Harold

 

You are Harold, a traveling merchant from Meylan. You are a loyal son of Meylan, and do not want to see your homeland consumed by the varied dangers that seem to be rising. And that is why you are in Churut, besides the fact that it is a land with many valuable business opportunities for someone who thinks quickly and well.

 

After a career spent largely in dealing with rare and exotic products, from Churut relics to Heres spices and more, you are familiar with many of the unusual devices that can be found, and know people ready to buy them. Lord William (Eric) of Churut is one of your best customers, and you’ve sold him quite a few things over the years – some of which you had to smuggle in. The lure of a solid profit has led you to skirting unreasonable laws before, and you’ve always managed to avoid too much trouble for it. You've traveled and made deals pretty much everywhere, from Grenoble to Churut and even further, and with nobles, commoners, and rogues.

 

Visiting Churut Castle is a useful opportunity, as it gives you a chance to meet new customers, and to poke a bit at the secrets it hides. You are quite convinced that some of the walls in the Castle move, and suspect that there must be some rather valuable devices and treasures deeper in. Which you’ll be happy to buy or analyze at bargain prices from anyone you convince to go and find them.

 

Part of your trip here is politically minded, as Meylan is in a problematic situation, with Eynard and Grenoble both making warlike noises. An ambassador directly approaching King Gerald (Brendan) would only precipitate conflict, so you were asked to try to find out where the King stood, and to attempt to gain his support for Meylan.

 

Your time on the road has let you meet quite a few interesting personalities, and you’ve bought and sold things from most of them. Maeve (Karen) is a wandering minstrel who moves mostly between Meylan and Eynard. Balthazar the Magnificent (Jeff) claims to be a mage of great power, but he's willing to buy just about anything so long as you claim it has hidden magical properties. Vlad (David Black) is a skilled mercenary captain who has fought in as many places as you've made deals, and survived to tell the tales.

 

 

Goals

 

Get rich.

Trade for the treasures hidden in Churut Castle.

Convince King Gerald to side with Meylan.

Don't get caught dealing in illegal goods.

Prove yourself essential to the good of those nearby - they'll open their purses further then!

 

 

Attributes

 

Experience: 0

Will: 0

Craft: 1

Power: 0

 

Hit Points: 6

Energy: 3

Reaction: 26

 

 

Abilities

 

Fireworks x1: This ability can only be used if there are 3 or more other players nearby. You have a supply of remarkable fireworks, which you set off to demonstrate the quality of your wares. If there are 6 or more other players nearby, you gain 2 Energy and 1 Will.

 

Clockwork Wonders x1: This ability can only be used if there are 3 or more other players nearby. You set up a collection of intricate and finely made clockwork devices, which march about and show what exotic goods you can provide. If there are 6 or more players nearby, you gain 2 Energy and 1 Craft.

 

Chapter and Verse x1: This ability can only be used if there are 3 or more other players nearby. You read out loud from some of the excellent books in your collection, and impress those nearby with the taste and range of your supplies. If there are 6 or more other players nearby, you gain 2 Energy and 1 Experience.

 

Exotic Wares: You have a large selection of unusual objects, many of which have no discernable use, except as jewelry, conversation pieces, or paperweights. Still, they all have value, and some may prove to be of great interest to those exploring the Castle. By default, you have most high quality items a character could request. Mundane supplies (rope, food, and the like) are not part of your selection, however. This ability is a large set of items, and you can lose it if captured and robbed.

 

Binding Contract x1: This ability can only be used if you have Experience 4 or more, and there are at least 3 other players nearby. You agree to a trade with the character of your choice, and seal if with a mystical pass, and strange lights briefly encase you and the character. You gain 2 Energy and 1 Experience. If there are 6 or more other players nearby, there is a sudden crack of thunder as well, and you gain 4 Energy, 1 Experience and 1 Power instead. Please let the GM know if either party breaks the contract.

 

Miraculous Machine x1: This ability can only be used if you have Craft 4 or more, and there are 5 or fewer other players nearby. You reveal an incredibly advanced device, which performs some useful function for the situation at hand. You gain 2 Energy and 1 Craft. If there are 2 or fewer players nearby, the item can go up to modern technology, and you gain 4 Energy, 1 Craft, and 1 Power instead. This ability creates an item, which is permanent and remains functional once made. Battery power or ammunition may not be forthcoming, however.

 

Enthralling Patter x1: This ability can only be used if you have Will 4 or more, and if there are at least 3 other players nearby. You begin to discuss the virtues of your goods, and everyone in earshot stops whatever they are doing and focuses their attention on you. You can exclude other characters if you choose. You gain 2 Energy and 1 Will. If there are 6 or more other players, you can select one character who will want something of yours, and be willing to pay almost any price - though he may prefer to us force if your demands are too great. In this case, you gain 4 Energy, 1 Will and 1 Power instead.

 

Healing Vial x1: A potion of rejuvenating elixir. It costs 1 Energy to activate the potion. In conflict, the effect of the potion is counted at the end, so you can recover from an otherwise deadly wound. Outside conflict, this does not apply. This is an item, and you can give or trade it to other players.

 

Bag of Gold x1: A small bag full of gold powder. Used on an NPC (guards, servants, and the like), you can get one to switch to your side, or three to become neutral each time you use the ability. This is a physical object, and can be traded with other players, who then get uses of the ability instead of you.

 

Acid Vial x1: A flask full of bubbling, fuming liquid. In conflict, it causes 1 Damage to the character of your choice. Outside of conflict, it has many uses. This is a physical object, and can be traded with other players, who then get uses of the ability instead of you.

 

Ancient Artifact x1: A treasure from the past of Churut, this item can be used to gain a burst of magical power. This ability allows you to increase your Experience, Will, or Craft by 1 for the purpose of one other ability, or can contribute 2 Energy for an ability (if the ability requires less, the object is consumed anyway). This artifact is a physical object, and can be traded to other players, who then get to use the ability instead of you.

 

Alchemy: The essence of your talent is transformation, turning a mundane toy in one nation into a precious rarity in another. This ability allows you to create items, based on the supplies you have. The key units in Alchemy are essences, which come in three types: Earth (Experience), Life (Will) and Sky (Craft). Items are made by combining essences, and some treasures can be broken down to obtain the same.

 

* Initial Supplies: You begin with 4 essences of each type.

 

* Primal Elixir: By using 4 essences of the same type, you can raise the linked Attribute by 1, and gain 2 Energy. If you use 6 essences of the same type, you gain 1 Power as well, and gain 4 Energy instead.

 

* Basic Recipes: You know a few recipes that can be used to in creating items, they are as follows:

 

            - Healing Elixir: 2 Earth essences, requires Experience 2 or more.

            - Bag of Gold: 2 Sky essences, requires Craft 2 or more.

            - Acid Vial: 2 Life essences, requires Will 2 or more.

 

* Experimentation: You can try to create other items by mixing essences. In order to mix 2 essences, you need to have at least one Attribute at 2 or more. To mix three essences, you need to have at least one Attribute at 3 or more. Experimentation can create some very powerful things, but is not safe. If you spend 2 Energy, you can delay the effect, so that it explodes in the face of the one using it, rather than yours.

 

* Extract Essences: By taking an item and breaking it down, you can recycle some of the essences it contains. The item is destroyed and you gain some relevant essences. Call the GM for specifics.

 

            - A Healing Potion gives 1 Earth essence.

            - A Bag of Gold gives 1 Sky essence.

            - An Acid Vial gives 1 Life essence.

            - An Ancient Artifact gives 1 essence of the type you choose.

 

* Analyze Item x3: This ability can only be used if you have Experience, Will, or Craft of 4 or more. It allows you to divine the properties of the more esoteric, incomprehensible, and arcane objects. Call the GM for details, it can also provide hints for bypassing obstacles.

 

Philosopher's Stone: If you reach a permanent score of 6 in Experience, Will, Craft, or Power, you have learned enough about the makings of reality to transmute it, and yourself, to some extent. Call the GM to know what you can now do.