Str 6 Int 12 Wis 8 Dex 14 Con 16 Cha 11 gp 94 Prof. Francis Delapore M-U 1 Small sack “Dog” (menacing, stooped-over ant; lives in a small hole outside Miskatonic)
Prof. Delapore is a tenured professor of Near-Eastern Studies at Miskatonic University. In his final twenty or so years of life, he has taken up the active study of magic. He intends to enter - and study the caverns. Delapore has a lined and brutal face, greyed hair, and is stooped somewhat (though naturally tall).
Delapore is nearly sociopathic, utterly unconcerned with anything but his own intellectual curiosity.
“Dog” (menacing, stooped-over ant; lives in a small hole outside Miskatonic)
He's welcome to delusionally call his dog "ant," but it will appear to the rest of the world as (and have the stats of) an ordinary dog. Perhaps in the course of his future spell research, the Prof. will invent/discover Find Familiar (ant) or Summon Bigger Ant (see p. 37).
Prof. Delapore is a tenured professor of Near-Eastern Studies at Miskatonic University.
Miskatonic University is still a few hundred years in the future, unless of course, you become its founder during the course of your adventures! (At the start of play, Arkham is a small wilderness colony with medieval tech level.)
Perhaps he comes instead from one of the great European universities (Oxford, Padua, Montpellier, Toulouse, etc.) and hankers to explore the mysteries of the New World?
Equipment: Armor: Mail Armor, Shield Weapons: Morning star Supplies: Back pack, 12 candles, traveling cloak, wooden holy symbol, lantern, 1 wk iron rations, tinderbox, waterskin, 2 flask oil. Treasure: 17gp
Description: Casamir is of average height, but the best way to describe him would be “doughy”. He has spent most of his life sequestered away in a remote monastery, studying and copying ancient texts, engaging in spirited religious debates with the other monks, and enjoying the ample meals brought forth from the gardens and farms of the monastery. All that changed the day the Abbott sent him forth into the world to “gain some real experience in serving the King’s Church”. Casamir thinks it was more a punishment for some…shall we just say “indiscretions”…and the Abott wanted him removed from the monastery. (It was all politics as far as Casamir was concerned, and he will tell any who will listen, and most who will not, particularly if there is a meal involved.)
Good work, dogma! Casamir will flesh out the party nicely. (ha ha)
Lucky roll on your hit points, too (see my sig).
Last chance for all players to adjust equipment/backstory/other details. I will copy them over to the Character Sheets thread tomorrow, and then we shall get underway. If we have more players show up who are interested, I will work them into the game somehow.
st4ticstriker- Josh's AC is 9 (unarmored). The benefit of helmets in this system is not clear to me (ways?) but at minimum they offer some protection against ear seekers, falling rocks, etc.
dogma- The rules lawyers have spoken! Actually I think the Morning Star is a thematically appropriate weapon for a church of Light whose headquarters is a lighthouse. So if you want to keep the morning star, that's OK, you'll just have to give something up to balance it out---let's say his particular order shuns the use of the war hammer as "too dwarfy." (Or just swap it to a flail and that's that.)
Hey Mush I hope i'm not too late had a long weekend and beginning of the week but i'd love to join up. Loyal Beast will stay in Carcosa slaughtering the innocent under the control of his unknown master. I'll take new stats please if I can still join up .
np did you roll HP as well? I was going to create my character tonight to try and not slow things down. Thanks for letting me join in late Mush I appreciate it I thought your hiatus would be a little longer lol
The benefit of helmets in this system is not clear to me (ways?)
The benefit of helmets (historically the single most important piece of protection -- still universally employed today) is moderately obscure in Delving Deeper, exactly as it is in OD&D.
The best hint is given under Magical Helms (see Vol 3 p36), which tells us that one blow in every 6 will be aimed at the head. If a helm is worn on a head hit it will be smashed.
Whether this has any other side-effect is entirely up to the referee.
IMC I rule that: if a damage roll results in a 6 then it implies a head hit. If the guy on the receiving end is wearing a helm, it is knocked off and the damage reduced to 1 hp (instead of 6 hp). I.e., a helm will soak one head hit in a combat.
Occupation: Fisherman Age: 35 Alignment: Chaotic (OOC: I plan on playing this where I am only chaotic in my devout devotion to the Esoteric Order of Dagon and the bringing back of the old ones etc.. So issues within the group should be rare(...) Deity: Esoteric Order of Dagon(In Secret)
Description: John is a bald 5'6" gaunt pale white human whose well known and liked in his community and is considered the town's best fisherman(...) Unknown to others he worships the Esoteric Order of Dagon and uses his access to the open water to serve the deep ones plan to resurrect Cthulhu, Dagon, and the other old ones buried under the sea(...) As part of that plan and his pact as a cleric of the order he has left himself open to breeding with the deep ones if they ever so choose(...) He travels now to explore and to carry out secret plans by the blessing of the deep ones(...)
OOC: I may make some tweaks once I get the answer but what is the call on cost/weight of a fishing pole and some bait? I imagine as a grand fisherman I wouldn't go many places without it but it's not listed in the book.
Last Edit: Mar 28, 2013 9:08:39 GMT -6 by aquebman
Nice work, aquebman. (Are you a Primus fan by any chance? ) Let's say fishing pole = 10' pole = 1gp, and I'll throw in the worms for free!
For those of you unfamiliar with Carcosa, aquebman is basing his character on the Carcosan definition of Law and Chaos, which is absolutely fine with me:
Alignment on the planet of Carcosa is defined solely by one’s stance towards the Great Old Ones. Nothing else is considered. All behaviors, including the most noble and altruistic as well as the most vile and despicable, are found amongst all three alignments. Similarity of alignments does not necessarily indicate friendship, and opposite alignments does not necessarily indicate enmity. For example, nothing is unusual in a lawful man and a chaotic man joining forces to defeat a lawful foe.
Chaos is the alignment of the Great Old Ones and their servants. If an Old One were to be released from its imprisonment, its servants would aid it.
Last Edit: Mar 28, 2013 8:19:48 GMT -6 by mushgnome
If you choose to play a Cleric, you will receive +5% to XP earned due to your high Wisdom. Clerics must choose law or chaos; they cannot remain neutral in the eternal struggle. Clerical alignment in this campaign is a little bit different from vanilla D&D; it is primarily determined by one's attitude toward the various Cthulhu-mythos creatures. A lawful cleric would generally oppose the presence in the world of such aberrations as undead, spawn, demons, etc., whereas a chaotic PC cleric might seek to learn from such beings or harness them as minions. (And a chaotic **NPC** cleric might be completely batspit crazy and seek to destroy the world, mwha-ha-ha-ha!)