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Jeppe (alternative version)
- Under Construction
- Alternative version, wealthy and no martial training.
Jeppe is the third son of a wealthy manorial lord in Scandinavia. While his elder brothers had the regular martial training, he was educated at the bishop’s court and later sent to the continent to study.
He has most of his studies from Montpellier, but has also taken years to travel across Europe to visit several universities and cities.
His main interest is alchemy. In Montpellier he got into a peculiar circle of students with a keen interest in alchemy and mystical arts. They were all essentially good boys, just possibly a little over-ambitious and prone to pride. They ended up summoning a demon who granted them all different false powers. Jeppe learnt figurine magic. It took some time before they realised what they had done, and the circle broke up. Jeppe, like most of the others left Montpellier to complete their studies elsewhere.
Sheet
- Born
- 1195
- Virtues
- Figurine Magic [HoH:TL] (false power), Magister in Medicinae, Warrior, TODO two minor virtues, Affinity with Philosophiae, Great Intelligence (x2)
- Flaws
- Ambitious (minor), Overconfident (major), False Power [RoP:I] (major), Diabolic Past (story, major)
- Personality Trait
- Ambitious +6, Pious +2, Independent +2
- Characteristics
- Int +5, Per +2, Pre -1, Com +2, Str -3, Sta 0, Dex +2, Qik -1
- Reputation
- Alchemist [Academic] 3
Ability | Spec. | XP | Score | Remark |
---|---|---|---|---|
Norse | TBD | native | 5 | |
Low German | Lübeck | 30 | 3 | |
Occitan | Montpelier | 30 | 3 | |
Latin | Academic | 75 | 5 | MagMed |
Artes Liberales | Music | 75 | 5 | MagMed |
Medicine | Theriac | 75 | 5 | MagMed |
Philosophia | Metaphysics | 107½ | 6 | MagMed |
Prof: Apothecary | Find. Ingr. | 5 | 1 | |
Figurine Magic | Supernat. V. | 70 | 5 | |
Craft: Sculptor | Wood | 50 | 4 | |
Infernal Lore | Cults | 5 | 1 | |
Teaching | Latin | 15 | 2 | |
Awareness | search | 15 | 2 | EC |
Hunt | track | 30 | 3 | |
Ride | bad roads | 15 | 2 | |
Stealh | hide | 15 | 2 | |
Guile | elab. lies | 5 | 1 | EC |
Brawl | Fist | 5 | 1 | EC |
Bargain | Apotecary | 5 | 1 | |
Carouse | Academic circles | 5 | 1 | |
Charm | Pledge innocence | 5 | 1 | EC |
Area Lore: Home county | Biology | 5 | 1 | EC |
Area Lore: Lübeck | Hinterland | 5 | 1 | |
Great Weapon | Long Spear | 50 | 4 | Warrior |
Figurine Magic Intelligence (5) + Figurine Magic (5) + Aura Modifier (?) + stress roll (12+/15+)
Craft Figurine Dexterity + Craft: Sculptor + Stress die = 6 + die (+1 spec. wood) (6+ for wax, 9+ for wood)
Lab Total: Intelligence (5) + Academic Ability (5+) + Philosophic Bonuses
Labour Points ( Prof: Apothecary (4) + Int (5) ) x Wealth (6) = 54
Formulæ
Greek Fire
Reagent Level 15
Alteration: Substantial
This Reagent is typically placed into a clay ball with two compartments to contain each of the two parts of the formula. When mixed (such as when the clay is broken by an impact), these components combust into a eight-foot-diameter sphere of very hot fire that inflicts +15 damage should it hit some- one (such fire would normally inflict +5 dam- age). This fire cannot be extinguished with water, but must be beaten out. (base 4, +2 Substantial, +1 Size)
Vitriol
Reagent Level 15
Alteration: Substantial
This formula creates two pints of strong acid from a weaker acid such as vinegar, and a number of mineral components. This acid is enough to cover an arm-sized object. If it is poured on a single person, it will inflict +10 damage. This acid will also dissolve stone and base metal, and rot wood in an instant; an object the size of a wand, lock, or small bottle can be affected. The acid will dissolve precious metal in about two min- utes. The only substance proof against the acid is glass. (base 5, +2 Substantial)
Alchemical Steel
Reagent Level 20
Alteration: Substantial
This metal is a purified form of iron cre- ated in the alchemist’s laboratory. It can then be forged by any smith capable of working steel. Objects made of this steel are harder and more resilient to damage without affect- ing its weight. A blade of alchemical steel need not be sharpened so frequently and has a +2 to damage. Metal armor gains a +2 to its Protection. The formula creates enough Reagent to make a dagger; three doses would make a sword, and six doses would make a suit of partial armor. (base 10, +2 Substantial)
Smoke Oil
Reagent Level 10
Alteration: Minor
This Reagent must be kept in a sealed container, for when opened the oily liquid evaporates into a thick gray fog. When fully evaporated, the fog fills about a hundred cu- bic paces, the size of a large room. In still air this fog is impenetrably dark, but its effect is lessened by wind. (base 3, +1 Minor, +2 Size)
Tonic of More Gold
Theriac Level 10
Potency: Mild
This tonic, made with minute quantities of gold, restores a Weary character to a non-fatigued state. It cannot affect a character who has lost more than two Fatigue levels. (base 10)
Cataplasm of Mandrake
Theriac Level 5
Potency: Moderate
This thick paste, or cataplasm, is a secret of the School of Salerno, employing chiefly mandrake and hyoscyamus. When applied to a body part it causes the character to be- come Tired (loss of three Fatigue levels), but reduces any Wound and Disease Penalty by 3. The body part remains numb until the lost Fatigue levels are recovered. (base 3, +2 Moderate)