Retraction from last Character
Earnestine will be taking a -4
penalty on all skill checks, due to the fact that her chemical kit has been
taken from her. She recalls having it
when she was last in London, and recalls no details before waking up in this
coffin in the basement. All of the other
victims will have similar stories.
Earnestine’s kit is actually in
the building, hidden and requiring a Difficult (TN 25) search of (I’ll figure
out which room later). The PCs could
retrieve the kit somewhere midway through the mission, or they could obtain the
chemical kit from the Hyde Potion Doc on the second floor, which requires
killing and taking it from him.
Her inventory consists only of
the clothes on her back and the 20 quid she was walking around town with. All jewelry, tools, weapons, or funny hats
have been removed from the victims by the creepy guy stalking them. He ignores money because it is literally useless
for obtaining the one thing that he needs for his masters, human flesh.
Her intelligence went up at 4th,
so she has an additional 2 skill points (one per level after raising the stat)
to be adjusted in. I will publish the
retracted skill list.
Below is first the human Potion doc, and then his Hyde form. This character will hide up on the second floor and craft potions for the other Hydes, and splash weapons for himself to use on the Constables tromping through the Mansion.
Doctor of Potions (Evil)
Name: Dawson Richter Gender: Male
Height: 5’ 1” Weight: 155 lbs
Age: 34 Level:6
Human
(Smart Hero) 5 (Field Scientist) 1
Applied: STR 12 (+1) DEX 14 (+2)
CON 10 (0) INT 15 (+3) WIS 13 (+1) CHA 8 (-1)
HP: 25
Skills: = 44 + 11+11+12+10+12
Class Skills: Craft(INT) (Chemical
- Potion)* x 9, Craft (INT)(Chemical – Poison) x 9, Decipher Script(INT) x 9,
Knowledge(INT) (Life Sciences) x 9, Knowledge (INT) (Botany) x 9, Read/Write
(English)** x 4 (French) x 4, (German) x 4, Research(INT) x 9, Profession (WIS)
x 9, Search(INT) x 9, and Speak Lang (French) x 3, (German) x 3.
*Craft (Chemical - Potion) is a
modification of Craft (Chemical – Poisonous Substances). The rules for poisons, including vectors to
enter the body and save DCs are all the same.
Using the skill without the chemical kit still results in a -4
penalty. This skill does not stack with
Craft (Chemical – Poisons), and its skill points are distinct. This decision was made in awareness of the
Craft (Pharmaceutical) skill, but in the belief that Craft (Pharma) was
sufficiently outside the setting of 19th Century England.
** Nineteenth century England saw
new increases in public education, but illiteracy is still common. Skill ranks must be applied to all Read/Write
languages. Notice that no skill ranks
are spent on Speak (English) as it is still free.
Cross Class Skills: Spot (WIS) x 4
effective 2, Listen (WIS) x 4 effective 2, Treat Injury (WIS)^ x 4 effective 2
^ this character has never
thought to apply talents to healing at level 1, only to the study of
potions. Treat Injury is cross class,
but with 5 or more skill points, it can offer a +2 synergy bonus onto Knowledge
(Life Sciences) checks.
Simple Weapons Prof. Feat = no -4
non proficient penalties for clubs, daggers
Feat Studious = +2 on Decipher
Script and Research checks
Feat Builder = +2 on any two
craft (Craft (chemical – Potion) and Craft (chemical – Poison))
Feat Personal Firearm Proficiency
= no -4 penalty using firearms designed for one, see (D20M, 98)
Combat Expertise = Can announce
up to -5 penalty to hit, +5 penalty to dodge
Talents: Savant Add bonus to
Knowledge (Botany) checks equal to # of levels of Smart Hero
Talents: Savant Add bonus to
Knowledge (Life Sciences) checks equal to # of levels of Smart Hero
Talents: Linguist, see D20 Modern
page 26
Smart Defense: Add Int bonus as
Dodge bonus
BAB: 2 Fort: +2 Ref: +2 Will: +3 Def Bonus: +2 Rep Bonus: +2
Name: Dawson Richter Gender: Male
Height: 5’ 1” Weight: 155 lbs
Age: 34 Level: 6
Hyde (Smart Hero) 5 (Field
Scientist) 1
Applied: STR 14 (+2) DEX 14 (+2)
CON 10 (0) INT 15 (+3) WIS 13 (+1) CHA 4 (-3)
HP: 25
Skills: = 44 + 11+11+12+10+12
Class Skills: Craft(INT) (Chemical
- Potion)* x 9, Craft (INT)(Chemical – Poison) x 9, Decipher Script(INT) x 9,
Knowledge(INT) (Life Sciences) x 9, Knowledge (INT) (Botany) x 9, Read/Write
(English)** x 4 (French) x 4, (German) x 4, Research(INT) x 9, Profession (WIS)
x 9, Search(INT) x 9, and Speak Lang (French) x 3, (German) x 3.
*Craft (Chemical - Potion) is a
modification of Craft (Chemical – Poisonous Substances). The rules for poisons, including vectors to
enter the body and save DCs are all the same.
Using the skill without the chemical kit still results in a -4
penalty. This skill does not stack with
Craft (Chemical – Poisons), and its skill points are distinct. This decision was made in awareness of the
Craft (Pharmaceutical) skill, but in the belief that Craft (Pharma) was
sufficiently outside the setting of 19th Century England.
** Nineteenth century England saw
new increases in public education, but illiteracy is still common. Skill ranks must be applied to all Read/Write
languages. Notice that no skill ranks
are spent on Speak (English) as it is still free.
Cross Class Skills: Spot (WIS) x 4
effective 2, Listen (WIS) x 4 effective 2, Treat Injury (WIS)^ x 4 effective 2
^ this character has never
thought to apply talents to healing at level 1, only to the study of
potions. Treat Injury is cross class,
but with 5 or more skill points, it can offer a +2 synergy bonus onto Knowledge
(Life Sciences) checks.
Simple Weapons Prof. Feat = no -4
non proficient penalties for clubs, daggers
Feat Studious = +2 on Decipher
Script and Research checks
Feat Builder = +2 on any two
craft (Craft (chemical – Potion) and Craft (chemical – Poison))
Feat Personal Firearm Proficiency
= no -4 penalty using firearms designed for one, see (D20M, 98)
Combat Expertise = Can announce
up to -5 penalty to hit, +5 penalty to dodge
Talents: Savant Add bonus to
Knowledge (Botany) checks equal to # of levels of Smart Hero
Talents: Savant Add bonus to
Knowledge (Life Sciences) checks equal to # of levels of Smart Hero
Talents: Linguist, see D20 Modern
page 26
Smart Defense: Add Int bonus as
Dodge bonus
Rage (1/day) = +4 to str, +4 to
con, +2 to will, -2 to AC, +12 hp for raging, no combat expertise, can rage for
7 rounds.
Revolting Visage = automatically
hostile, restrained only in public
Allegiances = breaks all previous
allegiances, controlled only by Intimidate
Intimidate = +6 species bonus,
can take at +3.
Feat Secret Identity = Reputation
at 0
BAB: 2 Fort: +2 Ref: +2 Will: +3 Def Bonus: +2 Rep Bonus: +2
The humans' place was as a guest in the Baron Larksley's manor. It was there that he discovered the Hyde formula. Hydes retain no prior allegiances, so his only means of controlling others, or being controlled, is intimidate, which happily works out. His charisma modifier is -3, meaning all of the other Hydes happily push him around. Nevertheless, my hope is that he will be a difficult battle for the PCs should they reach his chamber/study on the second floor.
For equipment he has standard clothes, a revolver, six bullets, a broom that can double as a club, and a chemistry kit. He also has a supply of flasks, which he will fill with poisons and acids to try to splash on the PCs. His tactics will be very different from the other Hydes, who will rage readily. He will only rage when cornered, due to the loss of his combat expertise feat.
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