Spear (Given to Bishop)
Ornate dwarven axe
Bow
Quiver with arrows
Leather armor and leather cap
Pack
-3 days rations
-Hunting knife
-4 torches
-50' rope
-Flint and tinder
-Book A Cyclopedia of Real and Imaginary Beings
-Paper, pen and ink
-Flute
-Pipe and smoking herbs
-1 lb salt
-Dog Delx is a drifter and a wanderer, unable or unwilling to settle into any kind of routine work. It seems that his mind moves too rapidly, and he's too easily bored. As soon as he's accomplished some goal or task, he's pondering the next move, pipe in hand and his head in a cloud of smoke. During lean times in his itinerant lifestyle, he's become a rather proficient stalker of wild game-- and rather adept at avoiding stalkers as well.
It seems that Delx has a kind of charisma, because wherever he goes, he's able to recruit others to join whatever endeavor he currently has in mind. He has knowledge of many things learned from books, stories told to him, and personal experience, so he's good storyteller around a hearth, inn's table, or campfire. He's current traveling with a willful and untrainable, but intelligent and seemingly loyal black dog. That he calls Black Dog.
Oh no! It's Ian Anderson!
Last edited by jemmus on Sun Dec 29, 2024 11:50 pm, edited 6 times in total.
PCs
PCs Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger Horror at Briargate (AD&D 1E) - Faron, droll human thief Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian Ghostal (Dungeon Goons) - Delx, canny musical wanderer
SKill: 8 (+1 to the 7 from level up)
STamina: 8
LucK: 9
Advantages:
Casting
Fighting
Hiding
Spells: Altar's Thunder Rope Chariot Transport Vulture - cast
The thunder god Altar, before being banished by the sun god Sol, distributed his essence across the world in the form of magic. One such spell is the Altar Thunder Rope, which manifests as a thunderous concussive sonic rope that can be used to HURT as many as 1d6 opponents. It can also be used to batter physical objects, shatter glass, tsunami a body of water, and tie up a recalcitrant air elemental.
Wealth: 4 shillings, gems/minerals worth a hundredstone of silver, a sack of dwarven gold coins
Equipment:
Sword
Bow/arrows
dagger
silver ghost-poking rod
staff
Leather armor, salt-studded
Shield
backpack
rations
waterskin
sack
oil/flint
torch
rope/grapnel
caltrops
pouch of flour
2 pouches of salt
holy water, salted
chalk
hand mirror
iron spikes
candle
wolvesbane
garlic
belladonna
spellbook
vulture feathers
quill/ink
lute
flute
Background:
Elcroon is a musicmancer who lives under a curse which forces him to speak in verse. Only when he is drunk is he able to talk in normal fashion. Elcroon plays the lute, lyre and flute, and has a natural talent for drumming on any remotely plausible object (tavern tables, shields, helmets and skulls are among his favorite items.) Given his curse, Elcroon is an accomplished accapelist and is always composing bardic songs contemporaneously, regardless of what is going on about him. Ballads, battle songs, dirges, tributes, Greyhawk country, Blackmoor beat, Flanaess freestyle, dark dungeon core, ditties, whatever circumstance and mood calls for. Sometimes it is hard to have a conversation with Elcroon, but he is fun at parties. Women tend to love or hate him. Elcroon knows how to swing a sword well enough, and is good campfire entertainment, so he is generally tolerated in adventuring groups.
Last edited by Grognardsw on Thu Oct 31, 2024 5:45 pm, edited 5 times in total.
I think I would like to change shapeshifting back to rage or a similar name for that.
The reason is that I think him having trouble shapeshifting could be interesting and a good explanation why he hasn't shown his human form yet.
What if he is more driven by emotion over reason?
So to change into weredog form he has to feel the anger. So he might have to do some fights in dog form simply because "the hulk" won't come out. Human form being far more difficult than werewolf form, as he needs to be the opposite to achieve that state. So when he is calm and focused he is able to shift into human form for a while.
He would always feel most comfortable in dog form. That is not to say he cannot learn over time to be better at it, at least if gaining new advantages is a thing in the game.
Would this work for you?
tibbius wrote: ↑Sat Jul 20, 2024 7:07 pmBlack Dog level 2
SK 10
ST 9
LK 2
rage
speed
persistence
teeth or fists, no armor
No need for special stat changes in any form. I am completely fine if it's just flavor and nothing mechanical. But I will leave that up to you.
I'll work on the first post for the game. I'm a bit busy at the moment, but should be able to find time somewhere within the next 6 hours of work.
Last edited by Juramenta on Thu Oct 17, 2024 11:44 pm, edited 1 time in total.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'" Fail States RPG Mythistorical Bundle माया | Gratitude
PCs Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger Horror at Briargate (AD&D 1E) - Faron, droll human thief Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian Ghostal (Dungeon Goons) - Delx, canny musical wanderer
For history's sake please "quote" your sheets to new posts and then edit to suit 2400 Legends format. Please do a "level up" from the basic Legends stats. For example, Elcroon might opt to have
Strength d8
Reason d8
Speed d6
Presence d6
Talents: Wizardry (Chariot Transport Vulture, Altar Thunder Rope)
Gear: …
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'" Fail States RPG Mythistorical Bundle माया | Gratitude
Talents: Wizardry (Chariot Transport Vulture, Altar Thunder Rope)
Gear:
3 vials of Pure Whole Spice Healing Powder, by Mennen
Sword
Shield
Lute
Backpack
silver ghost-poking rod
Salt
Bow/arrows
Leather armor, salt-studded
rations
waterskin
sack
oil/flint
torch
rope/grapnel
caltrops
pouch of flour
chalk
hand mirror
candle
wolvesbane
garlic
belladonna
spellbook
vulture feathers
quill/ink
Flute
Wealth: some gems/minerals and dwarven gold coins
Spells
Altar Thunder Rope
The thunder god Altar, before being banished by the sun god Sol, distributed his essence across the world in the form of magic. One such spell is the Altar Thunder Rope, which manifests as a thunderous concussive sonic rope that can be used to HURT as many as 1d6 opponents. It can also be used to batter physical objects, shatter glass, tsunami a body of water, and tie up a recalcitrant air elemental.
Chariot Transport Vulture
An ectoplasmic flying flaming 4’ long chariot pulled by a screaming black hole vulture materializes and can be directed by the caster to hit a target for 1d4 Hurts. Alternately, it can be used to blow open a door, put a hole in a wall, scare the superstitious or cause a general mess. Material component is a vulture feather.
Background:
Elcroon is a musicmancer who lives under a curse which forces him to speak in verse. Only when he is drunk is he able to talk in normal fashion. Elcroon plays the lute, lyre and flute, and has a natural talent for drumming on any remotely plausible object (tavern tables, shields, helmets and skulls are among his favorite items.) Given his curse, Elcroon is an accomplished accapelist and is always composing bardic songs contemporaneously, regardless of what is going on about him. Ballads, battle songs, dirges, tributes, Greyhawk country, Blackmoor beat, Flanaess freestyle, dark dungeon core, ditties, whatever circumstance and mood calls for. Sometimes it is hard to have a conversation with Elcroon, but he is fun at parties. Women tend to love or hate him. Elcroon knows how to swing a sword well enough, and is good campfire entertainment, so he is generally tolerated in adventuring groups.
Last edited by Grognardsw on Sun Mar 02, 2025 8:12 pm, edited 1 time in total.
Frantic knocking can be heard on Bishop Godfrey Thames’ door, breaking the quiet stillness of his home. He pauses his work, fingers still wrapped around a strange yellowed bone in his hand.
He stares through the small cracked window, noticing Mr. Beaumont, the cemetery caretaker, hovering, quite literally, in front of the archway that marked Bishop’s secluded dwelling. Vines had tangled around Beaumont’s limbs, lifting him a few feet off the ground. Despite the man’s desperate flailing, they keep tightened like fingers around him.
Bishop! It’s doing it again! Bishop! Help! Beaumont cried, his voice muffled by the branches as it twists and curls as if alive.
Bishop, still clutching the bone, gets up and opens the door. Observing the sight with a bemused, almost weary look. Mr. Beaumont, I’m in the middle of a rather delicate procedure. Must you interrupt me? he asks ignoring the predicament the man seems to find himself in. I’d be happy to explain, but perhaps you could first get me down from this, uhm, thing? Beaumont huffs, while dangling about.
Bishop let out a deep sigh, barely concealing a smirk. He raised his voice, addressing the restless vines. Elias he commands as his voice booms with authority. Release this man.
At his words, the vines retreat, slithering back into their original shape around the archway. Beaumont drops to the ground in a heap, brushing dust and bits of leaf from his clothes as he gets back up. You know, a little courtesy wouldn’t hurt. If you greeted him, perhaps he’d stop treating you like a fly in his web. he suggests as advice to keep the man from repeating the same mistake in the future.
I am not speaking to wood! Beaumont mutters sourly. It’s not the wood you’d be speaking to... Bishop replies, pausing as if planning to explain. He decides against it with a tired sigh. Never mind. Now, what do you need, Beaumont?
Beaumont huffs while crossing his arms. Another widow. She’s in need of your... necromancy skills. Wants to speak to her husband one last time before I bury him tomorrow.
Bishop’s eyes flicker with irritation. Must you call it that? Call it spirit work, shamanism, anything really but necromancy. You know how that word unsettles people. the necromancer responds. Just calling it like I see it Beaumont replies unfazed. So, are you helping or not?
With a faint resigned smile, Bishop takes up his staff. It is a simple, carved wooden rod adorned with a small lantern. When lit, it glows with a haunting blue hue that has, more than once, caused superstitious townsfolk to cross themselves as he passes by them.
They walk to the widow’s house, with Beaumont silently leading the way.
To Mr Beaumont only two people walk the road, but for Bishop it is a different matter. To him there are more creatures roaming about under the pale moonlight.
Spirits, ethereal figures, and dark silhouettes had always been as much a part of his world as flesh and blood.
A gift Bishop had possessed since childhood.
Arriving at the widow’s cottage, Bishop steps inside. He is greeted by the thick scent of candle wax and incense. He reaches out to take the widow’s trembling hands, his voice soft and steady, conveying both warmth and reassurance. I am Bishop Godfrey Thames, how may I ease your suffering? he speaks with a warm soft tone.
The widow looks at Bishop with watery eyes, unable to convey her request.
Mr. Beaumont lends his assistance as he speaks in her stead. Mrs. Keene wishes to hear his voice once more. he says followed by a nod from the woman who keeps her gaze fixated on Bishop. Then so it will be Bishop says to the Mrs. Keene. Has Mr. Beaumont explained that I will need a few of your husband’s bones for this ritual? Bishop asked gently, locking eyes with the widow. They are necessary to guide his soul back, just for a moment, using the scent of incense as a beacon.
The widow nods, her fingers tightening around Bishop’s hand as she listens. Her eyes brimmed with gratitude and grief. Please avert her eyes Bishop instructs Beaumont who in turn gently turns her face away with his own hand while the necromancer works.
With careful hands, Bishop breaks off three small ribs from the body. He sets one aside and uses the other two for the ritual. As he begins the ritual, he places the bones in front of him. With authority in his voice, he whispers an incantation. Coaxing the spirit forward. Wisps of blue flame pulse from the lantern on his staff, casting an eerie glow over the lifeless form. Moments later, the corpse shudders and gasps for air as it animates.
A soft, guttural voice emerges from the still lips of the body. The widow stifles a gasp hearing a familiar voice. My love... the voice murmurs. I wish for you to live on, to find peace... The widow weeps silently, her eyes brimming with the closure she so desperately needed. She holds her husbands hands, no more words are needed as they sit silent.
A few minutes pass as the widow visibly calms down. I am tired, please let me rest. It is time he requests followed by her softly nodding her head. Finally finding acceptance with his fate.
When the ritual ends, the body grows still once more. Thank you she silently whispers.
The two men decide it best to leave her be as they silently exit her home. Leaving her to her grieve.
As they walk home, Mr Beaumont can’t help to speak his mind. Bishop, how come the dead always say the same thing? Was that even her husband? he asks. Don’t concern yourself with questions you don’t want the answers to. The important thing is that she found closure. Focus on that Bishop responds as they keep walking.
Mr Beaumont shakes his head but let’s the matter drop.
Arriving home Bishop returns to his work. He reveals the third bone from his pocket, the one he kept hidden in his pocket.
He approaches a statue standing in the corner. It appears to be a tall stone golem, its form silent and dormant. Bishop places the bone inside a hollow compartment he carved into its chest and lays his hand upon it. Muttering yet another incantation under his breath. The stone golem stirs, cracks glowing faintly as it comes to life. Its limbs move stiffly as its head tilts upwards with an empty gaze. Bishop holds his concentration, watching the golem closely.
He takes out a pocket watch as he releases his concentration. Counting the seconds the golem remains animated.
But soon his power wanes, with the golem slumping back into silence. Returning frozen once more.
Writing down the time in his weathered journal, recording the golem’s movements and the precise seconds it had held animated without his concentration. Human, male, mid-forties, strong frame he notes down wondering what he is missing. One day... Bishop murmurs to himself, a gleam in his eye as he glances up at the statue. One day, I will unlock the secret to artifice. I will let you breathe by your will alone instead of mine.
Talent: Guidance (You may offer words to help any task using your Presence, without sharing in risk.)
Characteristics:
- Magical -> ANIMATION: Enchant clay or wood effigies (or corpses) to act as autonomous servitors. Mark: Spirit Sight
- Magical -> DIVINATION: Answers a yes-or-no question. Each casting requires new entrails to study, remains to question, or birds to analyze. Mark: Spirit Beacon
Gear:
The spirit staff
Necromancer's vestments
Divine prayer bones
Spirit shield
Bone extractor tools (Smithing Tools)
Last edited by Juramenta on Wed Nov 13, 2024 12:06 am, edited 1 time in total.
jemmus wrote: ↑Fri Jul 05, 2024 10:30 pmDelx
Spear
Bow
Quiver with arrows
Leather armor and leather cap
Pack
-3 days rations
-Hunting knife
-4 torches
-50' rope
-Flint and tinder
-Book A Cyclopedia of Real and Imaginary Beings
-Paper, pen and ink
-Flute
-Pipe and smoking herbs
-1 lb salt
-Black Dog
Delx is a drifter and a wanderer, unable or unwilling to settle into any kind of routine work. It seems that his mind moves too rapidly, and he's too easily bored. As soon as he's accomplished some goal or task, he's pondering the next move, pipe in hand and his head in a cloud of smoke. During lean times in his itinerant lifestyle, he's become a rather proficient stalker of wild game-- and rather adept at avoiding stalkers as well.
It seems that Delx has a kind of charisma, because wherever he goes, he's able to recruit others to join whatever endeavor he currently has in mind. He has knowledge of many things learned from books, stories told to him, and personal experience, so he's good storyteller around a hearth, inn's table, or campfire. He's current traveling with a willful and untrainable, but intelligent and seemingly loyal black dog. That he calls Black Dog.
Strength d8 ← based on Fighting advantage
Reason d8 ← based on Knowing advantage
Speed d6
Presence d6
Talents: Blending in; Overwatch
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'" Fail States RPG Mythistorical Bundle माया | Gratitude
DMPC? we could get together a whole band of heroes.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'" Fail States RPG Mythistorical Bundle माया | Gratitude
Thanks for converting Delx to 2400! I'll review the rules and finalize him tomorrow.
I like DMPCs. As a GM I use them to inform the players about local customs, cultures and expectations. For example, we have a game set in historical Texas 1873. The players need to know that the game setting has (some) law enforcement, laws, courts, newspapers, corporations, elections, etc. I think the DMPC's behavior in the game kind of helps the players know what to expect from the game world.
PCs
PCs Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger Horror at Briargate (AD&D 1E) - Faron, droll human thief Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian Ghostal (Dungeon Goons) - Delx, canny musical wanderer
Fun! I like this a lot better than the other two rule sets. This will be the last switch.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'" Fail States RPG Mythistorical Bundle माया | Gratitude
Brute: 2
Skulker: 2 (One or three leveling up points used)
Erudite: 1 (No spellcasting ability)
Inventory (One of three leveling up points used (sorry, I didn't really calculate it according to the rules. It seems reasonably modest to me, but GM please let me know if it's too much).
Ornate dwarven axe
Short bow
Quiver with arrows (2/3rds with arrowheads wrapped in 1 oz. bags of salt)
Leather armor
Winter coat, traveler's brimmed hat, woolen gloves
Stained and worn but still sturdy traveler's towel Pack
-6 days rations
-Hunting/utility knife
-6 torches (currently one lit)
-50' rope
-Flint and tinder
-Book - A Cyclopedia of Real and Imaginary Beings
-Paper, pen and ink
-Flute
-Pipe and smoking herbs
-3 lb salt
-Bar of soap
-Hair and beard comb (sadly, forgotten and left behind)
And friend and companion the one and only Black Dog.
Oh! no. He's still Ian Anderson! And look, there's Black Dog herself!
PCs
PCs Big Shiny Island (AD&D 1E) - Theo, unappealing human ranger Horror at Briargate (AD&D 1E) - Faron, droll human thief Lost City of Eternity (AD&D 1E) - Torix, proud Pictish barbarian Ghostal (Dungeon Goons) - Delx, canny musical wanderer