Brancariad, The Welcoming Gargoyle

   The world of Xilian is very, very, hospitable. In fact, the planet likes having guests so much that has exerted itself a bit… The place has nearly a hundred times as much surface area as a normal sphere, most of it tucked away in pockets of folded space and often accessible only by particular passes or routes. It hosts an impossible variety  of environments. Almost any species can find food and drink – and if there isn’t anything that suits normally, the local plants will be directed to evolve into something suitable with a few decades.  

   Visitors who cannot be accommodated the way they are – such as the most ruthless conquerer-species – will be modified until they can fit in. They don’t have to stop being dangerous, or even hostile – but they will not be allowed to exterminate the other guests. If they want to inhabit some pocket land and be hostile there, well, no one has to go there if they don’t want to.   That was noticed long, long, ago – and at some point someone decided to exploit the place. They placed a barrier around Xilian that made it near-impossible to leave, and began banishing anyone who was inconvenient there. They’d be all right, but they’d be permanently out of the way.   The fact that this also entrapped summoned entities, random space and dimensional travellers, and other would-be visitors was not a concern.  

    Certain activities – such as the creation of self-reproducing plague spells that hurt people, causing ice ages, and opening the way for demon invasions – are banned.  

   Of course, where there are rules, there must be someone to enforce them and to let the residents know what they are if necessary. That’s where the Xilian Gargoyles – lumps of magma given animation and sapience – come in. While they are independent entities in their own right, and they are as varied as most other races, it is their responsibility to enforce a few rules, to welcome new arrivals, and to try to fit them into the society of Xilian.  

   Sometimes that’s quite a job – which is why they often join parties of other adventurers, where their strength and volcanic powers are often an asset.  

Brancariad  

Value Characteristic Points
25/60 STR 15
14 DEX 12
18 CON 16
15 BODY 10
8 INT -2
8 EGO -4
15 PRE 5
0 COM -5
10/12 PD 0
6/8 ED 2
3/4 SPD 6
14 REC 0
30 END -3
49 STUN 0
  Total 52
Points Powers END
16 Gargoyle Racial Multipower (35-pt reserve); Earth Powers Only (-.5), Gestures (-.25), Side effects (-.5), Side Effects are “Disadvantages”; Body is a crusted mass of magma; cracks open showing glowing red rock, etc. Gargoyles have great difficulty speaking, cannot use most equipment, etc, etc, etc…  
u-1 6d6 Magmatic “Energy Blast”; Range: 150; Versus: ED; No Knockback: -¼; Concentrate: ½ DCV, -¼; Cannot fire unless hands are free. 3
u-1 3d6 Earthbinding; Entangle (DEF 3); Range: 150; Only Vrs Targets Touching The Earth: -½ 3
u-1 One With The Earth. Shape Shift (Limited Group); Reduced END: Zero, +½; Only to merge with stone, pretend to be a statue, etc.: -1 0
u-1 1d6+1 Crystal Talons; Killing Attack (HTH) (Total 2½d6); Range: 0 2
u-1 Fists Of Stone; Hand-to-Hand Attack (4d6, Total 16d6); Range: 0; Hands must be free. 1
u-1 5″ Gliding (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 15  
u-1 Spirit Of The Volcano  
(1) Life Support: Intense Heat/Cold  
(7) Force Field (5 PD/5 ED); Reduced END: Zero, +½ 0
     
3 Elemental Control; Living Stone (7-pt reserve); Always On (-.5), Side effects (-.5) are as per the multipower, above.  
a-4 Density Increase-2 (×4 mass); Mass: 360 kg/792 lbs; Extra PD: +2; Extra ED: +2; Extra STR: +10; Knockback: -2″; Reduced END: Zero, +½ 0
b-4 Armor (5 PD/5 ED)  
c-7 +25 STR; Extra Time: full phase, -½ 2
6 Life Support  
(3) Doesn’t Eat, Excrete or Sleep; Activation: 14-, -½  
(10) Need Not Breathe  
e-4 Earthsense; Requires one minute to use.  
(3) Detect; Physical &/or Mystical Disturbances To The Earth (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(1) Discriminatory Sense (Detect)  
(2) Enhanced Perception (Detect, +3 to PER)  
     
5 Infrared Vision  
-2 Running (-1″, 5″, NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -3 1
-2 Swimming (-2″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -6 1
     
     
57 Cunning Man Package Deal (57)  
(8) Elemental Control; Nature Powers (12-pt reserve); Natural Magic Only: -½  
a-7 2d6 Aid (Fade/year, Max. 18); Range: 0; Affects: All Powers of Special Effect, +2; Extra Time: 1 hour, -2½; Increased END: ×3, -1; Activation: 11-, -1; Focus: Obvious Accessible, -1; Focus Mobility: Bulky, -½; Natural Magic Only: -½; A hedge wizard can “Aid” equipment allowances (With minor charmed objects, potions (Charged, Does not recover, fragile focus, etc, etc, etc), turn animals into loyal companions (Aid Followers), provide charms which enhance attributes, enhance weapons, and so on. Despite the “All abilities” modifier, no individual can be aided in more then five catagories, and each use works on only a single one. 15
b-9 Shape Shift; Animal Forms (Limited Group); Reduced END: Half, +¼; Natural Magic Only: -½ 1
c-13 5d6 Aid; To all powers relevant to current form (Fade/turn, Max. 30); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero, +½; Trigger; By Shapeshifting.: Set, +¼; Activation: 11-, -1; Linked to Shapeshift: -½; All powers disappear instantly when returning to normal form: -½; No Conscious Control; Must take animal powers – including disadvantageous ones.: -2; Side Effects; Gets animal Instincts, may need ego rolls.: 30/Half, -½; Side effects cannot be avoided.: -½; Natural Magic Only: -½ 0
d-5 Armor (8 PD/8 ED); Always On: -½; Not cumulative with artificial armor.: -½; Natural Magic Only: -½  
e-6 Clairsentience (Normal Sight); See: Future and Past, +40; Dimensions: Current, +0; Range: 300″; Burnout: 11-, -¾; No Conscious Control: -2; Side Effects; 6d6 Stun Drain: 60/All, -1; Side Effects cannot be avoided.: -1; Increased END: ×4, -1½; Natural Magic Only: -½ 24
f-5 Summon Earthspirit (1 50-point creatures); Range: 0; Summon: Limited Group, +¼; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Must have paid for relevant creatures as “Followers”.: -2; Costs END: -½; Increased END: ×2, -½; Works only when Touching Ground: -½; Charges: +3, -1¼; Natural Magic Only: -½ 10
     
(3) Paramedic 11-
(2) Knowledge; Nature 11-
(2) Profession; Herbalist 11-
(1) Animal Handler 8-
(1) Perk; Respected as a Mystic & Spiritual Advisor.  
     
(-5) Cunning Man Package Deal Bonus  
     
67 Mystical Enhancements :  
(18) Armor (6 PD/6 ED)  
(15) 1/2 End Cost Str 60  
(10) +1 SPD (From Catbelt)  
(24) +3 level w/All Combat (Helm Of Hachiman)  
109 Total Powers  
Points Skills, Talents, Perks Roll
10 +2 level w/HTH Combat   
3 Professional Skill; Smithcraft  21-
3 Knowledge; Geology  12-
3 Bump of Direction   
12 Followers; Cedbreagh (a common centaur servant) and the Star Stone (2, 35 pts, 0 Disad.); Number: 2, +5   
     
2 Perk; Equipment Allowance; 8 Points   
     
33 Total Skills, Talents, Perks  
75+ Disadvantages
  Racial Disadvantages 
10 Distinctive Features; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0 
5 Dependence; Contact with the earth, or a stone structure standing upon it. (3d6/1 Hour); Substance: Very Common, +5 
5 Mysterious duties to the earth (Uncommon, Moderate); Situation: Uncommon, +5; Intensity: Moderate, +0 
5 Phys. Lim; Cannot wear most clothing, limited equipment use (Must be fire resistant among other things). (Infrequently, Slightly) 
   
  Psychological LImitations : 
10 Prejudiced vrs Dhamphyrs, Undead, Etc. (Common, Moderate) 
10 Sees himself as the planetary welcome wagon. (Uncommon, Strong) 
5 Protective of Children, Provides weapons/enchantments to anyone he thinks needs them. (Uncommon, Moderate) 
   
  Personal Disadvantages 
15 Reputation; Charmsmith, Forger Of Mystical Weapons, Earthpriest (11-, Extreme) 
10 Geas Of The Earth; Protector-Spirit Of Nature. Must fulfill the needs of the earth. (Infrequently, Greatly) 
10 Watched; City & Military Authorites (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 
10 Watched; Minions Of The Secret Overlord (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 
5 Watched; Mage-Academies (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5   
   
   
   
   
   
   
100 Total Disadvantages
COSTS: Char.    Powers    Total Total    Disadv.    Base    Exp.
  52 + 142 = 194 194 = 100 + 75 + 19
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 3 0 31/19 27/19 3, 6, 9, 12

   Story: No one knows why gargoyles arise sometimes, or why they sometimes return to the earth; they just do… If gargoyles are sexed, or reproduce in any conventional way, nobody’s found out about it yet. They’re masses of stone, apparently with a core of near-molten rock (Although they don’t radiate much heat). When they move, cracks open in their skin, showing bubbling molten rock beneath. They’re not subject to ordinary diseases, poisons, or nutritional needs, although they do sometimes eat rocks and apparently can develop weird “diseases” of their own. Gargoyles are tied to the earth, and serve it’s purposes…   

   Height: 184cm (6’0″), Weight: 90/360kg (198 lbs/792 lbs), Race: Gargoyle   

   Appearance: A crudely humanoid mass of volcanic rock and obsidian, relieved only by the glimmering blue of the Star Stone embedded in his forehead… He usually carries a massive hammer, which he uses both to smash and forge things…   

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