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View Full Version : Paradise Lost -- the Staff of Law. Characters. GM: Kane


luke
07-22-2004, 11:40 AM
Game Concept
---Paradise Lost

After centuries of sporadic conflicts with the Orcish Horde, the Human and Elven kingdoms of the continent of Xanadu have begun maritime trade and exploration again. A group of explorers striking out across the vast Ocean of the West have discovered a new continent about a month’s journey away. Scouting reports indicate that the land is uninhabited, and possesses an abundance of natural resources and arable land.

A century has passed. Many groups of men, elves, and dwarves have crossed the ocean to the new frontier, and the colonies of the new continent are thriving in a golden age of peace and prosperity. Fleets of ships transport needed goods between Xanadu and the colonies. Now, a powerful holy relic, the Staff of Law, is being sent to the frontier to rally the colonies into a united empire that will span the two continents.

However, a sudden storm has wrecked the ship carrying the Staff and its convoy. On an unknown beach our heroes awaken, apparently the only survivors of the shipwreck and the Staff of Law is nowhere to be found…

Characters

Grong

Name: Falin

Settings-Village born, Acolyte, Priest.

Stats: perception-5 Will-4 Agility-4 Speed-4 Power-4 Forte-4.

Health-B5 Reflexes-B4 Mortal Wound-10 Steel-B3 Faith-B4

Aptitude: Per-5 Wil-6 Agi-6 Spe-6 Pow-6 For-6.

Skills: Read-B3 Scribe-B2 Doctrine-B3 Oratory-B4 Symbology-B3 Cudgel-B3.

Traits: Faithful-5pts Fervant Beleiver-1pt

Resources: Quilted Armor(Dice-7 DN-6)-3rpts Run of the mill arms-5rpts Clothes-1rpt Traveling gear-1rpt Shoes-1rpt Holy Symbol, prayer book, vetsaments.(skill kit)-9rpts.

Contacts; Mentor-Teacher-5rpts

PTQ: Sup-3 Lig-5 Mid-7 Sev-8 Tra-9 Mor-10.

Beliefs: There is some good in evryone. Help the needy. The Staff of Law is the key to "Greater Good".
Instincts: Carries Holy Symbol prominently around neck. Wakes up before dawn to pray. Looks for signs of the staff's whereabout's everywhere.

Backround: Falin has always lived in suclusion in the temple for as long as he can remember but he seems to have a good relationship with the peasents in the area. He was soon elevated to a priest of his order, and has been sent on a holy mission to spread his faith; which revolves around self sacrifice for the greater good while not becoming suicidal in the face of danger. Falin's god is Haddin the god of Justice and equality his priests go to great lengths to help slaves and people in that line of trouble but help anyone in need.(As long as these are not for selfish needs.) The priests of Haddin are known as great warriors while remaining Stubborn to the ancient code of not wearing metal armor and not shedding blood.

foxandwarlock

Character Name: Calib Shorthand

Born to a small peasant family who could not afford another child, Calib was sold to a wealthy landowner and put to work in the fields before his tenth Summer. There, he proved to be strong-backed but showed little talent for the work and when an accident took two of his fingers, he was turned out without home or possession. He took refuge in a nearby city and turned to a life of begging in order to support himself where he learned that he had the gift of storytelling. In a few years, he no longer stood on street corners but instead sat by the fireplaces of taverns as he wove tales of adventures to travellers.

Hearing of the Staff of Law and the good fortune a unified Kingdom will bring, Calib has decided to get a piece of that good fortune for himself. He hopes to sustain himself by doing odd jobs and storytelling until he hits it big.

Lifepaths: Born Peasant (Lead to Servitude), Field Laborer (Lead to Outcast), Beggar, Itinerant Performer

Age: 22

Stats: Pe: 3 Wi: 4 Ag: 4 Sp: 4 Po: 4 Fo: 4

Attributes: Re: 3 Ste: 3 He: 4 MW: 10 Hesitation: 6 Faith: NA Resources: 13

PTGS: Su: 3 Li: 5 Mi: 6 Se: 8 Tr: 9 Mo: 10

Skills:
Brawling: B2
Conspicuous: B2
Cooking: B2
Farming: B1
Haggling: B2
Inconspicuous: B2
Mending: B2
Storytelling: B3
Streetwise: B1

Gear:
Clothes, Shoes, Travelling Gear, PQ Padded Armor, Tool Kit (Mending & Cooking)

Association: None. He has left his "life" behind.

Contacts: None. He has left his "life" behind.

Traits:
Dramatic
Driven
Hope (From Field Laborer)
Missing Digits (Pinky & Ring on Left Hand)
Night Owl
The Story (From Beggar)
Scavenger

Beliefs:
-I'll make it big in the New World (new continent).
-Seize every opportunity you see.
-Keep your head up and good things will happen.

Instincts:
-When bored pass the time by storytelling.
-Always ask if you can help (to create opportunities for yourself)
-Always strike up conversation.

DaGreatJL

Philip Smithson

Phillip Smithson was born the fourth son to a moderately well-off village master smith. The preceding sons had already taken up the hammer for their father and the sword for the country, so Phillip was not obliged to participate in these activities; his childhood was spent in relative idleness. Around his tenth birthday, Phillip's father set him down and explained that he was giving Phillip to the God of Light, so that their family might be blessed. Phillip was confused by how wan his father was when he delivered this news, but didn't think much of it until later. Anyways, the child put up no protest, was was sent to become an acolyte of the God of Light.
Phillip found he excelled in this environment: he was quick-witted and keen eyed, and this helped him in learning both letters in general, and the words of the divine in particular.
Then the fateful day came. Phillip was nearing the end of his studies, and had been thinking about going off into the world as a priest. Then, late at night, the monastary was attacked. Phillip remembers little of the exact details of that night. He knows that only he survived, and he knows who did it. The man who called himself Owehn explained that he was an uncle of Phillip's, his father's brother, and that he had searched high and low for him. "You have the Touch, my boy. And the Touch can not be wasted on a servant to foolishness. You will learn what true power is; I will show you."
And show him he did. By day, he did Owehn's chores; by night, he was taught terrible secrets of sorcery. Owehn seemed to enjoy tormenting the child both physically and emotionally. Though still a young man, Phillip became old in mind.
And again, Phillip's life was changed overnight, in the night. A group of heroes had raised a small force to strike out at Owehn. As the tower shook with the battle, Phillip grabbed was things he could, and ran.
Phillip didn't have long to go before he found an escape; he encountered a group of pilgrims travelling around and visiting holy sites and churches. Though he didn't have any money, Phillip was allowed to join the group when it became known that he could read. For many years he traveled as a pilgrim; he didn't stay with the first group for very long, but he was usually able to find another group of traveling companions easily. Finally, five years after getting out from under Owehn's thumb, Phillip decided to try and seek out his family. He couldn't face his parents; however, one of his older brothers had travelled across the sea, to seek business ventures elsewhere. Phillip booked a trip across the sea.

Born Villager, Lead to Religious Setting, Acolyte, Lead to City, Sorcerer's Apprentice, Pilgrim, Pilgrim

Per:B6 Will:B5 Ag:B4 Speed:B3 Pow:B3 For:B4

Skills: Read-B5, Scribe-B4, Calligraphy-B2, Doctorine-B6, Research-B4, Symbology-B4, Sorcery-B5

Steel:B7, Health:B3, Reflexes:B4, MW:B9

Traits:Reverant, Paranoid, Determined, Gifted, Thousand Yard Stare, Road Weary, Almstaker, Religious Diatribe, Tall Tales, Skulking, Sucking Up

Resources:Parchment, quills+ ink, in carrying case, clothes, boots + traveling gear
Spells:Dark of Night, Cat's Eye, The Fear
Contacts: Owehn, Mad Wizard, Importent, Family, Hated
Smith Brother, Minor, Family

Beliefs:No weapon is greater than darkness and fear, to use darkness and fear is to damn oneself, I must make myself good in the eyes of the God of Light

Instincts: Always bar the door before going to sleep, always pray at waking and before taking meals, always put away writing tools to keep them clean and dry

Verrain
Hob Gadling

Hob was born the son of a sailor and his lady in the port of the capitol city. The sea was in his blood and once he was old enough to get his sea legs he joined his father on the sea. He rose through the ranks as his body grew from cabin boy, to signalman, and then to a full sailor in his own right. His father, Kale the Strong, sailed across the sea to the new world and stayed there sending word about the fine prospects out there. So Hob was overjoyed when his captain announced that the Reliant's next port of call would be that new land and with the Staff of Law yet!

Son of a Gun, Cabin Boy, Signalman, Sailor

Per:B4 Will:B4 Ag:B5 Speed:B4 Pow:B4 For:B4

Health: B4 Reflex B4 Mortal Wound B10 Steel B4

Skills: Etiquette B2, Signalling B3, Rigging B3, Observation Training, Brawling B3, Sea-wise B3, Knives B2, Cudgel B2, Swimming B2

Traits: Obsequious, Sea-legs, Iron Stomach, Superstiuous, Trustworthy

Resources: RoM Club, RoM 3 Daggers one at belt, two in boots, 5D of Quilted Armor, Clothes, Travelling Gear, Boots

Contacts: Kale the Strong, father
Reliant Crew Members

Beliefs: If you work together you can weather any storm, opportunity is always over the next horizon, always give people a fair deal

Instincts: Always examine my stuff after waking and before sleeping, always look over a new situation carefully, unless obviously hostile try talking before fighting

Tom B
Karabis Ledenson

[Karabis' lengthy history has been snipped]

Karabis stayed on with Sully for a while after putting in his application for a franchise, but soon felt the urge to go out on his own. Sully gave him a parting gift of a portable anvil as well as the tools he had been using. Karabis knew where he wanted to go...over the sea. A whole new land awaited there, and there was high demand for his skills. It would be rough starting anew, but he was up for the challenge. His stepfather used his influence to bring Karabis' petition for passage aboard the convoy carrying the Staff of Law. He knew it would be a prestigious start, despite the fact that Karabis was willing to pay his own way. However, his skills were recognized and would be very useful in view of the size of the Guard contingent guarding the Staff. He carried with him a bastard sword and set of mail he had made as demonstration pieces. He also carried with him his current quarterstaff, on which he was experimenting with different techniques in wrapping the leather straps. Sully had convinced him to pack a set of armor for himself. He didn't see the need, but included a set of plated leather he had made recently.

The passage was relatively uneventful until the storm...

Lifepaths: Born Village, Apprentice, Journeyman, Master Craftsman

Age: 33

Stats: Pe: 5 Wi: 3 Ag: 4 Sp: 3 Po: 6 Fo: 4

Attributes: Re: 4 Ste: 3 He: 3 MW: 11 Hesitation: 7 Faith: NA Resources: 54

PTGS: Su: 3 Li: 5 Mi: 7 Se: 9 Tr: 10 Mo: 11

Skills:
Armorer: B6
Blacksmith: B6
Weaponsmith: B6

Armor Training
Brawling: B5
Haggling: B5
Quarterstaff: B5
Read: B5
Sword: B4

Gear:
Travelling Gear, SQ Quarterstaff, SQ Bastard Sword, SQ Plated Leather Armor, Tool Kit (Smith work)

Association: None here.

Contacts: None here.

Traits:
Affinity for weapons

Beliefs:
-I believe in the God of Light and strive to follow his teachings.
-I'll establish a reputation as the best human weaponcrafter in this land.
-Although there are exceptions, people are basically good.

Instincts:
-Help those who need it.
-Defend the weak.
-Unfamiliar weaponry must be examined.

Kane
07-27-2004, 08:18 AM
Thanks for the introduction, Luke. I'm working on getting all the read/write preferences squared away, so we'll be starting soon. I'll post a house rules thread when we're ready to go, probably when I get home from work today.