be received 1/day by any character)Note: He had a 60% chance of also having Purify Food & Water, but rolled too high. He can try again when he achieves 2nd level.
Miraculous Magical Effects
All Clerics have a 60% - 5% per Alignment over 1 to be able to cast spells as a Primitive Talent Magic User, again he rolled too high. Clerics with Intelligence, Wisdom and Charisma of 15+, have the same percentage chance cast spells as a Shaman. He rolled a 28, the three weeks in the cell is when he will encounter his Totem Spirit (predetermined to be a bear). Until then he cannot cast spells.
Languages: Common, Tharbian
Spells:
Useful Skills:
Multiclass - Raised as a noble, he can fight as a Knight. He can earn experience as a fighter, cleric or magic user. Any experience will be based on the most favorable way of calculating it.
Local Knowledge - identification of crops and livestock common in the area. Similarly, he is aware of types of hunting prey and they're preferred habitats. He knows of the major locations around the City State, but has never visited most of them. He knows of major nobility in the City State and can correctly identify their heraldry and major manor locations 90% of the time. He is not personally acquainted with them.
Characteristics (Bear)
Body 70 Weight 900Dr Move 60/180
Armor 5 Hit +35% Dodge -25%
4*WDF MLC 6 Claws - 3 attacks, 14 points of damage each. H Weapon Bash
2*WDF MLB 3 Fangs - 2 attacks, 8 points damage each. L* Weapon Bash.
Hug - costs one blow. 3-18 damage (AC less than 6) 2-12 damage= AC greater than 5). May toss for 5-30 feet with a 25% chance of the victim being Stunned.
A noble Werebear priest, that's a highly unusual character, but considering the nature of C&S character generation, it's possible.
ReplyDelete