Date: Sat 18 Jan 1997 - 00:51:59 EET
Back on track with my postings of Mad Prax - Beyond Sun Dome. Here
is the second-last of the 5 PCs written specifically for the tournament:
MAD PRAX - BEYOND SUN DOME (part #5)
IV. Mars Melus
Mars is your typical Sun County farmer - stoic and loyal, maybe lacking a
bit in humour, but an honest, decent fellow all the same, who works hard
and loves his family - his dear wife Karla, and the kids; Haloric, the
eldest (a boy, thank Yelmalio!) and the three girls, Kerin, Erryn and
little Aleese. If he grumbles a lot, it usually only about the weather,
and farmers everywhere grumble about the weather.
Mars has just begun his bi-annual cult service in the Sun County militia,
and although he'd rather be back preparing for the first of the
spring plantings, at least the duty he's been given (standing guard
outside the temple cellars) should pass without danger or incident.
When he's finished, he can return to his farm just outside of Yelm's
Griddle and help his family get the crops sown in.
You epitomize all the Sun County virtues and faults. If you're unfriendly
and distrustful of outsiders, it's only because they're impure and
perverted, and not worthy of living in the Lands of the Sun. Especially
the Lunars, what with their sophisticated ways. As for non-humans (such
as baboons), they're little more than animals, and should be treated as
such. As a loyal militiaman, gifted with mastery of the bow by Yelmalio,
you are ready to obey the commands of those placed above you, but you owe
it to your family to stay alive and healthy. Fortunately, the really
dangerous jobs are given to the Sun Dome Templars, not mere militiamen
such as yourself. Nevertheless, fighting and warfare is a man's job, to
defend the womenfolk and children from harm.
What's Happening Now?
You were standing on guard duty at the rear cellar door when the temple
alarm bells. "Sun Above!", you thought, "what could it be, a nomad raid?
trolls attacking?" The sleepy-eyed temple cellarer later came to say
all was fine, but spent the rest of the night supervising the loading
of supplies down at the front entrance of the cellars. Meanwhile, you
kept at your post. Close to dawn, you spotted a strange figure skulking
around in shadows. When you challenged it, you found it to be that damn
baboon whose always hanging the temple and making a nuisance of
himself. Thinking he was probably trying to steal from the cellars,
you've marched him into the Count's presence chamber for judgement...
Initiate of Yelmalio
Hit Points: 14
Magic Points: 11
DEX sr 3 + SIZ sr 2 = 5
Dodge: 50% (-ENC) = 37%
19-20 Head 20 4/5
16-18 L.A. 18-19 1/4
13-15 R.A. 16-17 1/4
12 Chest 11-15 1/6
09-11 Abdm 07-10 1/5
05-08 L.L 04-06 1/5
01-04 R.L 01-03 1/5
Travelling Gear: Total Encumbrance = 17. Fatigue = 13 (30 - 17).
Linen armour on all locations, cuirboilli helmet. Spear, hoplite shield,
self bow and quiver of 30 arrows, 3 javelins (belong to Yelanda).
weapon sr attk/par% damage Enc/AP
1 H Spear 7 44/37 1d8+1+1d4 2/10
Hoplite Shield 8 19/46 1d6+1d4 7/18
Self Bow 3/9 94/-- 1d6+1 .5/5
Javelin 3/9 42/-- 1d8+1d2 1/8
Spirit Magic: Heal 1, Bladesharp 1, Light 1.
Divine Magic (one-use): Catseye x1, Sunbright x1.
Skills: Jump 46%; Swim 16% (-ENC), First Aid 34%, Listen 57%,
Scan 43%, Hide 31%, Sneak 27%, Plant Lore 21%, Craft Wood 43%,
Farming 59%, Human Lore 31%.
Languages: Pavic 31/--.
Yelmalio Gifts and Geases: Mastery (90%) of self bow; Never seek
shelter from Storm, Never flee or surrender to any Darkness creatures
(eg. Trolls), Never eat any meat but bird meat.
Special Items: "Lucky" shadowcat paw charm - halves the wearer's
chance of fumbling.
Next: The last of the PCs, Sarshas Yarallo!
>From the Notes From Nochet files:
(XXIX.21.019.epitaph) In his cups, he boasted of a grandmother murdered by
Erigians for her collection of bears' paws, though history, unusually sober,
prefers her dying in Neapolis, over prawns of inferior quality.
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