Companions

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Yan

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Feb 22, 2008, 10:58:58 AM2/22/08
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Has anyone thought of any companions to be played?


I am considering a faerie blooded, outcast forester to go along with
Darko, but I wanted to know what Yair and Jean think of it before I
finish the character.


If anyone was interested in a companion tied to Tiberius, any warrior,
merchant or craftsman type would be welcome!

Jean-Gustave

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Feb 22, 2008, 11:25:13 AM2/22/08
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I think it's an excellent idea.

I was indeed thinking that some of our magi character are likelly to
have attracted some sort of followers even before they get to Rethra.
Darko for example would probably be accompanied by at least one
warrior type for protection during his travels (a forester and/or a
grog type character would perfectly fit the bill).

However, I don't know what Yair has foreseen. Maybe his initial
scenario depends on our magi being alone?

LucasTremere

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Feb 23, 2008, 8:24:55 AM2/23/08
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Well sure we should make Companions, but as i saw somewhere would be
good the Companions have diferent habilitys than their Magus Friend,
and Darko have a good Knowledge about the Wild, i think. Don't you
think that would be good to have a Companion with diferent skils, to
be played separetely, while the Magus is at the Laboratory? I plan to
make a Social Companion, with some Adventurer Skills.

Progenitor

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Feb 24, 2008, 8:46:16 AM2/24/08
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> However, I don't know what Yair has foreseen. Maybe his initial
> scenario depends on our magi being alone?

Well... my initial scenario really is about introducing you to the
local setting and little else. It isn't vital for all of you to the
players to play magi, although I'll need to least ONE magus.

Although I might split the scenario a bit if some magi stay behind...
hmmm.... Well, I'll think about it.

At any rate, feel free to make companions. Don't feel it's necessary,
however. It isn't.
It is, generally, a good idea to create a companion that the magus
would be likely to bring with him on any given adventure. This can be
a companion that shares the character's interests and perhaps adds his
own twist (e.g. a forester with a supernatural intuition of the
forest), someone that compliments the magus' skills in areas he lacks
(e.g. a socialable friend), someone that provides a required or
desirable service (e.g. a trusted servant or shield grog), or even
just a trusted advisor (e.g. a priest). I think nearly any character
can fit any other character, as long as they are the players work with
each other and make it work.

Yan

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Feb 28, 2008, 6:48:39 PM2/28/08
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I'm fine with meeting the Merchant companion before we arrive at
Rethra Jean, but if my companion is tied to your magus and your
companion is tied to mine we kind of let Amir and Lucas out, so I'll
think of a different idea for my companion.

Also, I just realized Darko is OLD! You might need to tone him down
quite a few years Jean! :)

Jean-Gustave

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Feb 29, 2008, 12:08:46 PM2/29/08
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Here's the companion I made. Let me know what you think!

Regarding your companion: whatever suits. I think we should avoid
"tying" too much a companion to a particular magus so that he can
eventually play with any of the magi. Also, consider Darko has far
better social skills than Lucas' magus for example (ie: gentle gift vs
blatant gift for starters) and as such is more likelly to be the
initial contact point for more mundane characters.

Regarding Darko's age: I discussed it with Yair before creating the
character and he was kind enough to let me play an older magus as long
as he's max 3 years out of apprenticeship. This allowed me to buy some
social & survival skills he is unlikelly to develop easilly as a magus
and that fit the concept of the character.

****************************************************************

Rybi Víndsson Captain of the Breathless.

A man of medium height and common looks, except for an ugly scar
running along his face and an eye patch.

BACKGROUND:

Nobody knows who Rybi's parent where, his childhood was spent as an
orphan street urchin in busy Lübeck. Old Gerta the net mender always
said that he had been found by a fisherman when he pulled up in his
nets with some other fish, but everybody knows Old Gerta has always
been mad. Even as a child, Rybi's always had the gift of controlling
wind. Where that gift comes from, he doesn't know or care, but it has
certainly shaped his life. It was easy for him to get quickly promoted
from his first job as a deckhand, and at 23 he was the youngest man in
living memory to be trusted with a ship's command by the rich
merchants of Lübeck.

Rybi's ship was always the fastest and the safest so he made the best
profits, he was praised by all and he even convinced one of his
richest sponsors to promess him the hand of his second daughter. His
life seemed charmed. So he became arrogant and overconfident, adopting
a flamboyant and lavish lifestyle and constantly bragging about his
success, calling himself "son of the wind". Eventually he challenged
captain Demyan Longsail of the Seasparrow (probably the most
experienced and esteemed captain of the Baltic sea) to sail round the
island of Fehmarn for a substancial sum of gold. Demyan's ship, with a
better crew and a better captain, quickly gained an advantage, so Rybi
summoned the winds to throw him offcourse. Unfortunatelly, he lost
control of the winds that grew into a powerfull gale and threw the
Seasparrow on the rocks, killing all on board. But before he drowned,
captain Demyan cursed Rybi for his shamefull greed.

Since then, things have gone downhill for Rybi. Within a year, his
house burned by accident, his prospects of marriage also whent up the
chimney when his fiancee got pregnant by another man, even his
magnificent horse died of sickness. Moreover, all other captains
became suspicious of how he won the race, treating him like an
outcast. And captain Demyan had many good friends, some of whom are
convinced Rybi used some sort of treachery and have sworn revenge. He
was ambushed on a night of revelry in a dark alley by some hooded men
and barelly managed to escape alive, receiving a nasty cut to the face
that took his left eye out. Since then, he is trying to find other
business prospects so he can move away from Lübeck. He's also always
acompanied by Broto, one of his deckhands, who's size intimidates most
would be assassins.

Hence, when he meets a strange man going by the name Tiberius, he is
instantly interested. At first sight, the man looks like a blacksmith
of sorts requiring a ship for transportation to a place called Rethra,
close to Settin. But he certainly doesn't behave like a common man.
The quality and cut of his travel coat and boots, his manerism and
talk, all suggest the highest upbringing. In fact the whole business
stinks: clearly this man is mixed in some sort of shady deal, why else
travel wearing such a silly disguise (he is even wearing a hammer and
thongs)? why else accept to pay premium price for a relativelly fast
and secure trip? But all well considered, it is some easy earned and
much needed gold. In the worst of cases, he can just throw him
overboard, doubtless nobody will come claim his body. And who knows,
maybe this will lead to more good business?


Confidence: 1 (3)

Age: 27

CHARACTERISTICS

int +1 str +2 pre -2 dex +2
(ugly face scar and eye patch)

per 0 sta +2 com +2 qui +2

VIRTUES & FLAWS

- Merchant Adventurer Minor Social Status
- Wistle up the wind Major Supernatural
- Puissant Wistle up the wind Minor General
- Vernacular education Minor General
- Well travelled Minor General
- Warrior Minor General
- Good characteristics x2 Minor General

- Optimistic Minor personality
- Greedy Major personality
- Enemies Major Story
- Missing eye Minor general
- Lesser malediction Minor supernatural
(never manage to amass great weath)
- Infamous Minor general
(amongst other captains)


ABILITES 45 + 165 + 50 (vernacular education) + 50 (warrior) + 50
(well travelled)

Baltic sea Lore 2 15
Pomerania Lore 2 15
Company Lore 2 5

Athletics 1 5
Awareness 1 5
Bargain 3 30
Brawl 1 5
Carouse 1 5
Charm 1 5
Folk Ken 2 15
Guile 2 15
Leadership 1 5
Music (wistle) 3 30

Profession merchant 4 50
Profession ship captain 4 50
Ride 1 5
Stealth 2 15
Swim (at sea) 3 30

Artes liberales 1 5
Latin 3 30

Single weapon 4 50

Wistle up the wind 5 + 2 75
(at sea)

COMBAT

Armor: full metal reinforced leather (prot 4, load 4)
Encumbrance: (load: 1 (axe) +2 (shield) +4 (armor)) = (burden: 3) =
Enc +1

Soak: +6

init att def dam
axe + heater shield +2 +10 +9 +8




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