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Cast/Jeppe

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---
title: Jeppe
categories: companion PC
---

+ **Under Construction**
+ [Alternative version](Jeppe2) 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
: 1195 (game start 1220)

Age
: 25

Virtues
: Figurine Magic [HoH:TL] (false power), Wealthy, Magister in Medicinae,
: 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 | 107½ | 6 | 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  | |

XP : 370/400 + 30xp formulæ
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)