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Author Topic: [DF Mini-Campaign] Little Green Men  (Read 4763 times)
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« on: January 27, 2014, 04:59:32 AM »

Little Green Men:

May the road rise to meet your feet...

We march to war! For centuries, the Emerald Isle of Eyre has known only local inter-clan skirmishes and the occasional rampaging monster to disturb its idyllic peace, but now vicious giants, three times the size of a normal man and clad all in iron, assault our villages and despoil the vital potato, barley, and tobacco fields of our Eastern shores!

May the wind always be at your back...

Our warriors and adventurers, though few, press on in the face of the colossal foe, dauntless. Our mastery of fate, and sorcery, and stout clubs of oak our weapon, as well as the seven fortunate talismans, which all dishonest hands yearn to appropriate... The giants may have beaten back our allies in the Seelie Court with their spears and boots of iron, and put the groves of our friends with many benefits the Nymphs to the torch, but we are not yet alone...

May the sun shine warm upon your face...

In the darkness lurk our last, strange, bedfellows: Face-eating Trolls, thieving Pixies, and the utterly perverted and mad True Sidhe of the Unseelie Court have called a truce with our tattered remnants until we repel the giants... or so they say. Their nightmarish powers make them fearsome allies, but who knows when they, too, will attempt to catch us off-balance and steal the last of our mystical treasures?

Until we meet again...

We shall fight them on the hills, and in the dales.
We shall fight them on the beaches, and in the stone circles.
We shall defend our island. We shall never surrender.

LEPRECHAUNS UNITE! ALL DISHONEST HANDS YEARN TO APPROPRIATE OUR FORTUNATE TALISMANS!
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Player | GM | Masochistic Setting-Adapter | Kallisti | Level 5 Cleric of the Cult of Stat Normalization - Stats For The Stat God! BELLS FOR THE BELL CURVE!
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« Reply #1 on: January 27, 2014, 05:12:07 AM »

Setting: Mythical Eyre-Land

Genre: Dungeon Fantasy

Style: Cinematic

Tone: Kind of nuts, OOC. Every PC will have Ridiculous Luck, a "colorful" personality, and at least some kind of magic, and zany shenanigans are encouraged, but there are no dedicated healers and the IC mood is deadly-grimdark.

Mana Level: "Highish." Normal Mana is still the most common overall, but areas of naturally-occurring High and even Very High Mana are somewhat more common than is typical, areas of naturally Low Mana are rare, and areas of No Mana are almost always artificial. See also House Rules for variant High Mana Effects.

Sanctity Level: Opposed Sanctity to all non-Druidic Power Investments, especially gods of Cities, Industry, and Order. Normal Druidic Sanctity in most places, with pockets of High in especially sacred groves, stone circles, etc.

TL: Mostly 2; some of the ancient Barbarian clans of the highlands are effectively TL 0

~~~~~

House Rules in Effect for This Game (Only):

TEMPLATE STAT OVERLAP: Any overlapping template stats between the Leprechaun template and a PC's Class Template may be stacked (if possible) or "sold back" at the player's option. Points gained in this manner may only be spent on your Leprechaun spells or Class Advantages. Exception: The lower part of a Ridiculous Luck / Luck overlap on a Leprechaun Innkeeper, Swashbuckler, or any other Class Template that gets Luck automatically that I may have forgotten, may be sold back, or at the player's option may be traded in for Daredevil x1 or Serendipity x1 (which are not normally on either template).

HIGH MANA: High and Very High Mana have their standard effects in this setting, but also have a sort of "forced Telegraphing" effect on spells cast in them. All rolls to cast a wizard-type spell (which are limited to Leprechaun innate magic, Bard spells, certain magic items, and the effects of Wild Talent due to lack of a Wizard Class) are at +4 to succeed (but this bonus may not influence the chance of a critical success, does not count for reduced FP or casting time, etc), but anybody trying to cast a Ward against that spell, to identify it from its preparation, or otherwise interact with it antagonistically or observationally are at +2 also. The average IQ 10 Joe Blow Leprechaun often never improves his innate magic or even tries to use it outside of High Mana areas or great need. None of this effects Sanctity.

BARBARIAN SIZE DISCOUNT: Leprechaun Barbarians will still receive the Size -10% discount for being +1 SM relative to all other PC options even though they are still less than SM 0 total, but will not receive the discount on net ST of 10-, losing 4 points from the Barbarian Template that may be made up however (instead of the 8+ they should be losing if I did this by the book).

RELATIVE HEIGHT RULES: This is actually RAW (see Combat At Different Levels, 4e Campaigns p 402-403), not a House Rule, but I've never personally used it before, so fair warning given here. Typical effective height difference between non-Barbarian Leprechauns and "Giants" on level ground is about 4', but the situation for the smaller combatant improves greatly with even 1' of additional elevation, so jumping up on stuff to attack a guy is probably going to be a thing in this game.
« Last Edit: March 02, 2014, 06:17:29 PM by Gold & Appel Inc » Logged

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« Reply #2 on: January 27, 2014, 05:12:15 AM »

Character Creation:

Points: Everybody gets one of the 250-point DF class templates below plus the Leprechaun racial template below.

Class: Classes in play will include: Barbarian (DF 1), Bard (DF 1), Druid (DF 1), Innkeeper (DF 10), Knight (DF 1), Mystic Knight (Pyramid 3/13), Scholar (DF 4), Scout (DF 1), Swashbuckler (DF 1), and Thief (DF 1).

Species: Everybody plays a Leprechaun, using the following template:

Leprechaun (Eyrish) [50]:

Image: A squat, muscular, pointy-eared humanoid, probably about 2' tall, with a fair complexion, and eyes and hair in various shades of green.

Attributes: ST -4 [-40]; DX +2 [40];

Secondaries: SM -3 [0]; Speed +0.5 [10]; Move -2 [-10]; HP +1 [2];

Advantages: Enhanced Dodge +1 [15]; Luck (Ridiculous) [60]; Magery x0 [5];

Perks: Leprechaun Charms x3 [3];

Disadvantages: Bad Temper (12-) [-10]; Dependency (Mana, Constantly) [-25];

Notes: Addiction (Tobacco), Compulsive Binge Drinking and/or Gambling, Fat, and Greed are all common, and may be subbed in for the final tier of Class Disadvantage options freely. Each Leprechaun Charm Perk allows the Leprechaun to take any one Druid or Wizard spell (set at character creation) at its normal cost, regardless of spell and Magery / Power Investiture prerequisites, even if it has never officially "learned" a spell at all. Putting points into these spells is not mandatory, but with even 1 point you'll have a decent chance of casting one in High Mana areas. Everybody may freely buy the Huge Weapons (SM) Perk enough to raise them to zero penalty with SM 0 weapons; SM -2 Leprechaun Barbarians may save a point but may not buy three levels for SM +1 weapons.
« Last Edit: May 05, 2014, 05:25:15 AM by Gold & Appel Inc » Logged

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« Reply #3 on: January 31, 2014, 12:38:32 PM »

Sample Characters:

~~~~~~~

Big Dick McGee, Eyrish Leprechaun Knight [300]:

Image: A strapping young Leprechaun, probably about 2'3" tall, with a fair complexion and emerald green eyes and hair.

Culture: TL: 2 [0]; Familiarity: Eyrish [0]; Languages: Eyrish (Native / Native) [0];

Attributes: ST 11 [10]; DX 16 [120]; IQ 10 [0]; HT 13 [30];

Secondaries: SM -3 [0]; Dam 1d / 2d-1; BL 24#; Spd 7.0 [-5]; Mov 5 [-10]; HP 12 [2]; FP 13 [0]; Per 10 [0]; Will 10 [0];

Advantages: Combat Reflexes [15]; Enhanced Dodge +1 [15]; Fearlessness +1 [2]; High Pain Threshold [10]; Luck (Ridiculous) [60]; Magery x0 [5]; Signature Gear (Fine-Quality Broadsword) [4]; Striking ST +2 [10]; Talent +2 (Born War Leader) [10]; Weapon Master (Sword & Shield) [25];

Perks: Huge Weapons (SM) x3 [3]; Leprechaun Charms x3 [3]; Weapon Bond (His Father's Broadsword) [1];

Disadvantages: Bad Temper (12-) [-10]; Bloodlust (6-) [-20]; Dependency (Mana, Constantly) [-25]; Sense of Duty (Adventuring Companions) [-5]; Vow (Never Refuse a Challenge to Combat) [-10];

Quirks: Congenial [-1]; Dull [-1]; Mildly Impulsive [-1]; Mildly Overconfident [-1]; Proud [-1];

Skills: Armory/TL2 (Melee Weapons) IQ+1 [4]-11; Bow (A) DX+1 [4]-17; Brawling (E) DX+1 [2]-17; Broadsword (A) DX+5 [20]-21; Climbing (A) DX-1 [1]-15; Connoisseur (A) (Weapons) IQ+1 [4]-11; Fast-Draw (E) (Knife) DX+1c [1]-17; Intelligence Analysis/TL2 (H) IQ-4b [0]-6; Intimidation (A) Will-1 [1]-9; Knife (E) DX [1]-16; Leadership (A) IQ+1b [1]-11; Savoir-Faire (E) (Military) IQ-2b [0]-8; Shield (E) DX+2 [4]-18; Stealth (A) DX-1 [1]-15; Strategy (H) IQ+1b [2]-11; Streetwise (A) IQ-1 [1]-9; Tactics (H) IQ+1b [2]-11; Thrown Weapon (E) (Spear) DX+2 [4]-18; Wrestling (A) DX [2]-16;

b = +2 for Born War Leader

Spells: Hush (H) IQ [4]-10; Persuasion (H) IQ-1 [2]-9; Watchdog (H) IQ [4]-10;

Background: One of the biggest and toughest Leprechauns in the village, he has personally slain several monsters and has some minor experience in group combat.
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« Reply #4 on: January 31, 2014, 12:38:45 PM »

Curlagh O'Hurlagh, Eyrish Leprechaun Barbarian [300]:

Image: A huge Leprechaun, over 3' tall, clad in badger furs and boar's leather, with shaggy moss green hair everywhere but his completely-bare scalp. He speaks with an atrocious brogue in an incongruous bass voice, and prefers to fight completely naked except for blue face paint when he has prep time.

Culture: TL: 0 [X]; Familiarity: Eyrish [0]; Languages: Eyrish (Native / Native) [0];

Attributes: ST 14 (Size -10%) [36]; DX 15 [100]; IQ 10 [0]; HT 13 [30];

Secondaries: SM -2 [0]; Dam 1d / 2d; BL 39#; Spd 7.0 [0]; Mov 6 [-5]; HP 20 (Size -10%) [11]; FP 13 [0]; Per 12 [10]; Will 10 [0];

Advantages: DR x1 (Tough Skin -40%) [3]; Enhanced Dodge +1 [15]; High Pain Threshold [10]; Luck (Ridiculous) [60]; Magery x0 [5]; Signature Gear x1 (Extra-Large Fine-Balanced Essential Wood Shillelagh) [1]; Talent +4 (Outdoorsman) [40];

Perks: Alcohol Tolerance [1]; Extra Option (Arrowproof Nudity) [1]; Huge Weapons (SM) x2 [2]; Leprechaun Charms x3 [3]; Weapon Bond (His Favorite Shillelagh) [1];

Disadvantages: Bad Temper (12-) [-10]; Dependency (Mana, Constantly) [-25]; Gigantism [0]; OPH -1 (Unrefined Manners) [-5]; Sense of Duty (Adventuring Companions) [-5]; Social Stigma (Minority Group) [-10]; Low TL -2 [-10]; Wealth (Struggling) [-10];

Quirks: Likes His Mountain Dew [-1]; Mild Bloodlust [-1]; Mildly Overconfident [-1]; Proud [-1]; Uncongenial [-1];

Skills: Animal Handling (A) (Dogs) IQ [2]-10; Bolas (A) DX+1 [4]-16; Brawling (E) DX [1]-15; Camouflage (E) IQ+4o [1]-14; Carousing (E) HT [1]-13; Climbing (A) DX-1 [1]-14; Disguise (A) (Animals) IQ [2]-10; First Aid/TL0 (E) IQ [1]-10; Fishing (E) Per+4o [1]-16; Hiking (A) HT [2]-13; Intimidation (A) Will) [2]-10; Mimicry (H) (Animal Sounds) IQ+2o [1]-12; Naturalist (H) IQ+2o [1]-12; Navigation (A) (Land) IQ+4o [2]-14; Observation (A) Per-1 [1]-11; Running (A) HT [2]-13; Stealth (A) DX [2]-15; Survival (A) (Mountain) Per+3o [1]-15; Swimming (E) HT [1]-13; Tracking (A) Per+3o [1]-15; Two-Handed Axe/Mace (A) DX+4 [16]-19; Weather Sense (A) IQ [2]-10; Wrestling (A) DX [2]-15;

o = +4 for Outdoorsman

Spells: Blossom (H) IQ-1 [2]-9; Forest Warning (H) IQ-1 [2]-9; Water to Wine (H) IQ-1 [2]-9;

Notes: Leprechaun Barbarians will still receive the Size -10% discount for being +1 SM relative to all other PC options, but will not receive the discount on net ST of 10-, losing 4 points from the Template that may be made up however.

Background: A wild, stone-age Leprechaun from the ancient clans of the high hills, come down to show his civilized kin how to kill them some giants.
« Last Edit: February 09, 2014, 06:28:11 AM by Gold & Appel Inc » Logged

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« Reply #5 on: January 31, 2014, 12:39:14 PM »

Shifty McCool, Eyrish Leprechaun Thief [300]:

Image: A wiry young Leprechaun, about 2' tall, with a fair complexion and a wild shock of lime green hair

Culture: TL: 2 [0]; Familiarity: Eyrish [0]; Languages: Eyrish (Native / Native) [0];

Attributes: ST 7 [-30]; DX 17 [140]; IQ 13 [60]; HT 11 [10];

Secondaries: SM -3 [0]; Dam 1d-3 / 1d-3; BL 10#; Spd 7.0 [0]; Mov 6 [-5]; HP 8 [2]; FP 11 [0]; Per 14 [5]; Will 13 [0];

Advantages: Combat Reflexes [15]; Enhanced Dodge +1 [15]; Flexibility (Regular) [5]; High Manual DX +1 [5]; Luck (Ridiculous) [60]; Magery x0 [5]; Night Vision x5 [5]; Perfect Balance [15]; Signature Gear x1 (Lucky Knife & Thief Tools) [1]; Striking ST +2 (w/ Surprise Only -60%) [4];

Perks: Huge Weapons (SM) x3 [3]; Leprechaun Charms x3 [3]; Weapon Bond (His "Lucky" Fine Long Knife) [1];

Disadvantages: Bad Temper (12-) [-10]; Code of Honor (Pirate's) [-5]; Dependency (Mana, Constantly) [-25]; Greed (12-) [-15]; Skinny [-5]; Trickster (12-) [-15];

Quirks: Casual Tobacco Enthusiast [-1]; Congenial [-1]; Imaginative [-1]; Mildly Impulsive [-1]; Proud [-1];

Skills: Acrobatics (H) DX-1p [1]-16; Brawling (E) DX [1]-17; Carousing (E) HT [1]-11; Climbing (A) DX+3fp [1]-20; Escape (H) DX+1f  [1]-18; Fast-Draw (E) (Knife) DX+1c [1]-18; Fast Talk (A) IQ-1 [1]-12; Filch (A) DX [2]-17; First Aid/TL2 (E) IQ-1 [1]-12; Forced Entry (E) DX [1]-17; Gambling (A) IQ-1 [1]-12; Gesture (E) IQ [1]-13; Holdout (A) IQ [2]-13; Knife (E) DX+2 [4]-19; Lockpicking (A) IQ+1 [4]-14; Pickpocket (H) DXh [2]-17; Poisons (H) IQ-2 [1]-11; Scrounging (E) Per [1]-14; Search (A) Per [2]-14; Shadowing (A) IQ [2]-13; Sleight of Hand (H) DX-1h [1]-16; Smuggling (A) IQ [2]-13; Stealth (A) DX+3 [12]-20; Streetwise (A) IQ [2]-13; Thrown Weapon (E) (Knife) DX [1]-17; Traps/TL2 (A) IQ+1 [4]-14; Urban Survival (A) Per [2]-14;

f = +3 for Flexibility
p = +1 for Perfect Balance
h = +1 for High Manual DX

Spells: Blur (H) IQ-1 [2]-12; Haste (H) IQ-1 [2]-12; See Secrets (H) IQ-1 [2]-12;

Background: A slick young Leprechaun ne'er-do-well, loyal to the village despite his ethical failings.
« Last Edit: March 03, 2014, 06:49:10 AM by Gold & Appel Inc » Logged

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« Reply #6 on: January 31, 2014, 12:41:26 PM »

Kelly Kilkenny, Eyrish Leprechaun Druid [300]:

Image: A squat, muscular, pointy-eared humanoid, only 1'9" tall but stocky, with a fair-but-freckly complexion, and long, kelly green hair that she wears in a single huge braid when she's expecting a fight. She wields a staff that looks like a long, thin, ornately-carved shillelagh, and is usually riding or leading a massive, ugly wild boar.

Culture: TL: 2 [0]; Familiarity: Eyrish [0]; Languages: Eyrish (Native / Native) [0];

Attributes: ST 7 [-30]; DX 14 [80]; IQ 14 [80]; HT 13 [30];

Secondaries: SM -3 [0]; Dam 1d-3 / 1d-3; BL 10#; Spd 7.0 [5]; Mov 5 [-10]; HP 8 [2]; FP 19 [18]; Per 14 [0]; Will 14 [0];

Advantages: Ally (150-Point Giant Boar, 15-, Summonable +100%, Druidic -10%) [12]; Enhanced Dodge +1 [15]; Luck (Ridiculous) [60]; Magery x0 [5]; Power Investiture x3 (Druidic) [30]; Talent x1 (Green Thumb) [5]; Signature Gear x4 (One Consumable Herbal Potion of Great Healing) [4]; Signature Gear x2 (Ornate Fine-Balance Essential Wood Staff Enchanted w/ Power: 15) [2];

Perks: Huge Weapons (SM) x3 [3]; Leprechaun Charms x3 [3]; Weapon Bond (Enchanted Quarterstaff) [1];

Disadvantages: Addiction (Tobacco) [-5]; Bad Temper (12-) [-10]; Dependency (Mana, Constantly) [-25]; Disciplines of Faith (Ritualism) [-5]; OPH -1 (Dirty Hippie) [-5]; Overconfidence (12-) [-5]; Stubbornness [-5]; Vow (Vegetarian) [-5]; Wealth (Poor) [-15];

Quirks: Fond of Swine [-1]; Mild Bloodlust [-1]; Mildly Impulsive [-1]; Proud [-1]; Uncongenial [-1];

Skills: Animal Handling (A) (Swine) IQ-1 [1]-13; Blowpipe (H) DX [4]-14; Camouflage (E) IQ [1]-14; Climbing (A) DX [2]-14; Disguise (A) (Animals) IQ-1 [1]-13; Esoteric Medicine (H) (Druidic) Per [4]-14; First Aid/TL2 (E) IQ [1]-14; Herb Lore (VH) IQg [4]-14; Hidden Lore (A) (Faeries) IQ-1 [1]-13, (Nature Spirits) IQ-1 [1]-13; Hiking (A) HT-1 [1]-12; Knife (E) DX [1]-14; Mimicry (H) (Animal Sounds) IQ-2 [1]-12; Naturalist (H) IQ-1 [2]-13; Pharmacy (H) (Herbal) IQ-2 [1]-12; Religious Ritual (H) (Druidic) IQ-2 [1]-12; Riding (A) (Swine) DX-1 [1]-13; Staff (A) DX+3 [12]-17; Stealth (A) DX [2]-14; Survival (A) (Woodland) Per-1 [1]-13; Theology (H) (Druidic) IQ-2 [1]-12; Veterinary/TL2 (H) IQ-2 [1]-12; Weather Sense (A) IQ-1 [1]-13;

g = +1 for Green Thumb

Spells: Animal Control (H) (Bird) (H) IQ+1d [1]-15, (Mammal) IQ+1d [1]-15; Beast Speech (H) IQ+1d [1]-15; Blessing (H) IQ-1L [2]-13; Conceal (H) IQ+1d [1]-15; Detect Magic (H) IQ+1d [1]-15; Divination (H) (Augury) IQ-1L [2]-13; Essential Wood (H) IQ+1d [1]-15; Forest Warning (H) IQ+1d [1]-15; Instant Neutralize Poison (VH) IQd [1]-14; Know Location (H) IQ+1d [1]-15; Missile Shield (H) IQ-1L [2]-13; No-Smell (H) IQ+1d [1]-15; Pollen Cloud (H) IQ+1d [1]-15; Rain of Nuts (H) IQ+1d [1]-15; Recover Energy (H) IQ+1d [1]-15; Rider (H) IQ+1d [1]-15; Summon Elemental (H) (Air) (H) IQ+1d [1]-15, (Earth) (H) IQ+1d [1]-15, (Water) (H) IQ+1d [1]-15; Tangle Growth (H) IQ+1d [1]-15;

L = Leprechaun Spell
d = Druid Spell

Background: A native of the wild inland wilderness, Kelly's not terribly fond of other people, but she's even less fond of marauding foreigners with strange gods on their side.

-----

Summoned Wild Boar [150]:

Culture: TL: 2 [0]; Familiarity: Eyrish [0]; Languages: Eyrish (Accented / None) [-4];

Attributes: ST 21 (NFM -40%, Size -10%) [55]; DX 13 (NFM -40%) [36]; IQ 6 [-80]; HT 15 [50];

Secondaries: SM +1 [0]; Dam 2d / 4d-1; BL 88#; Spd 7.0 [0]; Mov 8 [5]; HP 26 (Size -10%) [9]; FP 15 [0]; Per 13 [35]; Will 15 [45];

Advantages: Acute Taste/Smell +3 [6]; Combat Reflexes [15]; DR x3 [15]; Extra Legs (4 Total) [5]; High Pain Threshold [10]; Recovery [10]; Speak With Animals (Own Family Only -60%) [10]; Striker (Impaling: Cannot Parry -40%, Limited Arc: Front -40%) [2]; Unfazeable [15];

Disadvantages: Bad Temper (12-) [-10]; Berserk (15-) [-7]; Bestial [-10]; Cannot Speak [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Wealth (Dead Broke) [-25];

Skills: Brawling (E) DX+3 [8]-16; Hiking (A) HT-1 [1]-14; Intimidation (A) Will+1 [4]-16; Stealth (A) DX-1 [1]-12; Survival (A) (Woodland) Per+1 [4]-14;

Notes: Add 1/2 MoS on a successful Animal-Handling (Swine) roll to its Self Control to stop Berserking after it has already started.
« Last Edit: January 30, 2015, 09:39:42 AM by Gold & Appel Inc » Logged

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« Reply #7 on: January 31, 2014, 12:43:50 PM »

Wee Wally Wiggins, Eyrish Leprechaun Scholar [300]:

Image: A squat, muscular, pointy-eared humanoid, probably about 1'10" tall, with a fair complexion, and eyes and short hair in olive green.

Culture: TL: 2 [0]; Familiarity: Eyrish [0]; Languages: Eyrish (Native / Native) [0];

Attributes: ST 7 [-30]; DX 14 [80]; IQ 15 [100]; HT 12 [20];

Secondaries: SM -3 [0]; Dam 1d-3 / 1d-3; BL 10#; Spd 7.0 [10]; Mov 5 [-10]; HP 8 [2]; FP 12 [0]; Per 15 [0]; Will 15 [0];

Advantages: Absolute Direction [5]; Book-Learned Wisdom 2 (2, 2) [18]; Eidetic Memory (Regular) [5]; Enhanced Dodge +1 [15]; Intuition [15]; Luck (Ridiculous) [60]; Magery x0 [5]; Wild Talent x1 (No Advantage Requirements +50%) [30];

Perks: Huge Weapons (SM) x3 [3]; Leprechaun Charms x3 [3]; Weapon Bond (Lucky Quarterstaff) [1];

Disadvantages: Bad Temper (6-) [-20]; Curious (6-) [-10]; Dependency (Mana, Constantly) [-25]; Intolerance (IQ 10-) [-5]; No Sense of Humor [-10]; Stubbornness [-5]; Truthfulness (6-) [-10];

Quirks: Likes His Mead [-1]; Mildly Impulsive [-1]; Mildly Lazy [-1]; Pedantic [-1]; Proud [-1];

Skills: Alchemy/TL2 (VH) IQ-3 [1]-12; Cartography (A) IQ [2]-15; Climbing (A) DX-1 [1]-13; Haz-Mat (A) (Magical) IQ-1 [1]-14; Hidden Lore (A) (Faeries) IQ [2]-15, (A) (Magic Items) IQ [2]-15, (A) (Magical Writings) IQ [2]-15; Hiking (A) HT-1 [1]-11; Navigation/TL2 (A) IQ-1 [1]-14; Observation (A) Per-1 [1]-14; Occultism (A) IQ-1 [1]-14; Research/TL2 (A) IQ [2]-15; Scrounging (E) Per [1]-15; Search (A) Per-1 [1]-14; Speed-Reading (A) IQ [2]-15; Staff (A) DX+3 [12]-17; Stealth (A) DX-1 [1]-13; Strategy (H) IQ-2 [1]-13; Teaching (A) IQ-1 [1]-14; Throwing (A) DX+1 [4]-15; Traps/TL2 (A) IQ-1 [1]-14; Writing (A) IQ-1 [1]-14;

Techniques: Sweep (H) (Staff) Def+3 [4]-17;

Spells: Fumble (H) IQ [4]-15; Great Haste (VH) IQ-1 [4]-14; Invisibility (H) IQ [4]-15;

Notes: Probably the best sample for the end-game, if you're interested in a Mass Combat finish, and also the only one capable of casting Healing spells (1/Session).

Background: One of the smallest Leprechauns in the village, but also the smartest and one of the meanest.
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« Reply #8 on: March 19, 2014, 08:34:03 AM »

THE SEVEN FORTUNATE TALISMANS:

These are the legends that every wee Leprechaun learns at a grandparent's knee, to be taken with a large grain of salt; feel free to ask for more information if you have Occultism or some kind of relevant Hidden Lore, Expert Skill, etc:

PINK HEARTS: None of your forces will supposedly ever betray you or fail in morale, in mass combat scenarios, if you possess this talisman. Rumored to be in a secret location known to the mysterious True Sidhe who is called, "The Dancer," who resides somewhere on Ram's Island in Lough Neagh.

ORANGE STARS: Your forces supposedly travel at triple airspeed in mass combat scenarios if you possess this talisman. Non-Flying forces do not benefit.

YELLOW MOONS: Your forces supposedly all gain Night Combat ability, in mass combat scenarios, if you possess this talisman. Rumored to be in the possession of the Goblin King of Caledonia, purely to deny it to others as Goblins see well in the dark anyway.

GREEN CLOVERS: You supposedly may re-roll one Mass Combat roll twice once per RL hour, as though you had Luck, if you possess this talisman. Believed to have been in the possession of Good King Brian prior to his defeat in pitched battle by the Giants near Dublintown; present location unknown.

BLUE DIAMONDS: You may supposedly totally ignore all logistics rules in Mass Combat if you possess this talisman. You can supply whatever you can recruit, and nobody can disrupt that except by separating your army and the talisman. Believed to have been in the possession of Good King Brian prior to his defeat in pitched battle by the Giants near Dublintown; present location unknown.

PURPLE HORSESHOES: Your forces supposedly travel at triple speed overland in mass combat scenarios if you possess this talisman. Flying forces do not benefit.

THE INDIGO HOURGLASS: Rumored to have some sort of control over time itself. Said to be guarded by the maddest of the True Sidhe somewhere on the Isle of Mana.
« Last Edit: March 21, 2014, 06:10:19 AM by Gold & Appel Inc » Logged

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« Reply #9 on: March 19, 2014, 03:11:13 PM »

Green Clovers and Purple Horseshoes should provide the same benefit.
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« Reply #10 on: March 21, 2014, 05:18:28 AM »

Green Clovers and Purple Horseshoes should provide the same benefit.

But that would be boring! ;]
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« Reply #11 on: March 25, 2014, 04:18:03 AM »

THE OTHERS:

Below is what every Leprechaun knows about the other remaining civilized inhabitants of Eyre (feel free to ask for more and better information if you have or can fake some kind of relevant Expert Skill, Hidden Lore, etc):

GOBLINS: Large, ape-armed bipeds, over twice the size of the average Leprechaun but only weighing 4-6 stone. They see very well in the dark, and often live underground in caves and burrows. Their wide, concave, hook-like claws are adapted for both digging and climbing. They don't eat sapient enemies in Eyre, but venerated Eyrish Goblins are sometimes ritually devoured, and a duck or goose egg wrapped in a de-boned Pixie with the head on, battered, and boiled in very hot oil is said to be a pub delicacy in Caledonia. Weaknesses: Bad Grip - Their default combat style is to grapple and bite; most suck with weapons, especially ranged weapons.

PIXIES: Tiny butterfly-winged bipeds, about 1/4 Leprechaun height but weighing less than a pound. They are agile but not incredibly fast in the air, and insanely strong for their size. Their warriors are known for archery and potent paralytic venoms (they prefer their meat very fresh). Some tribes are rumored to eat sapients while they're still alive. Weaknesses: Physically fragile - They can dish it out, but they can't take it.

SIDHE: Each is unique. The only constants are that they are good with magic, that they seem to radiate mana (or amplify ambient mana - it hasn't been explored scientifically as far as general knowledge is aware), and that they are fucking weird. Some seem almost Leprechaun in their mindset, while others seem utterly alien, and even the former usually play by some odd rules or have some peculiar restrictions on their magic. Weaknesses: Unknown; possibly none besides near-universal crazypants, though a strike with an iron weapon is rumored to kill any of them with a single blow.

TROLLS: Massive, thick-skinned bipeds, about 3-4x Leprechaun height and never weighing less than 25 stone. They are relatively rare, usually solitary, and have some peculiar habits, such as usually living outside (often under a bridge or at a crossroads) even in urban areas. They see very well in the dark. They are supernaturally talented with Gate Magic, easily mastering spells no Druid can, and seemingly able to sense when a portal will open on its own. They have no qualms about eating sapients, but think they taste terrible (or have too high of a bone:meat ratio in the case of the Pixies) and threaten to do it more than they actually do it. Weaknesses: Bright light is painful to their eyes.
« Last Edit: March 25, 2014, 06:42:10 AM by Gold & Appel Inc » Logged

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« Reply #12 on: March 25, 2014, 05:42:06 AM »

SESSION #2 BAR TRIVIA: CORRECTED

Rolls vs Current Events or Carousing (made by Finnegan) reveal the following: Good King Brian of Leinster, the King Over Kings who united the isle against the giants, has been defeated and possibly killed in the field of battle along with most of his forces near Dublintown. The two fortunate talismans thought to be in his possession (Green Clovers and Blue Diamonds) are considered lost to the Giants. King Ultan of Ulster is attempting to rally his shattered forces somewhere in the plains between Drogheda and Lough Ramor, but is probably too inexperienced in the art of war to do much by himself. King Cailean of Connacht, considered by most to be the greatest Eyrish strategist still living, has withdrawn what remain of his forces steadily to the northwest since Brian's defeat, their whereabouts currently unknown.  
« Last Edit: May 27, 2014, 04:23:00 PM by Gold & Appel Inc » Logged

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« Reply #13 on: April 08, 2014, 03:02:37 PM »

MASS COMBAT SCORECARD:

Code:
Elements:                          Total TS:               Classes:                      Mobility:            Features:

1 Leprechauns (Lt Infantry)            6                    Rec                           Foot                 Hero, SS, Gd Exp

1 Leprechauns (Lt Infantry)            3                    Rec                           Foot                 SS, Bad Eq

3 Pixies (Flying Infantry)             3                    Air, Rec, Ter (Wood)          SA                   Bad Exp



Total TS: 12

Airborne: 3
Recon: 12

Notes: The Hero unit at the top is the PCs, when they participate in a battle. They count as Supersoldiers with Good Experience because they're 300-point Leprechaun adventurers. The easiest way to raise their TS from here would be to dramatically improve their equipment, eg: with potent magical artifacts. The second Leprechaun unit is made up of the ten prisoners the PCs rescued from the Human stockade, who are Supersoldiers with average training and experience, but only improvised equipment until somebody gets them to a Leprechaun Town and buys them something decent, which would raise their TS to 4 immediately.

The Pixie units all have average equipment (for Pixies) but are green farmboys with rudimentary militia training in a sleepy inland village, at least until they get a few large-scale engagements that aren't a complete turkey shoot under their belts. They count as Flying Infantry instead of Flying Bowmen on a closer read of the book, because Bowmen by the Mass Combat definition cluster and launch massed volleys in a strategic way, and Pixies shoot tactically and are trained to never, ever bunch up against anything bigger than they are. On the plus side, the opposition isn't using anything like massed volleys either, and the Pixies provide the potential for Air Superiority, and have the Recon Class and Woodland Terrain Adaptation.  

As long as all units have the Reconnaissance Class, your side gets an additional +2 bonus in the Recon Contest even if you don't have Recon Superiority.
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« Reply #14 on: May 27, 2014, 04:13:26 PM »

ACT I: CONCLUSION:

The first plot arc of Little Green Men concludes with a rousing success for the PCs, who have managed to retrieve one of the legendary Lucky Charms from the dungeon and to defeat a century of giants with a ragtag band of misfits on the field of battle. Their future holds many possibilities, highlights TBA here.

Everybody who played through Act I gets a 5% point increase (ie: 15 points), which may be spent to increase anything on your Class Template, or on anything with a remotely-plausible explanation based on what we did in Act I (eg: Combat Reflexes). A +2 "Heroes of Nutt's Corner!" Reputation limited to affect the vicinity of Nutt's Corner (or all of Ulster with lower frequency) is also available for purchase, for Trevor and Curlagh because they totally hung their asses out, achieved multiple major successes, and took wounds on the front line of the climactic battle, and for Finnegan despite taking only average risk because he was the strategist for the whole thing who pulled off the ridiculous lopsided victory against terrible odds.
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