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Jeppe

  • Under Construction
  • Alternative version with rudimentary martial training instead of being wealthy.

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 (game start 1220)
Age
25
Virtues
Figurine Magic [HoH:TL] (false power), Magister in Medicinae, Wealthy, Affinity with Philosophiae, Great Intelligence (x2)
Flaws
Ambitious (minor), Proud (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

Abilities

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
Chirurgy Surgery 15 2
Medicine Theriac 75 5 MagMed
Philosophia Metaphysics 112½ 6 MagMed
Prof: Apothecary Find. Ingr. 50 4
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
Leadership Inspiration 15 2
Brawl Fist 5 1 EC
Bargain Apotecary 5 1
Carouse Academic circles 5 1
Charm Pledge innocence 5 1 EC
Music Lute 5 1
Area Lore: Home county Biology 15 2 EC
Area Lore: Lübeck Hinterland 15 2

EC 45/45 xp MagMed 300/300 xp XP : 370 + 30xp formulæ / 400 (20x20)

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

XP : 30/30

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)