[OOC] Shamutanti Hills - psi/gng [3/4]

And there there were four.

I haven't completely finished transcribing Lirithan and Scotley's character (thats how I check them out. Its slow but gives me a standard Char Sheet as a bonus) but so far everything has been sound.

The roster.

* Sado as Casparan Atavar, Soulknife 3
* Diirk as Eric The Bold, Psychic Warrior 3
* Eluvan as Lirithan Hartan, Psion (Kineticist) 3
* Scotley as the unnamed Fighter 1 Psion (Egoist) 2

Note: While Level 3 characters are not experienced enough to be counted amoung the nations heros, each of the characters will need to have connection or association that would be reason for them to be entrusted with the undertaking. For Casparan it was his membership of the Warrior Priests of Demonkeep. Some other options could be the Stoneguard (a small force dedicated to the protection of the stone), or being from a noble family of the kingdom. I'll get some more up on this later.

Diirk: I though you might have something in mind. Overchannel looks ok as is - 3d8 (ave 14), but its soakable (con and feat based soak, maybe not armour). Doable by the tough, but dangerous for the frail. 5d8 at 15th is doable as well, but probably only for the toughest, and as a last resort.

This is my first experience with psionics so please bear with me. I am currently running another gng game, but it is also in the early stages. The point being that you probably know as much as I do, probably more. So post up if you think I have missed, or misunderstood, something.

the head of the dog.
 

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Ok, that sounds good, I agree it would seem a bit silly for armour to reduce the damage.. only other thing I might add is maybe a minimum damage even after soak for Overchannel so that the penalty is never entirely eliminated. Like minimum 1 pip per die after soak or whatever.

PS: Its my first experience with psionics too, so I tend to just bump into these odd things and wonder about them ;)
 

Would it be reasonable to say that in his wanderings after he left home Lirithan, for whatever reason, became involved wiht the Stone Guard? That seems to be the only way to get him involved.
 

I'm not too sure of the setting either, I was thinking of my character as a bold, valiant slay evil things, do good deeds type char tho... some hints for a background that meshes with your campaign would be appreciated ;)
 

I recently read a book of Irish folk tales, and had that in mind when I pictured this. It not really that much different from regular vanilla dnd, although a little less advanced than the usual late medieval'esque setting. So plate armour is almost unheard of and there are few large cities (at least in the sense that we would recognise. Even those that exist would seem rather small and rustic to us.)

Society is ordered largely around the family clans. There is about a dozen or so in Analand, and most people claim membership of one of them. The heads of the clans are most powerful nobility of the Kingdom. Each clan claims part of Analand as its own. Honour and loyalty are the two foundations of society.

Life is mostly pastorial and agrarian. A wise clan head knows as much about farming and breeding as he does fighting. Wealth is measured in heads of cattle and sheep and acreage of forest as much as it is gold and silver. The latter being more for displaying wealth. Who can eat gold when times are tough?

One option for character's is to be a son or close cousin of one of the clan heads, starting to come into your own as a man and a warrior. But not yet with a name of your own (in other words, still often known as so-n-so, son of such-n-such.) As such, you will be aproached by the head of the clan, or one close to him if he is not in the city, to undertake this mission.

Bonus skill: Prof/agriculture: 4 ranks.

Another is the Stone Guard. The Stone Guard carry the responsibilty of protecting the stone, and they move when it does every four years. While a presitigious, it is not particularly interesting. There has been no threats to the Stone since mad Morrissy attempted to keep it after his four years were up. Well, there was that group of bandits that attacked the caravan last year, but they really didn't seem to be aware of what it was they had bitten off, until it was too late.

The Stone guard is made up of men from all five of the kingdoms. Anyone may apply, regardless of birth or station. Most of the Stone Guard are of young men of good families looking seeking political advantage, or of poor families looking to get a start in the world, and honoured veteren warriors happy enough to see another quiet day. But not all of them. The veterens are amoung some of the finest warriors in the five kingdoms, and many join for a year or two learn from them. And they have a reputation for being tough masters.

The Stone Guard are an anomally in one way. Upon initiation, each member vows to put the Stone above all loyalities to family and King. They are not to take up the sword the for any purpose other than to protect the stone (or themselves, obviously). The wisdom of this policy was proved when Mad King Morrissey made his bid for the Stone.

Bonus Skill: Know/nobility and royalty: 4 ranks

ooc: the term warrior also includes psions of a martial bent in common usage.

Diirk: There is plenty of room for a wandering warrior in the five kingdoms, and Analand especially. The lands are dangerous, especially the deep forests and mountains, of which Analand has both. You could easily be a son (grandson even) or nephew of a clan head who has taken upon himself to keep his clans lands free of danger. A hunter of beasts, and worse.

Eluvan: The Stone Guard is an option. There are psions amoung their number. You could also be connected by blood to a clan head, but from a small branch of the family that lives far from the center of things. The "simple country boy at heart" is good. When your talents manifest themselves, the local psion (witch) realised that you had potential to far beyound what he knew and you were sent to live with you uncle in the city where you could receive better instruction. The Stone Guard is an option, but not neccessary. The clan heads all have witches of their own who could oversee your instruction.

I'm putting this together as I go and everything is still rather fluid. Perhaps its won't be all that important as far as the game goes, but I like to have a sense of where the character came from, and how he fits into things. So if you have any ideas (your musing above really helped) please feel free to post them up.
 


Diirk: Perfect. Take Survival 4 ranks. Strangers are usually welcome in the outlying parts. A meal and a place to sleep in exchange for news of the world and a story or two. But there have been enough nights sleeping rough and days travelling with hunters and herdsmen for you to have learnt how to look after yourself. Or if you're the type to have gone to great lengths to avoid this, take Perform (oration or instrument) 4 ranks. Being able to tell a good story or lay on some entertainment is a valuable skill for the traveller.
 

Okay - I think what you said will work well then. It stays with the spirit of the background I originally went with, whilst giving a reason to be involved in the quest. I'll go edit my background.
 

Eluvan, it looks good. I like the inter-play between his status and his own sense of it. Your uncle's name is Ceamus, and he is a great one for politics. As a result, one of your teachers is Bruscilious, the king's sage. (I really do need to get the spelling of these names worked out.)
 


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